World of Warships: Legends ship guide

G-101

Beta
Germany · Tier III · Destroyer · Premium · G-101 Alpha Variant
Gun-and-torpedo destroyerA true hybrid: trade gunfire on the caps and torpedo the turns it forces.
Playstyle
  • Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer
  • Avoid: Playing her as only one kind of destroyer
Key characteristics
High AP DPMSmokeEngine BoostHeavy AP shellsHigh HP poolWeak AA
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Community Data

G-101 Community Stats

Across 5,300+ Standard battles from 170+ players, G-101 averages a 64% win rate, 31,600 damage and 1.4 kills per battle, and survives 44% of them.

Community Data

G-101 Community Stats

Log in to GamingDiver and upload your data to see Community Data for G-101: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

G-101 is a Tier III German gun-and-torpedo destroyer (5.5 km surface detection and 7 km torpedoes): her guns and torpedoes rank close together against her tier's destroyers, so neither carries her alone. Contest caps with gunfire and use the torpedoes to punish the turns and retreats that pressure forces. Standout traits: best AP DPM in T3 DDs (138,000, 1st of 9) and heavy AP shells in T3 DDs (2,300, 3rd of 9). The trade is short gun range in T3 DDs (9.1 km, 11th of 11).

Positioning

Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer, with torpedo lanes covering the routes the enemy must take to turn or retreat. Go dark between trades so the next salvo or wave is on your terms, and leave before the radar or spot timer matters. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2 km, and a destroyer here is spotted at about 5.7 km, so you see it coming with roughly 3.7 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.5 km) reads straight in regardless. With 2.9 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Playing her as only one kind of destroyer

Holding the torpedoes to keep a gun duel going, or skipping gun trades while you wait for a perfect torpedo window, leaves half the kit idle; she wins fights by using both.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 138000 AP
  • Heavy AP shells · 2300 damage
  • Tight pattern at max range · 83.2 m
  • Fast reload · 4 s
High HP pool ↗

11000 HP, top decile of T3 DDs.

Many torpedo launchers ↗

4 launchers, best of T3 DDs. Each fires its own spread: aim them at different escape routes, or stack them on one line for more hits.

Short gun range ↗

9.1 km main battery reach, bottom decile of T3 DDs. Outranged by peers; close distance or lean on terrain.

Weak AA ↗

10 AA DPS, bottom decile of T3 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get G-101

G-101 is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Official WG availability sources
  • December 2019 Update Patchnotes Event currency Start: 2020-01-27
    • G-101 in turn can be obtained for a discounted price of 200 Sakura coins (4 Super Santa crates) until December 30 as well as from a Secret Santa Container.
  • Halloween Update: Crimson Tale Store / event post Start: 2024-10-10
    • Visit the Store to discover ships that participated in historical battles and operations: Oklahoma, Texas, Agincourt, Kawachi, G-101, Bellerophon, Warspite, Arizona, Giulio Cesare, Viribus Unitis, South Carolina, Aurora, Oleg, and Arkansas.
  • Honoring the Battle of Jutland Store / event post Start: 2025-05-19
    • Aside from the three new ships, several returning ships are making their way back to the Store—some of which also took part in the Battle of Jutland.
    • German battleship Von der Tann and destroyer G-101 in a bundle with Commander Reinhard Scheer
  • Freebies and Sales Free reward Start: 2021-07-23
    • For those of you who have various subscriptions, there are also additional perks such as the Navy of the Realm bundle (live for Xbox Game Pass subscribers; available from August 3 for PlayStation Plus subscribers).
    • German Tier III Premium destroyer G-101
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL Z24Blue FurioraErich Bey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where G-101 sits among Tier III DDs (10 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery reload4 s (1 of 2 tied) BestAP DPM138,000 (1 of 2 tied) BestMain dispersion83.2 m (1/11) Top 10%Hit points11,000 HP (2/11) Top 10%Stealth profile5.53 km / 2.77 km (2/11 / 2/11) Top 25%AP arming threshold18 mm (3/9) Top 25%Torpedo reaction time6.9 s (3/11) Top 25%Torpedo reload42 s (3/11) Bottom 25%HE velocity715 m/s (9/10) Bottom 25%Displacement1,734 t (10/11) WorstMain battery range9.1 km (11/11) WorstHE shell damage1,200 (1 of 2 tied) WorstAcceleration (0-12 kt)5.3 s (1 of 2 tied) WorstPower-to-weight16.15 hp/t (11/11) WorstAA DPS10 (11/11) WorstAA range1 km (11/11) WorstAA threat10 (11/11) WorstTorpedo speed54 kt (1 of 2 tied) WorstCitadel belt10 mm (1 of 5 tied)
See 18 mid-pack stats

Not standouts for G-101 -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed33.5 kt(9/11) Smoke fire bloom2 km(5/11) Rudder shift2.9 s(9/11) Turning circle520 m(6/11) Main battery caliber105 mm(9/11) HE fire chance5%(8/10) Fires per minute3(5/10) HE DPM72,000(5/10) AP velocity715 m/s(7/9) Time to 90% speed16.3 s(8/11) Engine power28,000 hp(6/11) Power / turn radius53.8 hp/m(7/11) Effective HE DPM (incl. fire)91,683(5/10) Torpedo range6.99 km(6/11) Torpedo damage≈9,800(7/11) Max armor13 mm(6/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit Points11,000
Displacement1,734 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
95.2 x 9.4 m (ship-model figure)
Armor range10–13 mm
Plate armor thicknesses10, 13 mm
Armor material/layer entries25
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
10%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 11,000 HP = 990 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 11,000 HP = 1,100 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
5,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
3,300
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 8,300 = 16,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,300
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 500 = 1,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,500 = 3,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,500
Main Battery
ModuleArtillery: 105 mm Tbts LC/16
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range9.1 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±152°, ±165°, 287° arc, ±153°
Guns to bear
ƒ180° − 152° (the most restricted aft-facing mount's arc) = 28° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
28° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.1 km) shells land in an ellipse about 83 m wide and 50 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(910030·8−0.51000+0.5)·30=83.2m
83.2 m at 9.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.2·0.6=50m
50 m at 9.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =83.2·0.62=25m
25 m at 9.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
15 m at 9.1 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE alpha1,200
HE Velocity715 m/s
Fire Chance5%
HE fire DPM vs T3 BB19683
Effective HE DPM vs T3 BB91683
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 4 broadside guns = 4,800.
4,800
HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Fires/min
ƒ60 shells/min × 0.05 (5% fire chance) = 3.
3
AP shells
AP alpha2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1870·18.20.69·0.105−1.07·7151.38=134.1mm.
134.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.1 km), where the shell has slowed to 261.5 m/s: P=10−7·1870·18.20.69·0.105−1.07·261.51.38=33.5mm.
33.5 mm at 9.1 km
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 4 s base reload = 138,000.
138,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
3
Torpedoes
ModuleTorpedoes: 500 mm Zwilling
Launchers / tubes1 + 1 + 2 + 2 tubes = 6 tubes
Reload time42 s
Projectile speed54.0 kt
Range6.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=29,400·0.333=9,800. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 9,800
Maximum damage (ammunition)
ƒ29,400 warhead alpha / 3 + 800 blast = 10,600. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
10,600
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
800
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km54 kt×2.6855=6.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
6.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
173%
Torpedo launcher traverse25 °/s
Launch arcscentreline 270°; wing 48° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming175 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 9,800 = 49,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
49,000
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1 km; dual-purpose mount auras extend it.
1 km
7.92 mm MG 082×1 8mm
Near aura
Guns7.92 mm MG 08
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range1 km
Maneuverability
Engine power28,000 hp
Maximum speed33.5 kt
Turning circle radius520 m
Rudder shift time2.9 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
15.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
16.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
27.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 8.3 = +1.7°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.53 km x 0.955 = 5.28 km. Camouflage does not change detectability by air.
5.53 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.53 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.28 km.
5.28 km
Detectability by air2.77 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.53 km) = 9.1 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.1 km
Detect when firing (air)
ƒAir detectability 2.77 km + gun-firing bloom 2.1 km = 4.87 km. The bloom tracks main-battery caliber 105 mm × 0.020 = 2.1 km.
4.87 km
Detect when on fire (sea)
ƒSea detectability 5.53 km + 2.0 km while burning = 7.53 km.
7.53 km
Detect when on fire (air)
ƒAir detectability 2.77 km + 3.0 km while burning = 5.77 km.
5.77 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 53 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

Under the hood

Show ▾

All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
AP pen 5 km59 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1870·18.20.69·0.105−1.07·394.51.38=59mm, where 394.5 m/s is the shell's speed when it arrives at 5 km (from 715 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,870
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass18.2 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4125
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity715 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity715 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time6.9 s
1000 m / (54.0 kt × 2.6855) = 6.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed54.0 kt
Travel time to max range48.2 s
6990 m / (54.0 kt × 2.6855) = 48.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
1 + 1 + 2 + 2 tubes.
Per-side salvo5 torpedoes
4 centreline + (2 wing tubes / 2) = 5: centreline launchers train to either side; wing launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range10
Only families that reach 1 km contribute at the outer edge of the AA bubble. In-game families: MachineGunMaxim 7 62 2x1 -> 10 DPS @ 1 km.
AA DPS layered by range10 DPS @ 1 km
@ 1 km: 10 from one family. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank10
10 = 10 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index10
10 × 1 = 10. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1 km
Open in Charting Tool

Ship Charts

Background

This destroyer was built in Germany for the Argentine Navy. However, she was commissioned into the Imperial German Navy at the outbreak of World War I. Compared to V-25-class destroyers, she was larger in size and had more guns, but was slower.

Armor Beta

Hull HP 11,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,300 (12% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Stern10 mm primary (range 10–13 mm)1,500 (14% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 mm≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure10 mm primary (range 10–13 mm)500 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP5,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (8 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP3,300 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior G-101 can equip.

  • G-101 default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.