World of Warships: Legends ship guide

Georgia W

Also called: 佐治亚冬季 · Зимний Georgia · Georgia 겨울 · Georgia hivernal · Georgia Winter Beta
U.S.A. · Tier VII · Battleship · Premium · Georgia Variant
Fast battleshipSpeed lets it rotate flanks like no other battleship and open fights on its terms.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to…
  • Avoid: Using the 33-kn speed to push rather than to rotate
Key characteristics
457 mm overmatchHeavy AP penEngine BoostSpotter planeHigh fire chanceStiff AP fuse
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Community Data

Georgia W Community Stats

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Playstyle

Overview

Georgia W is a Tier VII American fast battleship at 33 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best AP overmatch threshold in T7 BBs (31.9 mm) and top-decile long-range AP brick in T7 BBs (558.8 mm).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 33-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 BBs.

ELITE MAIN BATTERY
  • Big-caliber overmatch · 31.9 mm
  • Long-range AP brick · 558.84 mm
  • Close-range AP brick · 821.8 mm
Long DCP window

20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.

Heavy armor

439.0 mm max plate, top decile of T7 BBs.

Heavy powerplant

230000.0 hp engine, top decile of T7 BBs. More headroom for accelerating out of stops and maintaining speed in turns.

Stiff AP fuse

76.0 mm AP arming threshold, worst of T7 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Georgia W

Georgia W is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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.

Best listed chance for this ship

  • Santa Level 5 0.428571% Tier VII Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Archived · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
Show all 11 containers (8 more)
  • Piñata Chest 0.142857% Tier V, VI, or VII Premium ship Event · Piñata Chest · 1 of 21 ships
  • Santa Level 3 0.102143% Tier VII Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Explorer's Chest 0.1% One of these ships New · Explorer's Chest · 1 of 30 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Archived · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Santa Level 1 0.007834% Tier VII Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
Official WG availability sources
  • "Georgia On My Mind" Campaign Breakdown Campaign Start: 2021-06-21 · End: 2021-07-24 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
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 Fleet Members, pack math personalized to your port.

Builds Beta

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Open in Build Tool →

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Cohort position

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Where Georgia W sits among Tier VII BBs (49 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 caliber457 mm (1 of 3 tied) BestAP shell damage15,750 (1 of 2 tied) BestSecondary dispersion bracket27 (1 of 3 tied) Top 10%HE fire chance43% (5/48) Top 10%Engine power230,000 hp (3/49) Top 10%Turn-speed retention258.4 hp/m (3/49) Top 10%Power-to-weight4.3 hp/t (5/49) Top 10%AP pen at 10 km629 mm (5/48) Top 10%Max armor439 mm (5/49) Top 25%Max speed33 kt (7/49) Top 25%Main battery reload23.4 s (12/49) Top 25%AA DPS639 (7/49) Top 25%AA threat2,133 (9/49) Top 25%Flak per wave (expected)1,725 (7/49) Top 25%Repair heal rate0.66 %/s (8/49) Bottom 25%Stealth profile15.52 km / 12.42 km (43/49 / 43/49) Bottom 25%Rudder shift16.6 s (43/49) Bottom 25%HE DPM99,231 (37/48) Bottom 25%AP velocity732 m/s (45/49) Bottom 25%HE velocity800 m/s (41/48) Bottom 25%Deck armor38 mm (37/45) Bottom 10%Traverse-to-turn ratio3.66 × (47/49) Bottom 10%Displacement53,440 t (47/49) WorstSecondary fire chance5% (1 of 11 tied) WorstSecondary HE pen21 mm (1 of 11 tied) WorstAP arming threshold76 mm (1 of 3 tied) WorstNo torpedoes (33 of 49 in cohort)
See 20 mid-pack stats

Not standouts for Georgia W -- 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.

Hit points63,000 HP(35/49) Main battery range17.16 km(21/49) Sigma1.8(29/49) Fires per minute6.62(35/48) AP DPM242,308(27/49) Main dispersion200.8 m(17/49) Secondary DPM (per side)180,000(35/49) HE alpha1,800(31/46) Acceleration35.2 s(17/49) Effective HE DPM (incl. fire)148,337(35/48) Secondary range5 km(35/49) AA range5 km(19/49) Repair charges3(24/49) Citadel belt297 mm(31/47) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points63,000
Displacement53,440 t
Armor range6–439 mm
Plate armor thicknesses6, 16, 19, 25, 32, 38, 50, 58, 76, 127, 130, 142, 157, 163, 181, 184, 216, 297, 310, 343, 439 mm
Armor material/layer entries59
Fire resistance36.6%
Fire duration60 s
Torp Reduction26%
Main Battery
ModuleArtillery: 457 mm Mk.1
Mounts / barrels3 mounts / 6 barrels
Reload time26 s
Firing range17.2 km
Turret traverse4 °/s
AP pen max range529 mm
HE fire DPM vs T7 BB44164
Effective HE DPM vs T7 BB133472
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1716330·10.51.61000+1.6)·30=200.8m
200.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.8·0.6=120.5m
120.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =200.8·0.344(σ=1.8)=69m
69 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =120.5·0.344(σ=1.8)=41.4m
41.4 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 26 s base reload = 13.8. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 23.4 s all-upgrades reload = 15.4.
Initial: 13.8 → 15.4
HE shells
HE Damage6,450
HE Velocity800 m/s
Fire Chance43%
HE penetration
ƒ77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ6,450 HE damage x 6 broadside guns = 38,700.
38,700
HE DPM
ƒZero upgrades: 38,700 HE full-salvo alpha x 60 / 26 s base reload = 89,308. All upgrades (Main Battery Mod. 3 = -10% reload): 38,700 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 99,231.
Initial: 89,308 → 99,231
Fires/min
ƒZero upgrades: 13.8 shells/min x 43% fire chance = 5.95. All upgrades (Main Battery Mod. 3 = -10% reload): 15.4 shells/min x 43% fire chance = 6.62.
Initial: 5.95 → 6.62
AP shells
AP Damage15,750
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2390·17460.69·0.4571.07·7321.38=855.7mm. Matches the in-game spec card.
855.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.5 km), where the shell has slowed to 509.9 m/s: P=107·2390·17460.69·0.4571.07·509.91.38=519.6mm.
519.6 mm
AP full-salvo alpha
ƒ15,750 AP damage x 6 broadside guns = 94,500.
94,500
AP DPM
ƒZero upgrades: 94,500 AP full-salvo alpha x 60 / 26 s base reload = 218,077. All upgrades (Main Battery Mod. 3 = -10% reload): 94,500 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 242,308.
Initial: 218,077 → 242,308
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.
400
AA Defense
AA mount points56
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.75) + (81×3.5×0.7) + (49×3.5×0.75) = 639. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
639
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk216×4 40mm
20 mm Oerlikon Mk440×1 20mm
127 mm Mk38 mod. 0 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk38 mod. 0 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 129 from dual-purpose secondaries firing as AA in this range band.
129
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 119 raw aura damage × 3.5 × 0.75 hit probability = 312 - the same in-game units as the Close-range AA DPS headline.
312
Range3.5 km
Total DPS in Aura
ƒFar 129 + Medium 312 = 441
441
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 81 raw aura damage × 3.5 × 0.7 hit probability = 198 - the same in-game units as the Close-range AA DPS headline.
198
Range2 km
Total DPS in Aura
ƒFar 129 + Medium 312 + Near 198 = 639
639
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk38 mod. 0 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (50%, Massachusetts type)
Max secondary dispersion @ 5 km
ƒ5 km × 27 + 30 = 165 m.
165 m
Maneuverability
Engine power230,000 hp
Maximum speed33 kt
Turning circle radius890 m
Rudder shift time16.6 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
35.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
56.2 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.0·0.5144890=1.09°/s, so ratio=ωturretωhull=41.09=3.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.7× drags
Concealment
Detectability by sea15.52 km
Detectability by air12.42 km
Smoke firing penalty14.97 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.52 km
Detect Fire Sea17.52 km
Detect Fire Air15.42 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 40 s reload · 28 s active · 11,642 HP (18.5% of max HP) total heal (per charge)
ƒHeal per second (0.66%) x effective active time (28 s) = up to 18.5% of max HP restored per charge.
· 34,926 HP (55.5% of max HP) total heal (all charges)
ƒ18.5% per charge x 3 charges = up to 55.5% of max HP if the whole Repair Party loadout is used.
· 416 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (63,000 HP) per second = 416 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus

See all derived stats

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Max Horiz Disp200.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1716330·10.51.61000+1.6)·30=200.8m
Shell scatter width @ 5 km92.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km137 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km181.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp120.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =200.8·0.6=120.5m
Shell scatter height @ 10 km70.8 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp69 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =200.8·0.344(σ=1.8)=69m
Med Vert Disp41.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =120.5·0.344(σ=1.8)=41.4m
AP Pen Close855.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2390·17460.69·0.4571.07·7321.38=855.7mm. Matches the in-game spec card.
AP Pen Far519.6 mm
Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 509.9 m/s: P=107·2390·17460.69·0.4571.07·509.91.38=519.6mm.
AP pen 5 km723 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km629 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km555 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration77 mm
77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
AP 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.
Broadside guns used for alpha6
All 6 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha38,700
6,450 HE damage x 6 broadside guns = 38,700.
AP full-salvo alpha94,500
15,750 AP damage x 6 broadside guns = 94,500.
HE DPMInitial: 89,308 → 99,231
Zero upgrades: 38,700 HE full-salvo alpha x 60 / 26 s base reload = 89,308. All upgrades (Main Battery Mod. 3 = -10% reload): 38,700 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 99,231.
AP DPMInitial: 218,077 → 242,308
Zero upgrades: 94,500 AP full-salvo alpha x 60 / 26 s base reload = 218,077. All upgrades (Main Battery Mod. 3 = -10% reload): 94,500 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 242,308.
Shells/minInitial: 13.8 → 15.4
Zero upgrades: 6 broadside guns x 60 / 26 s base reload = 13.8. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 23.4 s all-upgrades reload = 15.4.
Fires/minInitial: 5.95 → 6.62
Zero upgrades: 13.8 shells/min x 43% fire chance = 5.95. All upgrades (Main Battery Mod. 3 = -10% reload): 15.4 shells/min x 43% fire chance = 6.62.

AA defense

Close-range AA DPS639
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (119×3.5×0.75) + (81×3.5×0.7) + (49×3.5×0.75) = 639. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2133
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 range2 km

Secondary battery dispersion

Secondary dispersion typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km165 m
5 km × 27 + 30 = 165 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.

Armor Beta

Hull HP 63,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel310 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)≈ 3,150 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)38 mm primary (range 16–439 mm)≈ 47,250 (~75% of HP)
No common caliber overmatches38 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 6–343 mm)≈ 3,150 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel310 mm primary (range 32–297 mm)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.
Superstructure19 mm primary (range 19–38 mm)no cap
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).

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.

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Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Georgia W can equip, from in-game data.

  • Georgia W default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision