Georgia W
Also called: 佐治亚冬季 · Зимний Georgia · Georgia 겨울 · Georgia hivernal · Georgia Winter Beta- 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
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Georgia W Community Stats
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Georgia W Community Stats
Record History
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
+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.
- Big-caliber overmatch · 31.9 mm
- Long-range AP brick · 558.84 mm
- Close-range AP brick · 821.8 mm
20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.
439.0 mm max plate, top decile of T7 BBs.
230000.0 hp engine, top decile of T7 BBs. More headroom for accelerating out of stops and maintaining speed in turns.
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.
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.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
- CampaignEarnable in the Georgia On My Mind campaign; campaign ships can later return through other limited methods.
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
- Explorer's Chest 0.1% · One of these ships
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Piñata Chest 0.142857% · Tier V, VI, or VII Premium ship
- Santa Level 2 0.002857% · Tier VII Premium ship
- Santa Level 3 0.057143% · Tier VII Premium ship
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
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
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.
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.
Peers in this cohort
Show all 48 peers
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
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.HE shells
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77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).ƒ
6,450 HE damage x 6 broadside guns = 38,700.ƒ
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.ƒ
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.AP shells
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floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 509.9 m/s: .ƒ
15,750 AP damage x 6 broadside guns = 94,500.ƒ
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.ƒ
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.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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.ƒ
Effective DPS: 119 raw aura damage × 3.5 × 0.75 hit probability = 312 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 129 + Medium 312 = 441ƒ
Effective DPS: 81 raw aura damage × 3.5 × 0.7 hit probability = 198 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 129 + Medium 312 + Near 198 = 639ƒ
Each ~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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 27 + 30 = 165 m.ƒ
Time to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
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) ƒ
Heal per second (0.66%) x effective active time (28 s) = up to 18.5% of max HP restored per charge.ƒ
18.5% per charge x 3 charges = up to 55.5% of max HP if the whole Repair Party loadout is used.ƒ
0.66% 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.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.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.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (21.5 km), where the shell has slowed to 509.9 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.6,450 HE damage x 6 broadside guns = 38,700.15,750 AP damage x 6 broadside guns = 94,500.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.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.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.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
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.Longest-reaching aura across AA-only + dual-purpose auras.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.Secondary battery dispersion
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 27 + 30 = 165 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.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.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.
Overmatched by only MusashiARP Musashi. Angled, everything else bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
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 |
|---|---|---|---|---|
| Bow | 32 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. |
| Stern | 32 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. |
| Citadel | 310 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. |
| Superstructure | 19 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.
Ship Charts
Skins & permanent camouflages
Every custom exterior Georgia W can equip, from in-game data.
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.
