World of Warships: Legends ship guide

Georgia

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
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
460 mm overmatchHeavy AP penEngine BoostSpotter planeEasily spotted
Community Data

Georgia Community Stats

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Playstyle

Overview

Georgia 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 turret traverse rate in T7 BBs (12) and best AP overmatch threshold in T7 BBs (32.2 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

Big-caliber overmatch

32.2 mm overmatch threshold, best of T7 BBs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

519.5 mm AP pen at max range, top decile of T7 BBs. Threatens citadels even from range.

Close-range AP brick

821.8 mm AP pen at 1.5 km, top decile of T7 BBs. Citadels broadside cruisers up close.

Long DCP window

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

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.

Easily spotted

15.52 km surface detect, bottom decile of T7 BBs. Visible before you can react; position early.

Acquisition

How to get Georgia

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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 18 containers (15 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · 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%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Super Santa '22 0.034615% Tier VII Premium ship Event containers · Super Santa '22 · 1 of 13 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · 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 Event containers · 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%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · 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 Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

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Cohort position

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Where Georgia sits among Tier VII BBs (39 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 caliber460 mm (1/39) BestAP shell damage15,750 (1/39) BestSecondary dispersion bracket27 (1 of 2 tied) Top 10%HE fire chance43% (4/38) Top 10%Engine power230,000 hp (2/39) Top 10%Turn-speed retention258.4 hp/m (2/39) Top 10%Max armor439 mm (4/39) Top 25%Max speed33 kt (5/39) Top 25%Main battery reload23.4 s (9/39) Top 25%Power-to-weight4.3 hp/t (5/39) Top 25%AA DPS639 (5/39) Top 25%AA threat2,133 (6/39) Top 25%Repair heal rate0.66 %/s (7/39) Bottom 25%Stealth profile15.52 km / 12.42 km (36/39 / 36/39) Bottom 25%Rudder shift21.5 s (35/39) Bottom 25%HE DPM99,231 (30/38) Bottom 25%AP velocity732 m/s (36/39) Bottom 25%HE velocity800 m/s (32/38) Bottom 10%Traverse-to-turn ratio3.66 × (37/39) Bottom 10%Displacement53,440 t (37/39) WorstSecondary fire chance5% (1 of 8 tied) WorstSecondary HE pen21 mm (1 of 8 tied) WorstAP arming threshold76 mm (1 of 2 tied) WorstNo torpedoes (27 of 39 in cohort)
See 19 mid-pack stats

Not standouts for Georgia -- 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(28/39) Main battery range17.16 km(18/39) Sigma1.8(23/39) Fires per minute6.62(28/38) AP DPM242,308(23/39) Main dispersion200.8 m(13/39) Secondary DPM (per side)180,000(27/39) HE alpha1,800(27/37) Acceleration9.9 s(27/39) Secondary range5 km(27/39) AA range5 km(15/39) Repair charges3(19/39) Citadel belt297 mm(23/37) Stern armor32 mm(15/37) Deck armor127 mm(14/36) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3Engine BoostFighter
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%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
31,500
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.
18,900
Main Battery
ModuleArtillery: 457 mm Mk.1
Mounts / barrels3 mounts / 6 barrels
Reload time26 s
Firing range17.2 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17163/30·(10.5−1.6)/1000 + 1.6)·30 = 200.8 m
200.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 200.8 × 0.6 = 120.5 m
120.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 200.8 × 0.344 (σ=1.8) = 69 m
69 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 120.5 × 0.344 (σ=1.8) = 41.4 m
41.4 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ6 broadside guns x 60 / 26 s base reload = 13.8.
13.8
HE shells
HE Damage6,450
HE Velocity800 m/s
Fire Chance43%
HE penetration
ƒ77 mm ≈ 460 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
Base HE DPM
ƒ38,700 HE full-salvo alpha x 60 / 26 s base reload = 89,308.
89,308
Installed HE DPM
ƒ38,700 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 99,231.
99,231
Base fires/min
ƒ6 HE shells x 60 / 26 s reload x 43% fire chance = 5.95.
5.95
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(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
32 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2390 × 1746^0.69 × 0.457^-1.07 × 732^1.38 = 855.7 mm. 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: 1e-7 × 2390 × 1746^0.69 × 0.457^-1.07 × 509.9^1.38 = 519.6 mm.
519.6 mm
AP full-salvo alpha
ƒ15,750 AP damage x 6 broadside guns = 94,500.
94,500
Base AP DPM
ƒ94,500 AP full-salvo alpha x 60 / 26 s base reload = 218,077.
218,077
Installed AP DPM
ƒ94,500 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 242,308.
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.
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)10×2 127mm
Far aura
DPS
ƒIncludes 49 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
49
Range5 km
Medium aura
DPS119
Range3.5 km
Total DPS in Aura
ƒFar 49 + Medium 119 = 168
168
Near aura
DPS81
Range2 km
Total DPS in Aura
ƒFar 49 + Medium 119 + Near 81 = 249
249
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
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 moduleEngine: 230,000 hp
Engine power230,000 hp
Maximum speed33 kt
Turning circle radius890 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.7× drags
Concealment
Detectability by sea15.52 km
Detectability by air12.42 km
Smoke firing penalty14.97 km
Detect after firing main guns15.52 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 · 0.66% heal per second · 18.5% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse4 → 12 °/s

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp200.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17163/30·(10.5−1.6)/1000 + 1.6)·30 = 200.8 m
Max Vert Disp120.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 200.8 × 0.6 = 120.5 m
Med Horiz Disp69 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 200.8 × 0.344 (σ=1.8) = 69 m
Med Vert Disp41.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 120.5 × 0.344 (σ=1.8) = 41.4 m
AP Pen Close855.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2390 × 1746^0.69 × 0.457^-1.07 × 732^1.38 = 855.7 mm. 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: 1e-7 × 2390 × 1746^0.69 × 0.457^-1.07 × 509.9^1.38 = 519.6 mm.
HE penetration77 mm
77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).
AP overmatch32 mm
floor(460 mm caliber / 14.3) = 32 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.
Base HE DPM89,308
38,700 HE full-salvo alpha x 60 / 26 s base reload = 89,308.
Base AP DPM218,077
94,500 AP full-salvo alpha x 60 / 26 s base reload = 218,077.
Installed HE DPM99,231
38,700 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 99,231.
Installed AP DPM242,308
94,500 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 242,308.
Base shells/min13.8
6 broadside guns x 60 / 26 s base reload = 13.8.
Installed shells/min15.4
6 broadside guns x 60 / 23.4 s installed Artillery reload = 15.4.
Base fires/min5.95
6 HE shells x 60 / 26 s reload x 43% fire chance = 5.95.
Installed fires/min6.62
6 HE shells x 60 / 23.4 s installed reload 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.
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

Hull HP 63,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)3,300 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle 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)19 mm primary (range 16–439 mm)47,500 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 6–343 mm)3,400 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel297 mm primary (range 32–297 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure38 mm primary (range 38–439 mm)4,800 (8% 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 HP31,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (40 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 HP18,900 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Georgia 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.