World of Warships: Legends ship guide

Gneisenau

Also called: 格奈森瑙 Beta
Germany · Tier VI · Battleship · Tech Tree
Turtleback brawlerSloped armor bounces close-range shells; brawl with secondaries inside the citadel-safe band.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
Strong secondaries (5 km)Improved HE penSpotter planeTurtleback armorFast for the classLow HE DPM
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Community Data

Gneisenau Community Stats

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Playstyle

Overview

Gneisenau is a Tier VI German turtleback battleship: her sloped internal armor bounces plunging shells at close range, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 5.3 km that punish anyone who closes. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best punch-through secondaries in T6 BBs (38 mm) and best top speed in T6 BBs (32 kt).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 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 32-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

Turtleback armor

Sloped internal armor between the lower belt and the citadel deck. Bounces AP shells that penetrate the upper belt, so close-range broadside trades are survivable against same-tier guns.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 9/32 T6 BBs.

Punch-through secondaries

38.0 mm best HE pen across secondary families, best of T6 BBs. Pens hull plates peers' secondaries shatter on.

ELITE MOBILITY
  • Fast for the class · 32.0 kt
  • Heavy powerplant · 160000.0 hp
  • Nimble for the tonnage · 3.98 hp
Thick deck armor

100.0 mm armor deck, top decile of T6 BBs. Eats plunging fire and HE that peers don't.

Low HE DPM

60923 HE DPM, bottom decile of T6 BBs. Don't bank on burn pressure.

Acquisition

How to get Gneisenau

Gneisenau is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

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Commanders frequently paired with this ship AL BismarckAL Prinz HeinrichAL Scharnhorst

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Cohort position

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Where Gneisenau sits among Tier VI BBs (32 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.

BestMax speed32 kt (1 of 3 tied) BestSecondary HE pen38 mm (1 of 3 tied) Top 25%Traverse-to-turn ratio4.4 × (9/32) Top 25%Main battery reload26 s (7/32) Top 25%Secondary DPM (per side)232,048 (9/32) Top 25%Engine power160,000 hp (5/32) Top 25%Turn-speed retention192.8 hp/m (5/32) Top 25%Displacement40,198 t (9/32) Top 25%Power-to-weight3.98 hp/t (5/32) Top 25%Secondary range5.3 km (6/32) Top 25%Flak per wave (expected)1,350 (8/32) Top 25%Deck armor100 mm (5/32) Bottom 25%Fires per minute4.71 (27/31) Bottom 25%AP DPM160,615 (27/32) Bottom 25%HE alpha1,700 (28/31) Bottom 25%Citadel belt260 mm (27/32) Bottom 10%HE DPM60,923 (30/31) Bottom 10%Effective HE DPM (incl. fire)96,145 (30/31) WorstTorpedo range6 km (1 of 3 tied)
See 32 mid-pack stats

Not standouts for Gneisenau -- 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 points58,200 HP(21/32) Concealment14.64 km(21/32) Air detection11.71 km(20/32) Rudder shift14.8 s(17/32) Main battery caliber380 mm(21/32) Main battery range16.12 km(11/32) Sigma1.8(19/32) HE fire chance34%(18/31) AP shell damage11,600(15/32) Main dispersion209.6 m(16/32) Secondary fire chance8%(19/31) AP velocity820 m/s(13/32) HE velocity820 m/s(14/31) Acceleration35.2 s(13/32) AP arming threshold63 mm(12/32) AP pen at 10 km525 mm(13/32) AA DPS337(20/32) AA range4.5 km(24/32) AA threat1,084(15/32) Torpedo speed64 kt(3/6) Torpedo reload68 s(3/6) Repair charges3(15/32) Max armor350 mm(20/32) Bow armor26 mm(12/32) Stern armor26 mm(13/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value) NormTorpedo damage≈12,700(4 of 6 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit PointsInitial: 50,900 → 58,200
Displacement40,198 t
Armor range13–350 mm
Plate armor thicknesses13, 16, 20, 26, 32, 35, 40, 45, 50, 70, 80, 90, 95, 100, 105, 110, 150, 200, 260, 350 mm
Armor material/layer entries50
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 380 mm L/52 Drh LC/34
Mounts / barrels3 mounts / 6 barrels
Reload time26 s
Firing range (base)14.7 km
Firing range (top fire control)16.1 km
Turret traverse5 °/s
AP pen max range434 mm
HE fire DPM vs T6 BB35205
Effective HE DPM vs T6 BB96128
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 =(1465630·122.21000+2.2)·30=209.6m
209.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.6·0.6=125.8m
125.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =209.6·0.344(σ=1.8)=72.1m
72.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =125.8·0.344(σ=1.8)=43.3m
43.3 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ6 broadside guns x 60 / 26 s base reload = 13.8.
13.8
HE shells
HE Damage4,400
HE Velocity820 m/s
Fire Chance34%
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 6 broadside guns = 26,400.
26,400
HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 26 s base reload = 60,923.
60,923
Fires/min
ƒ13.8 shells/min x 34% fire chance = 4.71.
4.71
AP shells
AP Damage11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·8000.69·0.381.07·8201.38=729.4mm. Matches the in-game spec card.
729.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.2 km), where the shell has slowed to 531.1 m/s: P=107·2450·8000.69·0.381.07·531.11.38=400.6mm.
400.6 mm
AP full-salvo alpha
ƒ11,600 AP damage x 6 broadside guns = 69,600.
69,600
AP DPM
ƒ69,600 AP full-salvo alpha x 60 / 26 s base reload = 160,615.
160,615
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.
120
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time68 s
Projectile speed64 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=38,100·0.333=12,700.
≈ 12,700
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,700
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6=7.8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Torpedo flood 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. Not shown on the in-game port screen.
227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,700 = 38,100.
38,100
AA Defense
AA mount pointsInitial: 29 → 25
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.75) + (57×3.5×0.7) + (44×3.5×0.75) = 337. 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.
337
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/42Initial: 37 mm Flakzwilling 30 (8×2) → 37 mm Flak LM/42 (6×2)
20 mm Flakvierling 387×4 20mm
20 mm Flakzwilling 38Initial: 14×2 → 12×2 20mm
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
7×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (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 116 from dual-purpose secondaries firing as AA in this range band.
116
Range4.5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.75 hit probability = 81 - the same in-game units as the Close-range AA DPS headline.
Initial: 29 → 81
Range3.5 km
Total DPS in Aura
ƒFar 116 + Medium 81 = 197
197
Near aura
Guns20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 57 raw aura damage × 3.5 × 0.7 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
Initial: 162 → 140
Range2 km
Total DPS in Aura
ƒFar 116 + Medium 81 + Near 140 = 337
337
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 200 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 + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts15 → 11
Firing range5.3 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.3 km
ƒ5.3 km × 57 + 30 = 332.1 m.
332.1 m
105 mm L/65 Dop. L. C/31 (×7) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 MPL C/35 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine power160,000 hp
Maximum speed32 kt
Turning circle radius830 m
Rudder shift time14.8 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 (28.8 kt of 32 kt), from our in-house acceleration model.
35.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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·32.0·0.5144830=1.14°/s, so ratio=ωturretωhull=51.14=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea14.64 km
Detectability by air11.71 km
Smoke firing penalty13.37 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.64 km
Detect Fire Sea16.64 km
Detect Fire Air14.71 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,148 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 24,444 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 291 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (58,200 HP) per second = 291 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
Module options (3)

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

HullTrade-off
  • Hit points50,900 → 58,200
  • Rudder shift26.9 → 19.2 s
  • AA mounts29 → 25
  • Close-range AA DPS77 → 88
Fire controlUpgrade
  • Main battery range14,656 → 16121.6 m
EngineUpgrade
  • Time to 90% speed37.5 → 35.2 s

See all derived stats

Show

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 Disp209.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1465630·122.21000+2.2)·30=209.6m
Shell scatter width @ 5 km115 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 km164 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.
Max Vert Disp125.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.6·0.6=125.8m
Shell scatter height @ 10 km88 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 Disp72.1 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =209.6·0.344(σ=1.8)=72.1m
Med Vert Disp43.3 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =125.8·0.344(σ=1.8)=43.3m
AP Pen Close729.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·8000.69·0.381.07·8201.38=729.4mm. Matches the in-game spec card.
AP Pen Far400.6 mm
Same formula at the ship's max firing range (20.2 km), where the shell has slowed to 531.1 m/s: P=107·2450·8000.69·0.381.07·531.11.38=400.6mm.
AP pen 5 km623 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 km525 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 km448 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 penetration95 mm
95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha26,400
4,400 HE damage x 6 broadside guns = 26,400.
AP full-salvo alpha69,600
11,600 AP damage x 6 broadside guns = 69,600.
HE DPM60,923
26,400 HE full-salvo alpha x 60 / 26 s base reload = 60,923.
AP DPM160,615
69,600 AP full-salvo alpha x 60 / 26 s base reload = 160,615.
Shells/min13.8
6 broadside guns x 60 / 26 s base reload = 13.8.
Fires/min4.71
13.8 shells/min x 34% fire chance = 4.71.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage76,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
Per-side salvo damage38,100
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,700 = 38,100.

AA defense

Close-range AA DPS337
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×0.75) + (57×3.5×0.7) + (44×3.5×0.75) = 337. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1084
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.3 km332.1 m
5.3 km × 57 + 30 = 332.1 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)232,048
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: 7×2 105 mm (7/side) × 60/3.35 × 1200 = 150,448 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400 + 4×1 150 mm (2/side) × 60/7.5 × 1700 = 27,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 50,90058,200 with hull upgrade, 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.

Bow & stern26 mm

Overmatched by 80+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–70 mm)2,700 (5% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 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)150 mm primary (range 20–350 mm)43,700 (75% of HP)
No common caliber overmatches150 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–90 mm)1,500 (3% of HP)
Overmatch not possible in its bracketAngle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 13–260 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.
Superstructure16 mm3,100 (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 HP29,100 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 (150 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP17,500 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.

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

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