World of Warships: Legends ship guide

Gneisenau

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
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 planeLow HE DPM
Community Data

Gneisenau Community Stats

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Playstyle

Overview

Gneisenau is a Tier VI German torpedo-equipped battleship: she carries deck torpedoes reaching 6 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. 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 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 7/27 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.

Fast torpedoes

64.0 kt torpedo speed, best of T6 BBs. Less reaction time for targets to dodge.

Fast for the class

32.0 kt, best of T6 BBs. Lets you rotate flanks or escape disengagements.

Low HE DPM

67692 HE DPM, bottom decile of T6 BBs. Don't bank on burn pressure.

Acquisition

How to get Gneisenau

Gneisenau is available in the Brawler Battleships branch of the Germany Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Gneisenau sits in the Brawler Battleships branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

AL Bismarck, AL Prinz Heinrich, and AL Scharnhorst are useful German battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship AL BismarckAL Prinz HeinrichAL Scharnhorst

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 Gneisenau sits among Tier VI BBs (27 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 2 tied) BestSecondary HE pen38 mm (1 of 3 tied) BestTorpedo speed64 kt (1 of 2 tied) BestTorpedo reload68 s (1 of 2 tied) Top 10%Engine power160,000 hp (3/27) Top 10%Power-to-weight3.98 hp/t (3/27) Top 25%Main battery reload23.4 s (7/27) Top 25%Turn-speed retention192.8 hp/m (4/27) Top 25%Secondary range5.3 km (5/27) Bottom 25%Fires per minute5.23 (23/27) Bottom 25%AP DPM178,462 (24/27) Bottom 25%HE alpha1,700 (24/26) Bottom 25%Acceleration9.1 s (23/27) Bottom 25%Citadel belt260 mm (22/26) WorstHE DPM67,692 (27/27)
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(20/27) Concealment14.64 km(17/27) Air detection11.71 km(17/27) Rudder shift19.2 s(14/27) Traverse-to-turn ratio4.4 ×(8/27) Main battery caliber380 mm(17/27) Main battery range16.12 km(10/27) Sigma1.8(17/27) HE fire chance34%(15/27) AP shell damage11,600(12/27) Main dispersion209.6 m(13/27) Secondary DPM (per side)232,048(9/27) Secondary fire chance8%(17/26) AP velocity820 m/s(11/27) HE velocity820 m/s(13/27) AP arming threshold63 mm(11/27) Displacement40,198 t(8/27) AA DPS337(16/27) AA range4.5 km(21/27) AA threat1,084(12/27) Repair charges3(13/27) Max armor350 mm(17/27) Bow armor26 mm(11/26) Stern armor26 mm(11/26) Deck armor100 mm(19/26) NormSecondary dispersion bracket57(20 of 27 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(24 of 27 tied at this value) NormAP auto-bounce angle60°(24 of 27 tied at this value) NormTorpedo range6 km(3 of 5 tied at this value) NormTorpedo damage13,700(3 of 5 tied at this value) NormRepair heal rate0.5 %/s(17 of 27 tied at this value)

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

Repair 3Fighter
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%
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.
29,100
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.
17,500
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
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 = (14656/30·(12−2.2)/1000 + 2.2)·30 = 209.6 m
209.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 209.6 × 0.6 = 125.8 m
125.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 209.6 × 0.344 (σ=1.8) = 72.1 m
72.1 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 125.8 × 0.344 (σ=1.8) = 43.3 m
43.3 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base 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
Base HE DPM
ƒ26,400 HE full-salvo alpha x 60 / 26 s base reload = 60,923.
60,923
Base fires/min
ƒ6 HE shells x 60 / 26 s reload 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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 729.4 mm. 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: 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 531.1^1.38 = 400.6 mm.
400.6 mm
AP full-salvo alpha
ƒ11,600 AP damage x 6 broadside guns = 69,600.
69,600
Base 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 damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
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.
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)7×2 105mm
Far aura
DPS
ƒIncludes 44 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
44
Range4.5 km
Medium aura
DPSInitial: 11 → 31
Range3.5 km
Total DPS in Aura
ƒFar 44 + Medium 31 = 75
75
Near aura
DPSInitial: 66 → 57
Range2 km
Total DPS in Aura
ƒFar 44 + Medium 31 + Near 57 = 132
132
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)
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 moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed32 kt
Turning circle radius830 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.4× drags
Concealment
Detectability by sea14.64 km
Detectability by air11.71 km
Smoke firing penalty13.37 km
Detect after firing main guns14.64 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 · 0.5% heal per second · 14% 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
Module options (2)

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
  • Turret traverse5 → 6 °/s
Fire controlUpgrade
  • Main battery range14,656 → 16121.6 m

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 Disp209.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14656/30·(12−2.2)/1000 + 2.2)·30 = 209.6 m
Max Vert Disp125.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 209.6 × 0.6 = 125.8 m
Med Horiz Disp72.1 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 209.6 × 0.344 (σ=1.8) = 72.1 m
Med Vert Disp43.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 125.8 × 0.344 (σ=1.8) = 43.3 m
AP Pen Close729.4 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 × 2450 × 800^0.69 × 0.38^-1.07 × 820^1.38 = 729.4 mm. 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: 1e-7 × 2450 × 800^0.69 × 0.38^-1.07 × 531.1^1.38 = 400.6 mm.
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.
Base HE DPM60,923
26,400 HE full-salvo alpha x 60 / 26 s base reload = 60,923.
Base AP DPM160,615
69,600 AP full-salvo alpha x 60 / 26 s base reload = 160,615.
Base shells/min13.8
6 broadside guns x 60 / 26 s base reload = 13.8.
Base fires/min4.71
6 HE shells x 60 / 26 s reload 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
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage38,100
per-side salvo x per-torpedo simulated damage.

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.
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 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

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.

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–70 mm)2,700 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle 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)16 mm primary (range 16–350 mm)43,700 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
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)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel260 mm primary (range 13–260 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).
Superstructure200 mm primary (range 200–350 mm)3,100 (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 HP field in the binary. 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 decoded deceleration fields; exact meaning unconfirmed in the current decoder.
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.

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 Gneisenau can equip, from in-game data.

  • Gneisenau 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.