Iowa
Also called: 依阿华 Beta- 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
- Avoid: Using the 33-kn speed to push rather than to rotate
On this page
Iowa Community Stats
Across 37,000+ Standard battles from 350+ players, Iowa averages a 55% win rate, 71,700 damage and 0.9 kills per battle, and survives 35% of them.
Iowa Community Stats
Log in to GamingDiver and upload your data to see Community Data for Iowa: community win rate, damage, survival, spotting, and your own comparison.
Iowa Community Stats
Record History
Playstyle
Overview
Iowa is a Tier VII American sniper battleship (17.7 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. AA (761 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: top speed in T7 BBs (33 kt, 7th of 49) and heavy AP shells in T7 BBs (13,100, 11th of 49). The trade is rudder shift in T7 BBs (19.6 s, 47th of 49).
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. Both phases of a turn are slow (19.6 s on the rudder, a 920 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.
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
761 AA DPS, best of T7 BBs (median 536).
- Long gun range · 17.7 km
- Heavy AP shells · 13100 damage
439 mm on her single heaviest plate, top decile of T7 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.
33 kt, top quartile of T7 BBs. Lets you rotate flanks or escape disengagements.
19.6 s rudder shift, bottom decile of T7 BBs. Hard to dodge incoming AP; lean on island cover.
5% best HE fire chance per secondary shell, bottom quartile of T7 BBs. Lights fewer fires in a brawl than peers.
How to get Iowa
Iowa is available in the Fast Battleships branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.
History: Early Access Jun 2024 – Jul 2024 (temporary crate drops, now ended).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.S.A. tech-tree branch diagram
Iowa sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. fast battleships trade some of their deep citadel protection for speed, but they remain fully-fledged battleships. Their long-range main battery and adaptability make them suitable for almost any situation.
- Advantages
- Adaptable, Long-range main battery guns
- Disadvantages
- Low-velocity shells, Poor maneuverability
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
William Halsey
Long-range precisionIowa's speed lets you reposition between salvos. Halsey keeps you fast and accurate, while King and Lee stack shell-grouping bonuses that reward patience at long range.
Willis Lee
Flanking brawlerUse Iowa's speed advantage to flank and angle. Lee keeps main guns accurate under pressure while Halsey inspiration ensures you can disengage as fast as you closed.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
Hide
▾
Where Iowa sits among Tier VII BBs (48 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 29 mid-pack stats
Not standouts for Iowa -- 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
Compare Tier VII BattleshipsShow all 48 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 142.5° (the most restricted forward-facing mount's arc) = 37.5° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.ƒ
In practice: the baseline curve for a standard battleship -- at max range (17.7 km) shells land in an ellipse about 237 m wide and 142 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.ƒ
Horizontal dispersion ellipse width at max range, from the 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: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 20.HE shells
ƒ
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 9 broadside guns = 51,300.ƒ
Zero upgrades: 51,300 HE full-salvo alpha x 60 / 30 s base reload = 102,600. All upgrades (Main Battery Mod. 3 = -10% reload): 51,300 HE full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 114,000.ƒ
Zero upgrades: 18 shells/min × 0.36 (36% fire chance) = 6.48. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min × 0.36 (36% fire chance) = 7.2.AP shells
ƒ
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (17.7 km), where the shell has slowed to 527.1 m/s: .ƒ
13,100 AP damage x 9 broadside guns = 117,900.ƒ
Zero upgrades: 117,900 AP full-salvo alpha x 60 / 30 s base reload = 235,800. All upgrades (Main Battery Mod. 3 = -10% reload): 117,900 AP full-salvo alpha x 60 / 27 s all-upgrades reload (30 s × 0.9 Main Battery Mod. 3 = 27 s) = 262,000.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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 131 from dual-purpose secondaries firing as AA in this range band.ƒ
Initial: 106 × 3.5 × 0.75 = 278 → 139 × 3.5 × 0.75 = 365. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 131 + Medium 365 = 496ƒ
Initial: 43 × 3.5 × 0.7 = 105 → 108 × 3.5 × 0.7 = 265. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.ƒ
Far 131 + Medium 365 + Near 265 = 761ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.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 salvos 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 new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).ƒ
Fires/min (per side) 5 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 37,089. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 180,000 + secondary fire DPM 37,089 = 217,089: shell damage plus fire damage against one T7 battleship, every shell hitting.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
10×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 5. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
top speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.7 kt of 33.0 kt).ƒ
Time to reach 99% of top speed (32.7 kt of 33.0 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
With the rudder hard over the hull turns 3.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.4 = +0.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.36 km x 0.955 = 14.67 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 15.36 km x 0.955 (Grade IV permanent camo or any disposable camo) = 14.67 km.ƒ
max(main battery range, sea detectability 15.36 km) = 17.7 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 12.29 km + gun-firing bloom 8.12 km = 20.41 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.ƒ
Sea detectability 15.36 km + 2.0 km while burning = 17.36 km.ƒ
Air detectability 12.29 km + 3.0 km while burning = 15.29 km.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,800 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 70,000 HP = 9,800 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 70,000 HP = 29,400 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 70,000 HP = 350 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 · 60 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
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Under the hood
Show
▾
All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard battleship dispersion curve.(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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.(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17697.9 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17697.9 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 17697.9 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 680.1 m/s is the shell's speed when it arrives at 5 km (from 762 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 609.8 m/s is the shell's speed when it arrives at 10 km (from 762 m/s at the muzzle). 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, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 552.5 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 820 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 19x4 -> 365 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 32x2 -> 265 DPS @ 2 km; 5in38 Mk32 Mod12 10x2 -> 131 DPS @ 5 km.@ 5 km: 131 from one family; @ 3.5 km: 365 + 131 = 496; @ 2 km: 365 + 265 + 131 = 761. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.365 + 265 + 131 = 761 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).365 × 3.5 + 265 × 2 + 131 × 5 = 2462. 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 firepower
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.The only family (127 mm): 5%. 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.The only family (127 mm): 21 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.Ship Charts
Historical context
The real USS Iowa (BB-61) that gave this ship her name. Facts cross-checked against the linked Wikipedia article.
Background
One of the most powerful battleships of World War II. The ship was designed for escorting attack carrier forces. She surpassed the speed of all battleships in the world. The battleship's survivability was significantly improved owing to a novel and powerful torpedo protection system and a fundamentally different armor protection system featuring an internal armor belt.
Notable engagements
- Tehran Conference transit (November 1943) - Carried President Franklin D. Roosevelt across the Atlantic en route to the Tehran Conference.
- Pacific shore bombardment (1944–1945) - Saipan, Philippines, Iwo Jima, Okinawa, and mainland Japan.
- Korean War deployments (1952–1953) - Shore bombardment of North Korean targets.
Fate
Decommissioned 1990 following the 1989 Turret 2 explosion that killed 47 sailors. Now a museum ship at the Port of Los Angeles in San Pedro, California.
Armor Beta
Hull HP 63,900 → 70,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by AP from 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) | 4,500 (6% of HP) | Overmatched by 460mm+ AP (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) | 439 mm primary (range 16–439 mm) | 52,500 (75% of HP) | No common AP caliber overmatches439 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 6–343 mm) | 5,300 (8% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 307 mm primary (range 25–297 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. |
| Superstructure | 19 mm | 5,600 (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 HP | 35,000 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| Secondary mount (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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) | -0.128 research estimate | Largest on BB/BC; zero on destroyers | Engine durability isn't a per-ship value. 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 HP | 21,000 module HP | Incapacitated at 0 HP | When 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.
Balance History
Balance updates affecting Iowa. Cards are condensed; use each source link for full context.
Ministry of Balance: Anniversary Tune-Up
- Iowa: credit earnings increased by 5.56%.
Ministry of Balance: Declaration of Changes
- Stock and upgraded hull maximum speed increased from 30 to 33 knots.
- Stock and upgraded hull side plating of the torpedo protection increased from 25 to 38 mm.
Skins & permanent camouflages
Every custom exterior Iowa can equip.
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.





