World of Warships: Legends ship guide

Iwaki FE

Also called: 岩城 FE Beta
Japan · Tier III · CL Cruiser · Premium
Torpedo cruiserLong torpedoes are the real threat; the guns just chip while the tubes reload.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (10 km)Heavy HE shellsSmoke + SonarFast for the classTight pattern at max rangeFragile

Variant of Iwaki

Cosmetic-only variant of Iwaki. Identical to Iwaki on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Iwaki FE Community Stats

Across 2,700+ Standard battles from 22 players, Iwaki FE averages a 68% win rate, 42,400 damage and 1.5 kills per battle, and survives 51% of them.

Community Data

Iwaki FE Community Stats

Log in to GamingDiver and upload your data to see Community Data for Iwaki FE: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Iwaki FE is a Tier III Japanese light cruiser with a long-range torpedo battery reaching 10 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (3.5 km on ships and 2.5 km on torpedoes, 90 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best HE alpha in T3 CAs (2,400, 2nd of 11) and best torpedo alpha in T3 CAs (14,967, 1st of 11). The trade is short gun range in T3 CAs (12.2 km, 12th of 12).

Positioning

Work the islands rather than a firing line. Sonar (3.5 km on ships, 2.5 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 4.1 km, and a destroyer here is spotted at about 5.7 km, so you see it coming with roughly 1.6 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 3.5 km) reads straight in regardless. The helm answers quickly (3.8 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

ELITE MAIN BATTERY ↗
  • Heavy HE shells · 2400 damage
  • Tight pattern at max range · 116.9 m
ELITE TORPEDOES ↗
  • Heavy torpedoes · 14967 damage
  • Long-range torps · 10 km
  • Module-wrecking torpedoes · 1300 torpedo
  • Fast torpedoes · 59 kt
Fast for the class ↗

35 kt, top decile of T3 CAs. Lets you rotate flanks or escape disengagements.

Short gun range ↗

12.2 km main battery reach, bottom decile of T3 CAs. Outranged by peers; close distance or lean on terrain.

Fragile HP pool ↗

18600 HP, bottom decile of T3 CAs. Trade hits sparingly.

Acquisition

How to get Iwaki FE

Iwaki FE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Bundle.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • GamingDiver (Greg, firsthand) Bundle
    • Founder Edition ships were sold as bundles when WoWS Legends launched.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL AtagoAL AzumaArpeggio Haguro

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

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Where Iwaki FE sits among Tier III CAs (12 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.

BestRudder shift3.8 s (1 of 2 tied) BestHE shell damage2,400 (1 of 3 tied) BestMain dispersion116.9 m (1/12) BestDisplacement4,812 t (1/12) BestPower-to-weight14.18 hp/t (1/12) BestTorpedo range9.99 km (1/11) BestTorpedo damage≈14,967 (1/11) Top 10%Time to 90% speed21.9 s (2/12) Top 10%Acceleration (0-12 kt)7.8 s (2/12) Top 25%Max speed35 kt (3/12) Top 25%Smoke fire bloom4.12 km (3/12) Top 25%Main battery reload6 s (3/12) Top 25%AP arming threshold23 mm (4/12) Top 25%Torpedo speed59 kt (3/11) Bottom 25%Main battery caliber140 mm (10/12) Bottom 25%AP DPM108,000 (11/12) WorstHit points18,600 HP (12/12) WorstMain battery range12.15 km (12/12) WorstNo secondaries (8 of 12 in cohort) WorstTorpedo reaction time9.5 s (1 of 2 tied) WorstEnd plates10 mm (1 of 6 tied / 1 of 6 tied)
See 24 mid-pack stats

Not standouts for Iwaki FE -- 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.

Concealment9.8 km(6/12) Air detection5.88 km(6/12) Turning circle580 m(5/12) HE fire chance10%(7/11) Fires per minute4(9/11) HE DPM96,000(6/11) AP shell damage2,700(8/12) AP velocity850 m/s(9/12) HE velocity850 m/s(9/11) Engine power68,250 hp(7/12) Power / turn radius117.7 hp/m(5/12) AP pen at 10 km60 mm(9/12) Effective HE DPM (incl. fire)122,244(7/11) AA DPS88(9/12) AA range3.1 km(6/12) AA threat273(7/12) Torpedo reload76 s(9/11) Max armor63 mm(8/12) Citadel belt63 mm(7/12) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.025 s(9 of 12 tied at this value) NormAP ricochet start45°(11 of 12 tied at this value) NormAP auto-bounce angle60°(11 of 12 tied at this value) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit Points18,600
Displacement4,812 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
145.9 x 13.4 m (ship-model figure)
Armor range3–63 mm
Plate armor thicknesses3, 10, 15, 19, 25, 38, 51, 63 mm
Armor material/layer entries29
Fire resistance
ƒtop hull: 1 − 0.9001 fire coefficient = 10%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
10%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 18,600 HP = 1,674 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 18,600 HP = 1,860 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
9,300
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.
5,600
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,100 = 6,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,100
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 14,000 = 28,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
14,000
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 800 = 1,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 140 mm 3rd Year Type
Mounts / barrels5 mounts / 5 barrels
Reload time6 s
Firing range12.2 km
Turret traverse8.5 °/s
Turret armor25 mm
Turret traverse arcs
ƒHow 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.
2x 174° arc, ±146°, 2x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
30° off bow / 34° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (12.2 km) shells land in an ellipse about 117 m wide and 70 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1215330·8−1.11000+1.1)·30=116.9m
116.9 m at 12.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =116.9·0.6=70.1m
70.1 m at 12.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =116.9·0.62=35.1m
35.1 m at 12.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =70.1·0.62=21m
21 m at 12.2 km
Turret turn time
ƒ180 degrees / 8.5 deg/s traverse speed = 21.2 s.
21.2 s
Shells/min
ƒ4 broadside guns x 60 / 6 s base reload = 40.
40
HE shells
HE alpha2,400
HE Velocity850 m/s
Fire Chance10%
HE fire DPM vs T3 BB26244
Effective HE DPM vs T3 BB122244
HE penetration
ƒ23 mm ≈ 140 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,400 HE damage x 4 broadside guns = 9,600.
9,600
HE DPM
ƒ9,600 HE full-salvo alpha x 60 / 6 s base reload = 96,000.
96,000
Fires/min
ƒ40 shells/min × 0.1 (10% fire chance) = 4.
4
AP shells
AP alpha2,700
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(140 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1794·380.69·0.14−1.07·8501.38=199.6mm.
199.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (12.2 km), where the shell has slowed to 307.3 m/s: P=10−7·1794·380.69·0.14−1.07·307.31.38=49mm.
49 mm at 12.2 km
AP full-salvo alpha
ƒ2,700 AP damage x 4 broadside guns = 10,800.
10,800
AP DPM
ƒ10,800 AP full-salvo alpha x 60 / 6 s base reload = 108,000.
108,000
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.
8
Torpedoes
ModuleTorpedoes: Type8 mod. 2
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time76 s
Projectile speed59.0 kt
Range9.99 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=44,900·0.333=14,967. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 14,967
Maximum damage (ammunition)
ƒ44,900 warhead alpha / 3 + 1,300 blast = 16,267. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
16,267
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,300
Torpedo detectability1.5 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.5 km59 kt×2.6855=9.5 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
9.5 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.69 per hit, shown as 2.69×100=269%. 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.
269%
Torpedo launcher traverse25 °/s
Launch arcscentreline 204°, 252°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 14,967 = 89,802. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
89,802
AA Defense
AA mount points5
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
25 mm Type96 mod. 15×3 25mm
Medium aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.9 hit probability = 88 - the same in-game units as the Close-range AA DPS headline.
88
Range3.1 km
Maneuverability
Engine power68,250 hp
Maximum speed35.0 kt
Turning circle radius580 m
Rudder shift time3.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. Base value; speed modifiers scale it.
13.7 kt
Crash stop
ƒSeconds 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.
23.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35.0 kt).
21.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35.0 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.
34 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8.5 − 7.3 = +1.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 9.8 km x 0.955 = 9.36 km. Camouflage does not change detectability by air.
9.8 km
With Grade IV camouflage (sea)
ƒDetectability by sea 9.8 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.36 km.
9.36 km
Detectability by air5.88 km
Smoke firing penalty4.12 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 9.8 km) = 12.15 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
12.15 km
Detect when firing (air)
ƒAir detectability 5.88 km + gun-firing bloom 2.8 km = 8.68 km. The bloom tracks main-battery caliber 140 mm × 0.020 = 2.8 km.
8.68 km
Detect when on fire (sea)
ƒSea detectability 9.8 km + 2.0 km while burning = 11.8 km.
11.8 km
Detect when on fire (air)
ƒAir detectability 5.88 km + 3.0 km while burning = 8.88 km.
8.88 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 80 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 90 s active · 3.48 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
· 2.52 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 84×301000=2.52 km

Under the hood

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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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km30.2 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·12153=6076 m, and radiusOnMax=0.6 at 12153 m. Below the kink: k=0.2+(0.5−0.2)·50006076=0.4469, so σV=σH·k=67.5·0.4469=30.2m.
Shell scatter height @ 10 km57.6 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·12153=6076 m, and radiusOnMax=0.6 at 12153 m. Above the kink: k=0.5+(0.6−0.5)·10000−607612153−6076=0.5646, so σV=σH·k=102·0.5646=57.6m.
AP pen 5 km106 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1794·380.69·0.14−1.07·5381.38=106mm, where 538 m/s is the shell's speed when it arrives at 5 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km60 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1794·380.69·0.14−1.07·354.21.38=60mm, where 354.2 m/s is the shell's speed when it arrives at 10 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.93 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3696·0.1428·38=7.49×10−5. That runs from a 850 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.
HE flight time @ 10 km6.65 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.34·0.1428·38=6.89×10−5. That runs from a 850 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.
Guns per full salvo (alpha, DPM)4
Counted from each mount's firing arc: most barrels that bear at once: 4 of 5, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)1,794
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass38 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3696
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time9.5 s
1500 m / (59.0 kt × 2.6855) = 9.5 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed59.0 kt
Travel time to max range63.1 s
9990 m / (59.0 kt × 2.6855) = 63.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo6 torpedoes
2 launchers × 3 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage89,802
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,967 = 89,802. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range88
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 25mm Type96 5x3 -> 88 DPS @ 3.1 km.
AA DPS layered by range88 DPS @ 3.1 km
@ 3.1 km: 88 from one family. 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.
AA DPS at point-blank88
88 = 88 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index273
88 × 3.1 = 273. 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.
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Ship Charts

Background

An advanced design of the Tenryū-class cruiser. The ship's displacement exceeded that of her predecessor, which allowed for a reinforced artillery armament and more powerful propulsion. At the project design stage, the cruiser was faster than all existing cruisers and many destroyers.

Armor Beta

Hull HP 18,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel63 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 3–25 mm)3,100 (17% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)15 mm14,000 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm15 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–15 mm)1,600 (9% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel63 mm primary (range 10–63 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.
Superstructure10 mm primary (range 10–51 mm)800 (4% 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 HP9,300 magazine HPTurret knocked outPer-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.
AA mount (25 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 HP5,600 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Iwaki FE can equip.

  • Iwaki FE default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision