World of Warships: Legends ship guide

Krasny Krym

Also called: 红色克里米亚 · Красный Крым Beta
U.S.S.R. · Tier IV · CL Cruiser · Premium
Sonar cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
2.1 sigma accuracy14.3 km gun rangeSonarThick stern plateSlowEasily spotted
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Community Data

Krasny Krym Community Stats

Across 2,200+ Standard battles from 120+ players, Krasny Krym averages a 61% win rate, 36,600 damage and 1.0 kills per battle, and survives 34% of them.

Community Data

Krasny Krym Community Stats

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

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Playstyle

Overview

Krasny Krym is a Tier IV Soviet light cruiser with Sonar as her vision tool. It lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Her sonar reaches 3.7 km, which is the range at which she can commit to a contest without guessing. Standout traits: best main battery range in T4 CAs (14.3 km, 1st of 23) and sigma in T4 CAs (2.1, 2nd of 23). The trade is top speed in T4 CAs (29 kt, 23rd of 23).

Positioning

Work the islands rather than a firing line. Sonar (3.7 km on ships, 2.7 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. Firing from a friendly smoke reveals you at 5.6 km, so pick the salvo rather than holding the trigger. 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. Once the rudder is over she turns tightly for her cohort (590 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Pushing in blind because the kit says brawler

3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

LOBBING BATTERY ↗
  • Long gun range · 14.3 km
  • Tight grouping
  • Sensitive AP fuse · arms on 22 mm+ plate
  • High-arc HE shells · 21.18°
Fast torpedoes ↗

65 kt torpedo speed, best of T4 CAs. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.

ELITE ARMOR ↗
  • Thick stern plate · 25 mm
  • Thickest plate · 125 mm
Slow for the class ↗

29 kt, bottom decile of T4 CAs. Hard to rotate flanks or disengage; commit positioning early.

Easily spotted ↗

12.3 km surface detect, bottom decile of T4 CAs. Visible before you can react; position early.

Acquisition

How to get Krasny Krym

Krasny Krym is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

  • Super Santa '22 0.25% Tier IV or V Premium ship Archived · Super Santa '22 · 1 of 28 ships
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
Show all 8 containers (5 more)
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.047059% Tier IV Premium ship Event · Mystic Box · 1 of 17 ships
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

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 AvroraAL ChapayevAL Tallinn

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 Krasny Krym sits among Tier IV CAs (22 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMain battery range14.28 km (1/23) BestTorpedo speed65 kt (1/21) BestStern armor25 mm (1/23) Top 10%Sigma2.1 (2/23) Top 10%AP arming threshold22 mm (2/23) Top 25%Turning circle590 m (5/23) Top 25%Displacement8,170 t (5/23) Top 25%Max armor125 mm (4/23) Bottom 25%Hit points25,100 HP (19/23) Bottom 25%Acceleration (0-12 kt)9.6 s (21/23) Bottom 25%AP pen at 10 km70 mm (21/23) Bottom 25%Torpedo range5.01 km (18/21) Bottom 10%Stealth profile12.34 km / 7.4 km (22/23 / 22/23) Bottom 10%HE shell damage1,900 (19/20) Bottom 10%Main dispersion131.5 m (22/23) ShorterAP fuse timer0.01 s (22/23) Bottom 10%Power-to-weight6.12 hp/t (22/23) WorstMax speed29 kt (23/23) WorstMain battery caliber130 mm (23/23) WorstHE fire chance8% (1 of 4 tied) WorstAP shell damage2,500 (23/23) WorstEngine power50,000 hp (23/23) WorstPower / turn radius84.7 hp/m (23/23) WorstBow armor10 mm (1 of 5 tied)
See 26 mid-pack stats

Not standouts for Krasny Krym -- 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.

Smoke fire bloom5.58 km(17/23) Rudder shift7.2 s(13/23) Main battery reload8.1 s(10/23) Fires per minute4.72(14/20) HE DPM112,000(12/20) AP DPM147,368(14/23) Secondary DPM (per side)50,400(9/16) Secondary HE alpha1,400(11/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) AP velocity861 m/s(13/23) HE velocity861 m/s(12/20) Time to 90% speed23.8 s(15/23) Effective HE DPM (incl. fire)146,153(12/20) AA DPS190(8/23) AA range4 km(9/23) AA threat536(11/23) Flak damage per salvo (expected)270(7/17) Torpedo damage≈12,200(16/21) Torpedo reaction time7.4 s(7/21) Torpedo reload70 s(11/21) Citadel belt75 mm(13/23) NormAP ricochet start45°(21 of 23 tied at this value) NormAP auto-bounce angle60°(21 of 23 tied at this value) NormTurn speed retained81%(22 of 23 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit Points25,100
Displacement8,170 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.
154.8 x 15.36 m
Armor range6–125 mm
Plate armor thicknesses6, 10, 11, 15, 20, 25, 50, 75, 125 mm
Armor material/layer entries43
Fire resistance
ƒtop hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
16.6%
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 × 25,100 HP = 2,259 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 × 25,100 HP = 2,510 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.
12,600
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.
7,500
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 × 2,700 = 5,400), 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.
2,700
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,700 = 5,400), 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.
2,700
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 × 18,800 = 37,600), 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 ×. 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.
18,800
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 × 1,100 = 2,200), 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 ×. 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.
1,100
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 × 1,000 = 2,000), 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.
1,000
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: 130 mm/55 B-7
Mounts / barrels15 mounts / 15 barrels
Reload time8.1 s
Firing range14.3 km
Turret traverse8 °/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.
170° port-only, 170° starboard-only, 3x 120° starboard-only, 3x 120° port-only, 2x 192° arc, 150° port-only, 150° starboard-only, 166.5° port-only, 166.5° starboard-only
Shell Grouping (σ)2.1
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.3 km) shells land in an ellipse about 132 m wide and 79 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 =(1427630·8−1.11000+1.1)·30=131.5m
131.5 m at 14.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =131.5·0.6=78.9m
78.9 m at 14.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =131.5·0.62.1=37.6m
37.6 m at 14.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =78.9·0.62.1=22.5m
22.5 m at 14.3 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ8 broadside guns x 60 / 8.143 s (8.1 s = 57 ticks) base reload = 58.9.
58.9
HE shells
HE alpha1,900
HE Velocity861 m/s
Fire Chance8%
HE fire DPM vs T4 BB34122
Effective HE DPM vs T4 BB146122
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 8 broadside guns = 15,200.
15,200
HE DPM
ƒ15,200 HE full-salvo alpha x 60 / 8.143 s (8.1 s = 57 ticks) base reload = 112,000.
112,000
Fires/min
ƒ58.9 shells/min × 0.08 (8% fire chance) = 4.72.
4.72
AP shells
AP alpha2,500
AP Velocity861 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 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 =10−7·1610·33.50.69·0.13−1.07·8611.38=180.9mm.
180.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.3 km), where the shell has slowed to 346.1 m/s: P=10−7·1610·33.50.69·0.13−1.07·346.11.38=51.4mm.
51.4 mm at 14.3 km
AP full-salvo alpha
ƒ2,500 AP damage x 8 broadside guns = 20,000.
20,000
AP DPM
ƒ20,000 AP full-salvo alpha x 60 / 8.143 s (8.1 s = 57 ticks) base reload = 147,368.
147,368
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.
9
Torpedoes
ModuleTorpedoes: 53-27
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time70 s
Projectile speed65.0 kt
Range5.01 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=36,600·0.333=12,200. 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.
≈ 12,200
Maximum damage (ammunition)
ƒ36,600 warhead alpha / 3 + 1,000 blast = 13,200. 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.
13,200
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.
1,000
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 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.17 per hit, shown as 2.17×100=217%. 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.
217%
Torpedo launcher traverse25 °/s
Launch arcswing 155° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,200 = 36,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
36,600
AA Defense
AA mount points16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.2 km; dual-purpose mount auras extend it.
4 km
37 mm 70-K10×1 37mm
12.7 mm DShK4×1 13mm
12.7 mm Vickers2×4 13mm
100 mm/50 Minisini gun (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 100mm
Far aura
Guns100 mm/50 Minisini gun (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 22 from dual-purpose secondaries firing as AA in this range band.
22
Range4 km
Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 39 raw aura damage × 3.5 × 0.9 hit probability = 123 - the same in-game units as the Close-range AA DPS headline.
123
Range3.2 km
Total DPS in Aura
ƒFar 22 + Medium 123 = 145
145
Near aura
Guns12.7 mm DShK + 12.7 mm Vickers
Continuous DPS
ƒEffective DPS: 15 raw aura damage × 3.5 × 0.85 hit probability = 45 - the same in-game units as the Close-range AA DPS headline.
45
Range1.2 km
Total DPS in Aura
ƒFar 22 + Medium 123 + Near 45 = 190
190
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 150 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.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
Cloud spawn chance
ƒEach 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 4 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.
2.5-4 km
S
Secondary Battery
Mounts3
Firing range4.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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: 3×2 100 mm (3/side) × 60/5 s × 1400 = 50,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
50,400
Secondary fire DPM vs T4 BB (per side)
ƒFires/min (per side) 2.2 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 15,629. 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.
15,629
Total secondary DPM vs T4 BB (per side)
ƒSecondary DPM (per side) 50,400 + secondary fire DPM 15,629 = 66,029: shell damage plus fire damage against one T4 battleship, every shell hitting.
66,029
100 mm/50 Minisini gun (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
3×2 100mm
Caliber100 mm
Reload time5 s
HE alpha1,400
Muzzle Velocity800 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ3×2 barrels / 2 sides × 60 / 5 s × 0.06 (6% fire chance) = 2.2. 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.
2.2
HE Pen17 mm
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power50,000 hp
Maximum speed29.0 kt
Turning circle radius590 m
Rudder shift time7.2 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 = 29 / 4 + 4.9 = 12.2 kt. Base value; speed modifiers scale it.
12.2 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.
26.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.1 kt of 29.0 kt).
23.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (28.7 kt of 29.0 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.
38.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 6.0 = +2.0°/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 (+2.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.34 km x 0.955 = 11.78 km. Camouflage does not change detectability by air.
12.34 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.34 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.78 km.
11.78 km
Detectability by air7.4 km
Smoke firing penalty5.58 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.34 km) = 14.28 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.28 km
Detect when firing (air)
ƒAir detectability 7.4 km + gun-firing bloom 2.6 km = 10 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
10 km
Detect when on fire (sea)
ƒSea detectability 12.34 km + 2.0 km while burning = 14.34 km.
14.34 km
Detect when on fire (air)
ƒAir detectability 7.4 km + 3.0 km while burning = 10.4 km.
10.4 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 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 km27.7 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=0.5·14276=7138 m, and radiusOnMax=0.6 at 14276 m. Below the kink: k=0.2+(0.5−0.2)·50007138=0.4101, so σV=σH·k=67.5·0.4101=27.7m.
Shell scatter height @ 10 km55.1 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=0.5·14276=7138 m, and radiusOnMax=0.6 at 14276 m. Above the kink: k=0.5+(0.6−0.5)·10000−713814276−7138=0.5401, so σV=σH·k=102·0.5401=55.1m.
AP pen 5 km111 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 =10−7·1610·33.50.69·0.13−1.07·605.61.38=111mm, where 605.6 m/s is the shell's speed when it arrives at 5 km (from 861 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 km70 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 =10−7·1610·33.50.69·0.13−1.07·434.71.38=70mm, where 434.7 m/s is the shell's speed when it arrives at 10 km (from 861 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km6.09 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·0.291·0.1328·33.4=5.78×10−5. That runs from a 861 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.
AP flight time @ 10 km6.09 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·0.291·0.1328·33.5=5.76×10−5. That runs from a 861 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)8
Counted from each mount's firing arc: most barrels that bear at once: 8 of 15, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)1,610
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 mass33.5 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 coefficient0.291
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity861 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity861 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 time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range28.7 s
5010 m / (65.0 kt × 2.6855) = 28.7 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage73,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,200 = 73,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range22
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 70K 37mm 10x1 -> 123 DPS @ 3.2 km; 12 DShK 4x1 -> 30 DPS @ 1.2 km; 12mm62 HI 2x4 -> 15 DPS @ 1.2 km; 100mm 50 Minizini 3x2 -> 22 DPS @ 4 km.
AA DPS layered by range22 DPS @ 4 km, 145 DPS @ 3.2 km, 190 DPS @ 1.2 km
@ 4 km: 22 from one family; @ 3.2 km: 123 + 22 = 145; @ 1.2 km: 123 + 30 + 15 + 22 = 190. 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-blank190
123 + 30 + 15 + 22 = 190 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index536
123 × 3.2 + 30 × 1.2 + 15 × 1.2 + 22 × 4 = 536. 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 range1.2 km

Secondary battery firepower

Max HE alpha1400
The only family (100 mm): 1400. Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
The only family (100 mm): 17 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: 17 mm from the 100 mm family.
Open in Charting Tool

Ship Charts

Background

A light cruiser designed in the 1910s and armed with multiple main guns of a relatively small caliber. By the end of World War II she underwent an upgrade to obtain powerful AA defense and an improved gun fire control system. The ship, however, was inferior to her contemporary ships in speed.

Armor Beta

Hull HP 25,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 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 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–125 mm)2,700 (11% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)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)25 mm primary (range 25–50 mm)18,800 (75% of HP)
Overmatched by 380mm+ AP (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 15–75 mm)1,000 (4% of HP)
Overmatched by 380mm+ AP (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel75 mm primary (range 6–75 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 10–25 mm)1,100 (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 HP12,600 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.
Secondary mount (100 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.
Rudder (module)separate HP pool, does not drain ship HP7,500 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Krasny Krym can equip.

  • Krasny Krym default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses balance history and community data where available.

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