World of Warships: Legends ship guide

La Argentina

Also called: 阿根廷 Beta
All-rounder cruiserA flexible cruiser: citadel broadsides, spam HE, or screen caps as the match demands.
Playstyle
  • Hold 10-13 km with islands tight enough to break vision on demand
  • Avoid: Shooting on sight and learning where you are the hard way
Key characteristics
Fast heal cycleLong-reach AAFast turret traverseWide torpedo sonarSlowFragile
On this page
Community Data

La Argentina Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

La Argentina is a Tier IV Pan-American all-rounder light cruiser with 152mm guns at 13.8 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: best AA reach in T4 CAs (5 km) and best Repair Party heal rate in T4 CAs (0.7).

Positioning

Hold 10-13 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there.

Potato Avoidance

Shooting on sight and learning where you are the hard way

Guns are what reveal you, not the enemy's luck: the first salvo lights you up at 11 km and hands every ship with a firing angle a stationary target worth 23,900 HP. Decide which island or angle you will shoot from before anything spots you, then turn out and let the reload run behind cover rather than trading in the open because you fired first.

Signature Traits

ELITE REPAIR PARTY
  • Fast heal cycle · 4133 HP
  • Super-heal
Long-reach AA

5 km AA reach, best of T4 CAs.

Fast turret traverse

10°/s turret traverse, top decile of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

Wide torpedo sonar

3.57 km Sonar torpedo-detection range, top decile of T4 CAs. More reaction time on incoming torps.

Punchy HE secondaries

1500 max HE alpha per secondary shell, top decile of T4 CAs. Bigger per-shell damage than peers.

WEAK MOBILITY
  • Underpowered engine · 54000 hp
  • Bleeds speed in turns · 88.5 hp
Acquisition

How to get La Argentina

La Argentina is available in the Advanced Sonar Cruisers branch of the Pan-America Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Pan-America tech-tree branch diagram
Pan-America Tech Tree

La Argentina sits in the Advanced Sonar Cruisers branch. The highlighted path shows the local branch context inside the full Pan-America tree.

Best listed chance for this ship

Official WG availability sources
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 Fleet Members, 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 →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where La Argentina sits among Tier IV CAs (21 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.

BestAA range5 km (1 of 4 tied) BestRepair heal rate0.7 %/s (1/3) Top 10%Displacement7,500 t (3/22) Top 10%Citadel belt84 mm (3/22) Top 25%Traverse-to-turn ratio6.9 × (4/22) Top 25%HE DPM133,412 (4/21) Top 25%Secondary HE alpha1,500 (4/16) Top 25%Effective HE DPM (incl. fire)174,801 (6/21) Top 25%Flak per wave (expected)270 (3/17) Top 25%Torpedo damage≈14,767 (6/21) Bottom 25%Hit points23,900 HP (20/22) Bottom 25%AP velocity841 m/s (19/22) Bottom 25%HE velocity841 m/s (17/21) Bottom 25%Power-to-weight7.2 hp/t (20/22) Bottom 10%Max speed30 kt (21/22) Bottom 10%AP shell damage2,550 (21/22) Bottom 10%Engine power54,000 hp (21/22) Bottom 10%Turn-speed retention88.5 hp/m (21/22)
See 31 mid-pack stats

Not standouts for La Argentina -- 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.

Concealment11.02 km(12/22) Air detection6.96 km(17/22) Rudder shift6.9 s(10/22) Main battery caliber152 mm(13/22) Main battery range13.82 km(7/22) Main battery reload8.5 s(10/22) HE fire chance9%(15/21) Fires per minute5.72(7/21) AP DPM162,000(9/22) Main dispersion128.4 m(16/22) Secondary DPM (per side)60,000(7/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) Acceleration25 s(13/22) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) AP pen at 10 km132 mm(8/22) AA DPS169(11/22) AA threat456(12/22) Torpedo range8 km(11/21) Torpedo speed61 kt(7/21) Torpedo reload72 s(13/21) Max armor84 mm(10/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) Deck armor25 mm(15/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormTurn speed retained81%(21 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 22,200 → 23,900
Displacement7,500 t
Armor range6–84 mm
Plate armor thicknesses6, 10, 13, 16, 25, 30, 34, 38, 59, 69, 84 mm
Armor material/layer entries67
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction4%
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.
12,000
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.
7,200
Effective HP
ƒBase 23,900 HP plus everything Repair Party can restore: 0.7%/s x 28 s = 4,684 HP per charge, x2 charges = 9,369 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
33,269
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/50 QF Mk.W
Mounts / barrels3 mounts / 9 barrels
Reload timeInitial: 9.5 s → 8.5 s
Firing range (base)12.6 km
Firing range (top fire control)13.8 km
Turret traverse10 °/s
Turret armor51 mm
HE fire DPM vs T4 BB41372
Effective HE DPM vs T4 BB174783
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13820.430·81.11000+1.1)·30=128.4m
128.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.4·0.6=77m
77 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =128.4·0.62=38.5m
38.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =77·0.62=23.1m
23.1 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 9.5 s base reload = 56.8. All upgrades (top gun): 9 broadside guns x 60 / 8.5 s all-upgrades reload = 63.5.
Initial: 56.8 → 63.5
HE shells
HE Damage2,100
HE Velocity841 m/s
Fire Chance9%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 9 broadside guns = 18,900.
18,900
HE DPM
ƒZero upgrades: 18,900 HE full-salvo alpha x 60 / 9.5 s base reload = 119,368. All upgrades (top gun): 18,900 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 133,412.
Initial: 119,368 → 133,412
Fires/min
ƒZero upgrades: 56.8 shells/min x 9% fire chance = 5.12. All upgrades (top gun): 63.5 shells/min x 9% fire chance = 5.72.
Initial: 5.12 → 5.72
AP shells
AP Damage2,550
AP Velocity841 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2609·50.80.69·0.1521.07·8411.38=320mm. Matches the in-game spec card.
320 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.3 km), where the shell has slowed to 335.9 m/s: P=107·2609·50.80.69·0.1521.07·335.91.38=90.2mm.
90.2 mm
AP full-salvo alpha
ƒ2,550 AP damage x 9 broadside guns = 22,950.
22,950
AP DPM
ƒZero upgrades: 22,950 AP full-salvo alpha x 60 / 9.5 s base reload = 144,947. All upgrades (top gun): 22,950 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 162,000.
Initial: 144,947 → 162,000
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.
15
Torpedoes
ModuleTorpedoes: 533 mm TR Mk IV
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time72 s
Projectile speed61 kt
Range8 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,300·0.333=14,767.
≈ 14,767
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,867
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 km61 kt×2.6=8.2 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.65 per hit, shown as 2.65×100=265%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
265%
Torpedo launcher traverse25 °/s
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 = 3 x 14,767 = 44,301.
44,301
AA Defense
AA mount points18
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
5 km
25 mm/70 Vickers-Armstrong (upgraded hull only)6×2 25mm
7.7 mm Maxim Mk.I12×1 8mm
12.7 mm Mk.III (stock hull only)6×4 13mm
102 mm/50 QF Vickers-Armstrong Mk.P (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×1 102mm
Far aura
Guns102 mm/50 QF Vickers-Armstrong Mk.P (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 44 from dual-purpose secondaries firing as AA in this range band.
44
Range5 km
Outer Near aura
Guns25 mm/70 Vickers-Armstrong
Continuous DPS
ƒEffective DPS: 25 raw aura damage × 3.5 × 0.85 hit probability = 74 - the same in-game units as the Close-range AA DPS headline.
74
Range2.5 km
Total DPS in Aura
ƒFar 44 + Outer Near 74 = 118
118
Inner Near aura
Guns7.7 mm Maxim Mk.I
Continuous DPS
ƒEffective DPS: 17 raw aura damage × 3.5 × 0.85 hit probability = 51 - the same in-game units as the Close-range AA DPS headline.
Initial: 60 → 51
Range1 km
Total DPS in Aura
ƒFar 44 + Outer Near 74 + Inner Near 51 = 169
169
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
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 waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
102 mm/50 QF Vickers-Armstrong Mk.P (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×1 102mm
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor 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 power54,000 hp
Maximum speed30 kt
Turning circle radius610 m
Rudder shift time6.9 s
Engine power-boost threshold6 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
25 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
40.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·30.0·0.5144610=1.45°/s, so ratio=ωturretωhull=101.45=6.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.9× slow
Concealment
Detectability by sea11.02 km
Detectability by air6.96 km
Smoke firing penalty5.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.02 km
Detect Fire Sea13.02 km
Detect Fire Air9.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
High-Frequency Sonar2 charges · 120 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
· 3.57 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 119×301000=3.57 km
Repair Party2 charges · 80 s reload · 28 s active · 4,684 HP (19.6% of max HP) total heal (per charge)
ƒHeal per second (0.7%) x effective active time (28 s) = up to 19.6% of max HP restored per charge.
· 9,368 HP (39.2% of max HP) total heal (all charges)
ƒ19.6% per charge x 2 charges = up to 39.2% of max HP if the whole Repair Party loadout is used.
· 167 HP/s (0.7% of max HP) heal per second
ƒ0.7% of max HP (23,900 HP) per second = 167 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (3)

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

HullUpgrade
  • Hit points22,200 → 23,900
  • Rudder shift12.5 → 8.9 s
  • Close-range AA DPS33 → 42
  • Maximum AA range1.2 → 2.5 km
Fire controlUpgrade
  • Main battery range12,564 → 13820.4 m
ArtilleryUpgrade
  • Base reload9.5 → 8.5 s

See all derived stats

Show

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp128.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13820.430·81.11000+1.1)·30=128.4m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp77 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.4·0.6=77m
Shell scatter height @ 10 km55.6 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=0.5·13820.4=6910 m, and radiusOnMax=0.6 at 13820.4 m. Above the kink: k=0.5+(0.60.5)·10000691013820.46910=0.5447, so σV=σH·k=102·0.5447=55.6m.
Med Horiz Disp38.5 m
50%-hit horizontal radius: σH,50=σH·0.6σ =128.4·0.62=38.5m
Med Vert Disp23.1 m
50%-hit vertical radius: σV,50=σV·0.6σ =77·0.62=23.1m
AP Pen Close320 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2609·50.80.69·0.1521.07·8411.38=320mm. Matches the in-game spec card.
AP Pen Far90.2 mm
Same formula at the ship's max firing range (17.3 km), where the shell has slowed to 335.9 m/s: P=107·2609·50.80.69·0.1521.07·335.91.38=90.2mm.
AP pen 5 km206 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km132 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.98 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·0.2884·0.15228·50.8=5.15×105. That runs from a 841 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.98 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·0.2884·0.15228·50.8=5.15×105. That runs from a 841 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha18,900
2,100 HE damage x 9 broadside guns = 18,900.
AP full-salvo alpha22,950
2,550 AP damage x 9 broadside guns = 22,950.
HE DPMInitial: 119,368 → 133,412
Zero upgrades: 18,900 HE full-salvo alpha x 60 / 9.5 s base reload = 119,368. All upgrades (top gun): 18,900 HE full-salvo alpha x 60 / 8.5 s all-upgrades reload = 133,412.
AP DPMInitial: 144,947 → 162,000
Zero upgrades: 22,950 AP full-salvo alpha x 60 / 9.5 s base reload = 144,947. All upgrades (top gun): 22,950 AP full-salvo alpha x 60 / 8.5 s all-upgrades reload = 162,000.
Shells/minInitial: 56.8 → 63.5
Zero upgrades: 9 broadside guns x 60 / 9.5 s base reload = 56.8. All upgrades (top gun): 9 broadside guns x 60 / 8.5 s all-upgrades reload = 63.5.
Fires/minInitial: 5.12 → 5.72
Zero upgrades: 56.8 shells/min x 9% fire chance = 5.12. All upgrades (top gun): 63.5 shells/min x 9% fire chance = 5.72.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.4 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage88,602
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 14,767 = 88,602.
Per-side salvo damage44,301
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 14,767 = 44,301.

AA defense

AA DPS at max range44
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: MachineGunMaxim 7 62 12x1 -> 51 DPS @ 1 km; 25mm 70 Vickers double 6x2 -> 74 DPS @ 2.5 km; 4in50 QF Mark P 4x1 -> 44 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
AA DPS layered by range44 DPS @ 5 km, 118 DPS @ 2.5 km, 169 DPS @ 1 km
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-blank169
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index456
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2.5 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)60,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×1 102 mm (2/side) × 60/3 × 1500 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 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 102 mm family.

Armor Beta

Hull HP 22,20023,900 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern13 mm

Overmatched by 89+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel84 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
Bow13 mm primary (range 13–30 mm)2,800 (12% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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 16–38 mm)17,900 (75% of HP)
Overmatched by 380mm+ (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.
Stern13 mm primary (range 6–38 mm)1,100 (5% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel84 mm primary (range 6–84 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)1,200 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP12,000 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 (102 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 (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 HP7,200 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting La Argentina. Cards are condensed; use each source link for full context.

Nerf ×2
2026-07-30

Anniversary Update: Tides of Adventure

  • Reduced earnings: La Argentina, Riga, Split, L'Aventurier, Felix Schultz, Ruggiero di Lauria, Venezia, Castilla, Gouden Leeuw.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • La Argentina default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.