World of Warships: Legends ship guide

La Argentina

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Hold 10-13 km where rotated focus can find island cover within one heal cycle
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
2 sigma accuracySlow
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Community Data

La Argentina Community Stats

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Playstyle

Overview

La Argentina is a Tier IV Pan-American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Standout traits: best AA reach in T4 CAs (5 km).

Positioning

Hold 10-13 km where rotated focus can find island cover within one heal cycle. The super-heal (~0.7%/s, roughly twice a standard heal) makes sustained trades profitable that would not be on a standard cruiser, but only if you finish the trade behind cover; open-water sustain just feeds shells.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Long-reach AA

5.0 km AA reach, best of T4 CAs.

Super-heal

Repair Party heals 0.7%/s, best of T4 CAs. Restores more HP per active second than peers.

Fast turret traverse

10.0°/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.

Underpowered engine

54000.0 hp engine, bottom decile of T4 CAs. Less headroom for re-accelerating from a stop and holding speed through turns.

Bleeds speed in turns

88.5 hp per metre of turn radius, bottom decile of T4 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

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

Builds Beta

Use a Pan-America cruiser commander focused on reload, range, agility, and survivability. Inspirations that improve dispersion, rudder/steering, concealment, or damage consistency fit the safe mid-range cruiser plan.

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Cohort position

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Where La Argentina sits among Tier IV CAs (23 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 2 tied) BestAA threat845 (1/23) BestRepair heal rate0.7 %/s (1/3) Top 10%Citadel belt84 mm (3/21) Top 25%Traverse-to-turn ratio6.9 × (4/23) Top 25%HE DPM131,860 (6/22) Top 25%HE alpha1,500 (4/16) Top 25%Displacement7,500 t (4/23) Bottom 25%Hit points23,900 HP (20/23) Bottom 25%Max speed30 kt (21/23) Bottom 25%Air detection6.96 km (19/23) Bottom 25%AP velocity841 m/s (19/23) Bottom 25%HE velocity841 m/s (19/22) Bottom 25%Power-to-weight7.2 hp/t (21/23) Bottom 10%AP shell damage2,550 (22/23) Bottom 10%Engine power54,000 hp (22/23) Bottom 10%Turn-speed retention88.5 hp/m (22/23)
See 28 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(13/23) Rudder shift6.9 s(11/23) Main battery caliber152 mm(13/23) Main battery range13.82 km(7/23) Main battery reload8.6 s(13/23) HE fire chance9%(17/22) Fires per minute5.65(11/22) AP DPM160,116(11/23) Main dispersion119.7 m(14/23) Secondary DPM (per side)60,000(7/16) Secondary fire chance6%(7/16) Secondary HE pen17 mm(7/16) Acceleration25 s(15/23) AP fuse timer0.03 s(13/23) AP arming threshold25 mm(11/23) AA DPS169(10/23) Torpedo range8 km(12/22) Torpedo damage≈14,767(7/22) Torpedo speed61 kt(7/22) Torpedo reload72 s(13/22) Max armor84 mm(10/23) Bow armor13 mm(11/21) Stern armor13 mm(11/21) Deck armor25 mm(15/21) NormSigma2(21 of 23 tied at this value) NormAP ricochet start45°(21 of 23 tied at this value) NormAP auto-bounce angle60°(21 of 23 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
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
Main Battery
ModuleArtillery: 152 mm/50 QF Mk.W
Mounts / barrels3 mounts / 9 barrels
Reload time9.5 s
Firing range (base)12.6 km
Firing range (top fire control)13.8 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1256430·81.11000+1.1)·30=119.7m
119.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =119.7·0.6=71.8m
71.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =119.7·0.319(σ=2)=38.2m
38.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =71.8·0.319(σ=2)=22.9m
22.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ9 broadside guns x 60 / 9.5 s base reload = 56.8.
56.8
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
Base HE DPM
ƒ18,900 HE full-salvo alpha x 60 / 9.5 s base reload = 119,368.
119,368
Base fires/min
ƒ9 HE shells x 60 / 9.5 s reload x 9% fire chance = 5.12.
5.12
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
Base AP DPM
ƒ22,950 AP full-salvo alpha x 60 / 9.5 s base reload = 144,947.
144,947
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
Torpedo detectability1.3 km
Flooding chance265%
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
ƒIn-game AA card max range: 5 km. Only the longest-reach family contributes at this distance.
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)4×1 102mm
Far aura
DPS
ƒIncludes 14 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
14
Range5 km
Outer Near aura
DPS25
Range2.5 km
Total DPS in Aura
ƒFar 14 + Outer Near 25 = 39
39
Inner Near aura
DPSInitial: 20 → 17
Range1 km
Total DPS in Aura
ƒFar 14 + Outer Near 25 + Inner Near 17 = 56
56
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 54,000 hp
Engine power54,000 hp
Maximum speed30 kt
Turning circle radius610 m
Engine power-boost threshold6 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (27.0 kt of 30). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(54,0007,500)0.42=2.2913; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·1.75+drag(v)v<6 ktP(t)+drag(v)v6 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=25s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
25 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (29.7 kt of 30). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=40.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, 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 · 0.7% heal per second · 19.6% of max HP total heal
ƒHeal per second (0.7%) x active time (28 s) = up to 19.6% of max HP restored per charge if the consumable runs its full duration.
Catapult Fighter2 charges · 70 s reload · 55 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 (2)

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

See all derived stats

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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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp119.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12564}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 119.7\,\text{m}$
Max Vert Disp71.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 119.7 \cdot 0.6 = 71.8\,\text{m}$
Med Horiz Disp38.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 119.7 \cdot 0.319\;(\sigma = 2) = 38.2\,\text{m}$
Med Vert Disp22.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 71.8 \cdot 0.319\;(\sigma = 2) = 22.9\,\text{m}$
AP Pen Close320 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 841^{1.38} = 320\,\text{mm}$. 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: $P = 10^{-7}\cdot 2609 \cdot 50.8^{0.69} \cdot 0.152^{-1.07} \cdot 335.9^{1.38} = 90.2\,\text{mm}$.
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.
Base HE DPM119,368
18,900 HE full-salvo alpha x 60 / 9.5 s base reload = 119,368.
Base AP DPM144,947
22,950 AP full-salvo alpha x 60 / 9.5 s base reload = 144,947.
Base shells/min56.8
9 broadside guns x 60 / 9.5 s base reload = 56.8.
Base fires/min5.12
9 HE shells x 60 / 9.5 s reload x 9% fire chance = 5.12.

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 point-blank169
In-game AA card sum: 169 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 5 km is unknown.
Maximum AA range5 km
In-game AA card max range: 5 km. Only the longest-reach family contributes at this distance.
AA threat index845
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 90+ 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 ballistics 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 HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (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.

Approximated side profile.
Open the 3D armor viewer →
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Acceleration and Ballistics Chart

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.