World of Warships: Legends ship guide

La Galissonnière

Also called: 拉加利索尼埃 Beta
AP citadel cruiserPunish broadsides with AP citadels; Sonar clears islands and smoke before you commit.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Playing her like a fast French cruiser
Key characteristics
Long torps (9 km)SonarEngine BoostDefensive AAFast turret traverseSlow
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Community Data

La Galissonnière Community Stats

Across 11,000+ Standard battles from 340+ players, La Galissonnière averages a 56% win rate, 37,600 damage and 0.8 kills per battle, and survives 27% of them.

Community Data

La Galissonnière Community Stats

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Playstyle

Overview

La Galissonnière is a Tier V French light cruiser whose 152mm guns earn citadels on broadsides at 198,000 AP DPM (10th of 28), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. Standout traits: AA DPS in T5 CAs (305, 5th of 28) and turret traverse rate in T5 CAs (12, 3rd of 28). The trade is top speed in T5 CAs (31 kt, 27th of 28).

Positioning

Work the islands rather than a firing line. Sonar (4 km on ships, 2.8 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 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.

Potato Avoidance

Playing her like a fast French cruiser

Despite the Rapid Cruisers line name she is slow for her tier (31 kn), and her engine boost is the standard cruiser value, so she cannot rotate flanks or kite out of a bad spot the way her faster line-mates can. Commit to a lane early, lean on cover, and do not over-extend expecting to escape on speed.

Signature Traits

Engine Boost

+15% speed (about +4.7 kt), 180 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T5 CAs.

Top-tier AA ↗

305 AA DPS, top quartile of T5 CAs (median 208).

Fast turret traverse ↗

12°/s turret traverse, top decile of T5 CAs. Tracks fast-rotating targets peers can't keep up with.

Fast torp reload ↗

60 s torpedo reload, top decile of T5 CAs. More frequent drops than peers.

Slow for the class ↗

31 kt, bottom decile of T5 CAs. Hard to rotate flanks or disengage; commit positioning early.

Easily spotted ↗

12.4 km surface detect, bottom quartile of T5 CAs. Visible before you can react; position early.

Acquisition

How to get La Galissonnière

La Galissonnière is available in the Rapid Cruisers branch of the France Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

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

Show France tech-tree branch diagram
France Tech Tree

La Galissonnière sits in the Rapid Cruisers branch. The highlighted path shows the local branch context inside the full France tree.

Builds

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

Open in Build Tool →

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Cohort position

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Where La Galissonnière sits among Tier V CAs (27 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.

BestTorpedo reload60 s (1 of 2 tied) Top 25%Main battery range14.88 km (6/28) Top 25%Fires per minute7.2 (6/24) Top 25%Time to 90% speed22.5 s (5/28) Top 25%Displacement9,100 t (7/28) Top 25%AA DPS305 (5/28) Top 25%AA threat903 (6/28) Top 25%Citadel belt105 mm (7/28) Bottom 25%Hit points27,300 HP (23/28) Bottom 25%Stealth profile12.4 km / 7.44 km (23/28 / 23/28) Bottom 25%Main dispersion135.7 m (24/28) Bottom 25%Secondary HE alpha1,300 (22/25) Bottom 25%Secondary fire chance5% (22/25) Bottom 25%Secondary HE pen15 mm (23/25) Bottom 25%Torpedo reaction time8.1 s (21/24) Bottom 10%Max speed31 kt (27/28) WorstFlak damage per salvo (expected)252 (1 of 2 tied)
See 33 mid-pack stats

Not standouts for La Galissonnière -- 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 bloom6.02 km(15/28) Rudder shift7.7 s(12/28) Turning circle650 m(10/28) Main battery caliber152 mm(18/28) Main battery reload9 s(16/28) Sigma2(15/28) HE shell damage2,200(16/24) HE fire chance12%(15/24) HE DPM132,000(11/24) AP shell damage3,300(16/28) AP DPM198,000(10/28) Secondary DPM (per side)78,000(13/25) AP velocity870 m/s(12/28) HE velocity870 m/s(11/24) Acceleration (0-12 kt)8.7 s(17/28) AP fuse timer0.025 s(17/28) AP arming threshold25 mm(11/28) Engine power84,000 hp(15/28) Power / turn radius129.2 hp/m(11/28) Power-to-weight9.23 hp/t(10/28) AP pen at 10 km133 mm(16/28) Effective HE DPM (incl. fire)186,224(9/24) Secondary range4.5 km(11/25) AA range4 km(21/28) Torpedo range9 km(8/24) Torpedo damage≈13,733(14/24) Torpedo speed60 kt(16/24) Max armor105 mm(11/28) Bow armor16 mm(13/28) Stern armor16 mm(14/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 tied at this value)
Survivability
Hit PointsInitial: 24,800 → 27,300
Displacement9,100 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.
180.5 x 18.3 m (ship-model figure)
Armor range6–105 mm
Plate armor thicknesses6, 13, 14, 16, 18, 20, 25, 26, 30, 38, 50, 60, 95, 105 mm
Armor material/layer entries45
Fire resistance
ƒstock hull: 1 − 0.8002 fire coefficient = 20%; top hull: 1 − 0.7669 fire coefficient = 23.3%. 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.
Initial: 20% → 23.3%
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 × 27,300 HP = 2,457 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 × 27,300 HP = 2,730 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.3 hull torpedo-damage coefficient / 0.333 unprotected baseline = 10%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
10%
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.
13,700
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.
8,200
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 × 2,000 = 4,000), 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.
2,000
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 × 3,200 = 6,400), 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.
3,200
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 × 20,500 = 41,000), 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.
20,500
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 × 1,200 = 2,400), 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 ×. 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.
1,200
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 × 1,800 = 3,600), 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.
1,800
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: 152 mm/55 Mle 1930
Mounts / barrels3 mounts / 9 barrels
Reload time9 s
Firing range (base)13.5 km
Firing range (top fire control)14.9 km
Turret traverse12 °/s
Turret armor100 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.
±141°, ±140°, ±137°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 137° (the most restricted forward-facing mount's arc) = 43° 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.
40° off bow / 43° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.9 km) shells land in an ellipse about 136 m wide and 81 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 =(14881.930·8−1.11000+1.1)·30=135.7m
135.7 m at 14.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =135.7·0.6=81.4m
81.4 m at 14.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =135.7·0.62=40.7m
40.7 m at 14.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =81.4·0.62=24.4m
24.4 m at 14.9 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒ9 broadside guns x 60 / 9 s base reload = 60.
60
HE shells
HE alpha2,200
HE Velocity870 m/s
Fire Chance12%
HE fire DPM vs T5 BB54224
Effective HE DPM vs T5 BB186224
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 9 broadside guns = 19,800.
19,800
HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 9 s base reload = 132,000.
132,000
Fires/min
ƒ60 shells/min × 0.12 (12% fire chance) = 7.2.
7.2
AP shells
AP alpha3,300
AP Velocity870 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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2225·57.10.69·0.152−1.07·8701.38=310mm.
310 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.9 km), where the shell has slowed to 371.9 m/s: P=10−7·2225·57.10.69·0.152−1.07·371.91.38=95.9mm.
95.9 mm at 14.9 km
AP full-salvo alpha
ƒ3,300 AP damage x 9 broadside guns = 29,700.
29,700
AP DPM
ƒ29,700 AP full-salvo alpha x 60 / 9 s base reload = 198,000.
198,000
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: 550 mm 23DT Mle 1
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 56 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 60×0.85=51 s.
Initial: 56 s → 60 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 60.0 kt); the stock torpedo module runs 58.0 kt.
Initial: 58 kt → 60 kt
RangeInitial: 7.5 km → 9 km
Maximum simulated damage
ƒInitial: 36,700 × 0.333 = 12,233 → 41,200 × 0.333 = 13,733 (warhead alpha × saturation coefficient, stock → upgraded torpedo). Most 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=41,200·0.333=13,733. 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.
Initial: ≈ 12,233 → ≈ 13,733
Maximum damage (ammunition)
ƒ41,200 warhead alpha / 3 + 1,100 blast = 14,833. 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.
14,833
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.
1,100
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 km60 kt×2.6855=8.1 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.1 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.46 per hit, shown as 2.46×100=246%. 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.
246%
Torpedo launcher traverse25 °/s
Launch arcswing 157° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 13,733 = 27,466. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
27,466
AA Defense
AA mount points22
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4 km
40 mm/56 Bofors Mk2Initial: 40 mm/56 Bofors Mk3 (6×1) → 40 mm/56 Bofors Mk2 (6×4)
20 mm/70 Mk4 (upgraded hull only)16×1 20mm
13.2 mm/76 Mle 1929 (stock hull only)16×1 13mm
90 mm/50 Mle 1930 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 90mm
Far aura
Guns90 mm/50 Mle 1930 (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 19 from dual-purpose secondaries firing as AA in this range band.
19
Range4 km
Medium aura
Guns40 mm/56 Bofors Mk2
Continuous DPS
ƒInitial: 31 × 3.5 × 0.9 = 98 → 54 × 3.5 × 0.9 = 170. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 98 → 170
Range3.5 km
Total DPS in Aura
ƒFar 19 + Medium 170 = 189
189
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒEffective DPS: 39 raw aura damage × 3.5 × 0.85 hit probability = 116 - the same in-game units as the Close-range AA DPS headline.
116
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 170 + Near 116 = 305
305
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 × 140 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.
140
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
Mounts4
Firing range4.5 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: 4×2 90 mm (4/side) × 60/4 s × 1300 = 78,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
78,000
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 3 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 22,594. 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.
22,594
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 78,000 + secondary fire DPM 22,594 = 100,594: shell damage plus fire damage against one T5 battleship, every shell hitting.
100,594
90 mm/50 Mle 1930 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 90mm
Caliber90 mm
Reload time4 s
HE alpha1,300
Muzzle Velocity850 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 4 s × 0.05 (5% fire chance) = 3. 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.
3
HE Pen15 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power84,000 hp
Maximum speed31.0 kt
Turning circle radius650 m
Rudder shift timeInitial: 10.8 s → 7.7 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 = 31 / 4 + 4.9 = 12.7 kt. Base value; speed modifiers scale it.
12.7 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.
24.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
22.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31.0 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.
35.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 12 − 5.9 = +6.1°/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 (+6.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.4 km x 0.955 = 11.84 km. Camouflage does not change detectability by air.
12.4 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.4 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.84 km.
11.84 km
Detectability by air7.44 km
Smoke firing penalty6.02 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.4 km) = 14.88 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.88 km
Detect when firing (air)
ƒAir detectability 7.44 km + gun-firing bloom 3.04 km = 10.48 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
10.48 km
Detect when on fire (sea)
ƒSea detectability 12.4 km + 2.0 km while burning = 14.4 km.
14.4 km
Detect when on fire (air)
ƒAir detectability 7.44 km + 3.0 km while burning = 10.44 km.
10.44 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points24,800 → 27,300
  • Rudder shift10.8 → 7.7 s
  • Close-range AA DPS64 → 93
Fire controlUpgrade
  • Main battery range13,529 → 14881.9 m
TorpedoesTrade-off
  • Range7.5 → 9 km
  • Reload56 → 60 s
  • Alpha damage36,700 → 41,200
  • Display damage12,233 → 13,733
  • Speed58 → 60 kt

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 km27.1 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=0.5·14881.9=7441 m, and radiusOnMax=0.6 at 14881.9 m. Below the kink: k=0.2+(0.5−0.2)·50007441=0.4016, so σV=σH·k=67.5·0.4016=27.1m.
Shell scatter height @ 10 km54.5 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=0.5·14881.9=7441 m, and radiusOnMax=0.6 at 14881.9 m. Above the kink: k=0.5+(0.6−0.5)·10000−744114881.9−7441=0.5344, so σV=σH·k=102·0.5344=54.5m.
AP pen 5 km201 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 =10−7·2225·57.10.69·0.152−1.07·636.21.38=201mm, where 636.2 m/s is the shell's speed when it arrives at 5 km (from 870 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 km133 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 =10−7·2225·57.10.69·0.152−1.07·4721.38=133mm, where 472 m/s is the shell's speed when it arrives at 10 km (from 870 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 km5.96 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·0.3401·0.15228·55=5.61×10−5. That runs from a 870 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 km5.77 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·0.3226·0.15228·57.1=5.13×10−5. That runs from a 870 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,225
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 mass57.1 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 coefficient0.3226
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 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 time8.1 s
1300 m / (60.0 kt × 2.6855) = 8.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed60.0 kt
Travel time to max range55.9 s
9000 m / (60.0 kt × 2.6855) = 55.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
2 launchers × 2 tubes.
Per-side salvo2 torpedoes
4 wing tubes / 2 = 2: 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 damage54,932
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 13,733 = 54,932. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range19
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 6x4 -> 170 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 116 DPS @ 2 km; 90 50 Mle 1930 4x2 -> 19 DPS @ 4 km.
AA DPS layered by range19 DPS @ 4 km, 189 DPS @ 3.5 km, 305 DPS @ 2 km
@ 4 km: 19 from one family; @ 3.5 km: 170 + 19 = 189; @ 2 km: 170 + 116 + 19 = 305. 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-blank305
170 + 116 + 19 = 305 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index903
170 × 3.5 + 116 × 2 + 19 × 4 = 903. 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 km

Secondary battery firepower

Max HE alpha1300
The only family (90 mm): 1300. Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
The only family (90 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 mm
The only family (90 mm): 15 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: 15 mm from the 90 mm family.
Open in Charting Tool

Ship Charts

Background

By the outbreak of World War II, La Galissonnière was one of the best light cruisers in the world. In contrast to her predecessor, she featured good main battery guns and the best armor protection among ships of this type. In 1943, cruisers of this class received enhanced anti-aircraft armament and surveillance radars.

Armor Beta

Hull HP 24,800 → 27,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel105 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm2,000 (7% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 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)20 mm primary (range 6–60 mm)20,500 (75% of HP)
Overmatched by 305mm+ AP (Indefatigable, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–26 mm)1,800 (7% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel105 mm primary (range 14–105 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.
Superstructure6 mm primary (range 6–95 mm)1,200 (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 HP13,700 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 (90 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 (40 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 HP8,200 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.

Exteriors

Skins & permanent camouflages

Every custom exterior La Galissonnière can equip.

Primary official WG sources

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