World of Warships: Legends ship guide

La Galissonnière

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracySonarEngine BoostDefensive AASlow
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Community Data

La Galissonnière Community Stats

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Playstyle

Overview

La Galissonnière is a Tier V French light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps.

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.4 km on ships, 3.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 152mm shells citadel cruisers on the wrong frame, and her 27,300-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Engine Boost

+15% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T5 CAs.

Fast turret traverse

12.0°/s turret traverse, best of T5 CAs. Tracks fast-rotating targets peers can't keep up with.

Fast torp reload

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

Slow for the class

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

Soft superstructure

6.0 mm superstructure, bottom quartile of T5 CAs. HE farms harder.

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.

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 Beta

Prioritize cruiser accuracy, reload, concealment, and survivability. Use the strongest national cruiser commander available, with inspirations that tighten dispersion, improve DPM, or help you go dark between fights.

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Cohort position

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Where La Galissonnière sits among Tier V CAs (30 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.

BestTraverse-to-turn ratio8.54 × (1/30) BestTorpedo reload60 s (1/26) Top 25%Main battery range14.88 km (6/30) Top 25%Fires per minute8 (7/28) Top 25%Acceleration23.7 s (5/29) Top 25%Displacement9,100 t (7/30) Top 25%AA DPS305 (5/30) Top 25%AA threat903 (7/30) Top 25%Citadel belt105 mm (7/28) Bottom 25%Hit points27,300 HP (25/30) Bottom 25%Stealth profile12.4 km / 7.44 km (25/30 / 25/30) Bottom 25%HE alpha1,300 (24/27) Bottom 25%Secondary fire chance5% (24/27) Bottom 25%Secondary HE pen15 mm (25/27) Bottom 10%Max speed31 kt (29/30)
See 29 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.

Rudder shift7.7 s(14/30) Main battery caliber152 mm(20/30) Main battery reload8.1 s(15/30) Sigma2(15/30) HE shell damage2,200(18/28) HE fire chance12%(17/28) HE DPM146,667(15/28) AP shell damage3,300(18/30) AP DPM220,000(12/30) Main dispersion126.4 m(15/30) Secondary DPM (per side)78,000(13/27) AP velocity870 m/s(12/30) HE velocity870 m/s(11/28) AP fuse timer0.03 s(19/30) AP arming threshold25 mm(11/30) Engine power84,000 hp(17/30) Turn-speed retention129.2 hp/m(13/30) Power-to-weight9.23 hp/t(10/30) Secondary range4.5 km(12/27) AA range4 km(21/30) Torpedo range9 km(10/26) Torpedo damage≈13,733(16/26) Torpedo speed60 kt(18/26) Max armor105 mm(11/30) Bow armor16 mm(14/28) Stern armor16 mm(14/28) Deck armor50 mm(15/28) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value)
Survivability
Hit PointsInitial: 24,800 → 27,300
Displacement9,100 t
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 resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction10%
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.
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
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
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 =(1352930·81.11000+1.1)·30=126.4m
126.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =126.4·0.6=75.8m
75.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =126.4·0.32(σ=2)=40.4m
40.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.8·0.319(σ=2)=24.2m
24.2 m
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Base shells/min
ƒ9 broadside guns x 60 / 9 s base reload = 60.
60
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance12%
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
Base HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 9 s base reload = 132,000.
132,000
Base fires/min
ƒ9 HE shells x 60 / 9 s reload x 12% fire chance = 7.2.
7.2
AP shells
AP Damage3,300
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
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2225·57.10.69·0.1521.07·8701.38=310mm. Matches the in-game spec card.
310 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 334.3 m/s: P=107·2225·57.10.69·0.1521.07·334.31.38=82.8mm.
82.8 mm
AP full-salvo alpha
ƒ3,300 AP damage x 9 broadside guns = 29,700.
29,700
Base 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 time60 s
Projectile speed60 kt
Range9 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=41,200·0.333=13,733.
≈ 13,733
Torpedo detectability1.3 km
Flooding chance246%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 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.
27,466
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (54×3.5×0.9) + (39×3.5×0.85) + (6×3.5×0.9) = 305. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
305
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
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)4×2 90mm
Far aura
DPS
ƒIncludes 6 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
6
Range4 km
Medium aura
DPSInitial: 31 → 54
Range3.5 km
Total DPS in Aura
ƒFar 6 + Medium 54 = 60
60
Near aura
DPS39
Range2 km
Total DPS in Aura
ƒFar 6 + Medium 54 + Near 39 = 99
99
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 84,000 hp
Engine power84,000 hp
Maximum speed31 kt
Turning circle radius650 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (27.9 kt of 31). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(84,0009,100)0.42=2.5433; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 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}=23.7s. 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.
23.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (30.7 kt of 31). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=38s. 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.
38 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·31.0·0.5144650=1.41°/s, so ratio=ωturretωhull=121.41=8.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.5× ok
Concealment
Detectability by sea12.4 km
Detectability by air7.44 km
Smoke firing penalty6.02 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.4 km
Detect Fire Sea14.4 km
Detect Fire Air10.44 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 · 4.4 km ship detect · 3.13 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
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 shift14 → 10 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

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 Disp126.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13529}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 126.4\,\text{m}$
Max Vert Disp75.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 126.4 \cdot 0.6 = 75.8\,\text{m}$
Med Horiz Disp40.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 126.4 \cdot 0.32\;(\sigma = 2) = 40.4\,\text{m}$
Med Vert Disp24.2 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.8 \cdot 0.319\;(\sigma = 2) = 24.2\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close310 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2225 \cdot 57.1^{0.69} \cdot 0.152^{-1.07} \cdot 870^{1.38} = 310\,\text{mm}$. Matches the in-game spec card.
AP Pen Far82.8 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 334.3 m/s: $P = 10^{-7}\cdot 2225 \cdot 57.1^{0.69} \cdot 0.152^{-1.07} \cdot 334.3^{1.38} = 82.8\,\text{mm}$.
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 time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha19,800
2,200 HE damage x 9 broadside guns = 19,800.
AP full-salvo alpha29,700
3,300 AP damage x 9 broadside guns = 29,700.
Base HE DPM132,000
19,800 HE full-salvo alpha x 60 / 9 s base reload = 132,000.
Base AP DPM198,000
29,700 AP full-salvo alpha x 60 / 9 s base reload = 198,000.
Base shells/min60
9 broadside guns x 60 / 9 s base reload = 60.
Base fires/min7.2
9 HE shells x 60 / 9 s reload x 12% fire chance = 7.2.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range57.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage54,932
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 13,733 = 54,932.
Per-side salvo damage27,466
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 13,733 = 27,466.

AA defense

Close-range AA DPS305
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (54×3.5×0.9) + (39×3.5×0.85) + (6×3.5×0.9) = 305. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index903
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 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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)78,000
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: 4×2 90 mm (4/side) × 60/4 × 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).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
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
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.

Armor Beta

Hull HP 24,80027,300 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 & stern16 mm

Overmatched by 90+ 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm2,000 (7% of HP)
Overmatched by 283mm+ (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+ (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+ (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 ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
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 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 (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.

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

Exteriors

Skins & permanent camouflages

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

  • La Galissonnière default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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