World of Warships: Legends ship guide

Langley

Also called: 兰利 Beta
HE bomber carrierRepeated HE dive-bombs chip everything; pick soft targets and keep squadrons alive.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsTorpedo bombersHeavy bomb penStrong AAHigh HP poolSlow acceleration
On this page
Community Data

Langley Community Stats

Across 4,900+ Standard battles from 360+ players, Langley averages a 57% win rate, 34,900 damage and 0.9 kills per battle, and survives 53% of them.

Community Data

Langley Community Stats

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

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Playstyle

Overview

Langley is the Tier III American bomber carrier. Her damage comes from HE dive bombs hitting for up to 4,000 per drop, plus the fires they start, so match impact builds from repeated strikes rather than one decisive torpedo drop. HE ignores armor angle, so unlike an AP-bomb carrier she does not need a broadside to profit and can work an angled or bow-in target. Air torpedoes are a secondary option. AA (288 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor; CV strikes route around her, not through. Standout traits: best high HP pool in T3 CVs (33,700 HP, 1st of 6) and stealthy air torps in T3 CVs (1.1 km, 1st of 6). Each squadron flies 6 planes and they come back 48 s apiece, so losing a full wave costs 288 seconds of reserves.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 10.7 km and run at 18 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. Once the rudder is over she turns tightly for her cohort (730 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Reserves refill in 48 s per aircraft at best, the quickest in the cohort, so you can spend planes others cannot - but your thinnest-skinned squadron flies at 1,500 HP and decides how much of each wave comes home.

Signature Traits

High HP pool ↗

33700 HP, best of T3 CVs.

ELITE AA ↗
  • Top-tier AA · 288 AA
  • AA specialist
ELITE AIRCRAFT ↗
  • Tough flight deck · 16900 HP
  • Stealthy air torps · 1.1 km
  • Fast plane restore · 48 s
Slow acceleration ↗

~22.7 s from a stop to 12 kt, worst of T3 CVs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Light secondaries ↗

30857 secondary DPM (theoretical), bottom quartile of T3 CVs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Langley

Langley is available in the Bomber Carriers branch of the U.S. Tech Tree for 270,000 credits after researching it in the branch.

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

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

Langley sits in the Bomber Carriers branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. aircraft carriers are all-rounders, effective with both dive bombers and torpedo bombers. However, they have a bias toward their powerful high-explosive bombs over torpedoes.
Advantages
Powerful HE dive bombers, Large hangars
Disadvantages
Poor torpedo performance

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Langley sits among Tier III CVs (5 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.

BestHit points33,700 HP (1/6) BestAA DPS288 (1/6) BestAir torpedo stealth1.1 km (1/6) BestSquadron size6 (1 of 3 tied) BestSquadron HP9,600 HP (1/6) BestSquadron restore time48 s (1/6) BestDeck HP16,900 HP (1/6) Top 25%Turning circle730 m (2/6) Top 25%AA threat419 (2/6) Top 25%Air torpedo alpha4,900 (2/6) WorstSecondary DPM (per side)30,857 (6/6) WorstTime to 90% speed37.7 s (6/6) WorstAcceleration (0-12 kt)22.7 s (6/6) WorstEngine power7,150 hp (6/6) WorstPower / turn radius9.8 hp/m (6/6) WorstDisplacement15,150 t (6/6) WorstPower-to-weight0.47 hp/t (6/6) WorstFlak damage per salvo (expected)220 (5/5) WorstMax armor20 mm (1 of 3 tied) WorstCitadel belt20 mm (1 of 3 tied) WorstEnd plates13 mm (1 of 2 tied / 1 of 2 tied) WorstBomb fire chance24% (5/5)
See 15 mid-pack stats

Not standouts for Langley -- 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.

Max speed18 kt(5/6) Concealment10.74 km(4/6) Air detection7.52 km(4/6) Rudder shift9.2 s(4/6) Secondary HE alpha1,800(5/6) Secondary fire chance6%(5/6) Secondary HE pen21 mm(5/6) AA range3.5 km(3/6) Bomb alpha4,000(3/6) Bomb penetration42.7 mm(3/5) Air torpedo range3.5 km(3/6) Air torpedo speed44 kn(3/6) Plane HP1,500 HP(3/6) NormSecondary dispersion bracket57(5 of 6 tied at this value) NormHangar capacity12(5 of 6 tied at this value)
Survivability
Hit PointsInitial: 33,300 → 33,700
Displacement15,150 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.
158.5 x 20 m, draft 6.7 m
Armor range6–20 mm
Plate armor thicknesses6, 10, 13, 15, 19, 20 mm
Armor material/layer entries45
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. 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: 6.7% → 10%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 33,700 HP = 8,088 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 33,700 HP = 2,528 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
10,100
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 × 2,400 = 4,800), 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.
2,400
Casemate section HP
ƒDamage saturation pool for the casemate: 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
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 × 3,600 = 7,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
3,600
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 × 25,300 = 50,600), 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.
25,300
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 × 900 = 1,800), 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.
900
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
✈
Squadrons
Total plane capacity24
Flight deck HP16,900
Hangar HP16,900
Dive bomber
Plane HP1,500
Cruising speed103.0 kt
OrdnanceHE bomb, 4,000 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane3
Bombs per drop
ƒ2 planes per drop x 3 bombs each = 6.
6
Alpha per drop
ƒ6 bombs x 4,000 alpha = 24,000, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
24,000
Fire chance24%
Bomb penetration42.7 mm
Hangar max12
Hangar restore+1 every 48 s, start 9
Recovery time48 s
Torpedo bomber
Plane HP1,600
Cruising speed97.0 kt
Ordnancetorpedo, 4,900 alpha
Squadron size6 planes
Planes per drop2
Torpedoes per plane1
Torpedoes per drop
ƒ2 planes per drop x 1 torpedo each = 2.
2
Alpha per drop
ƒ2 torpedoes x 4,900 alpha = 9,800, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
9,800
Flooding chance33%
Torpedo arming time3 s
Torpedo arming distance68 m
Hangar max12
Hangar restore+1 every 52 s, start 9
Recovery time52 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount pointsInitial: 0 → 20
Maximum AA range
ƒInitial: 0 km → 3.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
Initial: 0 km → 3.5 km
76.2 mm Mk22 mod. 24×1 76mm
12.7 mm Browning M2 mod. 116×1 13mm
Far aura
Guns76.2 mm Mk22 mod. 2
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 1 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range3.5 km
Near aura
Guns12.7 mm Browning M2 mod. 1
Continuous DPS
ƒEffective DPS: 77 raw aura damage × 3.5 × 0.95 hit probability = 256 - the same in-game units as the Close-range AA DPS headline.
256
Range1.2 km
Total DPS in Aura
ƒFar 32 + Near 256 = 288
288
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 × 110 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.
110
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 AA mount is operational - it stops only once every AA mount is knocked out.
AA mounts
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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts4
Firing range3.5 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: 4×1 127 mm (2/side) × 60/7 s × 1800 = 30,857. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
30,857
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 1 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 6,748. 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.
6,748
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 30,857 + secondary fire DPM 6,748 = 37,606: shell damage plus fire damage against one T3 battleship, every shell hitting.
37,606
127 mm Mk74×1 127mm
Caliber127 mm
Reload time7 s
HE alpha1,800
Muzzle Velocity960 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ4×1 barrels / 2 sides × 60 / 7 s × 0.06 (6% fire chance) = 1. 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.
1
HE Pen21 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power7,150 hp
Maximum speed18.0 kt
Turning circle radius730 m
Rudder shift timeInitial: 12.9 s → 9.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 18 / 4 + 4.9 = 9.4 kt. Base value; speed modifiers scale it.
9.4 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.
58.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
6.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (16.2 kt of 18.0 kt).
37.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (17.8 kt of 18.0 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.
63.6 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.74 km x 0.955 = 10.26 km. Camouflage does not change detectability by air.
10.74 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.74 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.26 km.
10.26 km
Detectability by air7.52 km
Detect when firing (air)
ƒAir detectability 7.52 km + gun-firing bloom 0 km = 7.52 km. The bloom tracks main-battery caliber x 0.020.
7.52 km
Detect when on fire (sea)
ƒSea detectability 10.74 km + 2.0 km while burning = 12.74 km.
12.74 km
Detect when on fire (air)
ƒAir detectability 7.52 km + 3.0 km while burning = 10.52 km.
10.52 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points33,300 → 33,700
  • Rudder shift12.9 → 9.2 s
  • AA mounts0 → 20
  • Close-range AA DPS0 → 86
  • Maximum AA range0 → 3.5 km

Under the hood

Show ▾

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.

AA defense

AA DPS at max range32
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Mk22 Mod2 4x1 -> 32 DPS @ 3.5 km; Browning M2 Mod1 16x1 -> 256 DPS @ 1.2 km.
AA DPS layered by range32 DPS @ 3.5 km, 288 DPS @ 1.2 km
@ 3.5 km: 32 from one family; @ 1.2 km: 32 + 256 = 288. 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-blank288
32 + 256 = 288 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index419
32 × 3.5 + 256 × 1.2 = 419. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Secondary battery firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance6%
The only family (127 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 127 mm family.
Max HE pen21 mm
The only family (127 mm): 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

The first U.S. Navy aircraft carrier, Langley was converted from a collier. She had low speed and was used as an experimental ship for testing various technical innovations as well as for training navy pilots. The carrier was equipped with secondary armament to repel attacks from enemy destroyers.

Armor Beta

Hull HP 33,300 → 33,700 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern13 mm

Overmatched by 51+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 10–19 mm)≈ 1,685 (~5% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Genova)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)20 mm primary (range 6–20 mm)≈ 25,275 (~75% of HP)
Overmatched by 305mm+ AP (Mikasa, Courbet)Angle bounces 283mm20 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 6–13 mm)≈ 1,685 (~5% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Genova)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 6–20 mm)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 6–13 mm)no cap
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).

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.

Balance History

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

Nerf ×11Buff ×8Rework ×2Airstrike ×2Torpedo ×5
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo bombers:
  • Torpedo bomber restoration time increased from 40 to 52 s.
  • Dive bombers:
  • Dive bomber restoration time increased from 36 to 48 s.
  • Dive bomber base speed reduced from 109 to 103 kts.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Dive Bombers:
  • Bombs per aircraft increased from 1 to 3.
  • Bomb damage reduced from 9,950 to 4,000.
  • Bomb fire-setting chances reduced from 43 to 24%.
  • Bomb splash radius reduced.
  • Maximum hangar aircraft increased from 10 to 12.
  • Starting hangar aircraft reduced from 10 to 9.
  • Aircraft restoration time reduced from 55 to 36 seconds.
  • Maximum HP per aircraft reduced from 1,900 to 1,500 (squadron HP reduced from 11,400 to 9,000).
  • Base speed increased from 99 to 109 knots.
  • Aircraft maximum flight range set to 31 kilometers.
  • Torpedo Bombers:
  • Maximum hangar aircraft increased from 10 to 12.
  • Starting hangar aircraft reduced from 10 to 9.
  • Aircraft restoration time reduced from 59 to 40 seconds.
  • Maximum HP per aircraft reduced from 1,800 to 1,600 (squadron HP reduced from 10,800 to 9,600).
  • Base speed increased from 90 to 97 knots.
  • Aircraft maximum flight range set to 29 kilometers.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 10.6 to 10.7 km; air detectability range changed from 7.4 to 7.5 km.
  • Dive bomber HP changed from 1,800 to 1,900; torpedo bomber HP changed from 1,710 to 1,800.
Read the full official post
2022-03-03

March update: All That is Gold Does Not Glitter

  • Damage from both dive and torpedo bombers increased by 5%.
  • Their speed increased by 10 kts.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 8.4 to 10.6 km.
  • Detectability range by air increased from 6.2 to 7.5 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Langley can equip.

  • Langley 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.