World of Warships: Legends ship guide

Louisiana

Also called: 路易斯安那 Beta
U.S.A. · Tier ★ · Battleship · Premium
Airstrike battleshipOpen with no-LoS airstrike pressure, then punish exposed sides with the main battery.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • The airstrike line wants to cross the cap and the predictable retreat lane
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Spotter planeLong spotter loiterThickest plateLong DCP windowSecondary fire pressureSoft superstructure
On this page
Community Data

Louisiana Community Stats

Across 17,000+ Standard battles from 240+ players, Louisiana averages a 65% win rate, 121,000 damage and 1.3 kills per battle, and survives 49% of them.

Community Data

Louisiana Community Stats

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

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Playstyle

Overview

Louisiana is the Legendary American airstrike battleship. Her alt-armament fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. Standout traits: best Observation Seaplane duration in Legendary BBs (40 s, 1st of 14) and armor plate in Legendary BBs (541 mm, 5th of 23). The trade is soft superstructure in Legendary BBs (6 mm, 23rd of 23).

Positioning

Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Long spotter loiter ↗

40 s Observation Seaplane duration, best of Legendary BBs. Spotting + tighter shell grouping stays up longer.

Thickest plate ↗

541 mm on her single heaviest plate, top quartile of Legendary BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Long DCP window ↗

20 s Damage Control duration, best of Legendary BBs. Stays fire / flood immune longer per activation.

Secondary fire pressure ↗

13.5 secondary fires/min per side, top decile of Legendary BBs. Per-side barrels × shots/min × fire chance, summed over every secondary calibre (the same per-side basis as secondary DPM). A ceiling, not a forecast: it assumes every shell hits and ignores the four-fire cap and Fire Prevention.

Soft superstructure ↗

6 mm superstructure, bottom decile of Legendary BBs. HE farms harder.

Acquisition

How to get Louisiana

Louisiana is the Legendary ship of the Aviation Battleships branch of the U.S.A. Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.

History: Early Access Jun 2024 – Jul 2024 (temporary crate drops, now ended).

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

Official WG availability sources
  • Strike From the Skies: U.S. Hybrids in Early Access and Our July 4th Event Event currency Start: 2024-06-30 · End: 2024-07-31
    • Unlike the ships in Early Access, you can obtain her in the Store for Independium, which you can obtain via missions and the Waves of Liberty random bundle (for more details on the bundle, check out the end of this article).
    • This isn't your final chance to obtain Louisiana: she will be available again next summer as a free Bureau Project; however, you have the unique opportunity to try her out right now, a year in advance!
  • July Update: Of Stars and Freedom Bureau project Start: 2025-06-26
    • Louisiana is back—this time, she's available to research as a free Bureau Project starting June 30!
  • July Update: Skyward Endeavors Event currency 2024-06-27
    • Besides the ships in Early Access, we're also presenting the new Legendary hybrid battleship Louisiana.
    • She will be available in the Store for Independium, the event currency we mentioned above.
    • Note that it's not your last chance to get Louisiana: next summer, she will be available again as a free Bureau Project; however, you have a unique opportunity to try her out right now, a year in advance!

Builds

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

Joseph Reeves

Airstrike specialist

Reeves carries the full airstrike skill suite (Bird's Eye View range, Sea Wings cruise speed, Naval Aviator torpedo speed + damage, Iron Feathers plane HP). Hawke's Big Game Hunter trait stacks more damage onto airstrikes against BB / CA / CV targets; Worf's Sky Attack trait adds damage to every projectile your aircraft drop (no target restriction). Main battery still does the heavy lifting at range; treat the airstrike as a bonus damage window against committed targets or anyone behind cover.

Joseph Reeves

Cooldown spam

Same Reeves skill spine. Riker's Number One trait shaves airstrike cooldown so the squadron is up more often; Hawke's Big Game Hunter trait stacks damage onto the more-frequent strikes against BB / CA / CV targets. Trade a bit of per-strike specialization for more strikes per match. Pairs well when you can park behind island cover with main guns up.

Open in Build Tool →

Commanders frequently paired with this ship Joseph ReevesJonathan HawkeCommander Riker

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 Louisiana sits among Legendary BBs (22 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.

Top 10%AA threat3,510 (2/23) Top 25%Engine power212,000 hp (4/23) Top 25%Power / turn radius223.2 hp/m (4/23) Top 25%AA DPS773 (6/23) Top 25%Flak damage per salvo (expected)2,625 (5/23) Top 25%Max armor541 mm (5/23) Bottom 25%Main battery reload32 s (19/23) Bottom 25%Secondary HE pen21 mm (17/21) WorstNo torpedoes (17 of 23 in cohort)
See 40 mid-pack stats

Not standouts for Louisiana -- 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.

Hit points96,300 HP(7/23) Max speed31 kt(10/23) Concealment15.96 km(13/23) Smoke fire bloom15.4 km(10/23) Air detection12.77 km(13/23) Rudder shift18.7 s(15/23) Turning circle950 m(13/23) Main battery caliber406 mm(17/23) Main battery range17.4 km(9/23) Sigma1.9(12/23) HE shell damage5,700(13/22) HE fire chance36%(13/22) Fires per minute6.75(16/22) HE DPM106,875(15/22) AP shell damage13,100(16/23) AP DPM245,625(17/23) Main dispersion234 m(17/23) Secondary DPM (per side)270,000(14/23) Secondary HE alpha1,800(11/21) Secondary fire chance9%(7/21) AP velocity762 m/s(15/23) HE velocity820 m/s(8/22) Time to 90% speed35.3 s(12/23) Acceleration (0-12 kt)13.5 s(10/23) AP arming threshold68 mm(7/23) Displacement72,104 t(15/23) Power-to-weight2.94 hp/t(9/23) AP pen at 10 km623 mm(14/23) Effective HE DPM (incl. fire)162,206(17/22) AA range5.2 km(7/23) Repair charges3(9/23) Citadel belt409 mm(9/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points96,300
Displacement72,104 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.
280.8 x 43.66 m
Armor range6–541 mm
Plate armor thicknesses6, 16, 19, 32, 38, 50, 51, 105, 110, 150, 178, 180, 188, 197, 259, 324, 387, 409, 424, 432, 457, 541 mm
Armor material/layer entries67
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 96,300 HP = 17,334 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 96,300 HP = 19,260 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.21 hull torpedo-damage coefficient / 0.333 unprotected baseline = 37%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
37%
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.
48,200
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.
28,900
Effective HP
ƒBase 96,300 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 96,300 HP = 13,482 HP per charge, × 3 charges = 40,446 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
107,000–136,746
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 × 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
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 × 14,800 = 29,600), 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.
14,800
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 × 6,200 = 12,400), 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.
6,200
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 × 72,200 = 144,400), 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.
72,200
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 × 1,900 = 3,800), 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 ×. 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.
1,900
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 × 2,800 = 5,600), 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.
2,800
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: 406 mm Mk7
Mounts / barrels3 mounts / 10 barrels
Reload time32 s
Firing range17.4 km
Turret traverse4 °/s
Turret armor505 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.
2x ±145°, ±135°
Guns to bear
ƒ180° − 135° (the most restricted aft-facing mount's arc) = 45° off bow; 180° − 145° (the most restricted forward-facing mount's arc) = 35° 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.
45° off bow / 35° off stern
Shell Grouping (σ)1.9
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (17.4 km) shells land in an ellipse about 234 m wide and 140 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1740030·12−21000+2)·30=234m
234 m at 17.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =234·0.6=140.4m
140.4 m at 17.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =234·0.61.9=73.9m
73.9 m at 17.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =140.4·0.61.9=44.3m
44.3 m at 17.4 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 10 broadside guns x 60 / 32 s base reload = 18.8. All upgrades (Main Battery Mod. 3 = -10% reload): 10 broadside guns x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 20.8.
Initial: 18.8 → 20.8
HE shells
HE alpha5,700
HE Velocity820 m/s
Fire Chance36%
HE fire DPM vs T8 BB55331
Effective HE DPM vs T8 BB162206
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 10 broadside guns = 57,000.
57,000
HE DPM
ƒZero upgrades: 57,000 HE full-salvo alpha x 60 / 32 s base reload = 106,875. All upgrades (Main Battery Mod. 3 = -10% reload): 57,000 HE full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 118,515.
Initial: 106,875 → 118,515
Fires/min
ƒZero upgrades: 18.8 shells/min × 0.36 (36% fire chance) = 6.75. All upgrades (Main Battery Mod. 3 = -10% reload): 20.8 shells/min × 0.36 (36% fire chance) = 7.49.
Initial: 6.75 → 7.49
AP shells
AP alpha13,100
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP pen max range514 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2520·12250.69·0.406−1.07·7621.38=847.6mm.
847.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.4 km), where the shell has slowed to 529.7 m/s: P=10−7·2520·12250.69·0.406−1.07·529.71.38=513.2mm.
513.2 mm at 17.4 km
AP full-salvo alpha
ƒ13,100 AP damage x 10 broadside guns = 131,000.
131,000
AP DPM
ƒZero upgrades: 131,000 AP full-salvo alpha x 60 / 32 s base reload = 245,625. All upgrades (Main Battery Mod. 3 = -10% reload): 131,000 AP full-salvo alpha x 60 / 28.857 s (28.8 s = 202 ticks) all-upgrades reload (32 s × 0.9 Main Battery Mod. 3 = 28.8 s) = 272,376.
Initial: 245,625 → 272,376
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.
250
✈
Squadrons
Airstrike
Plane HP5,000
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 6,200 alpha
Flooding chance21%
Charges1
Range14.5 km
Reload90 s
Launch arc-60° to 60°
AA Defense
AA mount points32
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5.2 km
76.2 mm Mk3316×2 76mm
20 mm Oerlikon Mk2016×2 20mm
127 mm Mk41 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk41 (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 129 from dual-purpose secondaries firing as AA in this range band.
129
Range5.2 km
Medium aura
Guns76.2 mm Mk33
Continuous DPS
ƒEffective DPS: 197 raw aura damage × 3.5 × 0.75 hit probability = 517 - the same in-game units as the Close-range AA DPS headline.
517
Range5 km
Total DPS in Aura
ƒFar 129 + Medium 517 = 646
646
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 52 raw aura damage × 3.5 × 0.7 hit probability = 127 - the same in-game units as the Close-range AA DPS headline.
127
Range2 km
Total DPS in Aura
ƒFar 129 + Medium 517 + Near 127 = 773
773
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 250 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.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
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.
75%
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts10
Firing range5.0 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: 10×2 127 mm (10/side) × 60/4 s × 1800 = 270,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
270,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 13.5 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 110,662. 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.
110,662
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 270,000 + secondary fire DPM 110,662 = 380,662: shell damage plus fire damage against one T8 battleship, every shell hitting.
380,662
127 mm Mk41 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time4 s
HE alpha1,800
Muzzle Velocity808 m/s
Fire Chance9%
Secondary fires/min (per side)
ƒ10×2 barrels / 2 sides × 60 / 4 s × 0.09 (9% fire chance) = 13.5. 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.
13.5
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power212,000 hp
Maximum speed31.0 kt
Turning circle radius950 m
Rudder shift time18.7 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 = 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.
47.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31.0 kt).
35.3 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.
56 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.5 = +0.5°/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 (+0.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 15.96 km x 0.955 = 15.24 km. Camouflage does not change detectability by air.
15.96 km
With Grade IV camouflage (sea)
ƒDetectability by sea 15.96 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.24 km.
15.24 km
Detectability by air12.77 km
Smoke firing penalty15.4 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.96 km) = 17.4 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.4 km
Detect when firing (air)
ƒAir detectability 12.77 km + gun-firing bloom 8.12 km = 20.89 km. The bloom tracks main-battery caliber 406 mm × 0.020 = 8.12 km.
20.89 km
Detect when on fire (sea)
ƒSea detectability 15.96 km + 2.0 km while burning = 17.96 km.
17.96 km
Detect when on fire (air)
ƒAir detectability 12.77 km + 3.0 km while burning = 15.77 km.
15.77 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 13,482 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 96,300 HP = 13,482 HP: up to 14% of max HP restored per charge.
· 40,446 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 96,300 HP = 40,446 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 482 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 96,300 HP = 482 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 70 s reload · 60 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
· 2 squadron size
Observation Seaplane3 charges · 200 s reload · 40 s active · 1 squadron size · Tightens main-battery shell grouping

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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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 width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km41 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=0.5·17400=8700 m, and radiusOnMax=0.6 at 17400 m. Below the kink: k=0.2+(0.5−0.2)·50008700=0.3724, so σV=σH·k=110·0.3724=41m.
Shell scatter height @ 10 km82.4 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=0.5·17400=8700 m, and radiusOnMax=0.6 at 17400 m. Above the kink: k=0.5+(0.6−0.5)·10000−870017400−8700=0.5149, so σV=σH·k=160·0.5149=82.4m.
Shell scatter height @ 15 km120.2 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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=0.5·17400=8700 m, and radiusOnMax=0.6 at 17400 m. Above the kink: k=0.5+(0.6−0.5)·15000−870017400−8700=0.5724, so σV=σH·k=210·0.5724=120.2m.
AP pen 5 km725 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 =10−7·2520·12250.69·0.406−1.07·680.11.38=725mm, where 680.1 m/s is the shell's speed when it arrives at 5 km (from 762 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 km623 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 =10−7·2520·12250.69·0.406−1.07·609.81.38=623mm, where 609.8 m/s is the shell's speed when it arrives at 10 km (from 762 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 15 km544 mm
AP penetration at a fixed 15 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 =10−7·2520·12250.69·0.406−1.07·552.51.38=544mm, where 552.5 m/s is the shell's speed when it arrives at 15 km (from 762 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km5.34 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·0.352·0.40628·1225=1.86×10−5. That runs from a 762 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.
HE flight time @ 10 km5.19 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·0.346·0.40628·862=2.6×10−5. That runs from a 820 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)10
3 mounts × 3.33 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,520
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 mass1,225 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 coefficient0.352
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity762 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.

AA defense

AA DPS at max range129
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 16x2 -> 517 DPS @ 5 km; 20mm Oerlikon MK20 Twin12 16x2 -> 127 DPS @ 2 km; 5in54 10x2 -> 129 DPS @ 5.2 km.
AA DPS layered by range129 DPS @ 5.2 km, 646 DPS @ 5 km, 773 DPS @ 2 km
@ 5.2 km: 129 from one family; @ 5 km: 517 + 129 = 646; @ 2 km: 517 + 127 + 129 = 773. 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-blank773
517 + 127 + 129 = 773 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index3510
517 × 5 + 127 × 2 + 129 × 5.2 = 3510. 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 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 chance9%
The only family (127 mm): 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% 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

This was one of the options for completing the Montana-class battleships. A flight deck at least 350 feet long was required to create a hybrid battleship-carrier, which could only be done by removing the third turret. It was also suggested that the fourth turret be replaced with a quadruple-gun turret to preserve her combat power.

Armor Beta

Hull HP 96,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel409 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)3,200 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)38 mm primary (range 19–541 mm)72,200 (75% of HP)
No common AP caliber overmatches38 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–424 mm)2,800 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel409 mm primary (range 16–409 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 6–457 mm)1,900 (2% 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 HP48,200 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 (127 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 (76 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 HP28,900 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.

Balance History

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

Nerf ×2Airstrike ×1Main Battery ×1
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time increased from 30 to 32 seconds.
  • Airstrike torpedo speed reduced from 55 to 50 knots.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Louisiana 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.