World of Warships: Legends ship guide

Maass W

Also called: 马斯冬季 · Зимний L. Maass · L. Maass hivernal · L. Maass Winter Beta
Germany · Tier VI · Destroyer · Premium · Maass Variant
Gun-and-torpedo destroyerA true hybrid: trade gunfire on the caps and torpedo the turns it forces.
Playstyle
  • Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer
  • Avoid: Playing her as only one kind of destroyer
Key characteristics
High AP DPMSmoke + SonarEngine BoostHeavy AP shellsTight pattern at max rangeShort gun range
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Community Data

Maass W Community Stats

Across 350+ Standard battles from 52 players, Maass W averages a 59% win rate, 36,600 damage and 1.1 kills per battle, and survives 42% of them.

Community Data

Maass W Community Stats

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

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Playstyle

Overview

Maass W is a Tier VI German gun-and-torpedo destroyer (6.8 km surface detection and 8 km torpedoes): her guns and torpedoes rank close together against her tier's destroyers, so neither carries her alone. Contest caps with gunfire and use the torpedoes to punish the turns and retreats that pressure forces. The guns are the slightly stronger half. Standout traits: best AP DPM in T6 DDs (242,308, 1st of 37) and heavy AP shells in T6 DDs (3,000, 5th of 37). The trade is short gun range in T6 DDs (9.5 km, 40th of 41).

Positioning

Play the cap edge where both weapons reach: close enough to trade gunfire with the enemy destroyer, with torpedo lanes covering the routes the enemy must take to turn or retreat. Go dark between trades so the next salvo or wave is on your terms, and leave before the radar or spot timer matters. 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (4.2 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless.

Potato Avoidance

Playing her as only one kind of destroyer

Holding the torpedoes to keep a gun duel going, or skipping gun trades while you wait for a perfect torpedo window, leaves half the kit idle; she wins fights by using both.

Signature Traits

Engine Boost

+8% speed (about +3 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 242308 AP
  • Heavy AP shells · 3000 damage
  • Tight pattern at max range · 86.2 m
MAIN BATTERY DOWNSIDES ↗
  • Short gun range · 9.5 km
  • Pattern widens fast with range
Acquisition

How to get Maass W

Maass W is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

Best listed chance for this ship

  • Santa Level 5 0.5% Tier VI Premium ship Archived · Santa Level 5 · 1 of 35 ships
  • Santa Level 4 0.192857% Tier VI Premium ship Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.142857%
    • Santa Level 4 → Santa Level 50.05%
  • Piñata Chest 0.157895% Tier V, VI, or VII Premium ship Event · Piñata Chest · 1 of 19 ships
Show all 12 containers (9 more)
  • Santa Level 3 0.139643% Tier VI Premium ship Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.085714%
    • Santa Level 3 → Santa Level 50.025%
    • Santa Level 3 → Santa Level 40.021429%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.0075%
  • Mega Santa '23 0.125% Tier VI Premium ship Archived · Mega Santa '23 · 1 of 32 ships
  • Explorer's Chest 0.111111% One of these ships Event · Explorer's Chest · 1 of 27 ships
  • Super Santa '23 0.109375% Tier VI Premium ship Archived · Super Santa '23 · 1 of 32 ships
  • Santa Level 2 0.059161% Tier VI Premium ship Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 20.028571%
    • Santa Level 2 → Santa Level 30.012857%
    • Santa Level 2 → Santa Level 40.007143%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.00375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.003214%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.0025%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.001125%
  • Champion's Box 0.027929% Tier VI Premium ship Archived · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.017143%
    • Champion's Box → Santa Level 3 → Santa Level 50.005%
    • Champion's Box → Santa Level 3 → Santa Level 40.004286%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.0015%
  • Ultimate Crate 0.010938% Tier VI Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 32 ships
  • Santa Level 1 0.010181% Tier VI Premium ship Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 20.004286%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001929%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.00125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000562%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000482%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000375%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000169%
    • Santa Level 10.000057%
  • Secret Santa '23 0.000063% Tier VI Premium ship Archived · Secret Santa '23 · 1 of 32 ships
Official WG availability sources
  • GamingDiver (Greg, firsthand) Doubloons
    • Maass W was sold in the Store for 12,500 doubloons.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

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Cohort position

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Where Maass W sits among Tier VI DDs (40 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.

BestAP DPM242,308 (1/37) Top 10%Main dispersion86.2 m (4/41) Top 10%Power / turn radius109.4 hp/m (5/41) Top 25%Hit points17,500 HP (11/41) Top 25%Main battery reload3.7 s (8/41) Top 25%Engine power70,000 hp (7/41) Top 25%Power-to-weight21.83 hp/t (9/41) Top 25%AA DPS169 (9/41) Bottom 25%HE fire chance6% (34/41) Bottom 10%Main battery range9.49 km (40/41) Bottom 10%HE shell damage1,500 (39/41) WorstNo secondaries (37 of 41 in cohort)
See 31 mid-pack stats

Not standouts for Maass W -- 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 speed37 kt(19/41) Concealment6.8 km(13/41) Smoke fire bloom2.54 km(23/41) Air detection3.4 km(13/41) Rudder shift4.2 s(31/41) Turning circle640 m(27/41) Main battery caliber128 mm(13/41) Fires per minute4.85(19/41) HE DPM121,154(20/41) AP velocity830 m/s(21/37) HE velocity830 m/s(25/41) Time to 90% speed16.1 s(18/41) Acceleration (0-12 kt)4.9 s(13/41) AP arming threshold21 mm(20/37) Displacement3,206 t(29/41) Effective HE DPM (incl. fire)157,423(22/41) AA range3.5 km(23/41) AA threat491(13/41) Torpedo range8.01 km(27/41) Torpedo damage≈12,700(27/41) Torpedo speed65 kt(19/41) Torpedo reaction time7.4 s(16/41) Torpedo reload90 s(22/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormMax armor16 mm(26 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points17,500
Displacement3,206 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries25
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 17,500 HP = 1,575 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 × 17,500 HP = 1,750 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%
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.
8,800
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.
5,300
Repairable: penetration50%
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 × 2,500 = 5,000), 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.
2,500
Casemate 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
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 × 13,100 = 26,200), 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.
13,100
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 × 1,500 = 3,000), 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.
1,500
Main Battery
ModuleArtillery: 128 mm L/45 LC/34
Mounts / barrels5 mounts / 5 barrels
Reload time3.7 s
Firing range9.5 km
Turret traverse8 °/s
Turret armor8 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.
±140°, ±148°, ±152°, ±145°, ±138°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 138° (the most restricted forward-facing mount's arc) = 42° 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 / 42° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.5 km) shells land in an ellipse about 86 m wide and 52 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(949530·8−0.51000+0.5)·30=86.2m
86.2 m at 9.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =86.2·0.6=51.7m
51.7 m at 9.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =86.2·0.62=25.9m
25.9 m at 9.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =51.7·0.62=15.5m
15.5 m at 9.5 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ5 broadside guns x 60 / 3.714 s (3.7 s = 26 ticks) base reload = 80.8.
80.8
HE shells
HE alpha1,500
HE Velocity830 m/s
Fire Chance6%
HE fire DPM vs T6 BB36240
Effective HE DPM vs T6 BB157394
HE penetration
ƒ21 mm ≈ 128 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,500 HE damage x 5 broadside guns = 7,500.
7,500
HE DPM
ƒ7,500 HE full-salvo alpha x 60 / 3.714 s (3.7 s = 26 ticks) base reload = 121,154.
121,154
Fires/min
ƒ80.8 shells/min × 0.06 (6% fire chance) = 4.85.
4.85
AP shells
AP alpha3,000
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1640·280.69·0.128−1.07·8301.38=157.4mm.
157.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.5 km), where the shell has slowed to 343.6 m/s: P=10−7·1640·280.69·0.128−1.07·343.61.38=46.6mm.
46.6 mm at 9.5 km
AP full-salvo alpha
ƒ3,000 AP damage x 5 broadside guns = 15,000.
15,000
AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 3.714 s (3.7 s = 26 ticks) base reload = 242,308.
242,308
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.
9
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed65.0 kt
Range8.01 km
Maximum simulated damage
ƒMost 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=38,100·0.333=12,700. 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.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. 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.
13,700
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.
1,000
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 km65 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Launch arcscentreline 258°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming205 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
101,600
AA Defense
AA mount points11
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.
3.5 km
37 mm Flak LM/424×2 37mm
20 mm Flak 386×1 20mm
20 mm Flakvierling 381×4 20mm
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 29 raw aura damage × 3.5 × 1 hit probability = 102 - the same in-game units as the Close-range AA DPS headline.
102
Range3.5 km
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.95 hit probability = 66 - the same in-game units as the Close-range AA DPS headline.
66
Range2 km
Total DPS in Aura
ƒMedium 102 + Near 66 = 168
168
Maneuverability
Engine power70,000 hp
Maximum speed37.0 kt
Turning circle radius640 m
Rudder shift time4.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 37 / 4 + 4.9 = 14.2 kt. Base value; speed modifiers scale it.
14.2 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.
14.9 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 (33.3 kt of 37.0 kt).
16.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.6 kt of 37.0 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.
26.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 7.5 = +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): 6.8 km x 0.955 = 6.49 km. Camouflage does not change detectability by air.
6.8 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.8 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.49 km.
6.49 km
Detectability by air3.4 km
Smoke firing penalty2.54 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.8 km) = 9.49 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.49 km
Detect when firing (air)
ƒAir detectability 3.4 km + gun-firing bloom 2.54 km = 5.94 km. The bloom tracks main-battery caliber x 0.020.
5.94 km
Detect when on fire (sea)
ƒSea detectability 6.8 km + 2.0 km while burning = 8.8 km.
8.8 km
Detect when on fire (air)
ƒAir detectability 3.4 km + 3.0 km while burning = 6.4 km.
6.4 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 65 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km

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 DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.
AP pen 5 km81 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 =10−7·1640·280.69·0.128−1.07·512.11.38=81mm, where 512.1 m/s is the shell's speed when it arrives at 5 km (from 830 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)5
5 mounts × 1 barrels = 5; all 5 bear on the broadside.

Model inputs

Krupp (AP)1,640
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 mass28 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 coefficient0.3447
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity830 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity830 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.
minRadius0.5
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 time7.4 s
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed65.0 kt
Travel time to max range45.9 s
8010 m / (65.0 kt × 2.6855) = 45.9 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count8
2 launchers × 4 tubes.
Per-side salvo8 torpedoes
2 launchers × 4 tubes = 8, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range102
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 4x2 -> 102 DPS @ 3.5 km; 20mm Flak 38 6x1 -> 57 DPS @ 2 km; 20mm Flack 38 quad 1x4 -> 10 DPS @ 2 km.
AA DPS layered by range102 DPS @ 3.5 km, 169 DPS @ 2 km
@ 3.5 km: 102 from one family; @ 2 km: 102 + 57 + 10 = 169. 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-blank169
102 + 57 + 10 = 169 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index491
102 × 3.5 + 57 × 2 + 10 × 2 = 491. 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
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Ship Charts

Background

The first destroyer of the next generation (1934 type), which paved the way for the development of ships of this type in the German Navy until the end of World War II. Thanks to her large dimensions and robust design, she had excellent survivability.

Armor Beta

Hull HP 17,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)≈ 875 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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)16 mm≈ 13,125 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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 15–16 mm)≈ 875 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 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.

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 Maass W can equip.

  • Maass W default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision