World of Warships: Legends ship guide

Also known as M. Richthofen

Manfred von Richthofen

Beta
Germany · Tier ★ · Carrier · Premium
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Strong secondaries (6 km)Fast torpedoes
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Community Data

Manfred von Richthofen Community Stats

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Playstyle

Overview

Manfred von Richthofen is the Legendary German torpedo-strike carrier with high-speed air torpedoes at 60 kn. The kit pays out by killing fragile high-value targets in a single committed drop; the bomber squadrons are a sidearm. Standout traits: best armor plate in Legendary CVs (220 mm).

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.

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.

Signature Traits

Fast air torpedoes

60.0 kn air-torpedo speed, best of Legendary CVs. Harder for targets to angle out.

Heavy armor

220.0 mm max plate, best of Legendary CVs.

All-Weather

No stat falls into the cohort's bottom decile across Legendary CVs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Manfred von Richthofen

Manfred von Richthofen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Use a Germany carrier commander focused on plane restoration, strike consistency, and target pressure. Inspirations that improve aircraft durability, speed, or damage uptime help maintain influence across the match.

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Cohort position

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Where Manfred von Richthofen sits among Legendary CVs (3 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.

BestStealth profile14.25 km / 10 km (1/3 / 1/3) BestRudder shift16.5 s (1/3) BestSecondary dispersion bracket33 (1/3) BestAA threat3,465 (1/3) BestMax armor220 mm (1/3) BestAir torpedo speed60 kn (1/3) WorstMax speed32 kt (3/3) WorstHE alpha1,200 (3/3) WorstSecondary fire chance5% (3/3) WorstEngine power183,600 hp (3/3) WorstTurn-speed retention153 hp/m (3/3) WorstPower-to-weight3.48 hp/t (3/3) WorstDeck armor50 mm (3/3) WorstBomb damage3,000 (3/3) WorstAir torpedo damage4,600 (3/3) WorstAir torpedo range3 km (3/3) WorstSquadron size18 (3/3)
See 13 mid-pack stats

Not standouts for Manfred von Richthofen -- 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 points65,300 HP(2/3) Secondary DPM (per side)257,910(2/3) Secondary HE pen20 mm(2/3) Acceleration36.4 s(2/3) Displacement52,720 t(2/3) AA DPS693(2/3) Citadel belt175 mm(2/3) Air torpedo stealth1.5 km(2/3) Squadron restore time75 s(2/3) Deck HP33,400 HP(2/3) Plane HP2,200 HP(2/3) NormAA range5 km(2 of 3 tied at this value) NormBow armor19 mm(2 of 3 tied at this value)

Peers in this cohort

Survivability
Hit Points65,300
Displacement52,720 t
Armor range13–220 mm
Plate armor thicknesses13, 19, 20, 21, 25, 30, 40, 45, 50, 60, 90, 100, 110, 120, 125, 145, 150, 175, 220 mm
Armor material/layer entries72
Fire resistance40%
Fire duration60 s
Torp Reduction0%
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.
19,600
Squadrons
Total plane capacity72
Flight deck HP33,400
Hangar HP33,400
Dive bomber
Plane HP2,200
OrdnanceAP bomb, 3,000 dmg
Hangar max18
Hangar restore+3 every 75 s, start 18
Torpedo bomber
Plane HP2,600
Ordnancetorpedo, 4,600 dmg
Flooding chance39%
Hangar max18
Hangar restore+3 every 86 s, start 18
AA Defense
AA mount points12
Maximum AA range
ƒIn-game AA card max range: 5 km. Only the longest-reach family contributes at this distance.
5 km
55 mm L/77 Gerät 58 Zwilling12×2 55mm
105 mm L/65 Dop. L. C/38 (DP)12×2 105mm
Medium aura
DPS134
Range5 km
Far aura
DPS
ƒIncludes 64 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
64
Range4.5 km
Total DPS in Aura
ƒMedium 134 + Far 64 = 198
198
S
Secondary Battery
Mounts12
Firing range5.5 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5.5 km
ƒ5.5 km × 33 + 30 = 211.5 m.
211.5 m
Maneuverability
Engine moduleEngine: 183,600 hp
Engine power183,600 hp
Maximum speed32 kt
Turning circle radius1200 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (28.8 kt of 32). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(183,60052,720)0.42=1.6889; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=36.4s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
36.4 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (31.7 kt of 32). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=58.6s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
58.6 s
Concealment
Detectability by sea14.25 km
Detectability by air10 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.25 km
Detect Fire Sea16.25 km
Detect Fire Air13 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 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

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

AA defense

AA DPS at point-blank693
In-game AA card sum: 693 DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at 5 km is unknown.
Maximum AA range5 km
In-game AA card max range: 5 km. Only the longest-reach family contributes at this distance.
AA threat index3465
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.

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.5 km211.5 m
5.5 km × 33 + 30 = 211.5 m.

Secondary battery firepower

Secondary DPM (per side)257,910
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 105 mm (12/side) × 60/3.35 × 1200 = 257,910. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor Beta

Hull HP 65,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 70+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel175 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–150 mm)1,400 (2% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 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)50 mm primary (range 20–220 mm)49,000 (75% of HP)
No common caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–220 mm)1,200 (2% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel175 mm primary (range 25–175 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.
Superstructure13 mm primary (range 13–150 mm)200 (0% 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).
Secondary mount (105 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 (55 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 HP19,600 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Manfred von Richthofen. Cards are condensed; use each source link for full context.

2026-04-30

Ministry of Balance: Viva la Marina!

  • Adjusted AA gun specs for 55 mm and 105 mm guns to align with those of other ships.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Manfred von Richthofen can equip, from in-game data.

  • Manfred von Richthofen 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.