World of Warships: Legends ship guide

Also known as M. Richthofen

Manfred von Richthofen

Also called: 曼弗雷德·冯·里希特霍芬 Beta
Germany · Tier ★ · Carrier · Premium
AP dive-bomber carrierDrop AP on exposed cruiser and battleship decks; torpedoes cover the rest.
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
Fast torpedoesThickest plateSaturates bow fastTighter secondary dispersionSharp rudderLight bombs
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Playstyle

Overview

Manfred von Richthofen is the Legendary German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 60-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume.

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 14.2 km and run at 32 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out.

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. Replacing a lost aircraft takes 75 s at best, and your most fragile squadron flies at 2,200 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Fast air torpedoes

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

ELITE ARMOR
  • Thickest plate · 220 mm
  • Saturates bow fast · 1400 HP
ELITE SECONDARIES
  • Tighter secondary dispersion · 211.5 m
  • Tighter secondary dispersion
Sharp rudder

16.5 s rudder shift, top quartile of Legendary CVs. Snappy weave.

MIXED AIRCRAFT
  • Light bombs · 3000 damage
  • Short air-torp range · 3 km
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

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 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 (1/4 / 1/4) BestRudder shift16.5 s (1/4) BestSecondary dispersion bracket33 (1/4) BestMax armor220 mm (1/4) BestAir torpedo speed60 kn (1/4) Top 25%Secondary DPM (per side)257,910 (2/4) Top 25%Acceleration36.4 s (2/4) Top 25%Displacement52,720 t (2/4) Top 25%AA threat3,353 (2/4) WorstMax speed32 kt (4/4) WorstSecondary HE alpha1,200 (4/4) WorstSecondary fire chance5% (4/4) WorstEngine power183,600 hp (4/4) WorstTurn-speed retention153 hp/m (4/4) WorstPower-to-weight3.48 hp/t (4/4) WorstAA range5 km (1 of 2 tied) WorstDeck armor50 mm (4/4) WorstBomb damage3,000 (4/4) WorstAir torpedo range3 km (4/4) WorstSquadron size18 (4/4)
See 12 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(3/4) Secondary HE pen20 mm(3/4) AA DPS693(3/4) Citadel belt175 mm(3/4) Air torpedo damage4,600(3/4) Air torpedo stealth1.5 km(3/4) Squadron restore time75 s(3/4) Deck HP33,400 HP(3/4) Plane HP2,200 HP(3/4) NormSecondary range5.5 km(3 of 4 tied at this value) NormFlak per wave (expected)3,220(3 of 4 tied at this value) NormBow armor19 mm(3 of 4 tied at this value)
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
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Squadrons
Total plane capacity72
Flight deck HP33,400
Hangar HP33,400
Dive bomber
Plane HP2,200
Cruising speed174 kt
OrdnanceAP bomb, 3,000 dmg
Hangar max18
Hangar restore+3 every 75 s, start 18
Recovery time75 s
Torpedo bomber
Plane HP2,600
Cruising speed174 kt
Ordnancetorpedo, 4,600 dmg
Flooding chance39%
Torpedo arming time3 s
Torpedo arming distance93 m
Hangar max18
Hangar restore+3 every 86 s, start 18
Recovery time86 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 points12
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 km
55 mm L/77 Gerät 58 Zwilling12×2 55mm
105 mm L/65 Dop. L. C/38 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
12×2 105mm
Medium aura
Guns55 mm L/77 Gerät 58 Zwilling
Continuous DPS
ƒEffective DPS: 134 raw aura damage × 3.5 × 1 hit probability = 469 - the same in-game units as the Close-range AA DPS headline.
469
Range5 km
Far aura
Guns105 mm L/65 Dop. L. C/38 (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 224 from dual-purpose secondaries firing as AA in this range band.
224
Range4.5 km
Total DPS in Aura
ƒMedium 469 + Far 224 = 693
693
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
3 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts12
Firing range5.5 km
Shell Grouping (σ)1
105 mm L/65 Dop. L. C/38 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
12×2 105mm
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
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 power183,600 hp
Maximum speed32 kt
Turning circle radius1200 m
Rudder shift time16.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
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 · 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

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 max range469
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 55mm Gerat twin 12x2 -> 469 DPS @ 5 km; 105mm DopL C38 12x2 -> 224 DPS @ 4.5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
AA DPS layered by range469 DPS @ 5 km, 693 DPS @ 4.5 km
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-blank693
Sum of every family's average DPS, achievable only inside the closest-range family (4.5 km).
AA threat index3353
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 dispersion @ 5 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 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 74+ 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 Compare 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.

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Ship Charts

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.