World of Warships: Legends ship guide

Marlborough

Beta
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
High HE / fire outputImproved HE penHigh AP DPMLobs over islandsSlow heal cycle
Community Data

Marlborough Community Stats

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Playstyle

Overview

Marlborough is a Tier VIII British battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best HE DPM in T8 BBs (226,133) and best AP DPM in T8 BBs (469,333).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 7/25 T8 BBs.

HE DPM machine

226133 HE DPM, best of T8 BBs. Sustained fire pressure.

AP DPM machine

469333 AP DPM, best of T8 BBs. Punishes broadsides.

High fire pressure

10.24 fires/min, best of T8 BBs. Keeps DCP on cooldown.

Long-reach AA

5.2 km AA reach, best of T8 BBs.

Slow heal cycle

120.0 s Repair Party reload, worst of T8 BBs. Heals come off cooldown slower than peers.

Acquisition

How to get Marlborough

Marlborough is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Doubloons, and Campaign. 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.

Best listed chance for this ship

  • Super VIII Crate 5% One of the Tier VIII Premium ships Event containers · Super VIII Crate · 1 of 20 ships
  • Santa Level 5 1.25% Tier VIII Premium ship Event containers · Santa Level 5 · 1 of 10 ships
  • Spectral Vault 5.0 0.657895% Tier VIII Premium ship Event containers · Spectral Vault 5.0 · 1 of 19 ships
Show all 13 containers (10 more)
  • Santa Level 4 0.425% Tier VIII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 10 ships
    Show 2 paths
    • Santa Level 40.3%
    • Santa Level 4 → Santa Level 50.125%
  • Spectral Vault 4.0 0.256579% Tier VIII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 19 ships
    Show 2 paths
    • Spectral Vault 4.00.157895%
    • Spectral Vault 4.0 → Spectral Vault 5.00.098684%
  • Santa Level 3 0.13625% Tier VIII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Santa Level 3 → Santa Level 50.0625%
    • Santa Level 3 → Santa Level 40.045%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.01875%
    • Santa Level 30.01%
  • Spectral Vault 3.0 0.053224% Tier VIII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 19 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.019737%
    • Spectral Vault 3.0 → Spectral Vault 4.00.017368%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.010855%
    • Spectral Vault 3.00.005263%
  • Mystic Lantern 0.043478% Tier VIII Premium ship Event containers · Mystic Lantern · 1 of 23 ships
  • Santa Level 2 0.041688% Tier VIII Premium ship Event containers · Santa Level 2 · 6 paths combined · 1 of 10 ships
    Show 6 paths
    • Santa Level 2 → Santa Level 40.015%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.009375%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.00675%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.00625%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002812%
    • Santa Level 2 → Santa Level 30.0015%
  • Champion's Box 0.02725% Tier VIII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 10 ships
    Show 4 paths
    • Champion's Box → Santa Level 3 → Santa Level 50.0125%
    • Champion's Box → Santa Level 3 → Santa Level 40.009%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.00375%
    • Champion's Box → Santa Level 30.002%
  • Spectral Vault 2.0 0.010454% Tier VIII Premium ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 19 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 4.00.003158%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001974%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001737%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001086%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000526%
  • Santa Level 1 0.009878% Tier VIII Premium ship Event containers · Santa Level 1 · 8 paths combined · 1 of 10 ships
    Show 8 paths
    • Santa Level 1 → Santa Level 3 → Santa Level 50.003125%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.00225%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001406%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.001012%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000938%
    • Santa Level 1 → Santa Level 30.0005%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000422%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.000225%
  • Spectral Vault 1.0 0.001295% Tier VIII Premium ship Event containers · Spectral Vault 1.0 · 9 paths combined · 1 of 19 ships
    Show 9 paths
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000284%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000197%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000178%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000174%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000156%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000098%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000053%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000047%
Official WG availability sources
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Cohort position

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Where Marlborough sits among Tier VIII BBs (25 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.

BestFires per minute10.24 (1 of 2 tied) BestHE DPM226,133 (1/25) BestAP DPM469,333 (1/25) BestAA range5.2 km (1 of 7 tied) BestRepair heal rate1.6 %/s (1 of 4 tied) Top 10%Rudder shift19.5 s (3/25) Top 10%Main battery reload22.5 s (3/25) Top 10%AP arming threshold59 mm (2/25) Top 10%AA threat2,487 (3/25) Top 25%Hit points76,800 HP (7/25) Top 25%Air detection12.38 km (7/25) Top 25%AA DPS682 (7/25) Top 25%Citadel belt381 mm (5/25) Bottom 25%Traverse-to-turn ratio4.17 × (20/25) Bottom 25%AP velocity757 m/s (22/25) Bottom 25%Engine power140,000 hp (20/25) Bottom 25%Turn-speed retention162.8 hp/m (20/25) Bottom 10%Main battery caliber356 mm (24/25) Bottom 10%Main battery range16.62 km (24/25) WorstSigma1.4 (25/25) WorstSecondary DPM (per side)136,732 (1 of 2 tied) WorstHE velocity757 m/s (25/25) WorstSecondary range5 km (1 of 12 tied) WorstNo torpedoes (18 of 25 in cohort) WorstRepair charges2 (1 of 7 tied)
See 17 mid-pack stats

Not standouts for Marlborough -- 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 speed31.5 kt(11/25) Concealment15.48 km(10/25) Main dispersion226.2 m(16/25) HE alpha1,900(15/23) Secondary fire chance8%(15/23) Secondary HE pen22 mm(18/23) Acceleration9.45 s(15/25) Displacement55,687 t(15/25) Power-to-weight2.51 hp/t(19/25) Max armor381 mm(13/25) Bow armor32 mm(13/25) Deck armor102 mm(19/25) NormSecondary dispersion bracket57(21 of 25 tied at this value) NormAP fuse timer0.03 s(22 of 25 tied at this value) NormAP ricochet start45°(23 of 25 tied at this value) NormAP auto-bounce angle60°(23 of 25 tied at this value) NormStern armor32 mm(23 of 25 tied at this value)

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

Repair 2
Survivability
Hit Points76,800
Displacement55,687 t
Armor range19–381 mm
Plate armor thicknesses19, 25, 32, 40, 44, 50, 51, 63, 76, 89, 102, 114, 127, 152, 235, 261, 305, 353, 381 mm
Armor material/layer entries74
Fire resistance40%
Fire duration60 s
Torp Reduction28%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
38,400
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.
23,000
Main Battery
ModuleArtillery: 356 mm/45 Mk VII Quad
Mounts / barrels4 mounts / 16 barrels
Reload time25 s
Firing range16.6 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16622/30·(12−2)/1000 + 2)·30 = 226.2 m
226.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 226.2 × 0.6 = 135.7 m
135.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 226.2 × 0.394 (σ=1.4) = 89.2 m
89.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 135.7 × 0.394 (σ=1.4) = 53.5 m
53.5 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ16 broadside guns x 60 / 25 s base reload = 38.4.
38.4
HE shells
HE Damage5,300
HE Velocity757 m/s
Fire Chance24%
HE penetration
ƒ89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
89 mm
HE full-salvo alpha
ƒ5,300 HE damage x 16 broadside guns = 84,800.
84,800
Base HE DPM
ƒ84,800 HE full-salvo alpha x 60 / 25 s base reload = 203,520.
203,520
Installed HE DPM
ƒ84,800 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 226,133.
226,133
Base fires/min
ƒ16 HE shells x 60 / 25 s reload x 24% fire chance = 9.22.
9.22
AP shells
AP Damage11,000
AP Velocity757 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 757^1.38 = 610.7 mm. Matches the in-game spec card.
610.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.8 km), where the shell has slowed to 471.7 m/s: 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 471.7^1.38 = 318 mm.
318 mm
AP full-salvo alpha
ƒ11,000 AP damage x 16 broadside guns = 176,000.
176,000
Base AP DPM
ƒ176,000 AP full-salvo alpha x 60 / 25 s base reload = 422,400.
422,400
Installed AP DPM
ƒ176,000 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 469,333.
469,333
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.
175
AA Defense
AA mount points19
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.75) + (121×3.5×0.75) + (22×3.5×0.75) = 682. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
682
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk VI9×6 40mm
40 mm STAAG10×2 40mm
134 mm/50 Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range5.2 km
Medium aura
DPS238
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 238 = 260
260
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 140,000 hp
Engine power140,000 hp
Maximum speed31.5 kt
Turning circle radius860 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.2× drags
Concealment
Detectability by sea15.48 km
Detectability by air12.38 km
Smoke firing penalty13.46 km
Detect after firing main guns15.48 km
Detect Fire Sea17.48 km
Detect Fire Air15.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 120 s reload · 20 s active · 1.6% heal per second · 32% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse4.5 → 8 °/s

See all derived stats

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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.

Main battery formulas

Shell Grouping (σ)1.4
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp226.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16622/30·(12−2)/1000 + 2)·30 = 226.2 m
Max Vert Disp135.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 226.2 × 0.6 = 135.7 m
Med Horiz Disp89.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 226.2 × 0.394 (σ=1.4) = 89.2 m
Med Vert Disp53.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 135.7 × 0.394 (σ=1.4) = 53.5 m
AP Pen Close610.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 757^1.38 = 610.7 mm. Matches the in-game spec card.
AP Pen Far318 mm
Same formula at the ship's max firing range (20.8 km), where the shell has slowed to 471.7 m/s: 1e-7 × 2295 × 721^0.69 × 0.356^-1.07 × 471.7^1.38 = 318 mm.
HE penetration89 mm
89 mm ≈ 356 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~89mm armor instead of ~59mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius175
AP 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.
Broadside guns used for alpha16
All 16 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha84,800
5,300 HE damage x 16 broadside guns = 84,800.
AP full-salvo alpha176,000
11,000 AP damage x 16 broadside guns = 176,000.
Base HE DPM203,520
84,800 HE full-salvo alpha x 60 / 25 s base reload = 203,520.
Base AP DPM422,400
176,000 AP full-salvo alpha x 60 / 25 s base reload = 422,400.
Installed HE DPM226,133
84,800 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 226,133.
Installed AP DPM469,333
176,000 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 469,333.
Base shells/min38.4
16 broadside guns x 60 / 25 s base reload = 38.4.
Installed shells/min42.7
16 broadside guns x 60 / 22.5 s installed Artillery reload = 42.7.
Base fires/min9.22
16 HE shells x 60 / 25 s reload x 24% fire chance = 9.22.
Installed fires/min10.24
16 HE shells x 60 / 22.5 s installed reload x 24% fire chance = 10.24.

AA defense

Close-range AA DPS682
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.75) + (121×3.5×0.75) + (22×3.5×0.75) = 682. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2487
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
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: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 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: 22 mm from the 134 mm family.

Armor

Hull HP 76,800, 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.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–235 mm)6,200 (8% of HP)
Overmatched by 460mm+ (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)19 mm primary (range 19–353 mm)57,600 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–235 mm)5,600 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel381 mm primary (range 32–381 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure25 mm primary (range 25–76 mm)5,800 (8% 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 HP38,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (134 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 (40 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 HP23,000 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Marlborough can equip, from in-game data.

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.