World of Warships: Legends ship guide

Marseille

Beta
France · Tier ★ · Cruiser · Premium
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on th…
  • Avoid: Do not drift broadside while tunnel-visioning damage
Key characteristics
330 mm overmatchHeavy AP pen16 km gun rangeSonarSlow reload
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Community Data

Marseille Community Stats

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Playstyle

Overview

Marseille is best treated as flexible fire support and utility pressure. Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Positioning

Use islands, kiting lanes, and crossfires to keep guns active without becoming the easiest target on the map.

Potato Avoidance

Drift broadside while tunnel-visioning damage

Cruiser value comes from staying alive long enough to punish multiple pushes.

Signature Traits

Engine Boost

+20% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in Legendary CAs.

Big-caliber overmatch

23.0 mm overmatch threshold, top decile of Legendary CAs. Punishes bow-tanking ships peers can't crack.

Close-range AP brick

675.7 mm AP pen at 1.5 km, top decile of Legendary CAs. Citadels broadside cruisers up close.

Long-range AP brick

365.3 mm AP pen at max range, top decile of Legendary CAs. Threatens citadels even from range.

Punchy HE secondaries

2000.0 max HE alpha per secondary shell, best of Legendary CAs. Bigger per-shell damage than peers.

Slow reload

21.6 s reload, worst of Legendary CAs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Marseille

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

Builds Beta

Start with the standard cruiser priorities: survivability, concealment or positioning control where relevant, and enough reload/accuracy pressure to keep the ship useful all match.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Marseille sits among Legendary CAs (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.

BestHE alpha2,000 (1/14) BestSecondary fire chance10% (1/14) BestSecondary HE pen23 mm (1/14) BestCitadel belt310 mm (1/22) Top 10%Hit points64,000 HP (3/22) Top 10%Main battery caliber330 mm (3/22) Top 10%Main battery range16.39 km (2/22) Top 10%HE fire chance35% (2/21) Top 10%Engine power240,000 hp (3/22) Top 10%Turn-speed retention311.7 hp/m (3/22) Top 25%Stealth profile12.19 km / 7.31 km (5/22 / 4/22) Top 25%Secondary dispersion bracket33 (3/15) Top 25%Secondary DPM (per side)221,538 (4/15) Top 25%Max armor310 mm (5/22) Bottom 25%Max speed33 kt (19/22) Bottom 25%Rudder shift14.5 s (20/22) Bottom 25%HE DPM120,000 (19/21) Bottom 25%AP DPM242,500 (18/22) Bottom 25%Main dispersion185.6 m (20/22) Bottom 25%AP arming threshold55 mm (20/22) Bottom 25%Displacement38,402 t (19/22) Bottom 25%AA threat1,949 (18/22) WorstTraverse-to-turn ratio3.96 × (1 of 2 tied) WorstMain battery reload21.6 s (22/22) WorstSigma1.8 (22/22) WorstNo torpedoes (9 of 22 in cohort)
See 16 mid-pack stats

Not standouts for Marseille -- 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.

Fires per minute8.75(14/21) AP velocity870 m/s(9/22) HE velocity885 m/s(8/21) Acceleration27.6 s(13/22) Power-to-weight6.25 hp/t(15/22) AA DPS553(12/22) AA range5.2 km(9/22) Repair heal rate0.6 %/s(10/22) Bow armor25 mm(13/22) Stern armor25 mm(13/22) Deck armor50 mm(11/22) NormAP fuse timer0.03 s(12 of 22 tied at this value) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormSecondary range5 km(12 of 15 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points64,000
Displacement38,402 t
Armor range16–310 mm
Plate armor thicknesses16, 20, 25, 30, 36, 40, 50, 90, 95, 100, 120, 150, 170, 200, 210, 230, 310 mm
Armor material/layer entries70
Fire resistance40%
Fire duration45 s
Torp Reduction25%
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.
32,000
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.
19,200
Main Battery
ModuleArtillery: 330 mm/50 Mle 1931
Mounts / barrels3 mounts / 9 barrels
Reload time24 s
Firing range16.4 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1638530·101.61000+1.6)·30=185.6m
185.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =185.6·0.6=111.4m
111.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =185.6·0.344(σ=1.8)=63.8m
63.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =111.4·0.344(σ=1.8)=38.3m
38.3 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ9 broadside guns x 60 / 24 s base reload = 22.5.
22.5
HE shells
HE Damage4,800
HE Velocity885 m/s
Fire Chance35%
HE penetration
ƒ55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,800 HE damage x 9 broadside guns = 43,200.
43,200
Base HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 24 s base reload = 108,000.
108,000
Installed HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 120,000.
120,000
Base fires/min
ƒ9 HE shells x 60 / 24 s reload x 35% fire chance = 7.88.
7.88
AP shells
AP Damage9,700
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold55 mm
AP overmatch
ƒfloor(330 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2428·5600.69·0.331.07·8701.38=713.2mm. Matches the in-game spec card.
713.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.5 km), where the shell has slowed to 535.7 m/s: P=107·2428·5600.69·0.331.07·535.71.38=365.3mm.
365.3 mm
AP full-salvo alpha
ƒ9,700 AP damage x 9 broadside guns = 87,300.
87,300
Base AP DPM
ƒ87,300 AP full-salvo alpha x 60 / 24 s base reload = 218,250.
218,250
Installed AP DPM
ƒ87,300 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 242,500.
242,500
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.
120
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×0.9) + (64×3.5×0.85) + (56×3.5×0.9) = 553. 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.
553
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm/56 Bofors Mk18×2 40mm
40 mm/56 Bofors Mk22×4 40mm
20 mm/70 Oerlikon Mk2418×2 20mm
139 mm/50 Mle 1938 (DP)4×3 139mm
139 mm/50 Mle 1938 (DP)6×2 139mm
Far aura
DPS
ƒIncludes 56 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
56
Range5.2 km
Medium aura
DPS59
Range3.5 km
Total DPS in Aura
ƒFar 56 + Medium 59 = 115
115
Near aura
DPS64
Range2 km
Total DPS in Aura
ƒFar 56 + Medium 59 + Near 64 = 179
179
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
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 km
ƒ5 km × 33 + 30 = 195 m.
195 m
139 mm/50 Mle 1938 (×4)
Caliber139 mm
Reload time6.5 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
139 mm/50 Mle 1938 (×6)
Caliber139 mm
Reload time6.5 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 240,000 hp
Engine power240,000 hp
Maximum speed33 kt
Turning circle radius770 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (29.7 kt of 33). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(240,00038,402)0.42=2.159; 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=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=27.6s. 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.
27.6 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (32.7 kt of 33). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=45.5s. 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.
45.5 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.0·0.5144770=1.26°/s, so ratio=ωturretωhull=51.26=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea12.19 km
Detectability by air7.31 km
Smoke firing penalty9.98 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.19 km
Detect Fire Sea14.19 km
Detect Fire Air10.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
ƒHeal per second (0.6%) x active time (28 s) = up to 16.8% of max HP restored per charge if the consumable runs its full duration.
Catapult Fighter3 charges · 70 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
· 1 squadron size
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus

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.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp185.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16385}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 185.6\,\text{m}$
Max Vert Disp111.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 185.6 \cdot 0.6 = 111.4\,\text{m}$
Med Horiz Disp63.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 185.6 \cdot 0.344\;(\sigma = 1.8) = 63.8\,\text{m}$
Med Vert Disp38.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 111.4 \cdot 0.344\;(\sigma = 1.8) = 38.3\,\text{m}$
AP Pen Close713.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2428 \cdot 560^{0.69} \cdot 0.33^{-1.07} \cdot 870^{1.38} = 713.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far365.3 mm
Same formula at the ship's max firing range (20.5 km), where the shell has slowed to 535.7 m/s: $P = 10^{-7}\cdot 2428 \cdot 560^{0.69} \cdot 0.33^{-1.07} \cdot 535.7^{1.38} = 365.3\,\text{mm}$.
HE penetration55 mm
55 mm ≈ 330 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(330 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,200
4,800 HE damage x 9 broadside guns = 43,200.
AP full-salvo alpha87,300
9,700 AP damage x 9 broadside guns = 87,300.
Base HE DPM108,000
43,200 HE full-salvo alpha x 60 / 24 s base reload = 108,000.
Base AP DPM218,250
87,300 AP full-salvo alpha x 60 / 24 s base reload = 218,250.
Installed HE DPM120,000
43,200 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 120,000.
Installed AP DPM242,500
87,300 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 242,500.
Base shells/min22.5
9 broadside guns x 60 / 24 s base reload = 22.5.
Installed shells/min25
9 broadside guns x 60 / 21.6 s installed Artillery reload = 25.
Base fires/min7.88
9 HE shells x 60 / 24 s reload x 35% fire chance = 7.88.
Installed fires/min8.75
9 HE shells x 60 / 21.6 s installed reload x 35% fire chance = 8.75.

AA defense

Close-range AA DPS553
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (59×3.5×0.9) + (64×3.5×0.85) + (56×3.5×0.9) = 553. 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 index1949
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 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 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)221,538
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: 4×3 139 mm (6/side) × 60/6.5 × 2000 = 110,769 + 6×2 139 mm (6/side) × 60/6.5 × 2000 = 110,769. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 139 mm family.
Max HE pen23 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: 23 mm from the 139 mm family.

Armor Beta

Hull HP 64,000, 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 & stern25 mm

Overmatched by 50+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel210 mm

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

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–40 mm)1,600 (2% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 20–310 mm)48,000 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 20–170 mm)1,900 (3% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel210 mm primary (range 16–310 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.
Superstructure25 mm primary (range 25–230 mm)1,900 (3% 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 HP32,000 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 (139 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 HP19,200 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

Exteriors

Skins & permanent camouflages

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

  • Marseille 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.