World of Warships: Legends ship guide

Mecklenburg Golden

Also called: 金色梅克伦堡 · Mecklenburg золотой Beta
Germany · Tier ★ · Battleship · Premium / golden variant · Mecklenburg Variant
AP-DPM battleshipPunish every broadside with main-battery throughput; keep the guns reloading on targets.
Playstyle
  • Pick a flank with cover and push it
  • Avoid: Do not play her like a long-range battleship
Key characteristics
Improved HE penHigh AP DPMSpotter planeTurtleback armorFast turret traverseLow fire chance secondaries
On this page
Community Data

Mecklenburg Golden Community Stats

Across 120+ Standard battles from 4 players, Mecklenburg Golden averages a 67% win rate, 144,000 damage and 1.3 kills per battle, and survives 46% of them.

Community Data

Mecklenburg Golden Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Mecklenburg is a German Legendary Tier battleship built around her secondary battery rather than her main guns. Twelve twin 128 mm mounts reload every 4 seconds out to 7 km with improved HE penetration, and a Secondary Battery Reload Booster turns that into a burst nothing wants to sit inside. The 305 mm main battery is light for the tier, so the plan is to close the range, angle, and let the secondaries and eight torpedo tubes do the work while 350 mm of belt absorbs the return fire.

Positioning

Pick a flank with cover and push it. Mecklenburg wants to be inside secondary range, where the guns fire continuously without you aiming them; at long range her 305 mm salvo trades poorly against other Legendary battleships. Use islands to close the gap, then hold an angle so the belt eats incoming fire while the secondaries and torpedoes punish anything that stays.

Potato Avoidance

Play her like a long-range battleship

Sitting at maximum range wastes the secondaries and the torpedoes, and leaves you trading 305 mm guns against ships that out-gun you. The other mistake is closing without an exit: a 930 m turning circle and 17.7 s rudder shift mean you are committed to a push long before you can leave it.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

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, shared by 8/23 Legendary BBs.

ELITE MAIN BATTERY ↗
  • AP DPM machine · 347077 AP
  • Tight grouping
  • Fast turret traverse · 8°
  • Sensitive AP fuse · 51 mm
  • Flat AP shells · 865 m
WEAK SECONDARIES ↗
  • Low fire chance · 5%
  • Small-caliber secondaries · 1500 max
Acquisition

How to get Mecklenburg Golden

Mecklenburg Golden is not a regular Tech Tree unlock. Acquisition path: Containers. 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

  • Grand Explorer's Chest 0.033333% One of these ships Event · Grand Explorer's Chest · 1 of 3 ships
  • Explorer's Chest 0.003333% One of these ships Event · Explorer's Chest → Grand Explorer's Chest · 1 of 3 ships
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

Prioritise secondary accuracy and range, then survivability. Anything that shortens secondary reload or extends secondary range compounds with the Reload Booster, and fire resistance plus repair value keeps you alive through the brawl you are choosing to start.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Mecklenburg Golden sits among Legendary BBs (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.

BestTraverse-to-turn ratio7.77 × (1 of 2 tied) BestAP velocity865 m/s (1 of 2 tied) BestAP arming threshold51 mm (1 of 2 tied) BestTorpedo reaction time7.6 s (1 of 2 tied) Top 10%Smoke fire bloom12.43 km (3/23) Top 10%Main battery reload26 s (3/23) Top 10%AP DPM347,077 (3/23) Top 10%HE velocity865 m/s (3/22) Top 25%Rudder shift15.9 s (5/23) Top 25%Sigma2.05 (5/23) Top 25%Fires per minute9.97 (6/22) Top 25%Secondary dispersion bracket43.5 (5/23) Top 25%Secondary HE pen32 mm (5/21) Top 25%AA threat2,664 (5/23) Top 25%Flak damage per salvo (expected)2,625 (5/23) Bottom 25%Time to 90% speed38.9 s (19/23) Bottom 25%Max armor350 mm (21/23) WorstMain battery caliber305 mm (1 of 2 tied) WorstHE shell damage3,600 (1 of 2 tied) WorstSecondary HE alpha1,500 (1 of 4 tied) WorstSecondary fire chance5% (1 of 4 tied) WorstAP pen at 10 km420 mm (1 of 2 tied) WorstTorpedo range6 km (1 of 2 tied) WorstTorpedo damage≈12,700 (1 of 2 tied)
See 28 mid-pack stats

Not standouts for Mecklenburg Golden -- 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 points85,800 HP(13/23) Max speed32.5 kt(7/23) Concealment15.85 km(11/23) Air detection12.68 km(11/23) Turning circle930 m(7/23) Main battery range17.27 km(13/23) HE DPM132,923(9/22) Main dispersion193.1 m(7/23) Secondary DPM (per side)270,000(14/23) Acceleration (0-12 kt)13.9 s(9/23) Engine power180,000 hp(8/23) Turn-speed retention193.5 hp/m(7/23) Displacement63,220 t(11/23) Power-to-weight2.85 hp/t(11/23) Effective HE DPM (incl. fire)214,649(7/22) Secondary range6 km(8/23) AA DPS639(13/23) AA range5.2 km(7/23) Torpedo speed64 kt(3/6) Torpedo reload90 s(3/6) Repair charges3(9/23) Citadel belt350 mm(15/23) NormAP fuse timer0.03 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points85,800
Displacement63,220 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
277.8 x 37 m
Armor range19–350 mm
Plate armor thicknesses19, 32, 50, 70, 75, 80, 105, 110, 150, 200, 220, 275, 350 mm
Armor material/layer entries62
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Does not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.3% of max HP per second × 60 s = 18% of the pool = 18% × 85,800 HP = 15,444 HP on this ship. 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.5% of max HP per second × 40 s = 20% of the pool = 20% × 85,800 HP = 17,160 HP on this ship. Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.266 hull torpedo-damage coefficient / 0.333 unprotected baseline = 20%. Reduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
20%
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.
42,900
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.
25,700
Effective HP
ƒBase 85,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 12,012 HP per charge, x3 charges = 36,036 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent, and when Repair Party IS pressed it returns ~97% of the per-charge figure above.
95,333–121,836
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
3,600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
13,300
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
64,400
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
5,900
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Our replay analysis shows the step: once a section is saturated, a penetration there deals exactly half (Plymouth AP 1,125 to 563). Across 415 such steps in 180 battles, about 3 in 4 later penetrations on that ship dealt half; the rest landed on sections not yet saturated. 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.
2,900
Citadel 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
Main Battery
ModuleArtillery: 305 mm/56 SK C/39
Mounts / barrels4 mounts / 16 barrels
Reload time26 s
Firing range17.3 km
Turret traverse8 °/s
Turret armor360 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.
2x ±133°, 2x ±139°
Guns to bear
ƒ180° − 133° (the most restricted aft-facing mount's arc) = 47° off bow; 180° − 139° (the most restricted forward-facing mount's arc) = 41° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
47° off bow / 41° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.3 km) than a standard battleship: about 193 m wide × 116 m tall, against 233 m × 140 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1727030·10−1.61000+1.6)·30=193.1m
193.1 m at 17.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.1·0.6=115.8m
115.8 m at 17.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =193.1·0.62.05=56.5m
56.5 m at 17.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =115.8·0.62.05=33.9m
33.9 m at 17.3 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 16 broadside guns x 60 / 26 s base reload = 36.9. All upgrades (Main Battery Mod. 3 = -10% reload): 16 broadside guns x 60 / 23.4 s all-upgrades reload = 41.
Initial: 36.9 → 41
HE shells
HE alpha3,600
HE Velocity865 m/s
Fire Chance27%
HE fire DPM vs T8 BB81720
Effective HE DPM vs T8 BB214643
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ3,600 HE damage x 16 broadside guns = 57,600.
57,600
HE DPM
ƒZero upgrades: 57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923. All upgrades (Main Battery Mod. 3 = -10% reload): 57,600 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 147,692.
Initial: 132,923 → 147,692
Fires/min
ƒZero upgrades: 36.9 shells/min x 27% fire chance = 9.97. All upgrades (Main Battery Mod. 3 = -10% reload): 41 shells/min x 27% fire chance = 11.08.
Initial: 9.97 → 11.08
AP shells
AP alpha9,400
AP Velocity865 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP pen max range324 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2450·4150.69·0.305−1.07·8651.38=631.7mm. Matches the in-game spec card.
631.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.3 km), where the shell has slowed to 532.7 m/s: P=10−7·2450·4150.69·0.305−1.07·532.71.38=323.6mm.
323.6 mm at 17.3 km
AP full-salvo alpha
ƒ9,400 AP damage x 16 broadside guns = 150,400.
150,400
AP DPM
ƒZero upgrades: 150,400 AP full-salvo alpha x 60 / 26 s base reload = 347,077. All upgrades (Main Battery Mod. 3 = -10% reload): 150,400 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 385,641.
Initial: 347,077 → 385,641
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
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed64 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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.
≈ 12,700
Maximum damage (ammunition)
ƒ38,100 warhead alpha / 3 + 1,000 blast = 13,700. The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,700
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 km64 kt×2.6855=7.6 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Torpedo flood 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. Not shown on the in-game port screen.
227%
Torpedo launcher traverse25 °/s
Launch arcs140° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming202 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points28
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.
5.2 km
55 mm L/77 Gerät 588×1 55mm
55 mm L/77 Gerät 58 Zwilling4×2 55mm
30 mm Flak 384×4 30mm
30 mm Flak 103/3812×2 30mm
128 mm/61 KM40 (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 128mm
Far aura
Guns128 mm/61 KM40 (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 123 from dual-purpose secondaries firing as AA in this range band.
123
Range5.2 km
Outer Medium aura
Guns55 mm L/77 Gerät 58 Zwilling
Continuous DPS
ƒEffective DPS: 44 raw aura damage × 3.5 × 0.75 hit probability = 116 - the same in-game units as the Close-range AA DPS headline.
116
Range5 km
Total DPS in Aura
ƒFar 123 + Outer Medium 116 = 239
239
Inner Medium aura
Guns55 mm L/77 Gerät 58
Continuous DPS
ƒEffective DPS: 62 raw aura damage × 3.5 × 0.75 hit probability = 163 - the same in-game units as the Close-range AA DPS headline.
163
Range4.5 km
Total DPS in Aura
ƒFar 123 + Outer Medium 116 + Inner Medium 163 = 402
402
Near aura
Guns30 mm Flak 103/38 + 30 mm Flak 38
Continuous DPS
ƒEffective DPS: 97 raw aura damage × 3.5 × 0.7 hit probability = 238 - the same in-game units as the Close-range AA DPS headline.
238
Range3 km
Total DPS in Aura
ƒFar 123 + Outer Medium 116 + Inner Medium 163 + Near 238 = 640
640
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires 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 dedicated 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 clouds can land short of 3.5 km or past 5.2 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 3.5 km inner edge does not move.
3.5-5.2 km
S
Secondary Battery
Mounts12
Firing range6.0 km
Shell Grouping (σ)1
128 mm/61 KM40 (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 128mm
Caliber128 mm
Reload time4 s
HE alpha1,500
Muzzle Velocity900 m/s
Fire Chance5%
HE Pen32 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6 km
ƒ6 km × 43.5 + 30 = 291 m.
291 m
Maneuverability
Engine power180,000 hp
Maximum speed32.5 kt
Turning circle radius930 m
Rudder shift time15.9 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.
47.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.
38.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
63.5 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·32.5·0.5144930=1.03°/s, so ratio=ωturretωhull=81.03=7.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.8× ok
Concealment
Detectability by sea15.85 km
Detectability by air12.68 km
Smoke firing penalty12.43 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 15.85 km) = 17.27 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
17.27 km
Detect when firing (air)
ƒAir detectability 12.68 km + gun-firing bloom 6.1 km = 18.78 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.
18.78 km
Detect when on fire (sea)
ƒSea detectability 15.85 km + 2.0 km while burning = 17.85 km; matches the in-game 'Detect Fire Sea' value on every captured ship.
17.85 km
Detect when on fire (air)
ƒAir detectability 12.68 km + 3.0 km while burning = 15.68 km; matches the in-game 'Detect Fire Air' value on every captured ship.
15.68 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,012 HP (14% of max HP) total heal (per charge)
ƒ0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.
· 36,036 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 429 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (85,800 HP) per second = 429 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 80 s reload · 90 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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)2.05
Dispersion typeImproved battleship & large cruiser
In practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.3 km) than a standard battleship: about 193 m wide × 116 m tall, against 233 m × 140 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 more.
vs standard BB17% tighter H · 17% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.3 km) with the same model as Max Horiz/Vert Disp: horizontal 193 / 233 m − 1 = -17%, vertical 116 / 140 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Max Horiz Disp193.1 m at 17.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1727030·10−1.61000+1.6)·30=193.1m
Shell scatter width @ 5 km90 m
(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km132 m
(333.3 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km174 m
(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp115.8 m at 17.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.1·0.6=115.8m
Shell scatter height @ 5 km33.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17270=8635 m, and radiusOnMax=0.6 at 17270 m. Below the kink: k=0.2+(0.5−0.2)·50008635=0.3737, so σV=σH·k=90·0.3737=33.6m.
Shell scatter height @ 10 km68.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17270=8635 m, and radiusOnMax=0.6 at 17270 m. Above the kink: k=0.5+(0.6−0.5)·10000−863517270−8635=0.5158, so σV=σH·k=132·0.5158=68.1m.
Shell scatter height @ 15 km99.8 m
How tall the scatter ellipse is at a fixed 15 km, from the same verified model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17270=8635 m, and radiusOnMax=0.6 at 17270 m. Above the kink: k=0.5+(0.6−0.5)·15000−863517270−8635=0.5737, so σV=σH·k=174·0.5737=99.8m.
Med Horiz Disp56.5 m at 17.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =193.1·0.62.05=56.5m
Med Vert Disp33.9 m at 17.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =115.8·0.62.05=33.9m
AP Pen Close631.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2450·4150.69·0.305−1.07·8651.38=631.7mm. Matches the in-game spec card.
AP Pen Far323.6 mm at 17.3 km
Same formula at the ship's max firing range (17.3 km), where the shell has slowed to 532.7 m/s: P=10−7·2450·4150.69·0.305−1.07·532.71.38=323.6mm.
AP pen 5 km513 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km420 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km349 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=10−7·K·m0.69·d−1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km4.88 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2798·0.30528·415=2.46×10−5. That runs from a 865 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km4.88 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2798·0.30528·415=2.46×10−5. That runs from a 865 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration76 mm
76 mm ≈ 305 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) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 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.
Guns per full salvo (alpha, DPM)16
4 mounts × 4 barrels = 16; all 16 bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha57,600
3,600 HE damage x 16 broadside guns = 57,600.
AP full-salvo alpha150,400
9,400 AP damage x 16 broadside guns = 150,400.
HE DPMInitial: 132,923 → 147,692
Zero upgrades: 57,600 HE full-salvo alpha x 60 / 26 s base reload = 132,923. All upgrades (Main Battery Mod. 3 = -10% reload): 57,600 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 147,692.
AP DPMInitial: 347,077 → 385,641
Zero upgrades: 150,400 AP full-salvo alpha x 60 / 26 s base reload = 347,077. All upgrades (Main Battery Mod. 3 = -10% reload): 150,400 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 385,641.
Shells/minInitial: 36.9 → 41
Zero upgrades: 16 broadside guns x 60 / 26 s base reload = 36.9. All upgrades (Main Battery Mod. 3 = -10% reload): 16 broadside guns x 60 / 23.4 s all-upgrades reload = 41.
Fires/minInitial: 9.97 → 11.08
Zero upgrades: 36.9 shells/min x 27% fire chance = 9.97. All upgrades (Main Battery Mod. 3 = -10% reload): 41 shells/min x 27% fire chance = 11.08.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.6 s
1300 m / (64 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed64 kt
Travel time to max range34.9 s
6000 m / (64 kt × 2.6855) = 34.9 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-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; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
8 tubes / 2 = 4: tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

AA DPS at max range123
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 55mm 77 Gerat 8x1 -> 163 DPS @ 4.5 km; 55mm Gerat twin 4x2 -> 116 DPS @ 5 km; 30mm Flak 38 4x4 -> 59 DPS @ 3 km; 30mm Flak 38 twin 12x2 -> 178 DPS @ 3 km; 127mm 61 twin 12x2 -> 123 DPS @ 5.2 km.
Maximum AA range5.2 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 range123 DPS @ 5.2 km, 239 DPS @ 5 km, 402 DPS @ 4.5 km, 639 DPS @ 3 km
@ 5.2 km: 123 from one family; @ 5 km: 116 + 123 = 239; @ 4.5 km: 163 + 116 + 123 = 402; @ 3 km: 163 + 116 + 59 + 178 + 123 = 639. 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-blank639
163 + 116 + 59 + 178 + 123 = 639 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index2664
163 × 4.5 + 116 × 5 + 59 × 3 + 178 × 3 + 123 × 5.2 = 2664. 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 range3 km

Secondary battery dispersion

Secondary dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km291 m
6 km × 43.5 + 30 = 291 m.
Secondary dispersion @ 5 km247.5 m
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.

Secondary battery firepower

Secondary DPM (per side)270,000
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: 12×2 128 mm (12/side) × 60/4 × 1500 = 270,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
The only family (128 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 128 mm family.
Max HE fire chance5%
The only family (128 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 128 mm family.
Max HE pen32 mm
The only family (128 mm): 32 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: 32 mm from the 128 mm family.
Open in Charting Tool

Ship Charts

Background

A long-range raider with a diesel power plant and sixteen 12-inch (305 mm) guns, tasked with a mission to cut off the navigable links between England and her dominions and colonies. It would have been feasible to maintain the 12-inch (305 mm) gun as the primary caliber for battleships had the U.K. stuck to the scope of the proposals it presented at the London Naval Conference to limit the main caliber of battleships.

Armor Beta

Hull HP 85,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 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
Bow32 mm primary (range 32–70 mm)≈ 4,290 (~5% of HP)
Overmatched by 460mm+ AP (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)50 mm primary (range 32–350 mm)≈ 64,350 (~75% of HP)
No common AP 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.
Stern32 mm primary (range 32–80 mm)≈ 4,290 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 19–350 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.
Superstructure19 mm primary (range 19–350 mm)no cap
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).

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 Mecklenburg Golden can equip.

  • Mecklenburg Golden 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