World of Warships: Legends ship guide

Milwaukee

Also called: 密尔沃基 Beta
U.S.A. · Tier II · CL Cruiser · Premium
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Use islands, kiting angles, and second-line firing lanes in Milwaukee
  • Avoid: Do not show flat broadside or sit still in open water with Milwaukee
Key characteristics
Strong secondaries (4 km)High HE / fire outputHigh AP DPMHigh HP poolAll-Weather

Variant of St. Louis

Cosmetic-only variant of St. Louis. Identical hull, modules, and consumables; differs in appearance and acquisition only.

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Community Data

Milwaukee Community Stats

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Playstyle

Overview

Milwaukee is a Tier II U.S.A. premium cruiser best treated as a flexible fire-support ship: punish broadsides, pressure destroyers when safe, and create crossfires without becoming the easiest battleship target.

Positioning

Use islands, kiting angles, and second-line firing lanes in Milwaukee. Start where you can support destroyer fights, then rotate to a flank once enemy battleship guns and spotting are understood.

Potato Avoidance

Show flat broadside or sit still in open water with…

Cruiser value comes from repeated safe damage and utility, not one greedy salvo that trades your ship away.

Signature Traits

ELITE MAIN BATTERY
  • HE DPM machine · 144000 HE
  • High fire pressure · 4.8 fires
  • AP DPM machine · 205714 AP
  • Fire-starter cruiser
High HP pool

29500.0 HP, top decile of T2 CAs.

All-Weather

No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Milwaukee

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

Builds Beta

Prioritize cruiser accuracy, reload, concealment, and survivability. Use the strongest national cruiser commander available, with inspirations that tighten dispersion, improve DPM, or help you go dark between fights.

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Cohort position

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Where Milwaukee sits among Tier II CAs (26 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 DPM144,000 (1/25) BestSecondary range3.5 km (1 of 4 tied) Top 10%Fires per minute4.8 (3/25) Top 10%AP DPM205,714 (3/25) Top 25%Hit points29,500 HP (4/26) Top 25%AP velocity853 m/s (7/25) Top 25%HE velocity853 m/s (7/25) Bottom 25%Main battery range10.29 km (24/26) Bottom 25%HE alpha1,100 (13/16) Bottom 25%Displacement10,850 t (23/26) WorstSecondary HE pen13 mm (1 of 8 tied) WorstNo torpedoes (20 of 26 in cohort)
See 25 mid-pack stats

Not standouts for Milwaukee -- 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 speed22 kt(17/26) Concealment9.09 km(13/26) Air detection5.45 km(13/26) Rudder shift6.5 s(15/26) Traverse-to-turn ratio5.55 ×(11/26) Main battery caliber152 mm(10/26) Main battery reload7 s(9/26) Sigma2(12/26) HE shell damage2,100(13/25) Main dispersion104 m(13/26) Secondary DPM (per side)118,800(9/16) Acceleration27.9 s(18/26) AP arming threshold25 mm(15/25) Engine power21,000 hp(13/26) Turn-speed retention46.7 hp/m(13/26) Power-to-weight1.94 hp/t(19/26) AA DPS21(11/26) AA range1 km(15/26) AA threat21(13/17) Max armor102 mm(13/26) NormSecondary fire chance4%(11 of 16 tied at this value) NormAP fuse timer0.03 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value)
Survivability
Hit Points29,500
Displacement10,850 t
Armor range6–102 mm
Plate armor thicknesses6, 10, 13, 38, 51, 76, 102 mm
Armor material/layer entries35
Fire resistance3.3%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 152 mm Mk6
Mounts / barrels14 mounts / 14 barrels
Reload time7 s
Firing range10.3 km
Turret traverse8 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1029330·81.11000+1.1)·30=104m
104 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =104·0.6=62.4m
62.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =104·0.319(σ=2)=33.2m
33.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =62.4·0.319(σ=2)=19.9m
19.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ8 broadside guns x 60 / 7 s base reload = 68.6.
68.6
HE shells
HE Damage2,100
HE Velocity853 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
HE DPM
ƒ16,800 HE full-salvo alpha x 60 / 7 s base reload = 144,000.
144,000
Fires/min
ƒ68.6 shells/min x 7% fire chance = 4.8.
4.8
AP shells
AP Damage3,000
AP Velocity853 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
219.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.9 km), where the shell has slowed to 290.6 m/s: P=107·1830·47.70.69·0.1521.07·290.61.38=49.6mm.
49.6 mm
AP full-salvo alpha
ƒ3,000 AP damage x 8 broadside guns = 24,000.
24,000
AP DPM
ƒ24,000 AP full-salvo alpha x 60 / 7 s base reload = 205,714.
205,714
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.
10
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
21
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
1 km
7.6 mm Hotchkiss Mk18×1 8mm
Near aura
Guns7.6 mm Hotchkiss Mk1
Continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.
21
Range1 km
S
Secondary Battery
Mounts18
Firing range3.5 km
Shell Grouping (σ)1
76.2 mm Mk418×1 76.2mm
Caliber76.2 mm
Reload time5 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power21,000 hp
Maximum speed22 kt
Turning circle radius450 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (19.8 kt of 22 kt), from our in-house acceleration model.
27.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22 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.
47.4 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·22.0·0.5144450=1.44°/s, so ratio=ωturretωhull=81.44=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea9.09 km
Detectability by air5.45 km
Smoke firing penalty3.97 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
9.09 km
Detect Fire Sea11.09 km
Detect Fire Air8.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

See all derived stats

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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
Max Horiz Disp104 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1029330·81.11000+1.1)·30=104m
Shell scatter width @ 5 km67.5 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 km102 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.
Max Vert Disp62.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =104·0.6=62.4m
Shell scatter height @ 10 km60.6 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.
Med Horiz Disp33.2 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =104·0.319(σ=2)=33.2m
Med Vert Disp19.9 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =62.4·0.319(σ=2)=19.9m
AP Pen Close219.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1830·47.70.69·0.1521.07·8531.38=219.2mm. Matches the in-game spec card.
AP Pen Far49.6 mm
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 290.6 m/s: P=107·1830·47.70.69·0.1521.07·290.61.38=49.6mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
Barrels that can bear on one beam (8 of 14); casemate/wing mounts only fire one side.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha16,800
2,100 HE damage x 8 broadside guns = 16,800.
AP full-salvo alpha24,000
3,000 AP damage x 8 broadside guns = 24,000.
HE DPM144,000
16,800 HE full-salvo alpha x 60 / 7 s base reload = 144,000.
AP DPM205,714
24,000 AP full-salvo alpha x 60 / 7 s base reload = 205,714.
Shells/min68.6
8 broadside guns x 60 / 7 s base reload = 68.6.
Fires/min4.8
68.6 shells/min x 7% fire chance = 4.8.

AA defense

Close-range AA DPS21
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (7×3.5×0.85) = 21. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index21
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 range1 km

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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)118,800
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: 18×1 76.2 mm (9/side) × 60/5 × 1100 = 118,800. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1100
Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.
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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Milwaukee default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision