Milwaukee
Also called: 密尔沃基 Beta- 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
Variant of St. Louis
Cosmetic-only variant of St. Louis. Identical hull, modules, and consumables; differs in appearance and acquisition only.
On this page
Milwaukee Community Stats
Log in to GamingDiver and upload your data to see Community Data for Milwaukee: community win rate, damage, survival, spotting, and your own comparison.
Milwaukee Community Stats
Record History
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
- HE DPM machine · 144000 HE
- High fire pressure · 4.8 fires
- AP DPM machine · 205714 AP
- Fire-starter cruiser
29500.0 HP, top decile of T2 CAs.
No stat falls into the cohort's bottom decile across T2 CAs. Stable baseline in every category, no glaring weakness to play around.
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
Hide
▾
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.
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.
Peers in this cohort
Stats & specs
Customize in the Build Tool →Charting Toolƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
8 broadside guns x 60 / 7 s base reload = 68.6.HE shells
ƒ
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 8 broadside guns = 16,800.ƒ
16,800 HE full-salvo alpha x 60 / 7 s base reload = 144,000.ƒ
68.6 shells/min x 7% fire chance = 4.8.AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 290.6 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
24,000 AP full-salvo alpha x 60 / 7 s base reload = 205,714.ƒ
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.ƒ
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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Effective DPS: 7 raw aura damage × 3.5 × 0.85 hit probability = 21 - the same in-game units as the Close-range AA DPS headline.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
3.5 km × 57 + 30 = 229.5 m.ƒ
Time to reach 90% of top speed (19.8 kt of 22 kt), from our in-house acceleration model.ƒ
Time 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 60 s reload · 5 s active
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
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: 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.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.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 290.6 m/s: .25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).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.Barrels that can bear on one beam (8 of 14); casemate/wing mounts only fire one side.180 degrees / 8 deg/s traverse speed = 22.5 s.2,100 HE damage x 8 broadside guns = 16,800.3,000 AP damage x 8 broadside guns = 24,000.16,800 HE full-salvo alpha x 60 / 7 s base reload = 144,000.24,000 AP full-salvo alpha x 60 / 7 s base reload = 205,714.8 broadside guns x 60 / 7 s base reload = 68.6.68.6 shells/min x 7% fire chance = 4.8.AA defense
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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.3.5 km × 57 + 30 = 229.5 m.Secondary battery firepower
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).Maximum HE damage per shell across secondary HE families. Best on this ship: 1100 from the 76.2 mm family.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.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.Ship Charts
Skins & permanent camouflages
Every custom exterior Milwaukee can equip, from in-game data.
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.
