World of Warships: Legends ship guide

Also known as München Black

München B

Also called: 慕尼黑 B Beta
Germany · Tier VI · CL Cruiser · Premium · München Variant
AP citadel cruiserGuns earn citadels on broadsides; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Strong secondaries (5 km)Improved HE penHigh AP DPMLobs over islandsSonarFragile
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Community Data

München B Community Stats

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Playstyle

Overview

München B is a Tier VI German light cruiser whose 150mm guns earn citadels on broadsides (360,000 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. 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 Sonar duration in T6 CAs (116 s) and top-decile top speed in T6 CAs (36 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.4 km on ships, 3.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 30,200-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

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 5/43 T6 CAs.

AP DPM machine

360000 AP DPM, best of T6 CAs. Punishes broadsides.

ELITE SONAR
  • Long-duration sonar · 116.0 s
  • Long-range sonar · 5.43 km
ELITE MOBILITY
  • Fast for the class · 36.0 kt
  • Nimble for the tonnage · 11.2 hp
Thin armor

60.0 mm max plate, bottom decile of T6 CAs. Citadel windows open against peer-tier guns.

Light secondaries

42985.0 secondary DPM (theoretical), bottom decile of T6 CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get München B

München B is a Premium ship and not available to unlock in the Tech Tree. 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.

Best listed chance for this ship

Official WG availability sources
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 Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL Graf SpeeAL HipperAL Roon

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 München B sits among Tier VI CAs (43 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.

BestAP DPM360,000 (1 of 2 tied) Top 10%Max speed36 kt (2/43) Top 10%Main battery reload5 s (3/43) Top 10%Turn-speed retention168.8 hp/m (5/43) Top 10%Power-to-weight11.2 hp/t (2/43) Top 25%Fires per minute7.68 (10/39) Top 25%Displacement10,400 t (8/43) Top 25%Secondary range5 km (7/38) Top 25%Torpedo speed64 kt (9/33) Bottom 25%Hit points30,200 HP (38/43) Bottom 25%Main battery caliber150 mm (39/43) Bottom 25%Main dispersion135.8 m (37/43) Bottom 25%HE alpha1,200 (35/38) Bottom 25%Secondary fire chance5% (34/38) Bottom 25%AP pen at 10 km90 mm (37/42) Bottom 25%Torpedo range6 km (27/33) Bottom 25%Torpedo damage≈12,700 (29/33) Bottom 10%Secondary DPM (per side)42,985 (37/38) Bottom 10%Citadel belt60 mm (39/41) WorstHE shell damage1,700 (39/39) WorstMax armor60 mm (43/43)
See 27 mid-pack stats

Not standouts for München B -- 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.

Concealment11.7 km(19/43) Air detection7.02 km(17/43) Rudder shift8.3 s(13/43) Traverse-to-turn ratio5.85 ×(15/43) Main battery range14.9 km(16/43) Sigma2(23/43) HE DPM163,200(13/39) AP shell damage3,750(26/42) Secondary HE pen20 mm(16/38) AP velocity875 m/s(16/42) HE velocity875 m/s(16/39) Acceleration25 s(13/43) AP fuse timer0.03 s(26/42) AP arming threshold25 mm(13/42) Engine power116,500 hp(13/43) Effective HE DPM (incl. fire)220,632(12/39) AA DPS270(20/43) AA range4.5 km(29/43) AA threat871(29/43) Flak per wave (expected)360(32/42) Torpedo reload90 s(21/33) Bow armor16 mm(25/41) Stern armor16 mm(25/41) Deck armor60 mm(18/40) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value)
Survivability
Hit Points30,200
Displacement10,400 t
Armor range13–60 mm
Plate armor thicknesses13, 16, 20, 25, 30, 35, 40, 50, 60 mm
Armor material/layer entries48
Fire resistance30%
Fire duration30 s
Torp Reduction10%
Main Battery
ModuleArtillery: 150 mm L/55 SK C/28
Mounts / barrels4 mounts / 8 barrels
Reload time5 s
Firing range14.9 km
Turret traverse9 °/s
HE fire DPM vs T6 BB57432
Effective HE DPM vs T6 BB220632
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 =(1490030·81.11000+1.1)·30=135.8m
135.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =135.8·0.6=81.5m
81.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =135.8·0.32(σ=2)=43.4m
43.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =81.5·0.319(σ=2)=26m
26 m
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Shells/min
ƒ8 broadside guns x 60 / 5 s base reload = 96.
96
HE shells
HE Damage1,700
HE Velocity875 m/s
Fire Chance8%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,700 HE damage x 8 broadside guns = 13,600.
13,600
HE DPM
ƒ13,600 HE full-salvo alpha x 60 / 5 s base reload = 163,200.
163,200
Fires/min
ƒ96 shells/min x 8% fire chance = 7.68.
7.68
AP shells
AP Damage3,750
AP Velocity875 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 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 =107·2200·45.50.69·0.151.07·8751.38=267.9mm. Matches the in-game spec card.
267.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 294.4 m/s: P=107·2200·45.50.69·0.151.07·294.41.38=59.6mm.
59.6 mm
AP full-salvo alpha
ƒ3,750 AP damage x 8 broadside guns = 30,000.
30,000
AP DPM
ƒ30,000 AP full-salvo alpha x 60 / 5 s base reload = 360,000.
360,000
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.
15
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)
ƒThe 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×2.6=7.8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 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
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming198 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 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: (77×3.5×0.85) + (13×3.5×0.9) = 270. 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.
270
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
30 mm Flak 388×4 30mm
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/31 (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 41 from dual-purpose secondaries firing as AA in this range band.
41
Range4.5 km
Near aura
Guns30 mm Flak 38
Continuous DPS
ƒEffective DPS: 77 raw aura damage × 3.5 × 0.85 hit probability = 229 - the same in-game units as the Close-range AA DPS headline.
229
Range3 km
Total DPS in Aura
ƒFar 41 + Near 229 = 270
270
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
90%
Wave rate
ƒA flak wave spawns 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 other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts2
Firing range5.0 km
Shell Grouping (σ)1
105 mm L/65 Dop. L. C/31 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
2×2 105mm
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 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 power116,500 hp
Maximum speed36 kt
Turning circle radius690 m
Rudder shift time8.3 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 (32.4 kt of 36 kt), from our in-house acceleration model.
25 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.6 kt of 36 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.
40.3 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·36.0·0.5144690=1.54°/s, so ratio=ωturretωhull=91.54=5.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.9× slow
Concealment
Detectability by sea11.7 km
Detectability by air7.02 km
Smoke firing penalty5.48 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.7 km
Detect Fire Sea13.7 km
Detect Fire Air10.02 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 116 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
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

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 Disp135.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1490030·81.11000+1.1)·30=135.8m
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 Disp81.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =135.8·0.6=81.5m
Shell scatter height @ 10 km54.5 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 Disp43.4 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =135.8·0.32(σ=2)=43.4m
Med Vert Disp26 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =81.5·0.319(σ=2)=26m
AP Pen Close267.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2200·45.50.69·0.151.07·8751.38=267.9mm. Matches the in-game spec card.
AP Pen Far59.6 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 294.4 m/s: P=107·2200·45.50.69·0.151.07·294.41.38=59.6mm.
AP pen 5 km156 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=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km90 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=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration38 mm
38 mm ≈ 150 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) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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
All 8 barrels bear on the broadside.
Turret turn time20 s
180 degrees / 9 deg/s traverse speed = 20 s.
HE full-salvo alpha13,600
1,700 HE damage x 8 broadside guns = 13,600.
AP full-salvo alpha30,000
3,750 AP damage x 8 broadside guns = 30,000.
HE DPM163,200
13,600 HE full-salvo alpha x 60 / 5 s base reload = 163,200.
AP DPM360,000
30,000 AP full-salvo alpha x 60 / 5 s base reload = 360,000.
Shells/min96
8 broadside guns x 60 / 5 s base reload = 96.
Fires/min7.68
96 shells/min x 8% fire chance = 7.68.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
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

Close-range AA DPS270
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (77×3.5×0.85) + (13×3.5×0.9) = 270. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index871
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 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)42,985
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: 2×2 105 mm (2/side) × 60/3.35 × 1200 = 42,985. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor Beta

Hull HP 30,200, 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 & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel50 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)≈ 1,510 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)13 mm primary (range 13–30 mm)≈ 22,650 (~75% of HP)
Overmatch not possible in its bracketAngle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–30 mm)≈ 1,510 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel50 mm primary (range 16–60 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.
Superstructure13 mm primary (range 13–60 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting München B. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×1Concealment ×3
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery range increased from 14.78 to 14.9 km.
  • Detectability range by sea reduced from 12.54 to 11.7 km.
  • Detectability range by air reduced from 7.52 to 7.02 km.
  • Detectability range while firing in smoke reduced from 6.08 to 5.48 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • München B 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.