Nebraska
Beta- Park 14-17 km from a contested cap with island cover within one rotation of your bow
- Avoid: Launching airstrikes at maneuvering targets
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Nebraska Community Stats
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Nebraska Community Stats
Record History
Playstyle
Overview
Nebraska is the Tier VII American airstrike battleship. Her right-trigger fires a line of dive bombers in place of torpedoes, which gives her a damage source that does not need line of sight on top of her main battery. Standout traits: best turret traverse rate in T7 BBs (12) and best DCP duration in T7 BBs (20 s).
Positioning
Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside.
Potato Avoidance
Launching airstrikes at maneuvering targets
The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.
Signature Traits
Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.
40.0 s Observation Seaplane duration, best of T7 BBs. Spotting + main-battery range bonus stays up longer.
+20.0% main-battery range from Observation Seaplane, best of T7 BBs. Outranges peers while spotter is active.
50.0 mm citadel bottom, best of T7 BBs. Deep-water torps and underwater pen do less.
76000 HE DPM, bottom decile of T7 BBs. Don't bank on burn pressure.
How to get Nebraska
Nebraska is available in the Aviation Battleships branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.
Show U.S.A. tech-tree branch diagram
Nebraska sits in the Aviation Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. hybrid battleships offer unique torpedo airstrike capabilities compared to conventional battleships, but they make large targets and have more limited gunnery abilities as a trade-off.
- Advantages
- Torpedo Airstrike, Large HP pool
- Disadvantages
- Low-velocity shells, Limited main battery firing angles, Large target
Best listed chance for this ship
-
USN Hybrid Battleships Big Crate
6%
Nebraska
Early access containers · USN Hybrid Battleships Big Crate
-
USN Hybrid Battleships Crate
2.5%
Nebraska
Early access containers · USN Hybrid Battleships Crate
Official WG availability sources
- Strike From the Skies: U.S. Hybrids in Early Access and Our July 4th Event Early Access Start: 2024-06-30 · End: 2024-07-31 Official early-access or tech-tree-line article. Tech-tree ships are temporary crate drops during Early Access, then move to the Tech Tree.
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- July Update: Skyward Endeavors 12,500 Doubloons 2024-06-27 Tier VII default; exact price not in source
Show direct source rows
- USN Hybrid Battleships Big Crate 6% · Nebraska
- USN Hybrid Battleships Crate 2.5% · Nebraska
Builds Beta
Primary tech-tree. Joseph Reeves carries the full airstrike skill suite (range, cruise speed, torpedo speed and damage, plane HP). Pair with Jonathan Hawke (Big Game Hunter trait: more airstrike damage vs BB / CA / CV) for damage focus, or Commander Riker (Number One trait: airstrike cooldown reduction) for more strikes per match.
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 Nebraska sits among Tier VII BBs (47 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 27 mid-pack stats
Not standouts for Nebraska -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
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 / 4 deg/s traverse speed = 45 s.ƒ
6 broadside guns x 60 / 30 s base reload = 12.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 6 broadside guns = 34,200.ƒ
34,200 HE full-salvo alpha x 60 / 30 s base reload = 68,400.ƒ
34,200 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 76,000.ƒ
6 HE shells x 60 / 30 s reload x 36% fire chance = 4.32.AP shells
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floor(406 mm caliber / 14.3) = 28 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 (21.6 km), where the shell has slowed to 466.9 m/s: .ƒ
13,100 AP damage x 6 broadside guns = 78,600.ƒ
78,600 AP full-salvo alpha x 60 / 30 s base reload = 157,200.ƒ
78,600 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 174,667.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: (68×3.5×0.75) + (132×3.5×0.7) + (52×3.5×0.75) = 638. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 52 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 52 + Medium 68 = 120ƒ
Far 52 + Medium 68 + Near 132 = 252ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (27.0 kt of 30). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (29.7 kt of 30). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , 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 · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 2 squadron size
Observation Seaplane3 charges · 200 s reload · 40 s active · 1 squadron size · +20% main-battery range bonus
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15700}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 217\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 217 \cdot 0.6 = 130.2\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 217 \cdot 0.319\;(\sigma = 2) = 69.3\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 130.2 \cdot 0.32\;(\sigma = 2) = 41.6\,\text{m}$2.5% overall improvement compared to EU BB Disp.Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 701^{1.38} = 778.8\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 466.9 m/s: $P = 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 466.9^{1.38} = 444.5\,\text{mm}$.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 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.All 6 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.5,700 HE damage x 6 broadside guns = 34,200.13,100 AP damage x 6 broadside guns = 78,600.34,200 HE full-salvo alpha x 60 / 30 s base reload = 68,400.78,600 AP full-salvo alpha x 60 / 30 s base reload = 157,200.34,200 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 76,000.78,600 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 174,667.6 broadside guns x 60 / 30 s base reload = 12.6 broadside guns x 60 / 27 s installed Artillery reload = 13.3.6 HE shells x 60 / 30 s reload x 36% fire chance = 4.32.6 HE shells x 60 / 27 s installed reload x 36% 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: (68×3.5×0.75) + (132×3.5×0.7) + (52×3.5×0.75) = 638. 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.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.5 km × 57 + 30 = 315 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: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. 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: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 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: 21 mm from the 127 mm family.Armor Beta
Hull HP 61,500 → 67,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Overmatched by 4 guns here: MusashiGeorgia WGeorgia and 1 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | 2,100 (3% of HP) | Overmatched by 460mm+ (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) | 32 mm primary (range 19–406 mm) | 50,400 (75% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–235 mm) | 3,500 (5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 305 mm primary (range 19–406 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–406 mm) | 1,200 (2% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 35,600 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (127 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 20,200 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Nebraska. Cards are condensed; use each source link for full context.
Ministry of Balance: Viva la Marina!
- Air Support: Special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
- Hidden Hand: Airstrike-launched torpedo damage penalty deepened: now -25/22/18/15% (was -20/17/13/10%).
Ministry of Balance: Declaration of Changes
- Main battery reload time increased from 28 to 30 seconds.
- Upgraded Airstrike torpedo speed reduced from 45 to 43 knots.
Ministry of Balance: Trick and Treat
- Stock hull total health reduced from 62,000 to 61,500.
- Stock hull engine HP reduced from 71,100 to 67,200.
- Stock hull auxiliary room HP reduced from 6,900 to 6,800.
- Stock hull stern HP reduced from 3,300 to 3,200.
- Stock hull HP reduced from 46,500 to 46,100.
- Stock hull steering gear HP reduced from 18,600 to 18,500.
- Upgraded hull total health reduced from 71,100 to 67,200.
- Upgraded hull engine HP reduced from 71,100 to 67,200.
- Upgraded hull bow HP reduced from 2,200 to 2,100.
- Upgraded hull casemate HP reduced from 6,200 to 5,900.
- +4 more official change lines in the source post.
Skins & permanent camouflages
Every custom exterior Nebraska can equip, from in-game data.
DefaultThe ship’s standard exterior
Nebraska EaDecorative- Across the Storm"Across the Storm" skin for NebraskaAcross the StormAvailable from Independence Day '25 — Independium Store
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.
