New Orleans
Also called: 新奥尔良 Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
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New Orleans Community Stats
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New Orleans Community Stats
Record History
Playstyle
Overview
New Orleans is a Tier VI American heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. AA (574 AA DPS at 4.2 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T6 CAs (60°) and top-decile burny secondaries in T6 CAs (9).
Positioning
Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 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.
Potato Avoidance
Open-water broadside trading
Her 203mm shells citadel cruisers on the wrong frame, and her 35,000-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
- Wide always-pen zone · 60.0°
- Tight grouping
- Late auto-bounce · 67.5°
- Burny secondaries · 9.0%
- Punch-through secondaries · 21.0 mm
574.0 AA DPS, top decile of T6 CAs (median 268.0).
6.9 s rudder shift, top decile of T6 CAs. Snappy weave.
25.0 mm stern, top decile of T6 CAs.
How to get New Orleans
New Orleans is available in the Bombarding Heavy Cruisers branch of the U.S. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 1,800,000 credits. 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
New Orleans sits in the Bombarding Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.
U.S. heavy cruisers are well suited to bombarding enemy ships with powerful, super-heavy armor-piercing shells and high-explosive shells, but they lack torpedoes entirely. Starting from Tier VII, they bring Radar and Sonar together to the battle to detect hidden enemy warships.
- Advantages
- Improved AP shells, Long-duration Radar starting at Tier VII
- Disadvantages
- Low-velocity shells, Poor protection
Best listed chance for this ship
- Spectral Vault 5.0 0.4375% Tier VI Premium ship Archived · Spectral Vault 5.0 · 1 of 40 ships
-
Spectral Vault 4.0
0.190625%
Tier VI Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
Show 2 paths
- Spectral Vault 4.00.125%
- Spectral Vault 4.0 → Spectral Vault 5.00.065625%
-
Piñata Chest
0.16%
Tier V or VI Premium ship
Event · Piñata Chest · 1 of 25 ships
Show all 9 containers (6 more)
- Explorer's Chest 0.114286% One of these ships New · Explorer's Chest · 1 of 35 ships
-
Spectral Vault 3.0
0.109094%
Tier VI Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
Show 4 paths
- Spectral Vault 3.00.075%
- Spectral Vault 3.0 → Spectral Vault 4.00.01375%
- Spectral Vault 3.0 → Spectral Vault 5.00.013125%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
-
Mystic Lantern
0.102273%
Tier VI Premium ship
Event · Mystic Lantern · 1 of 44 ships
-
Spectral Vault 2.0
0.039722%
Tier VI Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
Show 7 paths
- Spectral Vault 2.00.025%
- Spectral Vault 2.0 → Spectral Vault 3.00.0075%
- Spectral Vault 2.0 → Spectral Vault 4.00.0025%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
-
Spectral Vault 1.0
0.004716%
Tier VI Premium ship
Archived · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
Show 12 paths
- Spectral Vault 1.0 → Spectral Vault 2.00.00225%
- Spectral Vault 1.0 → Spectral Vault 3.00.00075%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
- Spectral Vault 1.00.00005%
-
Mystic Box
0.002273%
Tier VI Premium ship
Event · Mystic Box · 1 of 44 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Explorer's Chest 0.114286% · One of these ships
- Mystic Box 0.002273% · Tier VI Premium ship
- Mystic Lantern 0.102273% · Tier VI Premium ship
- Piñata Chest 0.16% · Tier V or VI Premium ship
- Spectral Vault 1.0 0.00005% · Tier VI Premium ship
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.
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 New Orleans 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.
See 31 mid-pack stats
Not standouts for New Orleans -- 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
Show all 42 peers
Stats & specs
Customize in the Build Tool →Charting Toolpatched
- baseline13.5In-game data
- 2021-05-1314May Update: Things Are Heating Up! Main battery reload time reduced from 15 to 14 seconds.
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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 / 7 deg/s traverse speed = 25.7 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 14 s base reload = 38.6. All upgrades (top gun): 9 broadside guns x 60 / 12 s all-upgrades reload = 45.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,800 HE damage x 9 broadside guns = 25,200.ƒ
Zero upgrades: 25,200 HE full-salvo alpha x 60 / 14 s base reload = 108,000. All upgrades (top gun): 25,200 HE full-salvo alpha x 60 / 12 s all-upgrades reload = 126,000.ƒ
Zero upgrades: 38.6 shells/min x 14% fire chance = 5.4. All upgrades (top gun): 45 shells/min x 14% fire chance = 6.3.AP shells
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floor(203 mm caliber / 14.3) = 14 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 (18.6 km), where the shell has slowed to 364.7 m/s: .ƒ
4,600 AP damage x 9 broadside guns = 41,400.ƒ
Zero upgrades: 41,400 AP full-salvo alpha x 60 / 14 s base reload = 177,429. All upgrades (top gun): 41,400 AP full-salvo alpha x 60 / 12 s all-upgrades reload = 207,000.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
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 66 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 50 raw aura damage × 3.5 × 0.9 hit probability = 158 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 66 + Medium 158 = 224ƒ
Effective DPS: 86 raw aura damage × 3.5 × 0.85 hit probability = 256 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 66 + Medium 158 + Near 256 = 480ƒ
Each ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.ƒ
The 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 4.2 km - once planes get inside the band, new waves stop.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.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
5 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.ƒ
Time 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.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
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
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: Standard cruiser dispersion baseline.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 (18.6 km), where the shell has slowed to 364.7 m/s: .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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).floor(203 mm caliber / 14.3) = 14 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 9 barrels bear on the broadside.180 degrees / 7 deg/s traverse speed = 25.7 s.2,800 HE damage x 9 broadside guns = 25,200.4,600 AP damage x 9 broadside guns = 41,400.Zero upgrades: 25,200 HE full-salvo alpha x 60 / 14 s base reload = 108,000. All upgrades (top gun): 25,200 HE full-salvo alpha x 60 / 12 s all-upgrades reload = 126,000.Zero upgrades: 41,400 AP full-salvo alpha x 60 / 14 s base reload = 177,429. All upgrades (top gun): 41,400 AP full-salvo alpha x 60 / 12 s all-upgrades reload = 207,000.Zero upgrades: 9 broadside guns x 60 / 14 s base reload = 38.6. All upgrades (top gun): 9 broadside guns x 60 / 12 s all-upgrades reload = 45.Zero upgrades: 38.6 shells/min x 14% fire chance = 5.4. All upgrades (top gun): 45 shells/min x 14% fire chance = 6.3.AA defense
Only families that reach 4.2 km contribute at the outer edge of the AA bubble. In-game families: 20mm 17x2 -> 167 DPS @ 2.4 km; 40mm 6x4 -> 157 DPS @ 4.2 km; 127mm 8x1 -> 66 DPS @ 4.2 km; 20mm Oerlikon Mk4 (?) -> 184 DPS @ 2 km.Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.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.Sum of every family's average DPS, achievable only inside the closest-range family (2 km).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: 8×1 127 mm (4/side) × 60/4.5 × 1800 = 96,000. 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: 9% 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 29,700 → 35,000 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 80+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
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 |
|---|---|---|---|---|
| Bow | 25 mm primary (range 16–76 mm) | 2,200 (6% of HP) | Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 76 mm primary (range 6–76 mm) | 26,300 (75% of HP) | No common caliber overmatches76 mm: most HE shatters, standard pen from 460mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 6–63 mm) | 1,800 (5% of HP) | Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 127 mm primary (range 6–127 mm) | ≈ 165,500 (effectively 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. |
| Superstructure | 6 mm primary (range 6–127 mm) | 1,800 (5% 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 | 17,500 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 | 10,500 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.
Ship Charts
Balance History
Balance updates affecting New Orleans. Cards are condensed; use each source link for full context.
Ministry of Balance: Italian Concerto
- Stock Main Battery reload speed reduced from 14 to 13.5 s.
- Upgraded Main Battery reload speed reduced from 13 to 12 s.
- Hull plating improved from 16mm/19mm to 25mm.
May Update: Things Are Heating Up!
- Main battery accuracy improved by about 3%.
- Main battery reload time reduced from 15 to 14 seconds.
- Main battery turret traverse speed increased from 6,5°/s to 7°/s.
Skins & permanent camouflages
Every custom exterior New Orleans can equip, from in-game data.
DefaultThe ship’s standard exterior- SpaceSpace skin for New OrleansSpace
- Stars and StripesStars and Stripes permanent camouflage for New OrleansStars and Stripes
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.
