World of Warships: Legends ship guide

New Orleans

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
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
2.05 sigma accuracyStrong secondaries (5 km)Strong AASonarDefensive AA
Community Data

New Orleans Community Stats

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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°).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.7 km on ships, 3.3 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° AP min ricochet angle, best of T6 CAs. Larger impact-angle window where shells always penetrate.

Burny secondaries

9.0% best HE fire chance per secondary shell (before target resistance), top decile of T6 CAs. Stacks fires faster than peers in a brawl.

Sharp rudder

9.0 s rudder shift, top decile of T6 CAs. Snappy weave.

Tight grouping

Sigma 2.05, top decile of T6 CAs. More shells land near aim.

Top-tier AA

574.0 AA DPS, top decile of T6 CAs (median 269.0).

Late auto-bounce

67.5° AP guaranteed ricochet angle, top decile of T6 CAs. Auto-bounce kicks in later than peers'.

Acquisition

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
U.S. Tech Tree

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 Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · 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 containers · Piñata Chest · 1 of 25 ships
Show all 8 containers (5 more)
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · 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 containers · Mystic Lantern · 1 of 44 ships
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · 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 Event containers · 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 containers · Mystic Box · 1 of 44 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, AP performance, turret traverse, concealment, and survivability. Radar/utility timing should support cap control where available.

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Cohort position

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Where New Orleans sits among Tier VI CAs (32 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 fuse timer0.03 s (1 of 13 tied) BestAP ricochet start60° (1 of 4 tied) BestSecondary range5 km (1 of 9 tied) Top 10%Rudder shift9 s (2/32) Top 10%Sigma2.05 (3/32) Top 10%Secondary fire chance9% (3/27) Top 10%AP auto-bounce angle67.5° (3/31) Top 10%AA DPS574 (3/32) Top 10%AA threat1,705 (3/32) Top 25%Main battery caliber203 mm (9/32) Top 25%HE alpha1,800 (7/27) Top 25%Secondary HE pen21 mm (5/27) Top 25%Acceleration9.2 s (9/32) Top 25%Deck armor127 mm (9/32) Bottom 25%End plates25 mm (27/32 / 29/32) WorstNo torpedoes (8 of 32 in cohort)
See 25 mid-pack stats

Not standouts for New Orleans -- here's where she sits on every other ranked stat in the cohort.

Hit points35,000 HP(14/32) Max speed32.5 kt(20/32) Concealment12.13 km(24/32) Air detection7.28 km(24/32) Traverse-to-turn ratio4.82 ×(21/32) Main battery range14.92 km(12/32) Main battery reload12.2 s(23/32) HE shell damage2,800(13/30) HE fire chance14%(10/30) Fires per minute6.2(21/30) HE DPM123,934(23/30) AP shell damage4,600(11/31) AP DPM203,607(23/31) Main dispersion126.6 m(12/32) Secondary DPM (per side)96,000(13/27) AP velocity853 m/s(15/31) HE velocity823 m/s(23/30) AP arming threshold34 mm(23/31) Engine power107,000 hp(13/32) Turn-speed retention162.1 hp/m(10/32) Displacement13,310 t(21/32) Power-to-weight8.04 hp/t(18/32) AA range4.2 km(23/32) Max armor127 mm(15/32) Citadel belt127 mm(11/32)

All values are ship base stats with modifications and upgrade changes denoted inline.

Sonar 4.67 kmDef-AAFighter
Survivability
Hit PointsInitial: 29,700 → 35,000
Displacement13,310 t
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 19, 25, 32, 38, 40, 51, 57, 63, 76, 89, 102, 127 mm
Armor material/layer entries55
Fire resistanceInitial: 26.6% → 30%
Fire duration30 s
Torp Reduction4%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
17,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
10,500
Main Battery
ModuleArtillery: 203 mm/55 Mk14
Mounts / barrels3 mounts / 9 barrels
Reload time
patched
  1. baseline13.5
    In-game data
  2. 2021-05-1314
    May Update: Things Are Heating Up! Main battery reload time reduced from 15 to 14 seconds.
14 s
Firing range (base)13.6 km
Firing range (top fire control)14.9 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13562/30·(8−1.1)/1000 + 1.1)·30 = 126.6 m
126.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.6 × 0.6 = 75.9 m
75.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.6 × 0.314 (σ=2.05) = 39.7 m
39.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.9 × 0.314 (σ=2.05) = 23.8 m
23.8 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 14 s base reload = 38.6.
38.6
HE shells
HE Damage2,800
HE Velocity823 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 9 broadside guns = 25,200.
25,200
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 14 s base reload = 108,000.
108,000
Base fires/min
ƒ9 HE shells x 60 / 14 s reload x 14% fire chance = 5.4.
5.4
AP shells
AP Damage4,600
AP Velocity853 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2846 × 118^0.69 × 0.203^-1.07 × 853^1.38 = 467.2 mm. Matches the in-game spec card.
467.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 364.7 m/s: 1e-7 × 2846 × 118^0.69 × 0.203^-1.07 × 364.7^1.38 = 144.6 mm.
144.6 mm
AP full-salvo alpha
ƒ4,600 AP damage x 9 broadside guns = 41,400.
41,400
Base AP DPM
ƒ41,400 AP full-salvo alpha x 60 / 14 s base reload = 177,429.
177,429
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.
30
AA Defense
AA mount points32
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
4.2 km
40 mm Bofors Mk2Initial: 40 mm Bofors Mk1 (6×2) → 40 mm Bofors Mk2 (6×4)
20 mm Oerlikon Mk4Initial: 26×1 → 9×1 20mm
20 mm Oerlikon Mk20 (upgraded hull only)17×2 20mm
127 mm Mk19 mod. 6 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
21
Range4.2 km
Medium aura
DPSInitial: 37 → 50
Range3.5 km
Total DPS in Aura
ƒFar 21 + Medium 50 = 71
71
Near aura
DPSInitial: 62 → 86
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 50 + Near 86 = 157
157
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4.5 s
HE Damage1,800
Muzzle Velocity657 m/s
Fire Chance9%
Armor Pen21 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 moduleEngine: 107,000 hp
Engine power107,000 hp
Maximum speed32.5 kt
Turning circle radius660 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.8× drags
Concealment
Detectability by sea12.13 km
Detectability by air7.28 km
Smoke firing penalty6.84 km
Detect after firing main guns12.13 km
Detect Fire Sea14.13 km
Detect Fire Air10.28 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.67 km ship detect · 3.3 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullTrade-off
  • Hit points29,700 → 35,000
  • Rudder shift11.7 → 9 s
  • Close-range AA DPS99 → 136
  • Turret traverse7 → 6 °/s
Fire controlUpgrade
  • Main battery range13,562 → 14918.2 m

See all derived stats

Show

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp126.6 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13562/30·(8−1.1)/1000 + 1.1)·30 = 126.6 m
Max Vert Disp75.9 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 126.6 × 0.6 = 75.9 m
Med Horiz Disp39.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 126.6 × 0.314 (σ=2.05) = 39.7 m
Med Vert Disp23.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.9 × 0.314 (σ=2.05) = 23.8 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close467.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2846 × 118^0.69 × 0.203^-1.07 × 853^1.38 = 467.2 mm. Matches the in-game spec card.
AP Pen Far144.6 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 364.7 m/s: 1e-7 × 2846 × 118^0.69 × 0.203^-1.07 × 364.7^1.38 = 144.6 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha25,200
2,800 HE damage x 9 broadside guns = 25,200.
AP full-salvo alpha41,400
4,600 AP damage x 9 broadside guns = 41,400.
Base HE DPM108,000
25,200 HE full-salvo alpha x 60 / 14 s base reload = 108,000.
Base AP DPM177,429
41,400 AP full-salvo alpha x 60 / 14 s base reload = 177,429.
Base shells/min38.6
9 broadside guns x 60 / 14 s base reload = 38.6.
Base fires/min5.4
9 HE shells x 60 / 14 s reload x 14% fire chance = 5.4.

AA defense

AA DPS at max range223
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.
Maximum AA range4.2 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.
AA DPS layered by range223 DPS @ 4.2 km, 390 DPS @ 2.4 km, 574 DPS @ 2 km
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.
AA DPS at point-blank574
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1705
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 range2 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)96,000
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).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
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.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor

Hull HP 29,70035,000 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 16–76 mm)2,200 (6% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle 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.
Stern25 mm primary (range 6–63 mm)1,800 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 6–127 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).
Superstructure6 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 HP17,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-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 HP800 per-mount HPDestroyed at 0 HPPer-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 HP200 per-mount HPDestroyed at 0 HPPer-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 HP10,500 module HPIncapacitated at 0 HPWhen 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting New Orleans. Cards are condensed; use each source link for full context.

Buff ×6Main Battery ×5
2023-06-15

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.
Read the full official post
2021-05-13

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.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • New Orleans 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.