World of Warships: Legends ship guide

Normandie

Beta
Fast flanking battleshipUse speed to take flanks and cross-fire from angles.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 29.5 kn…
  • Avoid: Using the 29.5-kn speed to push rather than to rotate
Key characteristics
FragileWeak AA
Community Data

Normandie Community Stats

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Playstyle

Overview

Normandie is a Tier V French fast battleship at 29.5 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best flat HE shells in T5 BBs (921) and best power per turn radius in T5 BBs (167.2 HP).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 29.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 29.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Flat HE shells

921.0 m/s HE muzzle velocity, best of T5 BBs. Flatter trajectory, easier to land at range.

Holds speed in turns

167.2 hp per metre of turn radius, best of T5 BBs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Nimble for the tonnage

3.34 hp per ton, best of T5 BBs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Fast for the class

29.5 kt, top decile of T5 BBs. Lets you rotate flanks or escape disengagements.

Weak AA

87.0 AA DPS, bottom decile of T5 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Weak torp belt

13.0% torpedo damage reduction, bottom quartile of T5 BBs. Torps hit for closer to their printed damage.

Acquisition

How to get Normandie

Normandie is available in the Fast Battleships branch of the France Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Normandie sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full France tree.

Builds Beta

Build for main-battery accuracy/reload, speed, survivability, and fire resistance.

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Cohort position

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Where Normandie sits among Tier V BBs (24 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.

BestHE velocity921 m/s (1/24) BestTurn-speed retention167.2 hp/m (1/24) BestPower-to-weight3.34 hp/t (1/24) Top 10%Max speed29.5 kt (3/24) Top 10%Engine power107,000 hp (3/24) Top 10%Displacement32,043 t (3/24) Top 25%Rudder shift17.5 s (5/24) Top 25%Main battery range16.07 km (6/24) Top 25%HE DPM125,333 (7/24) Top 25%AP arming threshold57 mm (4/24) Top 25%Stern armor30 mm (5/24) Bottom 25%Hit points48,300 HP (22/24) Bottom 25%Main battery caliber340 mm (21/24) Bottom 25%HE fire chance26% (20/24) Bottom 25%Secondary fire chance8% (19/23) Bottom 25%Acceleration8.7 s (21/24) Bottom 25%AA range4 km (19/24) Bottom 25%AA threat222 (22/24) Bottom 25%Citadel belt280 mm (19/24) Bottom 10%Traverse-to-turn ratio2.94 × (23/24) Bottom 10%AP shell damage9,500 (23/24) Bottom 10%AA DPS87 (23/24)
See 21 mid-pack stats

Not standouts for Normandie -- 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.

Concealment14.51 km(18/24) Air detection11.61 km(18/24) Main battery reload27 s(15/24) Sigma1.6(18/24) Fires per minute6.93(11/24) AP DPM253,333(9/24) Main dispersion209.2 m(15/24) Secondary DPM (per side)166,500(16/24) HE alpha2,000(7/23) Secondary HE pen23 mm(9/23) AP velocity780 m/s(13/24) Repair charges3(12/24) Max armor364 mm(8/24) Bow armor25 mm(17/24) Deck armor100 mm(15/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(19 of 24 tied at this value) NormAP ricochet start45°(23 of 24 tied at this value) NormAP auto-bounce angle60°(23 of 24 tied at this value) NormSecondary range4 km(16 of 24 tied at this value) NormRepair heal rate0.5 %/s(22 of 24 tied at this value)

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

Repair 3
Survivability
Hit PointsInitial: 44,700 → 48,300
Displacement32,043 t
Armor range12–364 mm
Plate armor thicknesses12, 13, 16, 20, 25, 26, 30, 40, 42, 48, 50, 70, 72, 75, 100, 120, 140, 150, 180, 184, 190, 200, 216, 226, 240, 266, 280, 286, 364 mm
Armor material/layer entries83
Fire resistanceInitial: 20% → 23.3%
Fire duration60 s
Torp Reduction13%
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.
24,200
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.
14,500
Main Battery
ModuleArtillery: 340 mm/45 Mle 1912
Mounts / barrels3 mounts / 12 barrels
Reload time30 s
Firing range (base)14.6 km
Firing range (top fire control)16.1 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14611/30·(12−2.2)/1000 + 2.2)·30 = 209.2 m
209.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 209.2 × 0.6 = 125.5 m
125.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 209.2 × 0.369 (σ=1.6) = 77.2 m
77.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 125.5 × 0.369 (σ=1.6) = 46.3 m
46.3 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage4,700
HE Velocity921 m/s
Fire Chance26%
HE penetration
ƒ57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ4,700 HE damage x 12 broadside guns = 56,400.
56,400
Base HE DPM
ƒ56,400 HE full-salvo alpha x 60 / 30 s base reload = 112,800.
112,800
Base fires/min
ƒ12 HE shells x 60 / 30 s reload x 26% fire chance = 6.24.
6.24
AP shells
AP Damage9,500
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 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 × 2408 × 585^0.69 × 0.34^-1.07 × 780^1.38 = 607.3 mm. Matches the in-game spec card.
607.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.1 km), where the shell has slowed to 461.5 m/s: 1e-7 × 2408 × 585^0.69 × 0.34^-1.07 × 461.5^1.38 = 294.4 mm.
294.4 mm
AP full-salvo alpha
ƒ9,500 AP damage x 12 broadside guns = 114,000.
114,000
Base AP DPM
ƒ114,000 AP full-salvo alpha x 60 / 30 s base reload = 228,000.
228,000
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.
55
AA Defense
AA mount pointsInitial: 16 → 10
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.75) + (14×3.5×0.7) + (9×3.5×0.75) = 87. 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.
87
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/50 Mle 1933Initial: 37 mm/50 CA Mle 1925 (12×1) → 37 mm/50 Mle 1933 (6×2)
13.2 mm/76 CAD Mle 19294×2 13mm
90 mm/50 Mle 1926 (DP)6×1 90mm
Far aura
DPS
ƒIncludes 9 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
9
Range4 km
Medium aura
DPSInitial: 16 → 11
Range3 km
Total DPS in Aura
ƒFar 9 + Medium 11 = 20
20
Near aura
DPS14
Range1.2 km
Total DPS in Aura
ƒFar 9 + Medium 11 + Near 14 = 34
34
S
Secondary Battery
Mounts24
Firing range4.0 km
Shell Grouping (σ)1
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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
139 mm/55 Mle 1910 (×18)
Caliber139 mm
Reload time10 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance8%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
90 mm/50 Mle 1926 (×6)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 112,000 hp
Engine power107,000 hp
Maximum speed29.5 kt
Turning circle radius640 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio2.9× drags
Concealment
Detectability by sea14.51 km
Detectability by air11.61 km
Smoke firing penalty12.12 km
Detect after firing main guns14.51 km
Detect Fire Sea16.51 km
Detect Fire Air14.61 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullTrade-off
  • Hit points44,700 → 48,300
  • Rudder shift24.6 → 17.5 s
  • AA mounts16 → 10
  • Close-range AA DPS30 → 25
  • Turret traverse4 → 6 °/s
Fire controlUpgrade
  • Main battery range14,611 → 16072.1 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)1.6
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp209.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14611/30·(12−2.2)/1000 + 2.2)·30 = 209.2 m
Max Vert Disp125.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 209.2 × 0.6 = 125.5 m
Med Horiz Disp77.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 209.2 × 0.369 (σ=1.6) = 77.2 m
Med Vert Disp46.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 125.5 × 0.369 (σ=1.6) = 46.3 m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close607.3 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 × 2408 × 585^0.69 × 0.34^-1.07 × 780^1.38 = 607.3 mm. Matches the in-game spec card.
AP Pen Far294.4 mm
Same formula at the ship's max firing range (20.1 km), where the shell has slowed to 461.5 m/s: 1e-7 × 2408 × 585^0.69 × 0.34^-1.07 × 461.5^1.38 = 294.4 mm.
HE penetration57 mm
57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius55
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha56,400
4,700 HE damage x 12 broadside guns = 56,400.
AP full-salvo alpha114,000
9,500 AP damage x 12 broadside guns = 114,000.
Base HE DPM112,800
56,400 HE full-salvo alpha x 60 / 30 s base reload = 112,800.
Base AP DPM228,000
114,000 AP full-salvo alpha x 60 / 30 s base reload = 228,000.
Base shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Base fires/min6.24
12 HE shells x 60 / 30 s reload x 26% fire chance = 6.24.

AA defense

Close-range AA DPS87
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.75) + (14×3.5×0.7) + (9×3.5×0.75) = 87. 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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index222
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 range1.2 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)166,500
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: 18×1 139 mm (9/side) × 60/10 × 2000 = 108,000 + 6×1 90 mm (3/side) × 60/4 × 1300 = 58,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 139 mm family.
Max HE pen23 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: 23 mm from the 139 mm family.

Armor

Hull HP 44,70048,300 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 12–180 mm)1,400 (3% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)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)16 mm primary (range 12–364 mm)36,200 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 12–200 mm)1,500 (3% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel280 mm primary (range 20–280 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).
Superstructure12 mm primary (range 12–286 mm)1,900 (4% 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 HP24,200 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 (139 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP14,500 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 Normandie. Cards are condensed; use each source link for full context.

Buff ×1
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Minor armor update: 120 mm ring between guns and barbettes was added.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.