World of Warships: Legends ship guide

Nottingham

Also called: 诺丁汉 Beta
U.K. · Tier VII · CA Cruiser · Premium
Sonar cruiserSonar contests islands and smoke without exposing the hull to vision cycles.
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
Long torps (11 km)Smoke + SonarThick end platesWeak AA
On this page
Community Data

Nottingham Community Stats

Across 4,000+ Standard battles from 270+ players, Nottingham averages a 61% win rate, 68,800 damage and 1.1 kills per battle, and survives 39% of them.

Community Data

Nottingham Community Stats

Log in to GamingDiver and upload your data to see Community Data for Nottingham: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Nottingham is a Tier VII British heavy cruiser with Sonar as her vision tool. It lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. A Smoke Generator on top means she can fight from cover the sonar has already cleared, with the bubble out to 4.4 km. Standout traits: best extra smoke charges in T7 CAs (5) and end-plate armor (30 mm).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Sonar (4.4 km on ships, 3.1 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 35,300-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

ELITE TORPEDOES ↗
  • Big torpedo salvo · 8 tubes
  • Many torpedo launchers · 4 launchers
ELITE ARMOR ↗
  • Thick end plates · 30 mm
  • Thick bow plate · 30 mm
Repairs citadel hits ↗

50% of citadel damage heals back, top decile of T7 CAs. Most peers recover a tenth of it.

ELITE SMOKE ↗
  • Extra smoke charges · 5 Smoke
  • Fast smoke cycle · 70 s
WEAK AA ↗
  • Weak AA · 191 AA
  • Short AA reach · 3.5 km
Acquisition

How to get Nottingham

Nottingham is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • Phantom of Sherwood Campaign Breakdown Campaign Start: 2025-11-03 · End: 2025-11-30
    • To successfully complete the Phantom of Sherwood campaign and unlock British Tier VII Premium cruiser Nottingham, you must accumulate 1,975 Renown with an active Admiralty Backing.
  • Through the Spy Glass: Nottingham Campaign Start: 2025-11-04
    • In Legends, Nottingham is a British Tier VII Premium cruiser that can be obtained by completing the Phantom of Sherwood campaign with an Admiralty Backing.
  • November Update: Into Black Waters Campaign Start: 2025-10-30
    • To obtain Nottingham, complete all 80 campaign milestones with an active Admiralty Backing.

Builds

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

Bruce Fraser

WG official

WG official build from Through the Spy Glass: Nottingham.

Source: Through the Spy Glass: Nottingham

Open in Build Tool →

Commanders frequently paired with this ship Bruce Fraser

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Nottingham sits among Tier VII CAs (57 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.

LongestAP fuse timer0.033 s (1 of 25 tied) BestEnd plates30 mm (1 of 2 tied / 1 of 2 tied) Top 25%Stealth profile11.78 km / 7.07 km (9/58 / 8/58) Top 25%Displacement13,006 t (11/58) Top 25%Torpedo range11 km (11/43) Top 25%Citadel belt152 mm (13/55) Bottom 25%Hit points35,300 HP (45/58) Bottom 25%Secondary DPM (per side)90,000 (44/51) Bottom 25%Secondary HE pen17 mm (40/51) Bottom 25%AP velocity814 m/s (47/58) Bottom 25%HE velocity814 m/s (45/50) Bottom 25%Engine power90,000 hp (44/57) Bottom 25%Power / turn radius128.6 hp/m (44/57) Bottom 25%AA DPS191 (52/58) WorstAA range3.5 km (58/58) WorstAA threat473 (1 of 4 tied) WorstFlak damage per salvo (expected)306 (58/58)
See 35 mid-pack stats

Not standouts for Nottingham -- 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.

Max speed32.5 kt(43/58) Smoke fire bloom6.59 km(24/58) Rudder shift9.4 s(33/58) Turning circle700 m(19/58) Main battery caliber203 mm(19/58) Main battery range15.55 km(27/58) Main battery reload11 s(37/58) Sigma2(30/58) HE shell damage2,850(16/50) HE fire chance15%(14/50) Fires per minute7.36(26/50) HE DPM139,909(31/50) AP shell damage4,500(27/58) AP DPM220,909(39/58) Main dispersion140.3 m(32/58) Secondary HE alpha1,500(27/51) Secondary fire chance6%(19/51) Time to 90% speed25.1 s(35/57) Acceleration (0-12 kt)9.1 s(43/57) AP arming threshold34 mm(41/58) Power-to-weight6.92 hp/t(35/57) AP pen at 10 km201 mm(30/58) Effective HE DPM (incl. fire)194,504(30/50) Torpedo damage≈14,433(22/43) Torpedo speed62 kt(25/43) Torpedo reaction time7.8 s(29/43) Torpedo reload90 s(18/43) Repair heal rate0.6 %/s(23/57) Max armor152 mm(17/58) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points35,300
Displacement13,006 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
184.4 x 20 m
Armor range16–152 mm
Plate armor thicknesses16, 25, 30, 35, 38, 40, 51, 70, 76, 102, 127, 152 mm
Armor material/layer entries56
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 35,300 HP = 3,177 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 35,300 HP = 3,530 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.31 hull torpedo-damage coefficient / 0.333 unprotected baseline = 7%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
7%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
17,700
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.
10,600
Effective HP
ƒBase 35,300 HP plus everything Repair Party can restore: 0.006 of max HP per second (0.6%) × 28 s × 35,300 HP = 5,930 HP per charge, × 2 charges = 11,861 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
47,161
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,100 = 2,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,100
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,400 = 12,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 26,500 = 53,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
26,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,500 = 5,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 203 mm/50 BL Mk.III
Mounts / barrels3 mounts / 9 barrels
Reload time11 s
Firing range15.6 km
Turret traverse8 °/s
Turret armor102 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.6 km) shells land in an ellipse about 140 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1555030·8−1.11000+1.1)·30=140.3m
140.3 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.3·0.6=84.2m
84.2 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.3·0.62=42.1m
42.1 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.2·0.62=25.3m
25.3 m at 15.6 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 11 s base reload = 49.1. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 10 s (9.9 s = 70 ticks) all-upgrades reload (11 s × 0.9 Main Battery Mod. 3 = 9.9 s) = 54.
Initial: 49.1 → 54
HE shells
HE alpha2,850
HE Velocity814 m/s
Fire Chance15%
HE fire DPM vs T7 BB54622
Effective HE DPM vs T7 BB194531
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 9 broadside guns = 25,650.
25,650
HE DPM
ƒZero upgrades: 25,650 HE full-salvo alpha x 60 / 11 s base reload = 139,909. All upgrades (Main Battery Mod. 3 = -10% reload): 25,650 HE full-salvo alpha x 60 / 10 s (9.9 s = 70 ticks) all-upgrades reload (11 s × 0.9 Main Battery Mod. 3 = 9.9 s) = 153,900.
Initial: 139,909 → 153,900
Fires/min
ƒZero upgrades: 49.1 shells/min × 0.15 (15% fire chance) = 7.36. All upgrades (Main Battery Mod. 3 = -10% reload): 54 shells/min × 0.15 (15% fire chance) = 8.1.
Initial: 7.36 → 8.1
AP shells
AP alpha4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range148 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2650·116.10.69·0.203−1.07·8141.38=403.3mm.
403.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 393.1 m/s: P=10−7·2650·116.10.69·0.203−1.07·393.11.38=147.7mm.
147.7 mm at 15.6 km
AP full-salvo alpha
ƒ4,500 AP damage x 9 broadside guns = 40,500.
40,500
AP DPM
ƒZero upgrades: 40,500 AP full-salvo alpha x 60 / 11 s base reload = 220,909. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 AP full-salvo alpha x 60 / 10 s (9.9 s = 70 ticks) all-upgrades reload (11 s × 0.9 Main Battery Mod. 3 = 9.9 s) = 243,000.
Initial: 220,909 → 243,000
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.
30
Torpedoes
ModuleTorpedoes: 533 mm QR Mk IV
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed62.0 kt
Range11 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=43,300·0.333=14,433. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 14,433
Maximum damage (ammunition)
ƒ43,300 warhead alpha / 3 + 1,100 blast = 15,533. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
15,533
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,100
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 km62 kt×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.59 per hit, shown as 2.59×100=259%. 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.
259%
Torpedo launcher traverse25 °/s
Launch arcswing 135°, 147° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,433 = 115,464. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
115,464
AA Defense
AA mount points10
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
3.5 km
40 mm/39 QF Mark VII4×4 40mm
12.7 mm Mk III6×4 13mm
102 mm/45 Mk V (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 102mm
Far aura
Guns102 mm/45 Mk V (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 38 from dual-purpose secondaries firing as AA in this range band.
38
Range3.5 km
Medium aura
Guns40 mm/39 QF Mark VII
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.9 hit probability = 120 - the same in-game units as the Close-range AA DPS headline.
120
Range2.5 km
Total DPS in Aura
ƒFar 38 + Medium 120 = 158
158
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.85 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.
33
Range1.2 km
Total DPS in Aura
ƒFar 38 + Medium 120 + Near 33 = 191
191
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 170 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
170
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 3.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-3.5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×1 102 mm (4/side) × 60/4 s × 1500 = 90,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
90,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 3.6 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 26,704. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
26,704
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 90,000 + secondary fire DPM 26,704 = 116,704: shell damage plus fire damage against one T7 battleship, every shell hitting.
116,704
102 mm/45 Mk V (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×1 102mm
Caliber102 mm
Reload time4 s
HE alpha1,500
Muzzle Velocity811 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ8×1 barrels / 2 sides × 60 / 4 s × 0.06 (6% fire chance) = 3.6. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3.6
HE Pen17 mm
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 power90,000 hp
Maximum speed32.5 kt
Turning circle radius700 m
Rudder shift time9.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
28.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
25.1 s
Acceleration 0-99%
ƒTime 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.
40.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.9 = +2.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.1°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.78 km x 0.955 = 11.25 km. Camouflage does not change detectability by air.
11.78 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.78 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.25 km.
11.25 km
Detectability by air7.07 km
Smoke firing penalty6.59 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 11.78 km) = 15.55 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.55 km
Detect when firing (air)
ƒAir detectability 7.07 km + gun-firing bloom 4.06 km = 11.13 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
11.13 km
Detect when on fire (sea)
ƒSea detectability 11.78 km + 2.0 km while burning = 13.78 km.
13.78 km
Detect when on fire (air)
ƒAir detectability 7.07 km + 3.0 km while burning = 10.07 km.
10.07 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 5,930 HP (16.8% of max HP) total heal (per charge)
ƒ0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 35,300 HP = 5,930 HP: up to 16.8% of max HP restored per charge.
· 11,860 HP (33.6% of max HP) total heal (all charges)
ƒ0.168 of max HP per charge × 2 charges = 0.336 × 35,300 HP = 11,860 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.
· 212 HP/s (0.6% of max HP) heal per second
ƒ0.006 (0.6% of max HP) × 35,300 HP = 212 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator5 charges · 70 s reload · 20 s emit / 40 s cloud active · 600 m radius
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Below the kink: k=0.2+(0.5−0.2)·50007775=0.3929, so σV=σH·k=67.5·0.3929=26.5m.
Shell scatter height @ 10 km53.9 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Above the kink: k=0.5+(0.6−0.5)·10000−777515550−7775=0.5286, so σV=σH·k=102·0.5286=53.9m.
Shell scatter height @ 15 km80.9 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15550=7775 m, and radiusOnMax=0.6 at 15550 m. Above the kink: k=0.5+(0.6−0.5)·15000−777515550−7775=0.5929, so σV=σH·k=136.5·0.5929=80.9m.
AP pen 5 km282 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2650·116.10.69·0.203−1.07·628.51.38=282mm, where 628.5 m/s is the shell's speed when it arrives at 5 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km201 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2650·116.10.69·0.203−1.07·491.81.38=201mm, where 491.8 m/s is the shell's speed when it arrives at 10 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km152 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2650·116.10.69·0.203−1.07·400.91.38=152mm, where 400.9 m/s is the shell's speed when it arrives at 15 km (from 814 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.82 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3037·0.20328·116.1=4.23×10−5. That runs from a 814 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.82 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3037·0.20328·116.1=4.23×10−5. That runs from a 814 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,650
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass116.1 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3037
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity814 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity814 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.8 s
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range66.1 s
11000 m / (62.0 kt × 2.6855) = 66.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count16
4 launchers × 4 tubes.
Per-side salvo8 torpedoes
16 wing tubes / 2 = 8: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage230,928
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 14,433 = 230,928. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range38
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 4x4 -> 120 DPS @ 2.5 km; 12mm62 HI 6x4 -> 33 DPS @ 1.2 km; 4in 45 MK V 8x1 -> 38 DPS @ 3.5 km.
AA DPS layered by range38 DPS @ 3.5 km, 158 DPS @ 2.5 km, 191 DPS @ 1.2 km
@ 3.5 km: 38 from one family; @ 2.5 km: 120 + 38 = 158; @ 1.2 km: 120 + 33 + 38 = 191. 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-blank191
120 + 33 + 38 = 191 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index473
120 × 2.5 + 33 × 1.2 + 38 × 3.5 = 473. 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 firepower

Max HE alpha1500
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
The only family (102 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
The only family (102 mm): 17 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: 17 mm from the 102 mm family.
Open in Charting Tool

Ship Charts

Background

After signing the Washington Naval Treaty, Great Britain immediately got down to the task of designing cruisers. One of the great enthusiasts for the development of a new cruiser class was Sir George Thurston, who designed such ships as Kongō and Erin. In 1926, he presented three cruiser projects to the Royal Navy. Projects A and B resembled the County-class cruisers, while Project C turned out to be more radical. This innovative design positioned the main battery turrets at the bow to achieve a better concentration of fire.

Armor Beta

Hull HP 35,300, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern30 mm

Overmatched by 6 AP guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 30–40 mm)1,100 (3% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 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)152 mm primary (range 25–152 mm)26,500 (75% of HP)
No common AP caliber overmatches152 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 30–102 mm)600 (2% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 16–152 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.
Superstructure16 mm2,500 (7% 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 HP17,700 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (102 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 HP10,600 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.

Balance History

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

Buff ×6Main Battery ×2Torpedo ×1Consumable ×3
2026-09-03

September Update: Full Progress Ahead

  • Repair Party citadel HP regeneration increased from 33 to 50%.
  • Upgraded Repair Party cooldown time reduced from 80 to 60 seconds.
  • Upgraded Repair Party amount of HP recovered per second increased from 0.5 to 0.6%.
Read the full official post
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Main battery reload time reduced from 13.0 to 11.0 s.
  • Torpedo reload time reduced from 96 to 90 s.
  • Torpedo maximum range increased from 7.98 to 11 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Nottingham can equip.

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.