Nottingham
Also called: 诺丁汉 Beta- Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
- Avoid: Open-water broadside trading
On this page
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.
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.
Nottingham Community Stats
Record History
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
- Big torpedo salvo · 8 tubes
- Many torpedo launchers · 4 launchers
- Thick end plates · 30 mm
- Thick bow plate · 30 mm
50% of citadel damage heals back, top decile of T7 CAs. Most peers recover a tenth of it.
- Extra smoke charges · 5 Smoke
- Fast smoke cycle · 70 s
- Weak AA · 191 AA
- Short AA reach · 3.5 km
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
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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.
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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.
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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 officialWG official build from Through the Spy Glass: Nottingham.
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.
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.
Peers in this cohort
Compare Tier VII CruisersShow all 57 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 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.ƒ
In 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
Zero 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.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,850 HE damage x 9 broadside guns = 25,650.ƒ
Zero 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.ƒ
Zero 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.AP shells
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floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 393.1 m/s: .ƒ
4,500 AP damage x 9 broadside guns = 40,500.ƒ
Zero 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.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
Most 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: . 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.ƒ
43,300 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.59 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One 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 %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 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 38 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 38 raw aura damage × 3.5 × 0.9 hit probability = 120 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 38 + Medium 120 = 158ƒ
Effective DPS: 11 raw aura damage × 3.5 × 0.85 hit probability = 33 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 38 + Medium 120 + Near 33 = 191ƒ
Each ~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.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 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 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.ƒ
Sum 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).ƒ
Fires/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.ƒ
Secondary DPM (per side) 90,000 + secondary fire DPM 26,704 = 116,704: shell damage plus fire damage against one T7 battleship, every shell hitting.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
8×1 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.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
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).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
With 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.ƒ
Base 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.ƒ
Detectability by sea 11.78 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.25 km.ƒ
max(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.ƒ
Air 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.ƒ
Sea detectability 11.78 km + 2.0 km while burning = 13.78 km.ƒ
Air detectability 7.07 km + 3.0 km while burning = 10.07 km.
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) ƒ
0.006 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.ƒ
0.168 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.ƒ
0.006 (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
Sonar2 charges · 180 s reload · 96 s active · 4.44 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 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
The standard cruiser dispersion curve.(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.(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.(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.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: at 0 m, at m, and at 15550 m. Below the kink: , so .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: at 0 m, at m, and at 15550 m. Above the kink: , so .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: at 0 m, at m, and at 15550 m. Above the kink: , so .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 , 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 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 , 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 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 , 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . 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.3 mounts × 3 barrels = 9; all 9 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).11000 m / (62.0 kt × 2.6855) = 66.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 4 tubes.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.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
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.@ 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.120 + 33 + 38 = 191 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).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.Secondary battery firepower
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.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.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.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.
Overmatched by 6 AP guns here: MusashiARP MusashiTsurugi and 3 more. Angling still helps against the rest.
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 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 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. |
| Stern | 30 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. |
| Citadel | 152 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. |
| Superstructure | 16 mm | 2,500 (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 HP | 17,700 magazine HP | Turret knocked out | Per-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 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 | 10,600 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.
Balance History
Balance updates affecting Nottingham. Cards are condensed; use each source link for full context.
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%.
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.
Skins & permanent camouflages
Every custom exterior Nottingham can equip.
DefaultThe ship’s standard exterior
Concrete OrangeDecorative
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.
