Numancia
Also called: 努曼西亚 Beta- Hold flexible mid-range angles near cover
- Avoid: Do not treat the burst damage window as permission to sit broadside
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Numancia Community Stats
Across 810+ Standard battles from 70 players, Numancia averages a 65% win rate, 69,300 damage and 1.1 kills per battle, and survives 50% of them.
Numancia Community Stats
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Numancia Community Stats
Record History
Playstyle
Overview
Numancia is a Spanish premium cruiser that wants controlled mid-range fights: use burst windows and AP opportunities when enemies turn, then disengage before sustained return fire overwhelms you.
Positioning
Hold flexible mid-range angles near cover. Avoid committing to the map edge too early; Numancia needs room to kite, reverse, or re-angle when battleships look your way.
Potato Avoidance
Treat the burst damage window as permission to sit broadside
Take the trade, go dark or angle out, then reset for the next opportunity.
Signature Traits
30 s smoke deployment window, best of the 20 T7 CAs with smoke. Lays a longer rolling smoke trail while moving.
- Fast torpedoes · 86 kt
- Many torpedo launchers · 4 launchers
26 mm best HE pen across secondary families, top decile of T7 CAs. Pens hull plates peers' secondaries shatter on.
Smoke on a cruiser is rare. Fight from concealment, then disengage.
9800 damage per torpedo, bottom decile of the 43 T7 CAs with torpedoes.
44160 effective HP once Repair Party is counted, bottom decile of T7 CAs. What you start with is close to all you get; there is little healing back.
How to get Numancia
Numancia is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Bundle.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Age of Discovery: New Ships and the Spirit of Adventure
Bundle
Start: 2026-03-02
- You can receive Numancia from the Spirit of Discovery random bundle in the Store.
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March Update: Echoes at Sea
Store / event post
Start: 2026-02-19
- Check the Store for themed content and a chance to step aboard the new ships, available from the Spirit of Discovery random bundle—Spanish Tier VII Premium cruiser Numancia and Dutch Tier VII Premium cruiser Vrijheid.
Builds
Use a Spanish cruiser commander focused on reload/burst uptime, concealment, and survivability. Inspirations for cruiser concealment, incoming-fire avoidance, or AP consistency are strong defaults.
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 Numancia 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 29 mid-pack stats
Not standouts for Numancia -- 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° − 140° (the most restricted forward-facing mount's arc) = 40° 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 141 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 / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 7 broadside guns x 3 burst salvos / ((3-1)x4 s rack + 20 s base reload) cycle = 45. All upgrades (Main Battery Mod. 3 = -10% reload): 7 broadside guns x 3 burst salvos / ((3-1)x4 s rack + 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s)) cycle = 48.5.ƒ
3 rack salvos x 7 broadside guns x 4,500 AP damage. Total damage the ship can deliver in the burst before reverting to base reload.ƒ
(3-1) gaps x 4 s rack reload. Wall-clock from the first to the last rack salvo; the next salvo after that uses the base reload.HE shells
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34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).ƒ
2,850 HE damage x 7 broadside guns = 19,950.ƒ
Zero upgrades: 19,950 HE full-salvo alpha x 3 burst salvos / ((3-1)x4 s rack + 20 s base reload) cycle = 128,250. All upgrades (Main Battery Mod. 3 = -10% reload): 19,950 HE full-salvo alpha x 3 burst salvos / ((3-1)x4 s rack + 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s)) cycle = 138,115.ƒ
Zero upgrades: 45 shells/min × 0.17 (17% fire chance) = 7.65. All upgrades (Main Battery Mod. 3 = -10% reload): 48.5 shells/min × 0.17 (17% fire chance) = 8.24.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 412.8 m/s: .ƒ
4,500 AP damage x 7 broadside guns = 31,500.ƒ
Zero upgrades: 31,500 AP full-salvo alpha x 3 burst salvos / ((3-1)x4 s rack + 20 s base reload) cycle = 202,500. All upgrades (Main Battery Mod. 3 = -10% reload): 31,500 AP full-salvo alpha x 3 burst salvos / ((3-1)x4 s rack + 18 s all-upgrades reload (20 s × 0.9 Main Battery Mod. 3 = 18 s)) cycle = 218,077.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
29,400 warhead alpha / 3 + 900 blast = 10,700. 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 1.73 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 = 6 x 9,800 = 58,800. 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 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 94 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 10 raw aura damage × 3.5 × 0.9 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 32 = 126ƒ
Effective DPS: 14 raw aura damage × 3.5 × 0.85 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 32 + Near 42 = 168ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 210 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 4.5 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: 4×2 105 mm (4/side) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 84,000. 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) 3.5 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 25,962. 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) 84,000 + secondary fire DPM 25,962 = 109,962: 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
4×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 3.5. 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 = 33.5 / 4 + 4.9 = 13.3 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 (30.2 kt of 33.5 kt).ƒ
Time to reach 99% of top speed (33.2 kt of 33.5 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 5.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 5.7 = +4.3°/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): 12.1 km x 0.955 = 11.56 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.56 km.ƒ
max(main battery range, sea detectability 12.1 km) = 15.61 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 7.26 km + gun-firing bloom 4.06 km = 11.32 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.ƒ
Sea detectability 12.1 km + 2.0 km while burning = 14.1 km.ƒ
Air detectability 7.26 km + 3.0 km while burning = 10.26 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 4,830 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 34,500 HP = 4,830 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 2 charges = 0.28 × 34,500 HP = 9,660 HP: up to 28% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 34,500 HP = 172 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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.
Smoke Generator2 charges · 160 s reload · 30 s emit / 104 s cloud active · 450 m radius
Catapult Fighter3 charges · 80 s reload · 70 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
Show
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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 15610 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 15610 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 15610 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 641.4 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 510.9 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 421.1 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 × 2.33 barrels = 7; all 7 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
1800 m / (86.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).7500 m / (86.0 kt × 2.6855) = 32.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 3 tubes.12 wing tubes / 2 = 6: 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 = 12 x 9,800 = 117,600. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 8x2 -> 32 DPS @ 3.5 km; 20mm Flak 38 6x1 -> 42 DPS @ 2 km; 105 mm SKC 33 4x2 -> 95 DPS @ 4.5 km.@ 4.5 km: 95 from one family; @ 3.5 km: 32 + 95 = 127; @ 2 km: 32 + 42 + 95 = 169. 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.32 + 42 + 95 = 169 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).32 × 3.5 + 42 × 2 + 95 × 4.5 = 624. 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 (105 mm): 1200. Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.The only family (105 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.The only family (105 mm): 26 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: 26 mm from the 105 mm family.Ship Charts
Background
One of the variants of the "Washington" cruiser project, proposed to the Spanish Navy by the Vickers-Armstrongs company, was based on the Emerald-class hull but equipped with seven 8-inch (203 mm) guns in one (bow) triple- and two twin-gun turrets. To ensure space saving for the propulsion unit, a linear arrangement of the boiler and engine rooms was adopted. The ship was supposed to be faster than her original and have a catapult; however, preference was given to the project variant that became the basis for the Baleares class of ships.
Skins & permanent camouflages
Every custom exterior Numancia can equip.
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.
