World of Warships: Legends ship guide

Numancia

Beta
Spain · Tier VII · Cruiser · Premium
Smoke farming cruiserFarm from smoke; lean on team or radar for spotting.
Playstyle
  • Hold flexible mid-range angles near cover
  • Avoid: Do not treat the burst damage window as permission to sit broadside
Key characteristics
2 sigma accuracyStrong secondaries (5 km)High fire chanceSmoke + SonarWeak AA
Community Data

Numancia Community Stats

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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

Fast torpedoes

86.0 kt torpedo speed, best of T7 CAs. Less reaction time for targets to dodge.

Punch-through secondaries

26.0 mm best HE pen across secondary families, top decile of T7 CAs. Pens hull plates peers' secondaries shatter on.

High fire chance

17.0% fire chance per HE shell, top decile of T7 CAs.

Smoke cruiser

Smoke on a cruiser is rare. Fight from concealment, then disengage.

Visible torps

1.8 km torpedo detect, worst of T7 CAs. Easy to dodge if targets are looking.

Slow heal cycle

80.0 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get Numancia

Numancia is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Global XP.

Official WG availability sources

Builds Beta

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.

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Cohort position

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Where Numancia sits among Tier VII CAs (54 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP fuse timer0.03 s (1 of 22 tied) BestTorpedo speed86 kt (1 of 2 tied) Top 10%Secondary HE pen26 mm (3/47) Top 25%Traverse-to-turn ratio7.19 × (9/54) Top 25%Displacement12,540 t (9/54) Bottom 25%Hit points34,500 HP (45/54) Bottom 25%Main battery reload18 s (49/54) Bottom 25%AP velocity814 m/s (45/54) Bottom 25%HE velocity814 m/s (43/47) Bottom 25%Acceleration27.7 s (41/48) Bottom 25%Engine power80,000 hp (48/53) Bottom 25%AA range4.5 km (49/54) Bottom 25%AA threat619 (49/54) Bottom 25%Torpedo range7.5 km (31/40) Bottom 10%Fires per minute3.97 (45/47) Bottom 10%Secondary DPM (per side)85,970 (44/47) Bottom 10%AA DPS168 (51/54) WorstHE DPM66,500 (47/47) WorstAP DPM105,000 (54/54) WorstHE alpha1,200 (1 of 7 tied) WorstSecondary fire chance5% (1 of 20 tied) WorstTurn-speed retention112.7 hp/m (1 of 4 tied) WorstTorpedo damage≈9,800 (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 16 tied)
See 19 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.

Max speed33.5 kt(17/54) Concealment12.1 km(17/54) Air detection7.26 km(15/54) Rudder shift7.8 s(17/54) Main battery caliber203 mm(17/54) Main battery range15.61 km(22/54) Sigma2(29/54) HE shell damage2,850(15/47) AP shell damage4,500(25/54) Main dispersion140.7 m(38/54) AP arming threshold34 mm(39/54) Power-to-weight6.38 hp/t(39/53) Torpedo reload90 s(16/40) Max armor140 mm(29/54) NormSecondary dispersion bracket57(44 of 47 tied at this value) NormAP ricochet start45°(38 of 54 tied at this value) NormAP auto-bounce angle60°(38 of 54 tied at this value) NormSecondary range5 km(43 of 47 tied at this value) NormRepair charges2(47 of 53 tied at this value)

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

Sonar 4.93 kmRepair 2Def-AASmokeFighter
Survivability
Hit Points34,500
Displacement12,540 t
Armor range16–140 mm
Plate armor thicknesses16, 25, 27, 38, 40, 50, 75, 127, 140 mm
Armor material/layer entries53
Fire resistance36.6%
Fire duration30 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.
17,300
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.
10,400
Main Battery
ModuleArtillery: 203 mm/50 BL Model 1924 Mk.D
Mounts / barrels3 mounts / 7 barrels
Reload time20 s
Firing range15.6 km
Turret traverse10 °/s
Shells in Rack3
Ready Rack Reload4 s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1561030·81.11000+1.1)·30=140.7m
140.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.7·0.6=84.4m
84.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =140.7·0.32(σ=2)=45m
45 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =84.4·0.32(σ=2)=27m
27 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ7 broadside guns x 60 / 20 s base reload = 21.
21
HE shells
HE Damage2,850
HE Velocity814 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 7 broadside guns = 19,950.
19,950
Base HE DPM
ƒ19,950 HE full-salvo alpha x 60 / 20 s base reload = 59,850.
59,850
Installed HE DPM
ƒ19,950 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 66,500.
66,500
Base fires/min
ƒ7 HE shells x 60 / 20 s reload x 17% fire chance = 3.57.
3.57
AP shells
AP Damage4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2650·116.10.69·0.2031.07·8141.38=403.3mm. Matches the in-game spec card.
403.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.5 km), where the shell has slowed to 375.7 m/s: P=107·2650·116.10.69·0.2031.07·375.71.38=138.8mm.
138.8 mm
AP full-salvo alpha
ƒ4,500 AP damage x 7 broadside guns = 31,500.
31,500
Base AP DPM
ƒ31,500 AP full-salvo alpha x 60 / 20 s base reload = 94,500.
94,500
Installed AP DPM
ƒ31,500 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 105,000.
105,000
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 Triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time90 s
Projectile speed86 kt
Range7.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=29,400·0.333=9,800.
≈ 9,800
Torpedo detectability1.8 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming265 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (14×3.5×0.85) + (30×3.5×0.9) = 168. 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.
168
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm/83 SK Dopp LC/308×2 37mm
20 mm/65 C/38 L/306×1 20mm
105 mm/65 SK Dop. L. C/31 (DP)4×2 105mm
Far aura
DPS
ƒIncludes 30 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
30
Range4.5 km
Medium aura
DPS10
Range3.5 km
Total DPS in Aura
ƒFar 30 + Medium 10 = 40
40
Near aura
DPS14
Range2 km
Total DPS in Aura
ƒFar 30 + Medium 10 + Near 14 = 54
54
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen26 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed33.5 kt
Turning circle radius710 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (30.2 kt of 33.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(80,00012,540)0.42=2.1778; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=402.61=15.3s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=27.7s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
27.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (33.2 kt of 33.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=45.8s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
45.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.5·0.5144710=1.39°/s, so ratio=ωturretωhull=101.39=7.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.2× ok
Concealment
Detectability by sea12.1 km
Detectability by air7.26 km
Smoke firing penalty6.82 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.1 km
Detect Fire Sea14.1 km
Detect Fire Air10.26 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Smoke Generator2 charges · 160 s reload · 15 s emit / 104 s cloud active
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp140.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15610}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.7\,\text{m}$
Max Vert Disp84.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.7 \cdot 0.6 = 84.4\,\text{m}$
Med Horiz Disp45 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.7 \cdot 0.32\;(\sigma = 2) = 45\,\text{m}$
Med Vert Disp27 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.4 \cdot 0.32\;(\sigma = 2) = 27\,\text{m}$
AP Pen Close403.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2650 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 814^{1.38} = 403.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far138.8 mm
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 375.7 m/s: $P = 10^{-7}\cdot 2650 \cdot 116.1^{0.69} \cdot 0.203^{-1.07} \cdot 375.7^{1.38} = 138.8\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha7
All 7 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha19,950
2,850 HE damage x 7 broadside guns = 19,950.
AP full-salvo alpha31,500
4,500 AP damage x 7 broadside guns = 31,500.
Base HE DPM59,850
19,950 HE full-salvo alpha x 60 / 20 s base reload = 59,850.
Base AP DPM94,500
31,500 AP full-salvo alpha x 60 / 20 s base reload = 94,500.
Installed HE DPM66,500
19,950 HE full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 66,500.
Installed AP DPM105,000
31,500 AP full-salvo alpha x 60 / 18 s installed reload (Main Battery Mod. 3 = -10%) = 105,000.
Base shells/min21
7 broadside guns x 60 / 20 s base reload = 21.
Installed shells/min23.3
7 broadside guns x 60 / 18 s installed Artillery reload = 23.3.
Base fires/min3.57
7 HE shells x 60 / 20 s reload x 17% fire chance = 3.57.
Installed fires/min3.97
7 HE shells x 60 / 18 s installed reload x 17% fire chance = 3.97.
Ready-rack burst alpha94,500
3 shells in rack x 7 broadside guns x 4,500 AP damage. Total damage the ship can deliver off the rack before reverting to base reload.
Burst window8 s
(3 shells - 1) x 4 s rack reload. Wall-clock duration from the first rack salvo to the last; the next salvo after that uses the base reload.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range33.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage117,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 9,800 = 117,600.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

Close-range AA DPS168
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.9) + (14×3.5×0.85) + (30×3.5×0.9) = 168. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index619
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)85,970
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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
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.
Max HE pen26 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.
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Exteriors

Skins & permanent camouflages

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

  • Numancia default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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