World of Warships: Legends ship guide

Numancia

Also called: 努曼西亚 Beta
Spain · Tier VII · CA Cruiser · Premium
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Hold flexible mid-range angles near cover
  • Avoid: Do not treat the burst damage window as permission to sit broadside
Key characteristics
High fire chanceSmoke + SonarPunch-through secondariesWeak AA
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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

Long smoke deployment

30.0 s smoke deployment window, best of T7 CAs. Lays a longer rolling smoke trail while moving.

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.

ELITE MAIN BATTERY
  • High fire chance · 17.0%
  • Overmatch specialist
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 (56 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 24 tied) BestTorpedo speed86 kt (1 of 2 tied) Top 10%Secondary HE pen26 mm (3/49) Top 25%Air detection7.26 km (15/56) Top 25%Traverse-to-turn ratio7.19 × (9/56) Top 25%HE fire chance17% (8/49) Top 25%Displacement12,540 t (9/56) Bottom 25%Hit points34,500 HP (47/56) Bottom 25%Main battery reload18 s (51/56) Bottom 25%AP DPM218,077 (46/56) Bottom 25%AP velocity814 m/s (47/56) Bottom 25%HE velocity814 m/s (43/49) Bottom 25%Acceleration27.7 s (47/55) Bottom 25%Engine power80,000 hp (50/55) Bottom 25%AA range4.5 km (49/56) Bottom 25%AA threat619 (51/56) Bottom 25%Torpedo range7.5 km (32/41) Bottom 10%Secondary DPM (per side)85,970 (46/49) Bottom 10%AA DPS168 (53/56) WorstHE alpha1,200 (1 of 7 tied) WorstSecondary fire chance5% (1 of 22 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 18 tied)
See 24 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(17/56) Concealment12.1 km(17/56) Rudder shift7.8 s(18/56) Main battery caliber203 mm(18/56) Main battery range15.61 km(22/56) Sigma2(29/56) HE shell damage2,850(16/49) Fires per minute8.24(24/49) HE DPM138,115(37/49) AP shell damage4,500(26/56) Main dispersion140.7 m(40/56) AP arming threshold34 mm(40/56) Power-to-weight6.38 hp/t(41/55) AP pen at 10 km208 mm(22/55) Effective HE DPM (incl. fire)199,238(35/49) Flak per wave (expected)1,323(36/56) Torpedo reload90 s(17/41) Max armor140 mm(31/56) NormSecondary dispersion bracket57(46 of 49 tied at this value) NormAP ricochet start45°(40 of 56 tied at this value) NormAP auto-bounce angle60°(40 of 56 tied at this value) NormTurn speed retained81%(52 of 56 tied at this value) NormSecondary range5 km(45 of 49 tied at this value) NormRepair charges2(49 of 55 tied at this value)
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%
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
AP pen max range152 mm
HE fire DPM vs T7 BB26482
Effective HE DPM vs T7 BB86332
Shell Grouping (σ)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
Shells/min
ƒZero 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) cycle = 48.5.
Initial: 45 → 48.5
Ready-rack burst alpha
ƒ3 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.
94,500
Burst window
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.
8 s
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
HE DPM
ƒZero 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) cycle = 138,115.
Initial: 128,250 → 138,115
Fires/min
ƒZero upgrades: 45 shells/min x 17% fire chance = 7.65. All upgrades (Main Battery Mod. 3 = -10% reload): 48.5 shells/min x 17% fire chance = 8.24.
Initial: 7.65 → 8.24
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
AP DPM
ƒZero 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) cycle = 218,077.
Initial: 202,500 → 218,077
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
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
10,700
Torpedo detectability1.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.8 km86 kt×2.6=8.1 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
8.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. Torpedo flood 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. Not shown on the in-game port screen.
173%
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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 105mm
Far aura
Guns105 mm/65 SK Dop. L. C/31 (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 94 from dual-purpose secondaries firing as AA in this range band.
94
Range4.5 km
Medium aura
Guns37 mm/83 SK Dopp LC/30
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.9 hit probability = 32 - the same in-game units as the Close-range AA DPS headline.
32
Range3.5 km
Total DPS in Aura
ƒFar 94 + Medium 32 = 126
126
Near aura
Guns20 mm/65 C/38 L/30
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.85 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range2 km
Total DPS in Aura
ƒFar 94 + Medium 32 + Near 42 = 168
168
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 210 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
105 mm/65 SK Dop. L. C/31 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 105mm
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 power80,000 hp
Maximum speed33.5 kt
Turning circle radius710 m
Rudder shift time7.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
27.7 s
Acceleration 0-99%
ƒTime 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.
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 · 4,830 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 9,660 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 172 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (34,500 HP) per second = 172 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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 wave - more clouds in the air over the wave, at the same spots.
Choose one
Smoke Generator2 charges · 160 s reload · 30 s emit / 104 s cloud active · 450 m radius
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

See all derived stats

Show

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

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
Max Horiz Disp140.7 m
Horizontal 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
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp84.4 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.7·0.6=84.4m
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.
Med Horiz Disp45 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =140.7·0.32(σ=2)=45m
Med Vert Disp27 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =84.4·0.32(σ=2)=27m
AP Pen Close403.3 mm
Canonical 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.
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=107·2650·116.10.69·0.2031.07·375.71.38=138.8mm.
AP pen 5 km291 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km208 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km156 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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.
HE DPMInitial: 128,250 → 138,115
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) cycle = 138,115.
AP DPMInitial: 202,500 → 218,077
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) cycle = 218,077.
Shells/minInitial: 45 → 48.5
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) cycle = 48.5.
Fires/minInitial: 7.65 → 8.24
Zero upgrades: 45 shells/min x 17% fire chance = 7.65. All upgrades (Main Battery Mod. 3 = -10% reload): 48.5 shells/min x 17% fire chance = 8.24.
Ready-rack burst alpha94,500
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.
Burst window8 s
(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.

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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
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.
Open in Charting Tool

Ship Charts

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

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.