World of Warships: Legends ship guide

Numancia

Also called: 努曼西亚 Beta
Spain · Tier VII · CA Cruiser · Premium
HE fire-spam cruiserGuns farm HE fires and sustained DPM; Sonar contests islands and smoke without exposing the hull.
Playstyle
  • Hold flexible mid-range angles near cover
  • Avoid: Do not treat the burst damage window as permission to sit broadside
Key characteristics
Smoke + SonarPunch-through secondariesMany torpedo launchersWeak torpedoes
On this page
Community Data

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.

Community Data

Numancia Community Stats

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

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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 s smoke deployment window, best of the 20 T7 CAs with smoke. Lays a longer rolling smoke trail while moving.

ELITE TORPEDOES ↗
  • Fast torpedoes · 86 kt
  • Many torpedo launchers · 4 launchers
Punch-through secondaries ↗

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

Smoke cruiser

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

Weak torpedoes ↗

9800 damage per torpedo, bottom decile of the 43 T7 CAs with torpedoes.

Shallow effective HP ↗

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.

Acquisition

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
  • 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.
  • 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.

Open in Build Tool →

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.

LongestAP fuse timer0.033 s (1 of 25 tied) BestTorpedo speed86 kt (1 of 2 tied) Top 10%Secondary HE pen26 mm (3/51) Top 25%HE fire chance17% (8/50) Top 25%Displacement12,540 t (9/58) Bottom 25%Hit points34,500 HP (49/58) Bottom 25%Main battery reload20 s (53/58) Bottom 25%AP DPM202,500 (46/58) Bottom 25%AP velocity814 m/s (47/58) Bottom 25%HE velocity814 m/s (45/50) Bottom 25%Time to 90% speed26.3 s (49/57) Bottom 25%Acceleration (0-12 kt)9.2 s (49/57) Bottom 25%Engine power80,000 hp (52/57) Bottom 25%AA DPS169 (53/58) Bottom 25%AA range4.5 km (51/58) Bottom 25%AA threat624 (53/58) Bottom 10%Secondary DPM (per side)84,000 (47/51) WorstSecondary HE alpha1,200 (1 of 8 tied) WorstSecondary fire chance5% (1 of 23 tied) WorstPower / turn radius112.7 hp/m (1 of 4 tied) WorstTorpedo damage≈9,800 (1 of 2 tied) WorstRepair heal rate0.5 %/s (1 of 17 tied)
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.

Max speed33.5 kt(19/58) Concealment12.1 km(17/58) Smoke fire bloom6.82 km(27/58) Air detection7.26 km(17/58) Rudder shift7.8 s(19/58) Turning circle710 m(21/58) Main battery caliber203 mm(19/58) Main battery range15.61 km(23/58) Sigma2(30/58) HE shell damage2,850(16/50) Fires per minute7.65(23/50) HE DPM128,250(38/50) AP shell damage4,500(27/58) Main dispersion140.7 m(36/58) AP arming threshold34 mm(41/58) Power-to-weight6.38 hp/t(43/57) AP pen at 10 km212 mm(25/58) Effective HE DPM (incl. fire)184,996(36/50) Flak damage per salvo (expected)1,323(39/58) Torpedo range7.5 km(33/43) Torpedo reaction time7.8 s(29/43) Torpedo reload90 s(18/43) Max armor140 mm(32/58) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value) NormRepair charges2(51 of 57 tied at this value)
Survivability
Hit Points34,500
Displacement12,540 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
183.9 x 17.6 m
Armor range16–140 mm
Plate armor thicknesses16, 25, 27, 38, 40, 50, 75, 127, 140 mm
Armor material/layer entries53
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 34,500 HP = 3,105 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 34,500 HP = 3,450 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.29 hull torpedo-damage coefficient / 0.333 unprotected baseline = 13%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
17,300
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
Effective HP
ƒBase 34,500 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 34,500 HP = 4,830 HP per charge, × 2 charges = 9,660 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
44,160
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,900 = 7,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,900
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 25,900 = 51,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
25,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,500 = 5,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,500
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,700
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 203 mm/50 BL Model 1924 Mk.D
Mounts / barrels3 mounts / 7 barrels
Reload time20 s
Firing range15.6 km
Turret traverse10 °/s
Turret armor25 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±150°, ±140°
Guns to bear
ƒ180° − 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.
30° off bow / 40° off stern
Shells in Rack3
Ready Rack Reload4 s
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.6 km) shells land in an ellipse about 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1561030·8−1.11000+1.1)·30=140.7m
140.7 m at 15.6 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.7·0.6=84.4m
84.4 m at 15.6 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =140.7·0.62=42.2m
42.2 m at 15.6 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =84.4·0.62=25.3m
25.3 m at 15.6 km
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 (20 s × 0.9 Main Battery Mod. 3 = 18 s)) 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 alpha2,850
HE Velocity814 m/s
Fire Chance17%
HE fire DPM vs T7 BB26482
Effective HE DPM vs T7 BB86332
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 (20 s × 0.9 Main Battery Mod. 3 = 18 s)) cycle = 138,115.
Initial: 128,250 → 138,115
Fires/min
ƒZero 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.
Initial: 7.65 → 8.24
AP shells
AP alpha4,500
AP Velocity814 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range158 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2650·116.10.69·0.203−1.07·8141.38=403.3mm.
403.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.6 km), where the shell has slowed to 412.8 m/s: P=10−7·2650·116.10.69·0.203−1.07·412.81.38=158mm.
158 mm at 15.6 km
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 (20 s × 0.9 Main Battery Mod. 3 = 18 s)) 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 speed86.0 kt
Range7.5 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=29,400·0.333=9,800. 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.
≈ 9,800
Maximum damage (ammunition)
ƒ29,400 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.
10,700
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
900
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×2.6855=7.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Launch arcswing 150°, 151° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming261 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
58,800
AA Defense
AA mount points14
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~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.
2 per salvo, 3 clouds each + 1 outer cloud
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 salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 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.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 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).
84,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/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.
25,962
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 84,000 + secondary fire DPM 25,962 = 109,962: shell damage plus fire damage against one T7 battleship, every shell hitting.
109,962
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 alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ4×2 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.
3.5
HE Pen26 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power80,000 hp
Maximum speed33.5 kt
Turning circle radius710 m
Rudder shift time7.8 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. Base value; speed modifiers scale it.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
30.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt).
26.3 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.
42.4 s
Guns in a full turn
ƒWith 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.
hold target (+4.3°/s spare)
Concealment
Detectability by sea
ƒBase 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.
12.1 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.1 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.56 km.
11.56 km
Detectability by air7.26 km
Smoke firing penalty6.82 km
Detect when firing (sea)
ƒmax(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.
15.61 km
Detect when firing (air)
ƒAir 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.
11.32 km
Detect when on fire (sea)
ƒSea detectability 12.1 km + 2.0 km while burning = 14.1 km.
14.1 km
Detect when on fire (air)
ƒAir detectability 7.26 km + 3.0 km while burning = 10.26 km.
10.26 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)
ƒ0.005 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.
· 9,660 HP (28% of max HP) total heal (all charges)
ƒ0.14 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.
· 172 HP/s (0.5% of max HP) heal per second
ƒ0.005 (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.
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
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
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

Under the hood

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

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

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15610=7805 m, and radiusOnMax=0.6 at 15610 m. Below the kink: k=0.2+(0.5−0.2)·50007805=0.3922, so σV=σH·k=67.5·0.3922=26.5m.
Shell scatter height @ 10 km53.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15610=7805 m, and radiusOnMax=0.6 at 15610 m. Above the kink: k=0.5+(0.6−0.5)·10000−780515610−7805=0.5281, so σV=σH·k=102·0.5281=53.9m.
Shell scatter height @ 15 km80.8 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15610=7805 m, and radiusOnMax=0.6 at 15610 m. Above the kink: k=0.5+(0.6−0.5)·15000−780515610−7805=0.5922, so σV=σH·k=136.5·0.5922=80.8m.
AP pen 5 km290 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2650·116.10.69·0.203−1.07·641.41.38=290mm, 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 pen 10 km212 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2650·116.10.69·0.203−1.07·510.91.38=212mm, 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 pen 15 km162 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2650·116.10.69·0.203−1.07·421.11.38=162mm, 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.
HE flight time @ 10 km5.69 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.28·0.20328·116.1=3.9×10−5. That runs from a 814 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.69 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.28·0.20328·116.1=3.9×10−5. That runs from a 814 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)7
3 mounts × 2.33 barrels = 7; all 7 bear on the broadside.

Model inputs

Krupp (AP)2,650
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass116.1 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.28
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity814 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity814 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.8 s
1800 m / (86.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed86.0 kt
Travel time to max range32.5 s
7500 m / (86.0 kt × 2.6855) = 32.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count12
4 launchers × 3 tubes.
Per-side salvo6 torpedoes
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.
Full-salvo damage117,600
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

AA DPS at max range95
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.
AA DPS layered by range95 DPS @ 4.5 km, 127 DPS @ 3.5 km, 169 DPS @ 2 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.
AA DPS at point-blank169
32 + 42 + 95 = 169 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index624
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.
Near aura range2 km

Secondary battery firepower

Max HE alpha1200
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.
Max HE fire chance5%
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.
Max HE pen26 mm
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.
Open in Charting Tool

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Numancia can equip.

  • 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.