World of Warships: Legends ship guide

Nürnberg

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
2 sigma accuracyHigh HE / fire outputImproved HE penHigh AP DPMFragile
Community Data

Nürnberg Community Stats

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Playstyle

Overview

Nürnberg is a Tier V German light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best turret traverse rate in T5 CAs (20) and best flat HE shells in T5 CAs (960).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.9 km on ships, 4.1 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 27,000-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 3/28 T5 CAs.

Flat HE shells

960.0 m/s HE muzzle velocity, best of T5 CAs. Flatter trajectory, easier to land at range.

HE DPM machine

170000 HE DPM, best of T5 CAs. Sustained fire pressure.

AP DPM machine

390000 AP DPM, best of T5 CAs. Punishes broadsides.

Long-range sonar

5.87 km Sonar ship-detection range, best of T5 CAs. Lights DDs and torpedoes inside the bubble.

Small-caliber secondaries

1000.0 max HE alpha per secondary shell, bottom decile of T5 CAs. Per-shell damage runs below peers'.

Acquisition

How to get Nürnberg

Nürnberg is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 540,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Nürnberg sits in the Fire-Support Cruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

Build for reload, range, HE/AP performance, rudder, and survivability.

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Cohort position

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Where Nürnberg sits among Tier V CAs (28 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.

BestMain battery reload5.4 s (1 of 2 tied) BestHE DPM170,000 (1 of 2 tied) BestAP DPM390,000 (1 of 2 tied) BestHE velocity960 m/s (1 of 2 tied) BestStern armor35 mm (1 of 2 tied) Top 10%AP velocity960 m/s (3/28) Top 10%Torpedo reload68 s (3/24) Top 25%Main battery range14.79 km (8/28) Top 25%Fires per minute8 (6/26) Top 25%Acceleration9.1 s (4/28) Top 25%Displacement8,897 t (5/28) Top 25%Torpedo speed64 kt (5/24) Bottom 25%Hit points27,000 HP (25/28) Bottom 25%Max speed32 kt (22/28) Bottom 25%Main battery caliber150 mm (25/28) Bottom 25%Secondary DPM (per side)60,000 (21/25) Bottom 25%Secondary HE pen15 mm (23/25) Bottom 25%AA DPS154 (23/28) Bottom 25%AA threat453 (25/28) Bottom 25%Torpedo range6 km (21/24) Bottom 25%Torpedo damage13,700 (20/24) Bottom 10%Engine power60,000 hp (27/28) Bottom 10%Turn-speed retention83.3 hp/m (27/28) WorstHE alpha1,000 (25/25) WorstSecondary fire chance4% (1 of 2 tied)
See 18 mid-pack stats

Not standouts for Nürnberg -- 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.

Concealment12.3 km(21/28) Air detection7.38 km(21/28) Rudder shift9.9 s(10/28) Traverse-to-turn ratio5.8 ×(13/28) Sigma2(15/28) AP shell damage3,900(13/28) Main dispersion125.8 m(13/28) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Power-to-weight6.74 hp/t(21/28) Secondary range4.5 km(11/25) AA range4 km(20/28) Max armor100 mm(19/28) Citadel belt84 mm(21/28) Deck armor50 mm(21/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormBow armor30 mm(22 of 28 tied at this value)

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

Sonar 5.87 kmDef-AAFighter
Survivability
Hit PointsInitial: 23,800 → 27,000
Displacement8,897 t
Armor range13–100 mm
Plate armor thicknesses13, 16, 19, 20, 25, 30, 35, 50, 70, 84, 100 mm
Armor material/layer entries45
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction7%
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.
13,500
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.
8,100
Main Battery
ModuleArtillery: 150 mm L/60 Drh Tr C/28
Mounts / barrels3 mounts / 9 barrels
Reload time6 s
Firing range (base)13.4 km
Firing range (top fire control)14.8 km
Turret traverse7.6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13444/30·(8−1.1)/1000 + 1.1)·30 = 125.8 m
125.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.8 × 0.6 = 75.5 m
75.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.8 × 0.32 (σ=2) = 40.2 m
40.2 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.5 × 0.319 (σ=2) = 24.1 m
24.1 m
Turret turn time
ƒ180 degrees / 7.6 deg/s traverse speed = 23.7 s.
23.7 s
Base shells/min
ƒ9 broadside guns x 60 / 6 s base reload = 90.
90
HE shells
HE Damage1,700
HE Velocity960 m/s
Fire Chance8%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,700 HE damage x 9 broadside guns = 15,300.
15,300
Base HE DPM
ƒ15,300 HE full-salvo alpha x 60 / 6 s base reload = 153,000.
153,000
Base fires/min
ƒ9 HE shells x 60 / 6 s reload x 8% fire chance = 7.2.
7.2
AP shells
AP Damage3,900
AP Velocity960 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1862 × 45.5^0.69 × 0.15^-1.07 × 960^1.38 = 257.7 mm. Matches the in-game spec card.
257.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.5 km), where the shell has slowed to 301.4 m/s: 1e-7 × 1862 × 45.5^0.69 × 0.15^-1.07 × 301.4^1.38 = 52.1 mm.
52.1 mm
AP full-salvo alpha
ƒ3,900 AP damage x 9 broadside guns = 35,100.
35,100
Base AP DPM
ƒ35,100 AP full-salvo alpha x 60 / 6 s base reload = 351,000.
351,000
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.
15
Torpedoes
ModuleTorpedoes: G7a T1
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time68 s
Projectile speed64 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
76,200
AA Defense
AA mount pointsInitial: 14 → 16
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.9) + (9×3.5×0.85) + (10×3.5×0.85) + (16×3.5×0.9) = 154. 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.
154
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm Flakzwilling 30Initial: 4×2 → 8×2 37mm
20 mm Flak 384×1 20mm
7.92 mm MG 34Initial: 6×1 → 4×1 8mm
88 mm L/76 Dop. L. C/32 (DP)4×2 88mm
Far aura
DPS
ƒIncludes 16 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
16
Range4 km
Medium aura
DPSInitial: 8 → 15
Range3.5 km
Total DPS in Aura
ƒFar 16 + Medium 15 = 31
31
Outer Near aura
DPS10
Range2 km
Total DPS in Aura
ƒFar 16 + Medium 15 + Outer Near 10 = 41
41
Inner Near aura
DPSInitial: 14 → 9
Range1 km
Total DPS in Aura
ƒFar 16 + Medium 15 + Outer Near 10 + Inner Near 9 = 50
50
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity950 m/s
Fire Chance4%
Armor Pen15 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 60,000 hp
Engine power60,000 hp
Maximum speed32 kt
Turning circle radius720 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea12.3 km
Detectability by air7.38 km
Smoke firing penalty5.91 km
Detect after firing main guns12.3 km
Detect Fire Sea14.3 km
Detect Fire Air10.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 114 s active · 5.87 km ship detect · 4.07 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter2 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points23,800 → 27,000
  • Rudder shift13.8 → 9.9 s
  • AA mounts14 → 16
  • Close-range AA DPS32 → 34
  • Turret traverse7.6 → 20 °/s
Fire controlUpgrade
  • Main battery range13,444 → 14788.4 m

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 Disp125.8 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (13444/30·(8−1.1)/1000 + 1.1)·30 = 125.8 m
Max Vert Disp75.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 125.8 × 0.6 = 75.5 m
Med Horiz Disp40.2 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 125.8 × 0.32 (σ=2) = 40.2 m
Med Vert Disp24.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 75.5 × 0.319 (σ=2) = 24.1 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close257.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 1862 × 45.5^0.69 × 0.15^-1.07 × 960^1.38 = 257.7 mm. Matches the in-game spec card.
AP Pen Far52.1 mm
Same formula at the ship's max firing range (18.5 km), where the shell has slowed to 301.4 m/s: 1e-7 × 1862 × 45.5^0.69 × 0.15^-1.07 × 301.4^1.38 = 52.1 mm.
HE penetration38 mm
38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time23.7 s
180 degrees / 7.6 deg/s traverse speed = 23.7 s.
HE full-salvo alpha15,300
1,700 HE damage x 9 broadside guns = 15,300.
AP full-salvo alpha35,100
3,900 AP damage x 9 broadside guns = 35,100.
Base HE DPM153,000
15,300 HE full-salvo alpha x 60 / 6 s base reload = 153,000.
Base AP DPM351,000
35,100 AP full-salvo alpha x 60 / 6 s base reload = 351,000.
Base shells/min90
9 broadside guns x 60 / 6 s base reload = 90.
Base fires/min7.2
9 HE shells x 60 / 6 s reload x 8% fire chance = 7.2.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 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 damage152,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage76,200
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS154
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (15×3.5×0.9) + (9×3.5×0.85) + (10×3.5×0.85) + (16×3.5×0.9) = 154. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index453
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)60,000
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 88 mm (4/side) × 60/4 × 1000 = 60,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 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: 15 mm from the 88 mm family.

Armor

Hull HP 23,80027,000 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–30 mm)800 (3% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)100 mm primary (range 16–100 mm)20,300 (75% of HP)
No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern35 mm primary (range 16–35 mm)600 (2% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Mirror of bow. Same fast saturation.
Citadel84 mm primary (range 13–84 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP13,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (88 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP8,100 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Nürnberg 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.