World of Warships: Legends ship guide

Ohio

Beta
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Push to within secondary range (~7 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
460 mm overmatchHeavy AP pen2 sigma accuracyStrong secondaries (7 km)Slow AP shells
Community Data

Ohio Community Stats

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Playstyle

Overview

Ohio is a Legendary American secondary battleship with top-decile secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Standout traits: best turret traverse rate in Legendary BBs (12) and best DCP duration in Legendary BBs (20 s).

Positioning

Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

Big-caliber overmatch

32.2 mm overmatch threshold, top decile of Legendary BBs. Punishes bow-tanking ships peers can't crack.

Fast turret traverse

6.0°/s turret traverse, best of Legendary BBs. Tracks fast-rotating targets peers can't keep up with.

Long DCP window

20.0 s Damage Control duration, best of Legendary BBs. Stays fire / flood immune longer per activation.

Heavy citadel belt

541.0 mm citadel belt, best of Legendary BBs. Citadels through angle are rare.

Fast heal cycle

40.0 s Repair Party reload, top decile of Legendary BBs. Heals up more often than peers.

Slow AP shells

732.0 m/s AP muzzle velocity, bottom quartile of Legendary BBs. Lobby trajectory, more lead, easier to dodge at range.

Acquisition

How to get Ohio

Ohio is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
Show all 6 containers (3 more)
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
Show direct source rows

Builds Beta

AL Colorado, AL New Jersey, and Al Massachusetts are useful American battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

Open in Build Tool →

Commanders frequently paired with this ship AL ColoradoAL New Jersey

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Ohio sits among Legendary BBs (17 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.

BestCitadel belt541 mm (1 of 2 tied) Top 10%AP shell damage15,750 (2/17) Top 25%Traverse-to-turn ratio6.91 × (4/17) Top 25%Main battery caliber460 mm (3/17) Top 25%Main battery reload24.8 s (5/17) Top 25%Sigma2 (5/17) Top 25%Secondary dispersion bracket33 (3/17) Top 25%Secondary DPM (per side)291,892 (4/17) Top 25%Acceleration8.5 s (3/17) Top 25%Secondary range7 km (4/17) Top 25%AA range5.2 km (5/17) Top 25%AA threat2,998 (3/17) Top 25%Repair heal rate0.6 %/s (5/17) Top 25%Max armor541 mm (4/17) Bottom 25%Max speed28 kt (14/17) Bottom 25%Main battery range17.03 km (15/17) WorstAP velocity732 m/s (1 of 2 tied)
See 27 mid-pack stats

Not standouts for Ohio -- 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.

Hit points96,300 HP(6/17) Concealment16.09 km(13/17) Air detection12.87 km(13/17) Rudder shift24.3 s(11/17) HE shell damage6,450(7/16) HE fire chance43%(7/16) Fires per minute8.32(9/16) HE DPM124,839(10/16) AP DPM304,839(10/17) Main dispersion226.4 m(9/17) HE alpha1,800(9/15) Secondary fire chance9%(5/15) Secondary HE pen21 mm(12/15) HE velocity800 m/s(12/16) AP arming threshold76 mm(11/17) Engine power172,000 hp(7/17) Turn-speed retention181.1 hp/m(7/17) Displacement72,104 t(10/17) Power-to-weight2.39 hp/t(9/17) AA DPS764(6/17) Repair charges3(7/17) Deck armor105 mm(11/16) NormAP fuse timer0.03 s(15 of 17 tied at this value) NormAP ricochet start45°(14 of 17 tied at this value) NormAP auto-bounce angle60°(14 of 17 tied at this value) NormBow armor32 mm(13 of 16 tied at this value) NormStern armor32 mm(13 of 16 tied at this value)

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

Repair 3Fighter
Survivability
Hit Points96,300
Displacement72,104 t
Armor range6–541 mm
Plate armor thicknesses6, 19, 25, 32, 38, 50, 51, 105, 110, 127, 150, 178, 180, 188, 197, 259, 324, 387, 409, 424, 432, 457, 541 mm
Armor material/layer entries67
Fire resistance40%
Fire duration60 s
Torp Reduction37%
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.
48,200
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.
28,900
Main Battery
ModuleArtillery: 457 mm Mk.1
Mounts / barrels4 mounts / 8 barrels
Reload time27.5 s
Firing range17 km
Turret traverse6 °/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 = (17030/30·(12−1.7)/1000 + 1.7)·30 = 226.4 m
226.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 226.4 × 0.6 = 135.8 m
135.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 226.4 × 0.32 (σ=2) = 72.4 m
72.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 135.8 × 0.32 (σ=2) = 43.4 m
43.4 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 27.5 s base reload = 17.5.
17.5
HE shells
HE Damage6,450
HE Velocity800 m/s
Fire Chance43%
HE penetration
ƒ77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ6,450 HE damage x 8 broadside guns = 51,600.
51,600
Base HE DPM
ƒ51,600 HE full-salvo alpha x 60 / 27.5 s base reload = 112,582.
112,582
Installed HE DPM
ƒ51,600 HE full-salvo alpha x 60 / 24.8 s installed reload (Main Battery Mod. 3 = -10%) = 124,839.
124,839
Base fires/min
ƒ8 HE shells x 60 / 27.5 s reload x 43% fire chance = 7.51.
7.51
AP shells
AP Damage15,750
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
32 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 × 2390 × 1746^0.69 × 0.457^-1.07 × 732^1.38 = 855.7 mm. Matches the in-game spec card.
855.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.3 km), where the shell has slowed to 510.8 m/s: 1e-7 × 2390 × 1746^0.69 × 0.457^-1.07 × 510.8^1.38 = 520.8 mm.
520.8 mm
AP full-salvo alpha
ƒ15,750 AP damage x 8 broadside guns = 126,000.
126,000
Base AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 27.5 s base reload = 274,909.
274,909
Installed AP DPM
ƒ126,000 AP full-salvo alpha x 60 / 24.8 s installed reload (Main Battery Mod. 3 = -10%) = 304,839.
304,839
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.
400
AA Defense
AA mount points58
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.75) + (99×3.5×0.75) + (77×3.5×0.7) + (49×3.5×0.75) = 764. 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.
764
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
76.2 mm Mk338×2 76mm
40 mm Bofors Mk210×4 40mm
20 mm Oerlikon Mk440×1 20mm
127 mm Mk41 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 49 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
49
Range5.2 km
Outer Medium aura
DPS99
Range5 km
Total DPS in Aura
ƒFar 49 + Outer Medium 99 = 148
148
Inner Medium aura
DPS71
Range3.5 km
Total DPS in Aura
ƒFar 49 + Outer Medium 99 + Inner Medium 71 = 219
219
Near aura
DPS77
Range2 km
Total DPS in Aura
ƒFar 49 + Outer Medium 99 + Inner Medium 71 + Near 77 = 296
296
S
Secondary Battery
Mounts10
Firing range7.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time3.7 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 7 km
ƒ7 km × 33 + 30 = 261 m.
261 m
Maneuverability
Engine moduleEngine: 172,000 hp
Engine power172,000 hp
Maximum speed28 kt
Turning circle radius950 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.9× slow
Concealment
Detectability by sea16.09 km
Detectability by air12.87 km
Smoke firing penalty15.99 km
Detect after firing main guns16.09 km
Detect Fire Sea18.09 km
Detect Fire Air15.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 40 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Choose one
Catapult Fighter6 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane6 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (1)

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

HullUpgrade
  • Turret traverse6 → 12 °/s

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 Disp226.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17030/30·(12−1.7)/1000 + 1.7)·30 = 226.4 m
Max Vert Disp135.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 226.4 × 0.6 = 135.8 m
Med Horiz Disp72.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 226.4 × 0.32 (σ=2) = 72.4 m
Med Vert Disp43.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 135.8 × 0.32 (σ=2) = 43.4 m
AP Pen Close855.7 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 × 2390 × 1746^0.69 × 0.457^-1.07 × 732^1.38 = 855.7 mm. Matches the in-game spec card.
AP Pen Far520.8 mm
Same formula at the ship's max firing range (21.3 km), where the shell has slowed to 510.8 m/s: 1e-7 × 2390 × 1746^0.69 × 0.457^-1.07 × 510.8^1.38 = 520.8 mm.
HE penetration77 mm
77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).
AP overmatch32 mm
floor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha51,600
6,450 HE damage x 8 broadside guns = 51,600.
AP full-salvo alpha126,000
15,750 AP damage x 8 broadside guns = 126,000.
Base HE DPM112,582
51,600 HE full-salvo alpha x 60 / 27.5 s base reload = 112,582.
Base AP DPM274,909
126,000 AP full-salvo alpha x 60 / 27.5 s base reload = 274,909.
Installed HE DPM124,839
51,600 HE full-salvo alpha x 60 / 24.8 s installed reload (Main Battery Mod. 3 = -10%) = 124,839.
Installed AP DPM304,839
126,000 AP full-salvo alpha x 60 / 24.8 s installed reload (Main Battery Mod. 3 = -10%) = 304,839.
Base shells/min17.5
8 broadside guns x 60 / 27.5 s base reload = 17.5.
Installed shells/min19.4
8 broadside guns x 60 / 24.8 s installed Artillery reload = 19.4.
Base fires/min7.51
8 HE shells x 60 / 27.5 s reload x 43% fire chance = 7.51.
Installed fires/min8.32
8 HE shells x 60 / 24.8 s installed reload x 43% fire chance = 8.32.

AA defense

Close-range AA DPS764
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.75) + (99×3.5×0.75) + (77×3.5×0.7) + (49×3.5×0.75) = 764. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2998
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 typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km261 m
7 km × 33 + 30 = 261 m.

Secondary battery firepower

Secondary DPM (per side)291,892
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: 10×2 127 mm (10/side) × 60/3.7 × 1800 = 291,892. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor

Hull HP 96,300, 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
Bow32 mm primary (range 32–50 mm)5,000 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 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)19 mm primary (range 6–541 mm)72,200 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 6–178 mm)6,700 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel541 mm primary (range 25–541 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).
Superstructure457 mm4,000 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP48,200 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 (127 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 (76 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 HP28,900 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 Ohio can equip, from in-game data.

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.