Omaha
Also called: 奥马哈 Beta- Work the islands rather than a firing line
- Avoid: Pushing in blind because the kit says brawler
On this page
Omaha Community Stats
Across 14,000+ Standard battles from 440+ players, Omaha averages a 55% win rate, 31,500 damage and 0.9 kills per battle, and survives 23% of them.
Omaha Community Stats
Log in to GamingDiver and upload your data to see Community Data for Omaha: community win rate, damage, survival, spotting, and your own comparison.
Omaha Community Stats
Record History
Playstyle
Overview
Omaha is a Tier IV American light cruiser whose 152mm guns bring 8.2 fires a minute (1st of 20), with Sonar as her vision tool: it lets her contest islands and smoke without exposing the hull. Her sonar reaches 3.7 km, which is the range at which she can commit to a contest without guessing. Both shells run cohort-strong (top-decile AP at 212,571 AP DPM and cohort-best HE at 150,857 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: turret traverse rate in T4 CAs (10, 6th of 23) and best many torpedo launchers in T4 CAs (4, 3rd of 21). The trade is AA reach in T4 CAs (3.1 km, 23rd of 23). Her value is back-loaded. At 23,100 HP she sits in the lower third of her cohort, so the first half of a match is about staying alive and unspotted, and the payoff arrives once the enemy battleships have been traded away and her fires and torpedoes can work uncontested.
Positioning
Work the islands rather than a firing line. Sonar (3.7 km on ships, 2.7 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 5.2 km, so pick the salvo rather than holding the trigger. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. The helm answers quickly (5.8 s), so she can break an incoming salvo that slower hulls have to eat.
Potato Avoidance
Pushing in blind because the kit says brawler
3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there. The other half is opening fire while the nearest battleship still has a loaded salvo. At 11.14 km detection her guns give her away well inside battleship range, so the fire is worth setting only after that battleship has committed its guns elsewhere. Set it, then break line of sight instead of trading. Torpedoes go into the water when you have the time and space to launch them without being seen doing it, not as an excuse to close.
Signature Traits
- HE DPM machine · 150857 HE
- AP DPM machine · 212571 AP
- High fire pressure · 8.23 fires/min
- Fast turret traverse · 10°/s
- Flat arc HE shells · 914 m/s
- Fire-starter cruiser
4 launchers, best of T4 CAs. Each fires its own spread: aim them at different escape routes, or stack them on one line for more hits.
3.1 km AA reach, bottom decile of T4 CAs. Bombs and torpedoes drop before AA bites.
10 mm stern, bottom quartile of T4 CAs.
How to get Omaha
Omaha is available in the Early U.S. Cruisers branch of the U.S. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 100,000 credits.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Show U.S.A. tech-tree branch diagram
Omaha sits in the Early U.S. Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.
The early U.S. cruisers focus on providing a powerful broadside from their rapid-firing guns, and they are your starting point to the U.S. Tech Trees. From Tier III, you gain access to a useful self-defense tool: Sonar.
- Advantages
- High rate of fire, Sonar consumable starting at Tier III
- Disadvantages
- Limited main battery firing angles, Low-velocity shells
Official WG availability sources
-
WoWS PC and Legends: Cross-Benefit Program Returns
Free reward
Start: 2024-05-20
- Below is the list of rewards you can earn in World of Warships: Legends for playing on PC.
- For first battle completed:
- American Tier IV cruiser Omaha
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
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
Hide
▾
Where Omaha sits among Tier IV CAs (22 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.
See 28 mid-pack stats
Not standouts for Omaha -- 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.
Peers in this cohort
Compare Tier IV CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 144° (the most restricted forward-facing mount's arc) = 36° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (13.4 km) shells land in an ellipse about 125 m wide and 75 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 10 deg/s traverse speed = 18 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 8 s base reload = 60. All upgrades (top gun): 8 broadside guns x 60 / 7 s all-upgrades reload = 68.6.HE shells
ƒ
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,200 HE damage x 8 broadside guns = 17,600.ƒ
Zero upgrades: 17,600 HE full-salvo alpha x 60 / 8 s base reload = 132,000. All upgrades (top gun): 17,600 HE full-salvo alpha x 60 / 7 s all-upgrades reload = 150,857.ƒ
Zero upgrades: 60 shells/min × 0.12 (12% fire chance) = 7.2. All upgrades (top gun): 68.6 shells/min × 0.12 (12% fire chance) = 8.23.AP shells
ƒ
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 364.9 m/s: .ƒ
3,100 AP damage x 8 broadside guns = 24,800.ƒ
Zero upgrades: 24,800 AP full-salvo alpha x 60 / 8 s base reload = 186,000. All upgrades (top gun): 24,800 AP full-salvo alpha x 60 / 7 s all-upgrades reload = 212,571.ƒ
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.ƒ
Most 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: . 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.ƒ
32,500 warhead alpha / 3 + 900 blast = 11,733. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 1.92 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 40 raw aura damage × 3.5 × 0.9 hit probability = 126 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 13 raw aura damage × 3.5 × 0.85 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.ƒ
Medium 126 + Near 39 = 165ƒ
top speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (30.6 kt of 34.0 kt).ƒ
Time to reach 99% of top speed (33.7 kt of 34.0 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.ƒ
With the rudder hard over the hull turns 6.9°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 6.9 = +3.1°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.14 km x 0.955 = 10.64 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 11.14 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.64 km.ƒ
max(main battery range, sea detectability 11.14 km) = 13.38 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 6.68 km + gun-firing bloom 3.04 km = 9.72 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 11.14 km + 2.0 km while burning = 13.14 km.ƒ
Air detectability 6.68 km + 3.0 km while burning = 9.68 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Catapult Fighter2 charges · 80 s reload · 70 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Under the hood
Show
▾
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
The standard cruiser dispersion curve.(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.(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.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: at 0 m, at m, and at 13376 m. Below the kink: , so .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: at 0 m, at m, and at 13376 m. Above the kink: , so .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 , where 632.2 m/s is the shell's speed when it arrives at 5 km (from 914 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 445.4 m/s is the shell's speed when it arrives at 10 km (from 914 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 914 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.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 914 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.Counted from each mount's firing arc: most barrels that bear at once: 8 of 12, on the beam; casemate/wing mounts only fire one side.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).5490 m / (56.0 kt × 2.6855) = 36.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).4 launchers × 3 tubes.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.All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 1in Mk2 Mod2 8x4 -> 126 DPS @ 3.1 km; Browning M2 Mod2 4x1 -> 39 DPS @ 1.2 km.@ 3.1 km: 126 from one family; @ 1.2 km: 126 + 39 = 165. 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.126 + 39 = 165 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).126 × 3.1 + 39 × 1.2 = 437. 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.Ship Charts
Background
A high-speed scout cruiser carrying torpedo armament and relatively powerful artillery, with part of the guns placed in turrets. She was the first cruiser in the U.S. Navy to receive aircraft handling equipment.
Armor Beta
Hull HP 23,100 → 26,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 10 mm primary (range 10–37 mm) | 3,500 (13% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 6 mm primary (range 6–38 mm) | 20,100 (75% of HP) | Overmatched by 127mm+ AP (Shenyang, Nicholas)6 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 10 mm primary (range 10–25 mm) | 1,900 (7% of HP) | Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 76 mm primary (range 13–76 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 10 mm primary (range 10–37 mm) | 1,100 (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 HP | 13,400 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (28 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 8,000 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Omaha can equip.
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.
