World of Warships: Legends ship guide

Omaha

Beta
HE fire-spam cruiserSustained HE and fires from range or island cover.
Playstyle
  • Sit 10-13 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 outputSonarShort AA reach
Community Data

Omaha Community Stats

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Playstyle

Overview

Omaha is a Tier IV American 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.

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.1 km on ships, 3 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 152mm shells citadel cruisers on the wrong frame, and her 26,800-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

Fast turret traverse

10.0°/s turret traverse, best of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

High fire pressure

8.0 fires/min, top decile of T4 CAs. Keeps DCP on cooldown.

Fire-starter cruiser

Fires per minute in the top bracket. Keeps enemy DCP burning on cooldown.

Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Short AA reach

3.1 km AA reach, bottom decile of T4 CAs. Drops bombs and rockets land before AA bites.

Acquisition

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.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

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

Builds Beta

AL Baltimore, AL Montpelier, and Captain Janeway are useful American cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

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Commanders frequently paired with this ship AL BaltimoreAL Montpelier

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Cohort position

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Where Omaha sits among Tier IV CAs (21 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.

Top 10%Fires per minute8 (3/20) Top 25%Rudder shift7.5 s (5/21) Top 25%HE DPM146,667 (5/20) Top 25%AP DPM206,667 (5/21) Top 25%Main dispersion116.9 m (4/21) Top 25%AP velocity914 m/s (5/21) Top 25%HE velocity914 m/s (5/20) Top 25%Turn-speed retention150 hp/m (5/21) Top 25%Torpedo reload66 s (6/20) Bottom 25%Torpedo range5.49 km (16/20) Bottom 25%Torpedo damage11,733 (17/20) Bottom 10%AA range3.1 km (20/21) WorstNo secondaries (6 of 21 in cohort)
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.

Hit points26,800 HP(9/21) Max speed34 kt(11/21) Concealment11.14 km(14/21) Air detection6.68 km(13/21) Traverse-to-turn ratio5.99 ×(8/21) Main battery caliber152 mm(13/21) Main battery range13.38 km(16/21) Main battery reload7.2 s(7/21) HE shell damage2,200(11/20) HE fire chance12%(9/20) AP shell damage3,100(11/21) Acceleration9.5 s(7/21) AP fuse timer0.03 s(12/21) AP arming threshold25 mm(9/21) Engine power90,000 hp(11/21) Displacement9,150 t(11/21) Power-to-weight9.84 hp/t(8/21) AA DPS165(10/21) AA threat437(11/21) Torpedo speed56 kt(15/20) Max armor76 mm(15/21) Citadel belt76 mm(7/20) Bow armor25 mm(8/20) Stern armor25 mm(13/20) Deck armor37 mm(11/20) NormSigma2(19 of 21 tied at this value) NormAP ricochet start45°(19 of 21 tied at this value) NormAP auto-bounce angle60°(19 of 21 tied at this value)

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

Sonar 4.13 kmFighter
Survivability
Hit PointsInitial: 23,100 → 26,800
Displacement9,150 t
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 15, 21, 25, 37, 38, 76 mm
Armor material/layer entries38
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
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.
13,400
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.
8,000
Main Battery
ModuleArtillery: 152 mm/53 Mk13/Mk16
Mounts / barrels10 mounts / 12 barrels
Reload time8 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 km
Turret traverse10 °/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 = (12160/30·(8−1.1)/1000 + 1.1)·30 = 116.9 m
116.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 116.9 × 0.6 = 70.1 m
70.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 116.9 × 0.32 (σ=2) = 37.4 m
37.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 70.1 × 0.32 (σ=2) = 22.4 m
22.4 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 8 s base reload = 60.
60
HE shells
HE Damage2,200
HE Velocity914 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
Base HE DPM
ƒ17,600 HE full-salvo alpha x 60 / 8 s base reload = 132,000.
132,000
Base fires/min
ƒ8 HE shells x 60 / 8 s reload x 12% fire chance = 7.2.
7.2
AP shells
AP Damage3,100
AP Velocity914 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 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 × 1772 × 47.6^0.69 × 0.152^-1.07 × 914^1.38 = 233.1 mm. Matches the in-game spec card.
233.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 319.2 m/s: 1e-7 × 1772 × 47.6^0.69 × 0.152^-1.07 × 319.2^1.38 = 54.6 mm.
54.6 mm
AP full-salvo alpha
ƒ3,100 AP damage x 8 broadside guns = 24,800.
24,800
Base AP DPM
ƒ24,800 AP full-salvo alpha x 60 / 8 s base reload = 186,000.
186,000
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.
10
Torpedoes
ModuleTorpedoes: Mark 11
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time66 s
Projectile speed56 kt
Range5.49 km
Maximum simulated damage10,833 (est.)
Alpha damage32,500
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
64,998
AA Defense
AA mount pointsInitial: 4 → 12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.9) + (13×3.5×0.85) = 165. 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.
165
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
28 mm Mk2 mod. 2 (upgraded hull only)8×4 28mm
12.7 mm Browning M2 mod. 2 (upgraded hull only)4×1 13mm
76.2 mm Mk22 mod. 2 (stock hull only)4×1 76mm
Medium aura
DPS40
Range3.1 km
Near aura
DPS13
Range1.2 km
Total DPS in Aura
ƒMedium 40 + Near 13 = 53
53
Maneuverability
Engine moduleEngine: 90,000 hp
Engine power90,000 hp
Maximum speed34 kt
Turning circle radius600 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.0× slow
Concealment
Detectability by sea11.14 km
Detectability by air6.68 km
Smoke firing penalty5.15 km
Detect after firing main guns11.14 km
Detect Fire Sea13.14 km
Detect Fire Air9.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 4.13 km ship detect · 2.97 km torpedo detect
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.

HullTrade-off
  • Hit points23,100 → 26,800
  • Rudder shift9.8 → 7.5 s
  • AA mounts4 → 12
  • Close-range AA DPS6 → 53
  • Maximum AA range3.5 → 3.1 km
Fire controlUpgrade
  • Main battery range12,160 → 13,376 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 Disp116.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (12160/30·(8−1.1)/1000 + 1.1)·30 = 116.9 m
Max Vert Disp70.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 116.9 × 0.6 = 70.1 m
Med Horiz Disp37.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 116.9 × 0.32 (σ=2) = 37.4 m
Med Vert Disp22.4 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 70.1 × 0.32 (σ=2) = 22.4 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close233.1 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 × 1772 × 47.6^0.69 × 0.152^-1.07 × 914^1.38 = 233.1 mm. Matches the in-game spec card.
AP Pen Far54.6 mm
Same formula at the ship's max firing range (16.7 km), where the shell has slowed to 319.2 m/s: 1e-7 × 1772 × 47.6^0.69 × 0.152^-1.07 × 319.2^1.38 = 54.6 mm.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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
Barrels that can bear on one beam (8 of 12); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha24,800
3,100 AP damage x 8 broadside guns = 24,800.
Base HE DPM132,000
17,600 HE full-salvo alpha x 60 / 8 s base reload = 132,000.
Base AP DPM186,000
24,800 AP full-salvo alpha x 60 / 8 s base reload = 186,000.
Base shells/min60
8 broadside guns x 60 / 8 s base reload = 60.
Base fires/min7.2
8 HE shells x 60 / 8 s reload x 12% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range37.7 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 damage129,996
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage64,998
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS165
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (40×3.5×0.9) + (13×3.5×0.85) = 165. 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 range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index437
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 range1.2 km

Armor

Hull HP 23,10026,800 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
Bow25 mm primary (range 10–37 mm)3,500 (13% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
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+ (Shenyang, Nicholas)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 10–25 mm)1,900 (7% of HP)
Overmatched by 380mm+ (Bayern)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 13–76 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).
Superstructure10 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 HP13,400 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.
AA mount (28 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 HP8,000 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 Omaha can equip, from in-game data.

  • Omaha 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.