World of Warships: Legends ship guide

Omaha

Also called: 奥马哈 Beta
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
High HE / fire outputHigh AP DPMSonarFast turret traverseMany torpedo launchersShort AA reach
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Community Data

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.

Community Data

Omaha Community Stats

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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

ELITE MAIN BATTERY ↗
  • 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
Many torpedo launchers ↗

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.

Short AA reach ↗

3.1 km AA reach, bottom decile of T4 CAs. Bombs and torpedoes drop before AA bites.

Thin stern plate ↗

10 mm stern, bottom quartile of T4 CAs.

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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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
Official WG availability sources

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL BaltimoreAL MontpelierCaptain Janeway

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 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.

BestFires per minute8.23 (1 of 2 tied) BestHE DPM150,857 (1 of 2 tied) BestEffective HE DPM (incl. fire)210,408 (1 of 2 tied) Top 10%Main battery reload7 s (3/23) Top 10%AP DPM212,571 (3/23) Top 25%Rudder shift5.8 s (5/23) Top 25%AP velocity914 m/s (5/23) Top 25%HE velocity914 m/s (5/20) Top 25%Power / turn radius150 hp/m (6/23) Top 25%Torpedo reaction time7.3 s (4/21) Top 25%Torpedo reload66 s (6/21) Bottom 25%Torpedo range5.49 km (17/21) Bottom 25%Torpedo damage≈10,833 (18/21) Bottom 25%Torpedo speed56 kt (17/21) WorstNo secondaries (7 of 23 in cohort) WorstAA range3.1 km (23/23) WorstEnd plates10 mm (1 of 5 tied / 1 of 4 tied)
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(9/23) Max speed34 kt(13/23) Concealment11.14 km(15/23) Smoke fire bloom5.15 km(10/23) Air detection6.68 km(14/23) Turning circle600 m(7/23) Main battery caliber152 mm(13/23) Main battery range13.38 km(17/23) HE shell damage2,200(11/20) HE fire chance12%(9/20) AP shell damage3,100(11/23) Main dispersion125.3 m(7/23) Time to 90% speed23.6 s(10/23) Acceleration (0-12 kt)8.4 s(10/23) AP fuse timer0.025 s(13/23) AP arming threshold25 mm(10/23) Engine power90,000 hp(13/23) Displacement9,150 t(13/23) Power-to-weight9.84 hp/t(9/23) AP pen at 10 km86 mm(18/23) AA DPS165(13/23) AA threat437(14/23) Max armor76 mm(15/23) Citadel belt76 mm(8/23) NormSigma2(21 of 23 tied at this value) NormAP ricochet start45°(21 of 23 tied at this value) NormAP auto-bounce angle60°(21 of 23 tied at this value) NormTurn speed retained81%(22 of 23 tied at this value)
Survivability
Hit PointsInitial: 23,100 → 26,800
Displacement9,150 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.
169.3 x 16.85 m, draft 4.1 m
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 15, 21, 25, 37, 38, 76 mm
Armor material/layer entries38
Fire resistance
ƒstock hull: 1 − 0.8668 fire coefficient = 13.3%; top hull: 1 − 0.8335 fire coefficient = 16.6%. 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.
Initial: 13.3% → 16.6%
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 × 26,800 HP = 2,412 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 × 26,800 HP = 2,680 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
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.
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
Repairable: penetration50%
Repairable: citadel10%
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 × 3,500 = 7,000), 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 ×. 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.
3,500
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,500 = 3,000), 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 ×. 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.
1,500
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 × 20,100 = 40,200), 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.
20,100
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 × 1,100 = 2,200), 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.
1,100
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 × 1,900 = 3,800), 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.
1,900
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: 152 mm/53 Mk13/Mk16
Mounts / barrels10 mounts / 12 barrels
Reload timeInitial: 8 s → 7 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 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.
±150°, 2x 163° arc, ±144°, 2x 154° arc, 2x 144° arc, 2x 160° arc
Guns to bear
ƒ180° − 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.
30° off bow / 36° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1337630·8−1.11000+1.1)·30=125.3m
125.3 m at 13.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.3·0.6=75.2m
75.2 m at 13.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.3·0.62=37.6m
37.6 m at 13.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.2·0.62=22.6m
22.6 m at 13.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero 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.
Initial: 60 → 68.6
HE shells
HE alpha2,200
HE Velocity914 m/s
Fire Chance12%
HE fire DPM vs T4 BB59540
Effective HE DPM vs T4 BB210397
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
HE DPM
ƒZero 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.
Initial: 132,000 → 150,857
Fires/min
ƒZero 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.
Initial: 7.2 → 8.23
AP shells
AP alpha3,100
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1772·47.60.69·0.152−1.07·9141.38=233.1mm.
233.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 364.9 m/s: P=10−7·1772·47.60.69·0.152−1.07·364.91.38=65.7mm.
65.7 mm at 13.4 km
AP full-salvo alpha
ƒ3,100 AP damage x 8 broadside guns = 24,800.
24,800
AP DPM
ƒZero 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.
Initial: 186,000 → 212,571
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 speed56.0 kt
Range5.49 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=32,500·0.333=10,833. 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.
≈ 10,833
Maximum damage (ammunition)
ƒ32,500 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.
11,733
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 detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. 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.
192%
Torpedo launcher traverse25 °/s
Launch arcswing 140° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne 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 %.
64,998
AA Defense
AA mount pointsInitial: 4 → 12
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.
Initial: 3.5 km → 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
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 0.9 hit probability = 126 - the same in-game units as the Close-range AA DPS headline.
126
Range3.1 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.85 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.
39
Range1.2 km
Total DPS in Aura
ƒMedium 126 + Near 39 = 165
165
Maneuverability
Engine power90,000 hp
Maximum speed34.0 kt
Turning circle radius600 m
Rudder shift timeInitial: 7.5 s → 5.8 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 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
25.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
23.6 s
Acceleration 0-99%
ƒTime 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.
37.2 s
Guns in a full turn
ƒWith 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.
hold target (+3.1°/s spare)
Concealment
Detectability by sea
ƒBase 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.
11.14 km
With Grade IV camouflage (sea)
ƒDetectability by sea 11.14 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.64 km.
10.64 km
Detectability by air6.68 km
Smoke firing penalty5.15 km
Detect when firing (sea)
ƒmax(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.
13.38 km
Detect when firing (air)
ƒAir 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.
9.72 km
Detect when on fire (sea)
ƒSea detectability 11.14 km + 2.0 km while burning = 13.14 km.
13.14 km
Detect when on fire (air)
ƒAir detectability 6.68 km + 3.0 km while burning = 9.68 km.
9.68 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter2 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
Module options (3)

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 shift7.5 → 5.8 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
ArtilleryUpgrade
  • Base reload8 → 7 s

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 height @ 5 km28.6 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=0.5·13376=6688 m, and radiusOnMax=0.6 at 13376 m. Below the kink: k=0.2+(0.5−0.2)·50006688=0.4243, so σV=σH·k=67.5·0.4243=28.6m.
Shell scatter height @ 10 km56.1 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=0.5·13376=6688 m, and radiusOnMax=0.6 at 13376 m. Above the kink: k=0.5+(0.6−0.5)·10000−668813376−6688=0.5495, so σV=σH·k=102·0.5495=56.1m.
AP pen 5 km140 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 =10−7·1772·47.60.69·0.152−1.07·632.21.38=140mm, 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 pen 10 km86 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 =10−7·1772·47.60.69·0.152−1.07·445.41.38=86mm, 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.
HE flight time @ 10 km5.82 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·0.315·0.15228·47.7=5.99×10−5. 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.
AP flight time @ 10 km5.83 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·0.3164·0.15228·47.6=6.03×10−5. 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.
Guns per full salvo (alpha, DPM)8
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

Krupp (AP)1,772
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 mass47.6 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 coefficient0.3164
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity914 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity914 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 time7.3 s
1100 m / (56.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed56.0 kt
Travel time to max range36.5 s
5490 m / (56.0 kt × 2.6855) = 36.5 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 damage129,996
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

AA DPS at max range126
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.
AA DPS layered by range126 DPS @ 3.1 km, 165 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.
AA DPS at point-blank165
126 + 39 = 165 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index437
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.
Near aura range1.2 km
Open in Charting Tool

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.

Bow & stern10 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

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
Bow10 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.
Stern10 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.
Citadel76 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.
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 HPTurret knocked outPer-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 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Omaha can equip.

  • 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.