Queen Mary
Also called: 玛丽女王 Beta- Anchor a flank at 12-15 km where flanking ships have to cross your torpedo arcs to push
- The torpedoes are a deterrent that closes off whole lanes (under 6 km threat)
- Avoid: Drifting broadside to set up a torpedo launch
On this page
Queen Mary Community Stats
Across 1,200+ Standard battles from 220+ players, Queen Mary averages a 60% win rate, 51,300 damage and 1.1 kills per battle, and survives 37% of them.
Queen Mary Community Stats
Log in to GamingDiver and upload your data to see Community Data for Queen Mary: community win rate, damage, survival, spotting, and your own comparison.
Queen Mary Community Stats
Record History
Playstyle
Overview
Queen Mary is a Tier IV British torpedo-equipped battleship: she carries deck torpedoes reaching 6 km on a hull most BBs lack. The torps are a brawl-range threat that forces approaching ships to peel off or eat a wave; the main battery is the primary damage source, the torps are the trap. She also packs the super-heal (1.6%/s, for 20 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best deep effective HP in T4 BBs (80,032, 1st of 24) and surface detection in T4 BBs (12.1 km, 1st of 24). The trade is worst Repair Party reload in T4 BBs (120 s, 23rd of 24).
Positioning
Anchor a flank at 12-15 km where flanking ships have to cross your torpedo arcs to push. The torpedoes are a deterrent that closes off whole lanes (under 6 km threat); use that pressure to force enemies into your main battery, then dump torps as a finisher when they commit. Bow on between salvos to keep the citadel angled.
Potato Avoidance
Drifting broadside to set up a torpedo launch
The torpedoes are a trap that closes a lane, not a primary weapon; turn out of a launch if the angle exposes the citadel, and use the threat alone to force lane choices. A dead torpedo BB never drops a torp.
Signature Traits
80032 effective HP once Repair Party is counted, best of T4 BBs. Absorbs more total punishment than the raw HP pool suggests.
12.1 km surface detect, top decile of T4 BBs. Stays dark longer.
- Fast heal cycle · 11712 HP
- Super-heal
39% fire chance per HE shell, top decile of T4 BBs.
120 s Repair Party reload, worst of T4 BBs. Heals come off cooldown slower than peers.
13.3% fire resistance, bottom decile of T4 BBs. HE pressure compounds; manage DCP carefully.
How to get Queen Mary
Queen Mary 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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Halloween '25 crate
1.333333%
Tier IV Premium ship
Event · Halloween '25 crate · 1 of 3 ships
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Mystic Box
0.047059%
Tier IV Premium ship
Event · Mystic Box · 1 of 17 ships
Official WG availability sources
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Halloween Update: Crimson Tale
Free reward
Start: 2024-10-10
- Success in your mission will earn you numerous rewards, including new British battleship Queen Mary, a Halloween '24 crate, and Shadow Coins.
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Halloween Is Coming: Get Ready for Crimson Break!
Free reward
Start: 2024-10-11
- British Tier IV Premium battleship Queen Mary
- Another main reward of the Crimson Break event is new British Tier IV battleship Queen Mary, outfitted in a special permanent camouflage.
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Halloween 2025: Journey to the Underworld
Sale
Start: 2025-10-03
- 1x Spooky Coupon, granting a 6,249-doubloon discount on one of these Premium ships: Nicholas, Mikoyan, or Queen Mary
Show direct source rows
- Halloween '25 crate 1.333333% · Tier IV Premium ship
- Mystic Box 0.047059% · Tier IV Premium ship
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
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
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Where Queen Mary sits among Tier IV BBs (23 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 24 mid-pack stats
Not standouts for Queen Mary -- 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 BattleshipsStats & 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° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (14.8 km) than a standard battleship: about 172 m wide × 103 m tall, against 208 m × 125 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 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 / 4 deg/s traverse speed = 45 s.ƒ
8 broadside guns x 60 / 26 s base reload = 18.5.HE shells
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57 mm ≈ 343 mm caliber / 6 (standard HE penetration ratio).ƒ
5,050 HE damage x 8 broadside guns = 40,400.ƒ
40,400 HE full-salvo alpha x 60 / 26 s base reload = 93,231.ƒ
18.5 shells/min × 0.39 (39% fire chance) = 7.2.AP shells
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floor(343 mm caliber / 14.3) = 23 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 (14.8 km), where the shell has slowed to 441.2 m/s: .ƒ
9,450 AP damage x 8 broadside guns = 75,600.ƒ
75,600 AP full-salvo alpha x 60 / 26 s base reload = 174,462.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
27,300 warhead alpha / 3 + 900 blast = 10,000. 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 1.6 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 = 1 x 9,100 = 9,100. 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 km; dual-purpose mount auras extend it.ƒ
Effective DPS: 7 raw aura damage × 3.5 × 0.75 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.ƒ
Effective DPS: 30 raw aura damage × 3.5 × 0.75 hit probability = 79 - the same in-game units as the Close-range AA DPS headline.ƒ
Outer Medium 18 + Inner Medium 79 = 97ƒ
Sum of each gun family's fires/min (per side): 1.9 + 1.9 = 3.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 8×1 102 mm (4/side) × 60/7.571 s (7.5 s = 53 ticks) × 1500 = 47,547 + 8×1 102 mm (4/side) × 60/7.571 s (7.5 s = 53 ticks) × 1500 = 47,547. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 3.8 × (1 − 0.166 fire resistance) × 60 s × 0.003 of max HP per second × 48,200 HP = 27,523. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 95,094 + secondary fire DPM 27,523 = 122,618: shell damage plus fire damage against one T4 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4 km × 57 + 30 = 258 m.ƒ
8×1 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.06 (6% fire chance) = 1.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.Show 1 more gun family
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8×1 barrels / 2 sides × 60 / 7.571 s (7.5 s = 53 ticks) × 0.06 (6% fire chance) = 1.9. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
top speed / 4 + 4.9 = 27.5 / 4 + 4.9 = 11.8 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 (24.8 kt of 27.5 kt).ƒ
Time to reach 99% of top speed (27.2 kt of 27.5 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 4.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 4.2 = -0.2°/s, so the guns fall behind and catch up once the turn eases. 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): 12.14 km x 0.955 = 11.59 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.14 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.59 km.ƒ
max(main battery range, sea detectability 12.14 km) = 14.82 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 9.71 km + gun-firing bloom 6.86 km = 16.57 km. The bloom tracks main-battery caliber 343 mm × 0.020 = 6.86 km.ƒ
Sea detectability 12.14 km + 2.0 km while burning = 14.14 km.ƒ
Air detectability 9.71 km + 3.0 km while burning = 12.71 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 120 s reload · 20 s active · 15,616 HP (32% of max HP) total heal (per charge) ƒ
0.016 of max HP per second (1.6%) × 20 s effective active time = 0.32 of max HP × 48,800 HP = 15,616 HP: up to 32% of max HP restored per charge.ƒ
0.32 of max HP per charge × 2 charges = 0.64 × 48,800 HP = 31,232 HP: up to 64% of max HP if the whole Repair Party loadout is used.ƒ
0.016 (1.6% of max HP) × 48,800 HP = 781 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
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
H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (14.8 km) with the same model as Max Horiz/Vert Disp: horizontal 172 / 208 m − 1 = -17%, vertical 103 / 125 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 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 14820 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 14820 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 637.4 m/s is the shell's speed when it arrives at 5 km (from 787 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 521.7 m/s is the shell's speed when it arrives at 10 km (from 787 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 787 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 787 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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.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 / (53.0 kt × 2.6855) = 7.7 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).6000 m / (53.0 kt × 2.6855) = 42.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 1 tubes.2 wing tubes / 2 = 1: 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 = 2 x 9,100 = 18,200. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 40mm 2pdr QF MKII PomPom 6x1 -> 79 DPS @ 2.5 km; 3in HA 12PDR 4x1 -> 18 DPS @ 3 km.@ 3 km: 18 from one family; @ 2.5 km: 79 + 18 = 97. 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.79 + 18 = 97 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).79 × 2.5 + 18 × 3 = 252. 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.Secondary battery firepower
max(1500 (102 mm), 1500 (102 mm)) = 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.max(6% (102 mm), 6% (102 mm)) = 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.max(17 mm (102 mm), 17 mm (102 mm)) = 17 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: 17 mm from the 102 mm family.Ship Charts
Background
The project for the third British trio of battlecruisers with 13.5-inch (343 mm) artillery was based on the Orion-class battleships. HMS Queen Mary was built in line with the 1910 program. She was commissioned in 1913 and joined the 1st Battlecruiser Squadron. She took part in the Battle of Heligoland Bight in 1914, and she was later sunk during the Battle of Jutland after taking concentrated fire from German ships, which resulted in her magazine detonating.
Armor Beta
Hull HP 48,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 77+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 13%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–102 mm) | 1,800 (4% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 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) | 76 mm primary (range 16–229 mm) | 36,600 (75% of HP) | No common AP caliber overmatches76 mm: most HE shatters, standard pen from 460mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–30 mm) | 900 (2% of HP) | Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 229 mm primary (range 19–64 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 | 13 mm primary (range 13–254 mm) | 1,300 (3% 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 | 24,400 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. |
| Secondary mount (102 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 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 | 14,600 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.
Balance History
Balance updates affecting Queen Mary. Cards are condensed; use each source link for full context.
Halloween Update: Misty Voyage
- Main battery reload time reduced from 28 to 26 seconds.
Skins & permanent camouflages
Every custom exterior Queen Mary 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.
