World of Warships: Legends ship guide

Rhein

Beta
Strike carrierRepeated squadron strikes; manage planes and positioning.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsStrong secondaries (4 km)Fast torpedoesStrong AASlow acceleration
Community Data

Rhein Community Stats

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Playstyle

Overview

Rhein is the Tier III German legacy strike carrier. Her squadron at 12 planes is the largest in the cohort (cohort median is 12), so her impact comes from volume waves rather than surgical alpha against a single target. AA (140 AA DPS at 4 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best air torpedo speed in T3 CVs (50 kn) and best top speed in T3 CVs (26 kt).

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.

Signature Traits

Fast air torpedoes

50.0 kn air-torpedo speed, best of T3 CVs. Harder for targets to angle out.

Top-tier AA

140.0 AA DPS, best of T3 CVs (median 10.0).

Long-reach AA

4.0 km AA reach, best of T3 CVs.

Fast for the class

26.0 kt, best of T3 CVs. Lets you rotate flanks or escape disengagements.

Nimble for the tonnage

3.15 hp per ton, best of T3 CVs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Slow acceleration

~7.8 s to max forward speed, worst of T3 CVs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get Rhein

Rhein is available in the Atlantic Carriers branch of the Germany Tech Tree for 270,000 credits after researching it in the branch. Known module upgrades cost up to 54,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Rhein sits in the Atlantic Carriers branch. The highlighted path shows the local branch context inside the full Germany tree.

Builds Beta

Build for aircraft restoration, survivability, speed, and AP-bomb consistency. The goal is reliable strike setup, not reckless volume.

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Cohort position

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Where Rhein sits among Tier III CVs (3 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.

BestMax speed26 kt (1/3) BestSecondary dispersion bracket33 (1/3) BestPower-to-weight3.15 hp/t (1/3) BestAA DPS140 (1/3) BestAA range4 km (1/3) BestAA threat506 (1/3) BestAir torpedo speed50 kn (1/3) BestSquadron restore time107 s (1/3) WorstSecondary DPM (per side)30,000 (3/3) WorstHE alpha1,000 (3/3) WorstSecondary fire chance4% (3/3) WorstSecondary HE pen15 mm (3/3) WorstAcceleration7.8 s (3/3) WorstBomb damage2,100 (3/3) WorstAir torpedo range2.5 km (3/3)
See 16 mid-pack stats

Not standouts for Rhein -- 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 points32,300 HP(2/3) Concealment10.66 km(2/3) Air detection7.46 km(2/3) Rudder shift11.2 s(2/3) Engine power35,000 hp(2/3) Turn-speed retention46.1 hp/m(2/3) Displacement11,100 t(2/3) Max armor60 mm(2/3) Citadel belt25 mm(2/3) Deck armor60 mm(2/3) Air torpedo damage4,500(2/3) Deck HP16,150 HP(2/3) Plane HP1,300 HP(2/3) NormBow armor20 mm(2 of 3 tied at this value) NormStern armor25 mm(2 of 3 tied at this value) NormSquadron size12(2 of 3 tied at this value)

Peers in this cohort

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

Survivability
Hit PointsInitial: 31,500 → 32,300
Displacement11,100 t
Armor range10–60 mm
Plate armor thicknesses10, 16, 20, 25, 30, 60 mm
Armor material/layer entries44
Fire resistanceInitial: 6.7% → 10%
Fire duration60 s
Torp Reduction0%
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.
9,700
Squadrons
Total plane capacity72
Flight deck HP16,150
Hangar HP16,150
Dive bomber
Plane HP1,400
OrdnanceAP bomb, 2,100 dmg
Hangar max12
Hangar restore+2 every 107 s, start 12
Torpedo bomber
Plane HP1,300
Ordnancetorpedo, 4,500 dmg
Hangar max12
Hangar restore+2 every 107 s, start 12
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×1) + (9×3.5×1) = 140. 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.
140
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm Flak LM/424×2 37mm
88 mm L/76 Dop. L. C/32 (DP)2×2 88mm
Far aura
DPS
ƒIncludes 9 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
9
Range4 km
Medium aura
DPSInitial: 25 → 31
Range3.5 km
Total DPS in Aura
ƒFar 9 + Medium 31 = 40
40
S
Secondary Battery
Mounts2
Firing range3.5 km
Shell Grouping (σ)1
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity950 m/s
Fire Chance4%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 3.5 km
ƒ3.5 km × 33 + 30 = 145.5 m.
145.5 m
Maneuverability
Engine moduleEngine: 35,000 hp
Engine power35,000 hp
Maximum speed26 kt
Turning circle radius760 m
Engine power multiplier speed threshold7 kt
Concealment
Detectability by sea10.66 km
Detectability by air7.46 km
Detect after firing main guns10.66 km
Detect Fire Sea12.66 km
Detect Fire Air10.46 km
Guaranteed Detect2 km
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
Module options (1)

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

HullUpgrade
  • Hit points31,500 → 32,300
  • Rudder shift15.7 → 11.2 s
  • Close-range AA DPS25 → 31

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.

AA defense

Close-range AA DPS140
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (31×3.5×1) + (9×3.5×1) = 140. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index506
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 dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 3.5 km145.5 m
3.5 km × 33 + 30 = 145.5 m.

Secondary battery firepower

Secondary DPM (per side)30,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 2×2 88 mm (2/side) × 60/4 × 1000 = 30,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 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: 15 mm from the 88 mm family.

Armor

Hull HP 31,50032,300 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
Bow20 mm primary (range 16–20 mm)700 (2% of HP)
Overmatched by 305mm+ (Mikasa, Courbet)Angle bounces 283mm20 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)16 mm primary (range 16–25 mm)24,200 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm16 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 16–25 mm)700 (2% of HP)
Overmatch not possible at T IVAngle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel25 mm primary (range 16–25 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 10–60 mm)300 (1% 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).
Secondary mount (88 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 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 HP9,700 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.

Balance History

Balance updates affecting Rhein. Cards are condensed; use each source link for full context.

Nerf ×5Buff ×10Rework ×2Airstrike ×2Torpedo ×4
2024-06-27

Ministry of Balance: Aerial Adjustments

  • Torpedo.
  • Torpedo bomber restoration time increased from 76.5 to 107 s.
  • Dive bomber restoration time increased from 76 to 107 s.
  • Dive bomber base speed increased from 105 to 115 kts.
Read the full official post
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Bombs per aircraft increased from 1 to 2.
  • Dive bomber accuracy (likelihood of an individual bomb hitting the inner circle) reduced from 80 to 65%.
  • Bomb damage reduced from 3,050 to 2,100.
  • Maximum & starting hangar aircraft increased from 10 to 12.
  • Aircraft restoration time increased from 59 to 76 seconds.
  • Aircraft restored increased from 1 to 2.
  • Maximum HP per aircraft reduced from 1,940 to 1,400 (squadron HP reduced from 11,640 to 8,400).
  • Base speed increased from 96 to 105 knots.
  • Aircraft maximum flight range set to 26 kilometers.
  • Torpedo Bombers:
  • +3 more official change lines in the source post.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Surface detectability range changed from 10.6 to 10.7 km; air detectability range changed from 7.4 to 7.5 km.
  • Dive bomber HP changed from 1,850 to 1,940; torpedo bomber HP changed from 1,520 to 1,600.
Read the full official post
2021-09-30

Halloween Update: Double the Fun, Double the Trouble

  • Detectability range by sea increased from 9.5 to 10.6 km.
  • Detectability range by air decreased from 7.5 to 7.4 km.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Rhein can equip, from in-game data.

  • Rhein 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.