World of Warships: Legends ship guide

Rhein

Also called: 莱茵河 Beta
AP dive-bomber carrierCitadel broadside heavies with AP bombs; torpedoes handle the rest.
Playstyle
  • 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
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Big squadronsFast torpedoesFast for the classLong-reach AATighter secondary dispersionLight bombs
On this page
Community Data

Rhein Community Stats

Across 4,200+ Standard battles from 340+ players, Rhein averages a 60% win rate, 34,500 damage and 0.9 kills per battle, and survives 61% of them.

Community Data

Rhein Community Stats

Log in to GamingDiver and upload your data to see Community Data for Rhein: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Rhein is the Tier III German carrier built around AP dive bombers: armor-piercing bombs that citadel broadside battleships and heavy cruisers, with fast 50-kn air torpedoes for the destroyers and angled targets the bombs glance off. Per-bomb damage is low, so the payout is reliable citadels off target selection rather than raw volume. Standout traits: best AA reach in T3 CVs (4.5 km, 1st of 6). Each squadron flies 6 planes and they come back 53.5 s apiece, so losing a full wave costs 321 seconds of reserves.

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. You are spotted at 10.7 km and run at 26 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. A 760 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

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. Replacing a lost aircraft takes 107 s at best, and your most fragile squadron flies at 1,300 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

ELITE MOBILITY ↗
  • Fast for the class · 26 kt
  • Quick acceleration
Long-reach AA ↗

4.5 km AA reach, best of T3 CVs.

Fast air torpedoes ↗

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

ELITE SECONDARIES ↗
  • Tighter secondary dispersion · 145.5 m
  • Tighter secondary dispersion
AIRCRAFT DOWNSIDES ↗
  • Light bombs · 2100 damage
  • Short air-torp range · 2.5 km
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.

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

Show Germany tech-tree branch diagram

Builds

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

Open in Build Tool →

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 Rhein sits among Tier III CVs (5 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 (1/6) BestSecondary dispersion bracket33 (1/6) BestAcceleration (0-12 kt)14 s (1/6) BestPower-to-weight3.15 hp/t (1/6) BestAA range4.5 km (1/6) BestAA threat652 (1/6) BestFlak damage per salvo (expected)320 (1/5) BestAir torpedo speed50 kn (1/6) BestSquadron size6 (1 of 3 tied) Top 25%AA DPS169 (2/6) Top 25%Squadron HP8,400 HP (2/6) WorstTurning circle760 m (6/6) WorstSecondary HE alpha1,200 (6/6) WorstSecondary fire chance5% (6/6) WorstSecondary HE pen20 mm (6/6) WorstBomb alpha2,100 (6/6) WorstAir torpedo range2.5 km (6/6)
See 19 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(4/6) Concealment10.66 km(3/6) Air detection7.46 km(3/6) Rudder shift8.6 s(3/6) Secondary DPM (per side)42,000(4/6) Time to 90% speed30.8 s(5/6) Engine power35,000 hp(3/6) Power / turn radius46.1 hp/m(3/6) Displacement11,100 t(3/6) Max armor60 mm(3/6) Citadel belt25 mm(3/6) Air torpedo alpha4,000(5/6) Squadron restore time107 s(3/6) Deck HP16,150 HP(4/6) Plane HP1,300 HP(5/6) NormBow armor16 mm(4 of 6 tied at this value) NormStern armor16 mm(4 of 6 tied at this value) NormAir torpedo stealth1.3 km(5 of 6 tied at this value) NormHangar capacity12(5 of 6 tied at this value)
Survivability
Hit PointsInitial: 31,500 → 32,300
Displacement11,100 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.
178.7 x 26.03 m
Armor range10–60 mm
Plate armor thicknesses10, 16, 20, 25, 30, 60 mm
Armor material/layer entries44
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. 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: 6.7% → 10%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.004 of max HP per second (0.4%) × 60 s = 0.24 of the pool; 0.24 × 32,300 HP = 7,752 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 30 s = 0.075 of the pool; 0.075 × 32,300 HP = 2,422 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%
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
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 × 700 = 1,400), 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.
700
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 × 8,000 = 16,000), 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.
8,000
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 × 24,200 = 48,400), 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.
24,200
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 × 300 = 600), 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.
300
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 × 700 = 1,400), 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.
700
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
✈
Squadrons
Total plane capacity72
Flight deck HP16,150
Hangar HP16,150
Dive bomber
Plane HP1,400
Cruising speed115.0 kt
OrdnanceAP bomb, 2,100 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane2
Bombs per drop
ƒ2 planes per drop x 2 bombs each = 4.
4
Alpha per drop
ƒ4 bombs x 2,100 alpha = 8,400, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
8,400
Hangar max12
Hangar restore+2 every 107 s, start 12
Recovery time107 s
Torpedo bomber
Plane HP1,300
Cruising speed122.0 kt
Ordnancetorpedo, 4,000 alpha
Squadron size6 planes
Planes per drop2
Torpedoes per plane1
Torpedoes per drop
ƒ2 planes per drop x 1 torpedo each = 2.
2
Alpha per drop
ƒ2 torpedoes x 4,000 alpha = 8,000, if every torpedo hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
8,000
Flooding chance25%
Torpedo arming time3 s
Torpedo arming distance77 m
Hangar max12
Hangar restore+2 every 107 s, start 12
Recovery time107 s
Squadron consumables
Patrol Fighters
Charges3
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points4
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.
4.5 km
37 mm Flak LM/424×2 37mm
88 mm L/76 Dop. L. C/32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×2 88mm
Far aura
Guns88 mm L/76 Dop. L. C/32 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 60 from dual-purpose secondaries firing as AA in this range band.
60
Range4.5 km
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒInitial: 25 × 3.5 × 1 = 88 → 31 × 3.5 × 1 = 108. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 88 → 108
Range3.5 km
Total DPS in Aura
ƒFar 60 + Medium 108 = 168
168
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 4.5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4.5 km
S
Secondary Battery
Mounts2
Firing range3.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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: Initial: 2×2 88 mm (2/side) × 60/4 s × 1000 = 30,000 → 2×2 105 mm (2/side) × 60/3.429 s (3.35 s = 24 ticks) × 1200 = 42,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Initial: 30,000 → 42,000
Secondary fire DPM vs T3 BB (per side)
ƒFires/min (per side) 1.8 × (1 − 0.1 fire resistance) × 60 s × 0.003 of max HP per second × 40,500 HP = 11,482. 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.
11,482
Total secondary DPM vs T3 BB (per side)
ƒSecondary DPM (per side) 42,000 + secondary fire DPM 11,482 = 53,482: shell damage plus fire damage against one T3 battleship, every shell hitting.
53,482
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
105 mm L/65 Dop. L. C/37 (2×2) (upgraded hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time3.35 s
HE alpha1,200
Muzzle Velocity900 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ2×2 barrels / 2 sides × 60 / 3.429 s (3.35 s = 24 ticks) × 0.05 (5% fire chance) = 1.8. 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.
1.8
HE Pen20 mm
Show 1 more gun family
88 mm L/76 Dop. L. C/32 (2×2) (stock hull only) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber88 mm
Reload time4 s
HE alpha1,000
Muzzle Velocity950 m/s
Fire Chance4%
Secondary fires/min (per side)
ƒ2×2 barrels / 2 sides × 60 / 4 s × 0.04 (4% fire chance) = 1.2. 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.
1.2
HE Pen15 mm
Maneuverability
Engine power35,000 hp
Maximum speed26.0 kt
Turning circle radius760 m
Rudder shift timeInitial: 12.1 s → 8.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 26 / 4 + 4.9 = 11.4 kt. Base value; speed modifiers scale it.
11.4 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.
32.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (23.4 kt of 26.0 kt).
30.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (25.7 kt of 26.0 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.
47.6 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.66 km x 0.955 = 10.18 km. Camouflage does not change detectability by air.
10.66 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.66 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.18 km.
10.18 km
Detectability by air7.46 km
Detect when firing (air)
ƒAir detectability 7.46 km + gun-firing bloom 0 km = 7.46 km. The bloom tracks main-battery caliber x 0.020.
7.46 km
Detect when on fire (sea)
ƒSea detectability 10.66 km + 2.0 km while burning = 12.66 km.
12.66 km
Detect when on fire (air)
ƒAir detectability 7.46 km + 3.0 km while burning = 10.46 km.
10.46 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 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 shift12.1 → 8.6 s
  • Close-range AA DPS25 → 31
  • Secondary battery reload4 → 3.35 s
  • Total secondary DPM30,000 → 42,000
  • Max HE alpha1,000 → 1,200
  • Max HE fire chance4 → 5 %
  • Max HE pen15 → 20 mm

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.

AA defense

AA DPS at max range60
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 4x2 -> 109 DPS @ 3.5 km; 105 mm SKC 37 2x2 -> 60 DPS @ 4.5 km.
AA DPS layered by range60 DPS @ 4.5 km, 169 DPS @ 3.5 km
@ 4.5 km: 60 from one family; @ 3.5 km: 109 + 60 = 169. 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-blank169
109 + 60 = 169 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index652
109 × 3.5 + 60 × 4.5 = 652. 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 HE alpha1200
The only family (105 mm): 1200. Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
The only family (105 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 mm
The only family (105 mm): 20 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: 20 mm from the 105 mm family.
Open in Charting Tool

Ship Charts

Background

A light fleet carrier design developed during World War II that was set to go into serial production. Similar to many ships designed in Germany at that time, Rhein was supposed to be equipped with a diesel propulsion plant.

Armor Beta

Hull HP 31,500 → 32,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–20 mm)700 (2% 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)16 mm primary (range 16–25 mm)24,200 (75% of HP)
Overmatched by 283mm+ AP (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.
Stern16 mm primary (range 16–25 mm)700 (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.
Citadel25 mm primary (range 16–25 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 10–60 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 bombers:
  • Torpedo bomber restoration time increased from 76.5 to 107 s.
  • Dive bombers:
  • 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

  • Dive Bombers:
  • 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:
  • Maximum & starting hangar aircraft increased from 10 to 12.
  • Aircraft restored increased from 1 to 2.
  • Aircraft restoration time increased from 59 to 76 seconds.
  • Maximum HP per aircraft reduced from 1,600 to 1,300 (squadron HP reduced from 9,600 to 7,800).
  • Base speed increased from 120 to 122 knots.
  • Aircraft maximum flight range set to 23 kilometers.
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.

  • 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.