Roussillon
Also called: 鲁西永 Beta- Fight at the long end of her range, angled, so the guns keep working without showing broadside
- Thick armour, 430 mm at its heaviest (7th of 33), is what makes holding that angle pay
- Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back inside enemy torpedo range
On this page
Roussillon Community Stats
Across 670+ Standard battles from 67 players, Roussillon averages a 60% win rate, 97,700 damage and 1.1 kills per battle, and survives 36% of them.
Roussillon Community Stats
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Roussillon Community Stats
Record History
Playstyle
Overview
Roussillon is a French Tier VIII premium battleship that fights at the long end of her range and punishes anyone who closes. Her nine 406 mm guns reach 17,450 m (8th of 33) and her AP shells travel at 850 m/s (6th of 33), so they arrive fast and predictably. Her real damage engine is fire: a 49 percent HE fire chance, the best of 31. The trade is a 69,000 HP pool at 30th of 33 and a 36 second reload at 31st, so she is armoured rather than durable and every salvo has to count.
Positioning
Fight at the long end of her range, angled, so the guns keep working without showing broadside. Thick armour, 430 mm at its heaviest (7th of 33), is what makes holding that angle pay. If a ship does close, her secondaries reach 7,500 m, tied for the longest at her tier, with a 12 percent fire chance (3rd of 31), so the approach costs the attacker. Those shells also group in an improved bracket rather than the standard one, so the extra reach does not come at the cost of a looser cone. Handling is ordinary, so choose the angle early rather than correcting under fire.
Potato Avoidance
Torpedo Boat Brawling
With no torpedoes you cannot trade back inside enemy torpedo range. This hull is the worst one to try it with anyway: a 69,000 HP pool at 30th of 33 and a 36 second reload at 31st mean a knife fight is the exchange she cannot win, however thick the armour looks. Her secondaries invite it, reaching 7,500 m and grouping better than the standard bracket, but they are a deterrent rather than a reason to close: the hull, not the guns, is what loses the trade. Hold the long band where the mains and a 49 percent fire chance, the best of 31, do the work.
Signature Traits
- Extended secondary range · 7.5 km
- Heavy secondary DPM · 301500 secondary
- Burny secondaries · 12%
- Quick acceleration
- Fast for the class · 32 kt
+15% speed (about +4.8 kt), 180 s duration. Engine Boost takes her to 36.8 kt, faster than 37 of 37 T8 cruisers - enough to run down every cruiser or pull away from them, and outruns most destroyers too. Uncommon in T8 BBs.
588.84 mm AP pen at max range, top decile of T8 BBs. Threatens citadels even from range.
191250 AP DPM, bottom decile of T8 BBs. Citadel windows matter more than spam.
A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.
How to get Roussillon
Roussillon is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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Pyrenean Bastion Campaign Breakdown
Campaign
Start: 2026-09-07 · End: 2026-10-04
- To successfully complete the Pyrenean Bastion campaign and unlock French Tier VIII Premium battleship Roussillon, you must accumulate 1,975 Renown with an active Admiralty Backing.
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Through the Spy Glass: Roussillon
Campaign
Start: 2026-09-08
- Roussillon is a French Tier VIII Premium battleship you can receive by completing the Pyrenean Bastion campaign with an Admiralty Backing.
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September Update: Full Progress Ahead
Campaign
Start: 2026-09-03
- To receive Roussillon, complete all 80 milestones of the campaign within four weeks with an active Admiralty Backing.
Builds
Reload and survivability outrank accuracy. Anything shortening a 36 second reload compounds all match, so accuracy investment returns less than it looks. With the longest secondary reach at her tier and the best HE fire chance, secondary and fire-chance builds have unusually good material here. Check current picks in the Build Tool before committing points.
Robert Jaujard
WG officialWG official build from Through the Spy Glass: Roussillon.
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 Roussillon sits among Tier VIII BBs (32 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 26 mid-pack stats
Not standouts for Roussillon -- 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 VIII BattleshipsShow all 32 peers
Stats & 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° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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 (17.4 km) than a standard battleship: about 195 m wide × 117 m tall, against 234 m × 141 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 / 7 deg/s traverse speed = 25.7 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 36 s base reload = 15. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 32.4 s all-upgrades reload = 16.7.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
6,100 HE damage x 9 broadside guns = 54,900.ƒ
Zero upgrades: 54,900 HE full-salvo alpha x 60 / 36 s base reload = 91,500. All upgrades (Main Battery Mod. 3 = -10% reload): 54,900 HE full-salvo alpha x 60 / 32.4 s all-upgrades reload = 101,667.ƒ
Zero upgrades: 15 shells/min x 49% fire chance = 7.35. All upgrades (Main Battery Mod. 3 = -10% reload): 16.7 shells/min x 49% fire chance = 8.17.AP shells
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floor(406 mm caliber / 14.3) = 28 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 (17.4 km), where the shell has slowed to 616.7 m/s: .ƒ
12,750 AP damage x 9 broadside guns = 114,750.ƒ
Zero upgrades: 114,750 AP full-salvo alpha x 60 / 36 s base reload = 191,250. All upgrades (Main Battery Mod. 3 = -10% reload): 114,750 AP full-salvo alpha x 60 / 32.4 s all-upgrades reload = 212,500.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
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 94 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 94 raw aura damage × 3.5 × 0.75 hit probability = 247 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 247 = 341ƒ
Effective DPS: 33 raw aura damage × 3.5 × 0.7 hit probability = 81 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 94 + Medium 247 + Near 81 = 422ƒ
Each ~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 × 210 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 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.ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 210 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 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.ƒ
Sum of each gun family's fires/min (per side): 10.8 + 2.7 = 13.5. 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), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 12×2 100 mm (12/side) × 60/4 × 1400 = 252,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. 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) 13.5 × (1 − 40% fire resistance) × 60 s × 0.3%/s × 75,900 HP = 110,662. 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) 301,500 + secondary fire DPM 110,662 = 412,162: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
7.5 km × 43.5 + 30 = 356.2 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
12×2 barrels / 2 sides × 60 / 4 s × 6% = 10.8. 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.Show 1 more gun family
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Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
3×3 barrels / 2 sides × 60 / 12 s × 12% = 2.7. 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 = 32 / 4 + 4.9 = 12.9 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 (28.8 kt of 32.0 kt).ƒ
Time to reach 99% of top speed (31.7 kt of 32.0 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(main battery range, sea detectability 15.89 km) = 17.45 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 12.71 km + gun-firing bloom 8.12 km = 20.83 km. The bloom tracks main-battery caliber x 0.020.ƒ
Sea detectability 15.89 km + 2.0 km while burning = 17.89 km.ƒ
Air detectability 12.71 km + 3.0 km while burning = 15.71 km.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,660 HP (14% of max HP) total heal (per charge) ƒ
0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (69,000 HP) per second = 345 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter5 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane5 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster2 charges · 180 s reload · 30 s active · +40% reload boost
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 (17.4 km) with the same model as Max Horiz/Vert Disp: horizontal 195 / 234 m − 1 = -17%, vertical 117 / 141 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.(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.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 17450 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 17450 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. 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 17450 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 . 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 . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula . 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 850 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 850 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.3 mounts × 3 barrels = 9; all 9 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.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 37 50 ACAD 16x2 -> 247 DPS @ 3.5 km; 25mm Hotchkiss Mle 1940 10x2 -> 81 DPS @ 3.1 km; 152 55 Mle 1936 3x3 -> 21 DPS @ 5 km; 100mm 45 Mle 1933 12x2 -> 74 DPS @ 5 km.@ 5 km: 21 + 74 = 95; @ 3.5 km: 247 + 21 + 74 = 342; @ 3.1 km: 247 + 81 + 21 + 74 = 423. 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.247 + 81 + 21 + 74 = 423 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).247 × 3.5 + 81 × 3.1 + 21 × 5 + 74 × 5 = 1591. 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
Same per-type line evaluated at a fixed 5 km: 5 km × 43.5 + 30 = 247.5 m.Secondary battery firepower
max(1400 (100 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.max(6% (100 mm), 12% (152 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.max(17 mm (100 mm), 25 mm (152 mm)) = 25 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: 25 mm from the 152 mm family.Ship Charts
Background
An Alsace-class battleship design variant developed in 1939. The principal distinction from other versions of the project was a main battery consisting of nine 16-inch (406 mm) guns. Since the French Navy did not possess such guns at the time, the construction of a battleship with this armament configuration was unlikely. However, the main reason for the project's cancellation was France's defeat on land in May–June 1940.
Armor Beta
Hull HP 69,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | ≈ 3,450 (~5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 405 mm primary (range 20–405 mm) | ≈ 51,750 (~75% of HP) | No common AP caliber overmatches405 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–150 mm) | ≈ 3,450 (~5% of HP) | Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 350 mm primary (range 20–350 mm) | 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 | 19 mm primary (range 19–430 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Roussillon 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.
