World of Warships: Legends ship guide

Siliwangi

Also called: 西利旺义 Beta
Pan-Asia · Tier VII · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold cap edges and open-water lanes where the guns can work, with smoke or islands to reset
  • Avoid: Do not play it as a stealth-torpedo boat; the value is gun uptime
Key characteristics
Smoke + SonarDeep-water torpedoesLong-range sonarAll-Weather
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Community Data

Siliwangi Community Stats

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Playstyle

Overview

Siliwangi is a gunboat destroyer: its damage comes from sustained main-battery fire, not torpedo dumps. Contest caps and open water with gun pressure, use the torpedoes as a finisher, and lean on smoke and concealment to pick your trades.

Positioning

Hold cap edges and open-water lanes where the guns can work, with smoke or islands to reset. Trade gunfire from concealment edges and drop torpedoes into pushes rather than forcing close-range fights.

Potato Avoidance

Play it as a stealth-torpedo boat

The value is gun uptime. Avoid standing in the open without smoke or an escape when an enemy destroyer out-guns you.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 4/41 T7 DDs.

ELITE SMOKE
  • Long smoke deployment · 30 s
  • Extra smoke charges · 4 Smoke
ELITE SONAR
  • Long-range sonar · 5.43 km
  • Wide torpedo · 3.75 km
All-Weather

No stat falls into the cohort's bottom decile across T7 DDs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Siliwangi

Siliwangi is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Doubloons.

Official WG availability sources

Builds

Build around concealment, destroyer survivability, torpedo reload, and smoke/utility uptime. Inspirations that improve stealth or torpedo pressure fit the ship best.

Open in Build Tool →

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Cohort position

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Where Siliwangi sits among Tier VII DDs (40 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.

Top 25%Traverse-to-turn ratio12.27 × (8/36) Top 25%Main battery reload2.7 s (5/36) Top 25%HE DPM168,889 (9/35) Top 25%Effective HE DPM (incl. fire)221,630 (9/35) Bottom 25%Torpedo reload120 s (32/37) WorstNo secondaries (34 of 41 in cohort)
See 37 mid-pack stats

Not standouts for Siliwangi -- 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 points17,200 HP(28/41) Max speed36.5 kt(17/41) Concealment6.84 km(14/41) Air detection3.42 km(15/41) Rudder shift4 s(27/41) Main battery caliber130 mm(13/36) Main battery range10.91 km(19/36) HE shell damage1,900(15/35) HE fire chance8%(17/35) Fires per minute7.11(10/35) AP shell damage2,500(15/33) AP DPM222,222(11/33) Main dispersion96.9 m(20/36) AP velocity870 m/s(13/33) HE velocity870 m/s(11/35) Acceleration17.3 s(18/41) AP arming threshold22 mm(23/33) Engine power62,100 hp(14/41) Turn-speed retention94.1 hp/m(17/41) Displacement3,060 t(23/41) Power-to-weight20.29 hp/t(17/41) AP pen at 10 km73 mm(11/32) AA DPS106(29/41) AA range3.5 km(23/41) AA threat371(28/41) Torpedo range10 km(13/37) Torpedo damage≈16,733(13/37) Torpedo speed62 kt(23/37) Max armor20 mm(26/41) Citadel belt20 mm(25/41) Bow armor19 mm(21/41) Stern armor19 mm(22/41) Deck armor19 mm(17/34) NormAP fuse timer0.01 s(26 of 33 tied at this value) NormAP ricochet start45°(26 of 33 tied at this value) NormAP auto-bounce angle60°(26 of 33 tied at this value) NormTurn speed retained81%(39 of 41 tied at this value)
Survivability
Hit Points17,200
Displacement3,060 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
8,600
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.
5,200
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 130 mm/50 Model 1936
Mounts / barrels2 mounts / 4 barrels
Reload time3 s
Firing range10.9 km
Turret traverse20 °/s
Turret armor8 mm
HE fire DPM vs T7 BB47474
Effective HE DPM vs T7 BB199474
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1091530·80.51000+0.5)·30=96.9m
96.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.9·0.6=58.1m
58.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.9·0.62=29.1m
29.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.1·0.62=17.4m
17.4 m
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 3 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.7 s all-upgrades reload = 88.9.
Initial: 80 → 88.9
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒZero upgrades: 7,600 HE full-salvo alpha x 60 / 3 s base reload = 152,000. All upgrades (Main Battery Mod. 3 = -10% reload): 7,600 HE full-salvo alpha x 60 / 2.7 s all-upgrades reload = 168,889.
Initial: 152,000 → 168,889
Fires/min
ƒZero upgrades: 80 shells/min x 8% fire chance = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.9 shells/min x 8% fire chance = 7.11.
Initial: 6.4 → 7.11
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.6 km), where the shell has slowed to 363.8 m/s: P=107·1700·33.50.69·0.131.07·363.81.38=58.2mm.
58.2 mm
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
AP DPM
ƒZero upgrades: 10,000 AP full-salvo alpha x 60 / 3 s base reload = 200,000. All upgrades (Main Battery Mod. 3 = -10% reload): 10,000 AP full-salvo alpha x 60 / 2.7 s all-upgrades reload = 222,222.
Initial: 200,000 → 222,222
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
9
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time120 s
Projectile speed62 kt
Range10 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,200·0.333=16,733.
≈ 16,733
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,933
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km62 kt×2.6=5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. Torpedo flood 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. Not shown on the in-game port screen.
302%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.
167,330
AA Defense
AA mount points5
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.
3.5 km
85 mm/52 Model 19391×2 85mm
37 mm 61 shì4×2 37mm
Medium aura
Guns37 mm 61 shì + 85 mm/52 Model 1939
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 1 hit probability = 105 - the same in-game units as the Close-range AA DPS headline.
105
Range3.5 km
Maneuverability
Engine power62,100 hp
Maximum speed36.5 kt
Turning circle radius660 m
Rudder shift time4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
17.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
29.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.5·0.5144660=1.63°/s, so ratio=ωturretωhull=201.63=12.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
12.3× snappy
Concealment
Detectability by sea6.84 km
Detectability by air3.42 km
Smoke firing penalty2.6 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.84 km
Detect Fire Sea8.84 km
Detect Fire Air6.42 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 90 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km

See all derived stats

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

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.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp96.9 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1091530·80.51000+0.5)·30=96.9m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 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.
Max Vert Disp58.1 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.9·0.6=58.1m
Shell scatter height @ 10 km52.5 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10915=5458 m, and radiusOnMax=0.6 at 10915 m. Above the kink: k=0.5+(0.60.5)·100005458109155458=0.5832, so σV=σH·k=90·0.5832=52.5m.
Med Horiz Disp29.1 m
50%-hit horizontal radius: σH,50=σH·0.6σ =96.9·0.62=29.1m
Med Vert Disp17.4 m
50%-hit vertical radius: σV,50=σV·0.6σ =58.1·0.62=17.4m
AP Pen Close193.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
AP Pen Far58.2 mm
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 363.8 m/s: P=107·1700·33.50.69·0.131.07·363.81.38=58.2mm.
AP pen 5 km118 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km73 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.99 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.4=5.68×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.98 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.5=5.66×105. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius9
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.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time9 s
180 degrees / 20 deg/s traverse speed = 9 s.
HE full-salvo alpha7,600
1,900 HE damage x 4 broadside guns = 7,600.
AP full-salvo alpha10,000
2,500 AP damage x 4 broadside guns = 10,000.
HE DPMInitial: 152,000 → 168,889
Zero upgrades: 7,600 HE full-salvo alpha x 60 / 3 s base reload = 152,000. All upgrades (Main Battery Mod. 3 = -10% reload): 7,600 HE full-salvo alpha x 60 / 2.7 s all-upgrades reload = 168,889.
AP DPMInitial: 200,000 → 222,222
Zero upgrades: 10,000 AP full-salvo alpha x 60 / 3 s base reload = 200,000. All upgrades (Main Battery Mod. 3 = -10% reload): 10,000 AP full-salvo alpha x 60 / 2.7 s all-upgrades reload = 222,222.
Shells/minInitial: 80 → 88.9
Zero upgrades: 4 broadside guns x 60 / 3 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.7 s all-upgrades reload = 88.9.
Fires/minInitial: 6.4 → 7.11
Zero upgrades: 80 shells/min x 8% fire chance = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.9 shells/min x 8% fire chance = 7.11.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage167,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.
Per-side salvo damage167,330
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330.

AA defense

AA DPS at max range106
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 85mm52 92k 1x2 -> 11 DPS @ 3.5 km; 37mm 67 V11 4x2 -> 95 DPS @ 3.5 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range106 DPS @ 3.5 km
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-blank106
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index371
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.

Armor Beta

Hull HP 17,200, 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.

Bow & stern19 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,000 (12% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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 mm12,900 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)1,800 (10% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mm1,400 (8% 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 HP8,600 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (85 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 HP5,200 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.

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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Siliwangi 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.