World of Warships: Legends ship guide

Somers CE

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 12-km torpedoes for a perfect shot
Key characteristics
Long torps (12 km)2 sigma accuracyLobs over islandsSmokeSlow torp reload

Variant of Somers

This ship shares its hull with Somers. Specific stat and loadout differences are shown on the Specs tab.

Community Data

Somers CE Community Stats

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Playstyle

Overview

Somers CE is a Tier VII American torpedo destroyer reaching 12 km. The torpedoes travel at 66 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: end-plate armor (20 mm).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 12 km reach at 66 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 12-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

High-arc HE shells

42.8° HE impact angle at max range, top decile of T7 DDs. Lobs over cover.

Long-range torps

12.0 km torpedo range, top decile of T7 DDs.

High-arc AP shells

41.4° impact angle at max range, top decile of T7 DDs. Lobs over island cover.

Bow-tanker

Bow plate thicker than the cohort overmatch threshold. Angle straight on and shrug off same-tier guns.

Slow torp reload

130.0 s torpedo reload, worst of T7 DDs. Long wait between drops.

Easily spotted

7.32 km surface detect, bottom decile of T7 DDs. Visible before you can react; position early.

Acquisition

How to get Somers CE

Somers CE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • "Gold Runner" Campaign Breakdown Campaign Start: 2022-03-07 · End: 2022-04-10 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Through the Spy Glass: USS Somers Ship feature / release Start: 2022-03-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds Beta

Use an official-style Gleaves torpedo build: Subsurface Venture, Cloak and Dagger, Smoke on the Water, plus either Fragile Threat or Look at Me Now depending on concealment comfort.

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Commanders frequently paired with this ship Albert Gleaves

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Cohort position

Hide

Where Somers CE sits among Tier VII DDs (30 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%Max speed38.6 kt (7/30) Top 25%Acceleration9.9 s (7/30) Top 25%Torpedo range12 km (5/29) Bottom 25%Concealment7.32 km (27/30) Bottom 25%AP shell damage2,100 (25/28) Bottom 25%Main dispersion97.1 m (25/30) Bottom 25%AP velocity792 m/s (25/28) Bottom 25%HE velocity792 m/s (27/30) Bottom 25%AA DPS30 (27/30) Bottom 25%AA range3.1 km (25/30) Bottom 10%AA threat55 (29/30) WorstHE fire chance5% (1 of 8 tied) WorstTorpedo reload130 s (1 of 3 tied)
See 26 mid-pack stats

Not standouts for Somers CE -- 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 points17,300 HP(17/30) Air detection3.56 km(22/30) Rudder shift5.1 s(15/30) Traverse-to-turn ratio8.01 ×(13/30) Main battery caliber127 mm(19/30) Main battery range10.94 km(15/30) Main battery reload5.4 s(23/30) HE shell damage1,800(18/30) Fires per minute4.44(23/30) HE DPM160,000(11/30) AP DPM186,667(17/28) AP arming threshold21 mm(12/28) Engine power52,000 hp(20/30) Turn-speed retention83.9 hp/m(21/30) Displacement2,901 t(13/30) Power-to-weight17.92 hp/t(23/30) Torpedo damage17,900(11/29) Torpedo speed66 kt(12/29) Max armor20 mm(17/30) Citadel belt20 mm(16/29) Bow armor20 mm(14/29) Stern armor20 mm(14/29) Deck armor19 mm(11/25) NormAP fuse timer0.01 s(23 of 28 tied at this value) NormAP ricochet start45°(23 of 28 tied at this value) NormAP auto-bounce angle60°(23 of 28 tied at this value)

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

SmokeEngine Boost
Survivability
Hit Points17,300
Displacement2,901 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
8,700
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
Main Battery
ModuleArtillery: 127 mm Mk22
Mounts / barrels4 mounts / 8 barrels
Reload time6 s
Firing range10.9 km
Turret traverse14.7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10941/30·(8−0.5)/1000 + 0.5)·30 = 97.1 m
97.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.1 × 0.6 = 58.2 m
58.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.1 × 0.319 (σ=2) = 31 m
31 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.2 × 0.32 (σ=2) = 18.6 m
18.6 m
Turret turn time
ƒ180 degrees / 14.7 deg/s traverse speed = 12.2 s.
12.2 s
Base shells/min
ƒ8 broadside guns x 60 / 6 s base reload = 80.
80
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 8 broadside guns = 14,400.
14,400
Base HE DPM
ƒ14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000.
144,000
Installed HE DPM
ƒ14,400 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 160,000.
160,000
Base fires/min
ƒ8 HE shells x 60 / 6 s reload x 5% fire chance = 4.
4
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 248.8 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 248.8^1.38 = 44.1 mm.
44.1 mm
AP full-salvo alpha
ƒ2,100 AP damage x 8 broadside guns = 16,800.
16,800
Base AP DPM
ƒ16,800 AP full-salvo alpha x 60 / 6 s base reload = 168,000.
168,000
Installed AP DPM
ƒ16,800 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 186,667.
186,667
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.
10
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes3 launchers × 4 tubes = 12 tubes
Reload time130 s
Projectile speed66 kt
Range12 km
Maximum simulated damage16,700 (est.)
Alpha damage50,100
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming407 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
200,400
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: (6×3.5×0.95) + (3×3.5×0.95) = 30. 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.
30
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.1 km
28 mm Mk2 mod. 22×4 28mm
12.7 mm Browning M2 mod. 22×1 13mm
Outer Near aura
DPS3
Range3.1 km
Inner Near aura
DPS6
Range1.2 km
Total DPS in Aura
ƒOuter Near 3 + Inner Near 6 = 9
9
Maneuverability
Engine moduleEngine: 52,000 hp
Engine power52,000 hp
Maximum speed38.6 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio8.0× ok
Concealment
Detectability by sea7.32 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns7.32 km
Detect Fire Sea9.32 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 124 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (1)

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

HullUpgrade
  • Turret traverse14.7 → 11.2 °/s

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.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp97.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10941/30·(8−0.5)/1000 + 0.5)·30 = 97.1 m
Max Vert Disp58.2 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 97.1 × 0.6 = 58.2 m
Med Horiz Disp31 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 97.1 × 0.319 (σ=2) = 31 m
Med Vert Disp18.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.2 × 0.32 (σ=2) = 18.6 m
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 792^1.38 = 218 mm. Matches the in-game spec card.
AP Pen Far44.1 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 248.8 m/s: 1e-7 × 2598 × 25^0.69 × 0.127^-1.07 × 248.8^1.38 = 44.1 mm.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time12.2 s
180 degrees / 14.7 deg/s traverse speed = 12.2 s.
HE full-salvo alpha14,400
1,800 HE damage x 8 broadside guns = 14,400.
AP full-salvo alpha16,800
2,100 AP damage x 8 broadside guns = 16,800.
Base HE DPM144,000
14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000.
Base AP DPM168,000
16,800 AP full-salvo alpha x 60 / 6 s base reload = 168,000.
Installed HE DPM160,000
14,400 HE full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 160,000.
Installed AP DPM186,667
16,800 AP full-salvo alpha x 60 / 5.4 s installed reload (Main Battery Mod. 3 = -10%) = 186,667.
Base shells/min80
8 broadside guns x 60 / 6 s base reload = 80.
Installed shells/min88.9
8 broadside guns x 60 / 5.4 s installed Artillery reload = 88.9.
Base fires/min4
8 HE shells x 60 / 6 s reload x 5% fire chance = 4.
Installed fires/min4.44
8 HE shells x 60 / 5.4 s installed reload x 5% fire chance = 4.44.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range69.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
3 launchers x 4 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage200,400
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage200,400
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS30
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.95) + (3×3.5×0.95) = 30. 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 range3.1 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index55
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.
Near aura range3.1 km

Armor

Hull HP 17,300, 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 19–20 mm)2,300 (13% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)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)19 mm13,000 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern20 mm primary (range 19–20 mm)1,800 (10% of HP)
Overmatched by 305mm+ (Toulon, Cherbourg)Angle bounces 283mm20 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 ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure19 mm1,100 (6% 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 HP8,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (28 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

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

  • Somers CE 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.