World of Warships: Legends ship guide

Somme

Also called: 索姆河 Beta
U.K. · Tier VIII · Destroyer · Premium
Smoke destroyerThe smoke cycle holds cap edges and trades gunfire from cover.
Playstyle
  • Push deep into caps with 6.9 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.9 km concealment advantage on guns
Key characteristics
Long torps (12 km)Wide always-pen zoneSmoke + SonarTorp Reload BoosterLong-duration sonarSlow
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Community Data

Somme Community Stats

Across 5,600+ Standard battles from 250+ players, Somme averages a 62% win rate, 47,700 damage and 0.9 kills per battle, and survives 47% of them.

Community Data

Somme Community Stats

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Playstyle

Overview

Somme is a Tier VIII British stealth destroyer with cohort-best surface detection (6.9 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best AP always-pen window in T8 DDs (60°) and best smoke duration in T8 DDs (20 s).

Positioning

Push deep into caps with 6.9 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.

Potato Avoidance

Burning the 6.9 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Big torpedo salvo ↗

10 tubes per side, best of T8 DDs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

Long-duration sonar ↗

180 s Sonar duration, best of T8 DDs.

ELITE SMOKE ↗
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
ELITE MAIN BATTERY ↗
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
Slow for the class ↗

34 kt, bottom quartile of T8 DDs. Hard to rotate flanks or disengage; commit positioning early.

Weak torpedoes ↗

10833 damage per torpedo, bottom quartile of T8 DDs.

Acquisition

How to get Somme

Somme 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
  • Born of Battle Campaign Breakdown Campaign Start: 2026-01-19 · End: 2026-02-22
    • To successfully complete the Born of Battle campaign and unlock British Tier VIII Premium destroyer Somme, you must accumulate 2,475 Renown with an active Admiralty Backing.
  • January Update: Anchors Up! Campaign Start: 2026-01-15
    • Complete it with an active Admiralty Backing to receive British Tier VIII Premium destroyer Somme and a ton of other rewards.

Builds

Philip Vian is the official recommended commander direction, with Casual Avoidance increasing incoming shell dispersion. Build for concealment, gun reload, survivability, and enough AA/utility support to keep contesting objectives.

Philip Vian

WG official
InspirationsWilliam Sims · Erich Bey

WG official build from Through the Spy Glass: Somme.

Source: Through the Spy Glass: Somme

Open in Build Tool →

Commanders frequently paired with this ship Philip Vian

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 Somme sits among Tier VIII DDs (27 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.

BestTurning circle610 m (1 of 2 tied) BestTime to 90% speed6.7 s (1 of 2 tied) BestAP ricochet start60° (1 of 7 tied) Top 10%Smoke fire bloom2.37 km (3/28) Top 10%Acceleration (0-12 kt)2.2 s (3/28) Top 10%Turn speed retained92.9% (3/28) Top 25%Rudder shift4.2 s (8/28) Top 25%Fires per minute7.75 (6/26) Top 25%AP arming threshold19 mm (5/26) Top 25%AP auto-bounce angle67.5° (5/26) Top 25%Torpedo range12 km (6/27) Bottom 25%AP shell damage2,100 (23/26) Bottom 25%Power / turn radius82 hp/m (25/28) Bottom 25%Power-to-weight15.2 hp/t (25/28) Bottom 25%AP pen at 10 km49 mm (23/26) Bottom 25%Torpedo damage≈10,833 (25/27) Bottom 25%Torpedo speed60 kt (22/27) Bottom 10%Main battery caliber114 mm (27/28) WorstMax speed34 kt (1 of 3 tied) WorstAP velocity746 m/s (1 of 2 tied) WorstHE velocity746 m/s (1 of 2 tied) WorstEngine power50,000 hp (1 of 3 tied)
See 22 mid-pack stats

Not standouts for Somme -- 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 points20,100 HP(16/28) Concealment6.93 km(13/28) Air detection3.47 km(13/28) Main battery range10.91 km(20/28) Main battery reload3.6 s(12/28) HE shell damage1,700(20/26) HE fire chance8%(11/26) HE DPM164,769(13/26) AP DPM203,538(16/26) Main dispersion96.8 m(13/28) AP fuse timer0.01 s(14/26) Displacement3,290 t(9/28) Effective HE DPM (incl. fire)228,297(12/26) AA DPS201(20/28) AA range5 km(17/28) AA threat804(19/28) Flak damage per salvo (expected)1,150(10/23) Torpedo reaction time7.4 s(11/27) Torpedo reload140 s(21/27) Repair heal rate1 %/s(7/12) NormMax armor20 mm(24 of 28 tied at this value) NormCitadel belt20 mm(24 of 28 tied at this value)
Survivability
Hit Points20,100
Displacement3,290 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.
114 x 12.1 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 20,100 HP = 1,809 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 20,100 HP = 2,010 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%
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.
10,100
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.
6,000
Effective HP
ƒBase 20,100 HP plus everything Repair Party can restore: 0.01 of max HP per second (1%) × 10 s × 20,100 HP = 2,010 HP per charge, × 2 charges = 4,020 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
24,120
Repairable: penetration50%
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 × 3,300 = 6,600), 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 ×. 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.
3,300
Casemate 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
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 × 15,100 = 30,200), 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.
15,100
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 × 1,300 = 2,600), 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.
1,300
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 × 1,400 = 2,800), 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.
1,400
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 113 mm/45 Mk IV
Mounts / barrels3 mounts / 6 barrels
Reload time3.6 s
Firing range10.9 km
Turret traverse20 °/s
Turret armor6 mm
Guns to bear
ƒ180° − 157° (the most restricted aft-facing mount's arc) = 23° 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.
23° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1091330·8−0.51000+0.5)·30=96.8m
96.8 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.8·0.6=58.1m
58.1 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.8·0.62=29.1m
29.1 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.1·0.62=17.4m
17.4 m at 10.9 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 3.714 s (3.6 s = 26 ticks) base reload = 96.9. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 3.286 s (3.2 s = 23 ticks) all-upgrades reload (3.6 s × 0.9 Main Battery Mod. 3 = 3.2 s) = 109.6.
Initial: 96.9 → 109.6
HE shells
HE alpha1,700
HE Velocity746 m/s
Fire Chance8%
HE fire DPM vs T8 BB63560
Effective HE DPM vs T8 BB228329
HE penetration
ƒ19 mm ≈ 114 mm caliber / 6 (standard HE penetration ratio).
19 mm
HE full-salvo alpha
ƒ1,700 HE damage x 6 broadside guns = 10,200.
10,200
HE DPM
ƒZero upgrades: 10,200 HE full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) base reload = 164,769. All upgrades (Main Battery Mod. 3 = -10% reload): 10,200 HE full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) all-upgrades reload (3.6 s × 0.9 Main Battery Mod. 3 = 3.2 s) = 186,261.
Initial: 164,769 → 186,261
Fires/min
ƒZero upgrades: 96.9 shells/min × 0.08 (8% fire chance) = 7.75. All upgrades (Main Battery Mod. 3 = -10% reload): 109.6 shells/min × 0.08 (8% fire chance) = 8.77.
Initial: 7.75 → 8.77
AP shells
AP alpha2,100
AP Velocity746 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold19 mm
AP overmatch
ƒfloor(114 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1600·250.69·0.113−1.07·7461.38=140.1mm.
140.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 328.3 m/s: P=10−7·1600·250.69·0.113−1.07·328.31.38=45.1mm.
45.1 mm at 10.9 km
AP full-salvo alpha
ƒ2,100 AP damage x 6 broadside guns = 12,600.
12,600
AP DPM
ƒZero upgrades: 12,600 AP full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) base reload = 203,538. All upgrades (Main Battery Mod. 3 = -10% reload): 12,600 AP full-salvo alpha x 60 / 3.286 s (3.2 s = 23 ticks) all-upgrades reload (3.6 s × 0.9 Main Battery Mod. 3 = 3.2 s) = 230,087.
Initial: 203,538 → 230,087
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 PR Mk II
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time140 s
Projectile speed60.0 kt
Range12 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=32,500·0.333=10,833. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 10,833
Maximum damage (ammunition)
ƒ32,500 warhead alpha / 3 + 1,000 blast = 11,833. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
11,833
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km60 kt×2.6855=7.4 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.4 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.8 per hit, shown as 2.8×100=280%. 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.
280%
Torpedo launcher traverse25 °/s
Launch arcscentreline 240°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,833 = 108,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
108,330
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.
5 km
40 mm Bofors Boffin3×1 40mm
40 mm Bofors Mk V1×2 40mm
40 mm STAAG1×2 40mm
Far aura
Gunsmain battery (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 66 from dual-purpose main battery firing as AA in this range band.
66
Range5 km
Medium aura
Guns40 mm Bofors Boffin + 40 mm Bofors Mk V + 40 mm STAAG
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 1 hit probability = 133 - the same in-game units as the Close-range AA DPS headline.
133
Range3.5 km
Total DPS in Aura
ƒFar 66 + Medium 133 = 199
199
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 5 clouds per salvo × 230 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, 2 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
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 main battery mount is operational - even losing every dedicated AA mount does not stop it.
Main 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 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.
2.5-5 km
Maneuverability
Engine power50,000 hp
Maximum speed34.0 kt
Turning circle radius610 m
Rudder shift time4.2 s
Engine power-boost threshold31.6 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 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.
15.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
6.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
16.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 20 − 8.4 = +11.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+11.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.93 km x 0.955 = 6.62 km. Camouflage does not change detectability by air.
6.93 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.93 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.62 km.
6.62 km
Detectability by air3.47 km
Smoke firing penalty2.37 km
Detect when firing (sea)
ƒLarger of 10.91 km range and 2.37 km smoke firing penalty = 10.91 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
10.91 km
Detect when firing (air)
ƒAir detectability 3.47 km + gun-firing bloom 2.26 km = 5.73 km. The bloom tracks main-battery caliber x 0.020.
5.73 km
Detect when on fire (sea)
ƒSea detectability 6.93 km + 2.0 km while burning = 8.93 km.
8.93 km
Detect when on fire (air)
ƒAir detectability 3.47 km + 3.0 km while burning = 6.47 km.
6.47 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Sonar2 charges · 180 s reload · 180 s active · 3.21 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 107×301000=3.21 km
· 2.79 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 93×301000=2.79 km
Choose one
Torpedo Reload Booster∞ charges · 140 s reload · 1 s active · 10 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.
Repair Party2 charges · 80 s reload · 10 s active · 2,010 HP (10% of max HP) total heal (per charge)
ƒ0.01 of max HP per second (1%) × 10 s effective active time = 0.1 of max HP × 20,100 HP = 2,010 HP: up to 10% of max HP restored per charge.
· 4,020 HP (20% of max HP) total heal (all charges)
ƒ0.1 of max HP per charge × 2 charges = 0.2 × 20,100 HP = 4,020 HP: up to 20% of max HP if the whole Repair Party loadout is used.
· 201 HP/s (1% of max HP) heal per second
ƒ0.01 (1% of max HP) × 20,100 HP = 201 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.
Shell scatter height @ 5 km24.9 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10913=5456 m, and radiusOnMax=0.6 at 10913 m. Below the kink: k=0.2+(0.5−0.2)·50005456=0.4749, so σV=σH·k=52.5·0.4749=24.9m.
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=0.5·10913=5456 m, and radiusOnMax=0.6 at 10913 m. Above the kink: k=0.5+(0.6−0.5)·10000−545610913−5456=0.5833, so σV=σH·k=90·0.5833=52.5m.
AP pen 5 km80 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1600·250.69·0.113−1.07·498.81.38=80mm, where 498.8 m/s is the shell's speed when it arrives at 5 km (from 746 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km49 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1600·250.69·0.113−1.07·347.11.38=49mm, where 347.1 m/s is the shell's speed when it arrives at 10 km (from 746 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km7.46 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·0.329·0.11328·24.95=6.61×10−5. That runs from a 746 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.
AP flight time @ 10 km7.46 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·0.3296·0.11328·25=6.61×10−5. That runs from a 746 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.
Guns per full salvo (alpha, DPM)6
3 mounts × 2 barrels = 6; all 6 bear on the broadside.

Model inputs

Krupp (AP)1,600
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass25 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3296
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity746 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity746 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.4 s
1200 m / (60.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed60.0 kt
Travel time to max range74.5 s
12000 m / (60.0 kt × 2.6855) = 74.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage108,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 10,833 = 108,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range67
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors MkV 3x1 -> 80 DPS @ 3.5 km; 40mm Bofors Twin 1x2 -> 27 DPS @ 3.5 km; STAAG MarkV 1x2 -> 27 DPS @ 3.5 km; Far AA (?) -> 67 DPS @ 5 km.
AA DPS layered by range67 DPS @ 5 km, 201 DPS @ 3.5 km
@ 5 km: 67 from one family; @ 3.5 km: 80 + 27 + 27 + 67 = 201. 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-blank201
80 + 27 + 27 + 67 = 201 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index804
80 × 3.5 + 27 × 3.5 + 27 × 3.5 + 67 × 5 = 804. 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.
Open in Charting Tool

Ship Charts

Background

The Battle-class destroyers, featuring enhanced AA defenses, were designed drawing on lessons learned from wartime and ordered by the Admiralty in 1942 and 1943. The ships ordered in 1943 differed from their earlier counterparts by having more powerful main battery artillery, and among them was destroyer HMS Somme, named after one of the biggest battles of World War I. However, she was never commissioned and remained unclaimed due to the end of hostilities in 1945. She was eventually demolished on her stocks.

Armor Beta

Hull HP 20,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)3,300 (16% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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)19 mm primary (range 16–19 mm)15,100 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 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)1,400 (7% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 19–20 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.
Superstructure13 mm primary (range 13–19 mm)1,300 (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 HP10,100 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 (40 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 HP6,000 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 Somme. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×1Torpedo ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Main battery reload time reduced from 4 to 3.6 s.
  • Torpedo damage increased from 10,800 to 11,833.
  • Torpedo AoE damage increased from 800 to 1,000.
  • Torpedo flooding chance increased by ~8%.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Somme can equip.

  • Somme 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.