Somme
Beta- Hold concealment edges on the contested cap at 6.9 km detection
- Avoid: Burning the 6.9 km concealment advantage on guns
Somme Community Stats
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Somme Community Stats
Playstyle
Overview
Somme is a Tier VIII British stealth-leaning destroyer with strong surface detection (6.9 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best AP always-pen window in T8 DDs (60°) and best smoke duration in T8 DDs (20 s).
Positioning
Hold concealment edges on the contested cap at 6.9 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes.
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
60.0° AP min ricochet angle, best of T8 DDs. Larger impact-angle window where shells always penetrate.
20.0 s Smoke Generator duration, best of T8 DDs. Holds the smoke shield longer.
67.5° AP guaranteed ricochet angle, top decile of T8 DDs. Auto-bounce kicks in later than peers'.
Citadel belt in the top bracket. Incoming AP rarely citadels through angle.
96.8 m max horizontal dispersion, bottom decile of T8 DDs. Long-range salvos are noticeably wider than peers'.
746.0 m/s HE muzzle velocity, bottom decile of T8 DDs. Lobby trajectory, harder to land at range.
How to get Somme
Somme is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
Official WG availability sources
- Born of Battle Campaign Breakdown Campaign Start: 2026-01-19 · End: 2026-02-22 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.
- Through the Spy Glass: Somme Ship feature / release Start: 2026-01-20 · 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
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.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Somme sits among Tier VIII DDs (25 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 20 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10913/30·(8−0.5)/1000 + 0.5)·30 = 96.8 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.8 × 0.6 = 58.1 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.8 × 0.319 (σ=2) = 30.9 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.1 × 0.32 (σ=2) = 18.6 mƒ
180 degrees / 20 deg/s traverse speed = 9 s.ƒ
6 broadside guns x 60 / 4 s base reload = 90.HE shells
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19 mm ≈ 113 mm caliber / 6 (standard HE penetration ratio).ƒ
1,700 HE damage x 6 broadside guns = 10,200.ƒ
10,200 HE full-salvo alpha x 60 / 4 s base reload = 153,000.ƒ
10,200 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 170,000.ƒ
6 HE shells x 60 / 4 s reload x 8% fire chance = 7.2.AP shells
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floor(113 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1600 × 25^0.69 × 0.113^-1.07 × 746^1.38 = 140.1 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 291.1 m/s: 1e-7 × 1600 × 25^0.69 × 0.113^-1.07 × 291.1^1.38 = 38.2 mm.ƒ
2,100 AP damage x 6 broadside guns = 12,600.ƒ
12,600 AP full-salvo alpha x 60 / 4 s base reload = 189,000.ƒ
12,600 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 210,000.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
per-side salvo x per-torpedo simulated damage.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (19×3.5×1) = 200. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 19 continuous AA damage from dual-purpose main battery firing as AA in this range band.ƒ
Far 19 + Medium 38 = 57
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 20 s emit / 40 s cloud active
Sonar2 charges · 180 s reload · 180 s active · 3.57 km ship detect · 3.1 km torpedo detect
Torpedo Reload Booster∞ charges · 140 s reload · 10 s active · Rapid torpedo reload
Repair Party2 charges · 80 s reload · 10 s active · 1% heal per second · 10% of max HP total heal
See all derived stats
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10913/30·(8−0.5)/1000 + 0.5)·30 = 96.8 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 96.8 × 0.6 = 58.1 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 96.8 × 0.319 (σ=2) = 30.9 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 58.1 × 0.32 (σ=2) = 18.6 mCanonical 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 × 1600 × 25^0.69 × 0.113^-1.07 × 746^1.38 = 140.1 mm. Matches the in-game spec card.Same formula at the ship's max firing range (13.6 km), where the shell has slowed to 291.1 m/s: 1e-7 × 1600 × 25^0.69 × 0.113^-1.07 × 291.1^1.38 = 38.2 mm.19 mm ≈ 113 mm caliber / 6 (standard HE penetration ratio).floor(113 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).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.All 6 barrels bear on the broadside.180 degrees / 20 deg/s traverse speed = 9 s.1,700 HE damage x 6 broadside guns = 10,200.2,100 AP damage x 6 broadside guns = 12,600.10,200 HE full-salvo alpha x 60 / 4 s base reload = 153,000.12,600 AP full-salvo alpha x 60 / 4 s base reload = 189,000.10,200 HE full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 170,000.12,600 AP full-salvo alpha x 60 / 3.6 s installed reload (Main Battery Mod. 3 = -10%) = 210,000.6 broadside guns x 60 / 4 s base reload = 90.6 broadside guns x 60 / 3.6 s installed Artillery reload = 100.6 HE shells x 60 / 4 s reload x 8% fire chance = 7.2.6 HE shells x 60 / 3.6 s installed reload x 8% fire chance = 8.Torpedoes
detectability / (speed kt x 2.6 community game-speed factor).range / (speed kt x 2.6 community game-speed factor).2 launchers x 5 tubes.10 (centerline launchers train across - full salvo to either side).tube count x per-torpedo simulated damage (all torpedoes hitting).per-side salvo x per-torpedo simulated damage.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (19×3.5×1) = 200. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Hull HP 20,100, 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 |
|---|---|---|---|---|
| Bow | 20 mm primary (range 19–20 mm) | 3,300 (16% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)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 mm primary (range 16–19 mm) | 15,100 (75% of HP) | Overmatched by 283mm+ (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. |
| Stern | 20 mm primary (range 16–20 mm) | 1,400 (7% of HP) | Overmatched by 305mm+ (Cherbourg, Brandenburg)Angle bounces 283mm20 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 19–20 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). |
| Superstructure | 13 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 HP | 10,100 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 6,000 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Somme can equip, from in-game data.
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.
