St. Vincent
Also called: 圣文森特 Beta- Fight at mid range from behind an island or along a flank, not at the edge of her 17.02 km gun range
- Avoid: Treating 457 mm guns and a big heal as a licence to tank
On this page
St. Vincent Community Stats
No community battles recorded for St. Vincent yet. Upload yours to start them.
St. Vincent Community Stats
Log in to GamingDiver and upload your data to see Community Data for St. Vincent: community win rate, damage, survival, spotting, and your own comparison.
St. Vincent Community Stats
Record History
Playstyle
Overview
St. Vincent is a British Legendary tier battleship from the Bureau Project, built as a fast fire-starter rather than a line holder. Her 457 mm HE carries a 63 percent fire chance, tied for the best at her tier, for 11.34 fires per minute (3rd). Her heal restores 31,760 HP per minute, the best sustained rate of the 23, and at 32.5 knots she is tied for 6th-fastest. She also carries 9.99 km torpedoes that hit for 27,867, the heaviest of the six torpedo-armed battleships. The trade is soft armour: a 152 mm citadel belt (22nd of 23) on a 79,400 HP hull (17th).
Positioning
Fight at mid range from behind an island or along a flank, not at the edge of her 17.02 km gun range (20th of 23) and never bow-on in the open. Her bow and stern are only 25 mm, tied for the thinnest in the cohort, so heavy guns punch through any angle: use cover instead of angling. Burn targets that are already pinned by others. Use 32.5 knots, Engine Boost and quick acceleration (3rd-quickest of 23 to 12 knots) to relocate before the enemy finds you, and close inside 9.99 km torpedo range only to finish a weakened ship.
Potato Avoidance
Treating 457 mm guns and a big heal as a licence to tank
Her 152 mm citadel belt is 22nd of 23 and her torpedo protection of 23 percent is 19th, so a broadside shown to an enemy battleship or a torpedo spread takes huge chunks of a 79,400 HP pool at once. The heal only restores damage she survives, and with two charges, tied for the fewest in the cohort, she cannot rebuild from repeated citadels. Show the side only when no heavy guns can answer.
Signature Traits
+8% speed (about +2.6 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in Legendary BBs.
- Heavy torpedoes · 27867 damage
- Long-range torps · 10 km
- Fast torpedoes · 69 kt
63% fire chance per HE shell, best of Legendary BBs.
- Fast heal cycle · 31760 HP
- Super-heal
Sigma 1.6, bottom decile of Legendary BBs. Shells scatter more; bracketing matters.
1.7 km torpedo detect, worst of the 6 Legendary BBs with torpedoes. Spotted early, so targets get a long look and room to turn out.
How to get St. Vincent
St. Vincent is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
- Premium/EventAvailability usually depends on store rotations, event reruns, collaborations, coupons, or special offers.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Builds
Put the opening points into survivability and into getting more from the heal, since her small HP pool and thin belt make every repair cycle matter. Next, lean into fire setting and HE output to exploit her 63 percent fire chance. Concealment is worth points because her 15.81 km surface detection ranks only 8th of 23. Torpedo reload and range come after that; her 5.0 km secondaries are not the focus. Check current picks in the Build Tool before committing points.
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
Hide
▾
Where St. Vincent sits among Legendary BBs (22 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 31 mid-pack stats
Not standouts for St. Vincent -- 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 Legendary BattleshipsStats & 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° − 158° (the most restricted aft-facing mount's arc) = 22° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
In practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.0 km) than a standard battleship: about 191 m wide × 115 m tall, against 230 m × 138 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 verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 6 deg/s traverse speed = 30 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.HE shells
ƒ
76 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).ƒ
7,100 HE damage x 9 broadside guns = 63,900.ƒ
Zero upgrades: 63,900 HE full-salvo alpha x 60 / 30 s base reload = 127,800. All upgrades (Main Battery Mod. 3 = -10% reload): 63,900 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 142,000.ƒ
Zero upgrades: 18 shells/min x 63% fire chance = 11.34. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 63% fire chance = 12.6.AP shells
ƒ
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (17 km), where the shell has slowed to 561.7 m/s: .ƒ
14,900 AP damage x 9 broadside guns = 134,100.ƒ
Zero upgrades: 134,100 AP full-salvo alpha x 60 / 30 s base reload = 268,200. All upgrades (Main Battery Mod. 3 = -10% reload): 134,100 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 298,000.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
Estimate 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: .ƒ
83,600 warhead alpha / 3 + 1,500 blast = 29,367. The 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 3.55 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 1 x 27,867 = 27,867.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
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 76 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 162 raw aura damage × 3.5 × 0.75 hit probability = 425 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 76 + Outer Medium 425 = 501ƒ
Effective DPS: 37 raw aura damage × 3.5 × 0.75 hit probability = 97 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 76 + Outer Medium 425 + Inner Medium 97 = 598ƒ
Each ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 13 clouds per salvo × 220 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 - timed frame-by-frame from gameplay footage and consistent across ships.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 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.Show 1 more gun family
ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 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.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 15.81 km) = 17.02 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability 12.65 km + gun-firing bloom 9.14 km = 21.79 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Sea detectability 15.81 km + 2.0 km while burning = 17.81 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 12.65 km + 3.0 km while burning = 15.65 km; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 31,760 HP (40% of max HP) total heal (per charge) ƒ
2% of max HP per second × 20 s effective active time = up to 40% of max HP restored per charge.ƒ
40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.ƒ
2% of max HP (79,400 HP) per second = 1,588 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
See all derived stats
Show
▾
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
In practice: 17% tighter (better) horizontal dispersion and 17% less vertical spread at max range (17.0 km) than a standard battleship: about 191 m wide × 115 m tall, against 230 m × 138 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.H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (17.0 km) with the same model as Max Horiz/Vert Disp: horizontal 191 / 230 m − 1 = -17%, vertical 115 / 138 m − 1 = -17%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: (166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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.(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 verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.Vertical dispersion ellipse height at max range: How tall the scatter ellipse is at a fixed 5 km, from the same verified 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 17020 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 17020 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same verified 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 17020 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (17 km), where the shell has slowed to 561.7 m/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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 757 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.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 762 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.76 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).floor(457 mm caliber / 14.3) = 31 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.3 mounts × 3 barrels = 9; all 9 bear on the broadside.180 degrees / 6 deg/s traverse speed = 30 s.7,100 HE damage x 9 broadside guns = 63,900.14,900 AP damage x 9 broadside guns = 134,100.Zero upgrades: 63,900 HE full-salvo alpha x 60 / 30 s base reload = 127,800. All upgrades (Main Battery Mod. 3 = -10% reload): 63,900 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 142,000.Zero upgrades: 134,100 AP full-salvo alpha x 60 / 30 s base reload = 268,200. All upgrades (Main Battery Mod. 3 = -10% reload): 134,100 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 298,000.Zero upgrades: 9 broadside guns x 60 / 30 s base reload = 18. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 27 s all-upgrades reload = 20.Zero upgrades: 18 shells/min x 63% fire chance = 11.34. All upgrades (Main Battery Mod. 3 = -10% reload): 20 shells/min x 63% fire chance = 12.6.Torpedoes
1700 m / (69 kt × 2.6855) = 9.2 s. detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).9990 m / (69 kt × 2.6855) = 53.9 s. range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).Per-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; the exact module-HP conversion is not published.2 launchers x 1 tubes.2 tubes / 2 = 1: tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).All tubes hitting one target: tubes x per-torpedo simulated damage = 2 x 27,867 = 55,734.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 1 x 27,867 = 27,867.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 4x8 -> 97 DPS @ 2.5 km; 40mm Bofors Mark IV Hazemeyer 10x2 -> 177 DPS @ 3.5 km; 40mm Bofors Mark VII single 14x1 -> 248 DPS @ 3.5 km; 114mm 45 MKIII 10x2 -> 76 DPS @ 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.@ 5 km: 76 from one family; @ 3.5 km: 177 + 248 + 76 = 501; @ 2.5 km: 97 + 177 + 248 + 76 = 598. 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.97 + 177 + 248 + 76 = 598 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).97 × 2.5 + 177 × 3.5 + 248 × 3.5 + 76 × 5 = 2110. 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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 10×2 114 mm (10/side) × 60/5 × 1700 = 204,000 + 8×2 152 mm (8/side) × 60/12 × 2150 = 86,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).max(1700 (114 mm), 2150 (152 mm)) = 2150. Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 mm family.max(8% (114 mm), 9% (152 mm)) = 9%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 152 mm family.max(19 mm (114 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
The I3 project, presented in November 1920, was a development of certain battlecruiser designs but with significant differences, such as the propulsion plant being moved to the aft end and main caliber guns being concentrated on the foredeck. Thanks to that, the magazines were located in the widest and most protected parts of the ship. The anticipated top speed was better than that of its predecessors. However, the Admiralty was not happy with both the enormous size and the displacement of the would-be ship, and the project was sent back to be reworked.
Armor Beta
Hull HP 79,400, 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.
Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 | 25 mm primary (range 25–50 mm) | 3,000 (4% of HP) | Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | 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 16–356 mm) | 59,600 (75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)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 | 25 mm primary (range 25–305 mm) | 4,400 (6% of HP) | Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 356 mm primary (range 25–152 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. |
| Superstructure | 19 mm primary (range 19–254 mm) | 4,400 (6% of HP) | Any HE ≥16 mm pens at full damageDamage multiplier ×0.6 | 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 | 39,700 magazine HP | Turret knocked out | Per-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. |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| 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 | 23,800 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.
Skins & permanent camouflages
Every custom exterior St. Vincent 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.
