World of Warships: Legends ship guide

Taranto

Also called: 塔兰托 Beta
All-rounder cruiserNo glaring weakness: pick AP, HE, or cap support to fit the team and the map.
Playstyle
  • Hold islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Long torps (8 km)Stealthy (7.9 km)Heavy AP shellsQuick accelerationSaturates bow fastLow HE DPM
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Community Data

Taranto Community Stats

Across 690+ Standard battles from 190+ players, Taranto averages a 54% win rate, 17,300 damage and 0.8 kills per battle, and survives 25% of them.

Community Data

Taranto Community Stats

Log in to GamingDiver and upload your data to see Community Data for Taranto: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Taranto is a Tier II Italian all-rounder light cruiser with 150mm guns at 11.1 km: no single dominant trait, but competent at AP citadels, HE pressure, and cap support. Adapt to the team comp - DD hunter, BB chip, or cap contester - rather than locking into one role. Standout traits: surface detection in T2 CAs (7.9 km, 1st of 26) and heavy AP shells in T2 CAs (4,000, 3rd of 25). The trade is low HE DPM in T2 CAs (55,000, 25th of 25).

Positioning

Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. The helm answers quickly (5.8 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 7.9 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 19,600 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

Best-in-class stealth ↗

7.9 km surface detect, top decile of T2 CAs. Stays dark longer.

Heavy AP shells ↗

4000 damage per AP shell, top decile of T2 CAs. A citadel hit lands harder here than anywhere else in the cohort.

ELITE TORPEDOES ↗
  • Long-range torps · 8 km
  • Stealthy torps · 1 km
  • Short torpedo warning · 7.3 s
Quick acceleration ↗

~3.3 s from a stop to 12 kt, top decile of T2 CAs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.

Low HE DPM ↗

55000 HE DPM, bottom decile of T2 CAs. Don't bank on burn pressure.

Weak AA ↗

6 AA DPS, bottom quartile of T2 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Taranto

Taranto is available in the Evasive Cruisers branch of the Italy Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Italy tech-tree branch diagram
Italy Tech Tree

Taranto sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

Official WG availability sources

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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 Taranto sits among Tier II CAs (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.

BestConcealment7.94 km (1/26) BestTurn speed retained95.7% (1/26) BestTorpedo range8.01 km (1/6) BestTorpedo reaction time7.3 s (1/6) Top 10%Air detection4.76 km (2/26) Top 10%Time to 90% speed8.1 s (2/26) Top 10%Acceleration (0-12 kt)3.3 s (2/26) Top 25%Max speed28.2 kt (6/26) Top 25%Smoke fire bloom3.39 km (4/26) Top 25%Rudder shift5.8 s (7/26) Top 25%HE velocity853 m/s (7/25) Top 25%Engine power33,742 hp (6/26) Top 25%Power / turn radius75 hp/m (6/26) Top 25%Displacement5,587 t (7/26) Bottom 25%Hit points19,600 HP (21/26) Bottom 25%Main battery reload12 s (23/26) Bottom 25%AP DPM100,000 (21/25) Bottom 25%AA threat18 (16/17) Bottom 25%Citadel belt40 mm (22/26) WorstFires per minute2 (25/25) WorstHE DPM55,000 (25/25) WorstNo secondaries (10 of 26 in cohort) WorstAA DPS6 (1 of 2 tied) WorstTorpedo speed51 kt (6/6)
See 19 mid-pack stats

Not standouts for Taranto -- 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.

Turning circle450 m(12/26) Main battery caliber150 mm(17/26) Main battery range11.08 km(17/26) Sigma2(12/26) HE fire chance8%(13/25) Main dispersion109.5 m(10/26) AP velocity835 m/s(14/25) AP arming threshold25 mm(16/25) Power-to-weight6.04 hp/t(8/26) AP pen at 10 km60 mm(15/25) AA range3 km(9/17) Torpedo reload47 s(4/6) Max armor100 mm(17/26) NormAP fuse timer0.025 s(14 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTorpedo damage≈8,267(4 of 6 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit PointsInitial: 17,600 → 19,600
Displacement5,587 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.
139.2 x 13.46 m
Armor range6–100 mm
Plate armor thicknesses6, 10, 20, 40, 60, 100 mm
Armor material/layer entries46
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top hull: 1 − 0.9667 fire coefficient = 3.3%. 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.
Initial: 0% → 3.3%
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 × 19,600 HP = 1,764 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 × 19,600 HP = 1,960 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.
9,800
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.
5,900
Repairable: penetration50%
Repairable: citadel10%
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 × 600 = 1,200), 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.
600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,500 = 7,000), 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.
3,500
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 × 14,700 = 29,400), 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.
14,700
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 × 800 = 1,600), 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.
800
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 × 1,000 = 2,000), 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.
1,000
Citadel 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
Main Battery
ModuleArtillery: 150 mm/45 SK L/45
Mounts / barrels7 mounts / 7 barrels
Reload time12 s
Firing range (base)10.1 km
Firing range (top fire control)11.1 km
Turret traverse7 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow 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.
±140°, 2x 150° starboard-only, 2x 150° port-only, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° 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.
30° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (11.1 km) shells land in an ellipse about 109 m wide and 66 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(11081.430·8−1.11000+1.1)·30=109.5m
109.5 m at 11.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =109.5·0.6=65.7m
65.7 m at 11.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =109.5·0.62=32.8m
32.8 m at 11.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =65.7·0.62=19.7m
19.7 m at 11.1 km
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒ5 broadside guns x 60 / 12 s base reload = 25.
25
HE shells
HE alpha1,900 → 2,200
HE Velocity853 m/s
Fire Chance7% → 8%
HE penetration
ƒ25 mm ≈ 150 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒZero upgrades: 1,900 HE damage x 5 broadside guns = 9,500. All upgrades (top hull shells): 2,200 HE damage x 5 broadside guns = 11,000.
Initial: 9,500 → 11,000
HE DPM
ƒZero upgrades: 9,500 HE full-salvo alpha x 60 / 12 s base reload = 47,500. All upgrades (top hull shells): 11,000 HE full-salvo alpha x 60 / 12 s all-upgrades reload = 55,000.
Initial: 47,500 → 55,000
Fires/min
ƒ25 shells/min × 0.08 (8% fire chance) = 2.
2
AP shells
AP alpha3,700 → 4,000
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1925·45.30.69·0.15−1.07·8351.38=219.1mm.
219.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.1 km), where the shell has slowed to 302.7 m/s: P=10−7·1925·45.30.69·0.15−1.07·302.71.38=54mm.
54 mm at 11.1 km
AP full-salvo alpha
ƒZero upgrades: 3,700 AP damage x 5 broadside guns = 18,500. All upgrades (top hull shells): 4,000 AP damage x 5 broadside guns = 20,000.
Initial: 18,500 → 20,000
AP DPM
ƒZero upgrades: 18,500 AP full-salvo alpha x 60 / 12 s base reload = 92,500. All upgrades (top hull shells): 20,000 AP full-salvo alpha x 60 / 12 s all-upgrades reload = 100,000.
Initial: 92,500 → 100,000
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 tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time47 s
Projectile speed51.0 kt
Range8.01 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=24,800·0.333=8,267. 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.
≈ 8,267
Maximum damage (ammunition)
ƒ24,800 warhead alpha / 3 + 800 blast = 9,067. 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.
9,067
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.
800
Torpedo detectability1 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 km51 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.45 per hit, shown as 1.45×100=145%. 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.
145%
Torpedo launcher traverse25 °/s
Launch arcswing 150° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming167 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 8,267 = 16,534. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
16,534
AA Defense
AA mount points2
Maximum AA range
ƒInitial: 4 km → 3 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.
Initial: 4 km → 3 km
76.2 mm/40 Ansaldo 1917 (upgraded hull only)2×1 76mm
88 mm/45 SK L45 (stock hull only)2×1 88mm
Medium aura
Guns76.2 mm/40 Ansaldo 1917
Continuous DPS
ƒEffective DPS: 2 raw aura damage × 3.5 × 0.9 hit probability = 6 - the same in-game units as the Close-range AA DPS headline.
6
Range3 km
Maneuverability
Engine power33,742 hp
Maximum speed28.2 kt
Turning circle radius450 m
Rudder shift timeInitial: 8.1 s → 5.8 s
Engine power-boost threshold27.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 28.2 / 4 + 4.9 = 12.0 kt. Base value; speed modifiers scale it.
12.0 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.
26.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
8.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.4 kt of 28.2 kt).
8.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.9 kt of 28.2 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.
23.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.7°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 7.7 = -0.7°/s, so the guns fall behind and catch up once the turn eases. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
fall behind by 0.7°/s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.94 km x 0.955 = 7.58 km. Camouflage does not change detectability by air.
7.94 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.94 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.58 km.
7.58 km
Detectability by air4.76 km
Smoke firing penalty3.39 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.94 km) = 11.08 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
11.08 km
Detect when firing (air)
ƒAir detectability 4.76 km + gun-firing bloom 3 km = 7.76 km. The bloom tracks main-battery caliber 150 mm × 0.020 = 3 km.
7.76 km
Detect when on fire (sea)
ƒSea detectability 7.94 km + 2.0 km while burning = 9.94 km.
9.94 km
Detect when on fire (air)
ƒAir detectability 4.76 km + 3.0 km while burning = 7.76 km.
7.76 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (2)

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

HullTrade-off
  • Hit points17,600 → 19,600
  • Rudder shift8.1 → 5.8 s
  • Close-range AA DPS1 → 2
  • Maximum AA range4 → 3 km
Fire controlUpgrade
  • Main battery range10,074 → 11081.4 m

Under the hood

Show ▾

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 cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 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 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km31.8 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=0.5·11081.4=5541 m, and radiusOnMax=0.6 at 11081.4 m. Below the kink: k=0.2+(0.5−0.2)·50005541=0.4707, so σV=σH·k=67.5·0.4707=31.8m.
Shell scatter height @ 10 km59.2 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=0.5·11081.4=5541 m, and radiusOnMax=0.6 at 11081.4 m. Above the kink: k=0.5+(0.6−0.5)·10000−554111081.4−5541=0.5805, so σV=σH·k=102·0.5805=59.2m.
AP pen 5 km111 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 =10−7·1925·45.30.69·0.15−1.07·5101.38=111mm, where 510 m/s is the shell's speed when it arrives at 5 km (from 835 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 km60 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 =10−7·1925·45.30.69·0.15−1.07·326.41.38=60mm, where 326.4 m/s is the shell's speed when it arrives at 10 km (from 835 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km7.36 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·0.4145·0.1528·45.3=8.08×10−5. That runs from a 835 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.
HE flight time @ 10 km6.32 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·0.3253·0.15228·47.7=6.19×10−5. That runs from a 853 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)5
Counted from each mount's firing arc: most barrels that bear at once: 5 of 7, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)1,925
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 mass45.3 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 coefficient0.4145
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity835 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity853 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.
minRadius1.1
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 time7.3 s
1000 m / (51.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed51.0 kt
Travel time to max range58.5 s
8010 m / (51.0 kt × 2.6855) = 58.5 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
2 launchers × 2 tubes.
Per-side salvo2 torpedoes
4 wing tubes / 2 = 2: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage33,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 8,267 = 33,068. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range6
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76mm 40 2x1 -> 6 DPS @ 3 km.
AA DPS layered by range6 DPS @ 3 km
@ 3 km: 6 from one family. 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-blank6
6 = 6 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index18
6 × 3 = 18. 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

A light cruiser built for the German Navy and transferred to the Royal Navy of Italy after World War I. In addition to the 150 mm main guns, the ship was armed with two single-tube torpedo launchers.

Armor Beta

Hull HP 17,600 → 19,600 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel40 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–60 mm)600 (3% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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)6 mm primary (range 6–40 mm)14,700 (75% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–60 mm)1,000 (5% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel40 mm primary (range 6–40 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.
Superstructure6 mm primary (range 6–100 mm)800 (4% 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 HP9,800 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 (76 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 HP5,900 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 Taranto. Cards are condensed; use each source link for full context.

Buff ×4Main Battery ×6
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Main Battery HE Shell Damage increased from 2,100 to 2,200.
  • Main Battery HE Shell Fire Chances increased from 7 to 8%.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Upgraded main battery AP shell damage increased from 3,700 to 4,000.
  • Added SAP upgrade module - Artillery: 150 mm/45 SK L/45-2 SAP:
  • Increases reload time to 13 s.
  • Changes HE to SAP ammunition:
  • SAP shell damage: 3,550.
  • Penetrates 42 mm of armor.
  • Ricochet angles: Can ricochet at 70 degrees; guaranteed to ricochet at 80 degrees.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Taranto can equip.

  • Taranto 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.