World of Warships: Legends ship guide

Tashkent '39

Also called: 塔什干39 · Ташкент '39 · Taschkent ’39 Beta
U.S.S.R. · Tier VI · Destroyer · Premium
Gunboat destroyerDamage from sustained main-battery pressure, not torpedo dumps.
Playstyle
  • Push deep into caps with 6.3 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.3 km concealment advantage on guns
Key characteristics
Long torps (10 km)Stealthy (6.3 km)SmokeTorp Reload BoosterEngine BoostLow HE DPM

Variant of Tashkent

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

On this page
Community Data

Tashkent '39 Community Stats

Across 1,500+ Standard battles from 140+ players, Tashkent '39 averages a 66% win rate, 46,400 damage and 1.3 kills per battle, and survives 49% of them.

Community Data

Tashkent '39 Community Stats

Log in to GamingDiver and upload your data to see Community Data for Tashkent '39: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Tashkent '39 is a Tier VI Soviet stealth destroyer with cohort-best surface detection (6.3 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best top speed in T6 DDs (44.8 kt) and best engine power in T6 DDs (110,000 HP).

Positioning

Push deep into caps with 6.3 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 6.3 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

Engine Boost

+12% speed (about +5.4 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Fast for the class ↗

44.8 kt, best of T6 DDs. Lets you rotate flanks or escape disengagements.

Big-caliber AP overmatch ↗

9 mm AP overmatch threshold, top quartile of T6 DDs. Punishes bow-tanking ships peers can't crack.

High HP pool ↗

21200 HP, top decile of T6 DDs.

Best-in-class stealth ↗

6.3 km surface detect, top decile of T6 DDs. Stays dark longer.

MAIN BATTERY DOWNSIDES ↗
  • Low HE DPM · 68400 HE
  • Low AP DPM · 90000 AP
Acquisition

How to get Tashkent '39

Tashkent '39 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Loyalty reward.

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

Official WG availability sources
  • 7 Years Strong: New Golden Anchor Event & Loyalty Rewards Loyalty reward Start: 2026-03-30
    • Claim your loyalty reward from the Featured or Anniversary sections of the Store until May 4!
    • Six-Year Players (Registered at Any Time in 2020)
    • Soviet Tier VI Premium destroyer Tashkent '39 with a flag
  • April Update: The Bonds of Loyalty Loyalty reward Start: 2025-04-03
    • Our most loyal players who have been with us since 2019 will receive new Soviet Tier VI Premium destroyer Tashkent '39.

Builds

Anton Gurin, Rumble, and Sergio Splendento are useful Soviet destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Anton GurinSergio SplendentoRumble

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 Tashkent '39 sits among Tier VI DDs (40 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.

BestMax speed44.8 kt (1/41) BestStealth profile6.35 km / 3.18 km (1/41 / 1/41) BestEngine power110,000 hp (1/41) BestPower / turn radius150.7 hp/m (1/41) Top 10%Hit points21,200 HP (2/41) Top 10%Smoke fire bloom2.43 km (4/41) Top 10%Acceleration (0-12 kt)4.6 s (5/41) Top 10%Power-to-weight26.42 hp/t (2/41) Top 25%Main battery caliber130 mm (9/41) Top 25%AP pen at 10 km77 mm (5/35) Top 25%Max armor20 mm (7/41) Bottom 25%AP arming threshold22 mm (31/37) Bottom 25%AA threat227 (37/41) Bottom 25%Torpedo speed60 kt (33/41) Bottom 10%Rudder shift4.9 s (40/41) Bottom 10%Time to 90% speed17.9 s (39/41) WorstTurning circle730 m (1 of 2 tied) WorstFires per minute2.88 (41/41) WorstHE DPM68,400 (41/41) WorstAP DPM90,000 (37/37) WorstNo secondaries (37 of 41 in cohort) WorstDisplacement4,163 t (41/41) WorstEffective HE DPM (incl. fire)89,937 (41/41) WorstAA range2.5 km (1 of 4 tied)
See 20 mid-pack stats

Not standouts for Tashkent '39 -- 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.

Main battery range10.73 km(15/41) Main battery reload5 s(23/41) HE shell damage1,900(13/41) HE fire chance8%(19/41) AP shell damage2,500(12/37) Main dispersion95.5 m(29/41) AP velocity870 m/s(11/37) HE velocity870 m/s(13/41) AA DPS139(20/41) Torpedo range9.99 km(13/41) Torpedo damage≈14,000(19/41) Torpedo reaction time7.4 s(16/41) Torpedo reload93 s(28/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points21,200
Displacement4,163 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.
139.7 x 13 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 16, 19, 20 mm
Armor material/layer entries28
Fire resistance
ƒtop hull: 1 − 0.7003 fire coefficient = 30%. 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.
30%
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 × 21,200 HP = 1,908 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 × 21,200 HP = 2,120 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.
10,600
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.
6,400
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 × 2,700 = 5,400), 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.
2,700
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 × 15,900 = 31,800), 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.
15,900
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 × 2,000 = 4,000), 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 ×. 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.
2,000
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 × 1,700 = 3,400), 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.
1,700
Main Battery
ModuleArtillery: 130 mm/50 B-13 1936
Mounts / barrels3 mounts / 3 barrels
Reload time5 s
Firing range10.7 km
Turret traverse9.7 °/s
Turret armor13 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.
±154°, ±146°
Guns to bear
ƒ180° − 154° (the most restricted aft-facing mount's arc) = 26° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
26° off bow / 34° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.7 km) shells land in an ellipse about 96 m wide and 57 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 =(1073530·8−0.51000+0.5)·30=95.5m
95.5 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
57.3 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.5·0.62=28.7m
28.7 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.3·0.62=17.2m
17.2 m at 10.7 km
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE alpha1,900
HE Velocity870 m/s
Fire Chance8%
HE fire DPM vs T6 BB21537
Effective HE DPM vs T6 BB89937
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 3 broadside guns = 5,700.
5,700
HE DPM
ƒ5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
68,400
Fires/min
ƒ36 shells/min × 0.08 (8% fire chance) = 2.88.
2.88
AP shells
AP alpha2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1700·33.50.69·0.13−1.07·8701.38=193.8mm.
193.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 424.8 m/s: P=10−7·1700·33.50.69·0.13−1.07·424.81.38=72.1mm.
72.1 mm at 10.7 km
AP full-salvo alpha
ƒ2,500 AP damage x 3 broadside guns = 7,500.
7,500
AP DPM
ƒ7,500 AP full-salvo alpha x 60 / 5 s base reload = 90,000.
90,000
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 Triple 1-N
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time93 s
Projectile speed60.0 kt
Range9.99 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=42,000·0.333=14,000. 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.
≈ 14,000
Maximum damage (ammunition)
ƒ42,000 warhead alpha / 3 + 1,100 blast = 15,100. 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.
15,100
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.
1,100
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 2.5 per hit, shown as 2.5×100=250%. 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.
250%
Torpedo launcher traverse25 °/s
Launch arcscentreline 262°, 264°
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 = 9 x 14,000 = 126,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
126,000
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
45 mm 21-K6×1 45mm
12.7 mm DShK6×1 13mm
Medium aura
Guns45 mm 21-K
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 1 hit probability = 46 - the same in-game units as the Close-range AA DPS headline.
46
Range2.5 km
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.95 hit probability = 93 - the same in-game units as the Close-range AA DPS headline.
93
Range1.2 km
Total DPS in Aura
ƒMedium 46 + Near 93 = 139
139
Maneuverability
Engine power110,000 hp
Maximum speed44.8 kt
Turning circle radius730 m
Rudder shift time4.9 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 44.8 / 4 + 4.9 = 16.1 kt. Base value; speed modifiers scale it.
16.1 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.
16.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (40.3 kt of 44.8 kt).
17.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (44.4 kt of 44.8 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.
29.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 8.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 9.7 − 8.0 = +1.7°/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 (+1.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.35 km x 0.955 = 6.06 km. Camouflage does not change detectability by air.
6.35 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.35 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.06 km.
6.06 km
Detectability by air3.18 km
Smoke firing penalty2.43 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.35 km) = 10.73 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.73 km
Detect when firing (air)
ƒAir detectability 3.18 km + gun-firing bloom 2.17 km = 5.35 km. The bloom tracks main-battery caliber x 0.020.
5.35 km
Detect when on fire (sea)
ƒSea detectability 6.35 km + 2.0 km while burning = 8.35 km.
8.35 km
Detect when on fire (air)
ƒAir detectability 3.18 km + 3.0 km while burning = 6.18 km.
6.18 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Engine Boost3 charges · 180 s reload · 120 s active · +12% speed bonus
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 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.

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 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 km25.2 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=0.5·10735=5368 m, and radiusOnMax=0.6 at 10735 m. Below the kink: k=0.2+(0.5−0.2)·50005368=0.4795, so σV=σH·k=52.5·0.4795=25.2m.
Shell scatter height @ 10 km52.8 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=0.5·10735=5368 m, and radiusOnMax=0.6 at 10735 m. Above the kink: k=0.5+(0.6−0.5)·10000−536810735−5368=0.5863, so σV=σH·k=90·0.5863=52.8m.
AP pen 5 km120 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 =10−7·1700·33.50.69·0.13−1.07·615.91.38=120mm, where 615.9 m/s is the shell's speed when it arrives at 5 km (from 870 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 km77 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 =10−7·1700·33.50.69·0.13−1.07·444.21.38=77mm, where 444.2 m/s is the shell's speed when it arrives at 10 km (from 870 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 km5.99 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·0.2857·0.1328·33.4=5.68×10−5. That runs from a 870 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 km5.98 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·0.2857·0.1328·33.5=5.66×10−5. That runs from a 870 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)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.

Model inputs

Krupp (AP)1,700
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 mass33.5 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 coefficient0.2857
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 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 range62 s
9990 m / (60.0 kt × 2.6855) = 62 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count9
3 launchers × 3 tubes.
Per-side salvo9 torpedoes
3 launchers × 3 tubes = 9, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage126,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range46
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 21K 45mm 6x1 -> 46 DPS @ 2.5 km; 12 DShK 6x1 -> 93 DPS @ 1.2 km.
AA DPS layered by range46 DPS @ 2.5 km, 139 DPS @ 1.2 km
@ 2.5 km: 46 from one family; @ 1.2 km: 46 + 93 = 139. 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-blank139
46 + 93 = 139 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index227
46 × 2.5 + 93 × 1.2 = 227. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km
Open in Charting Tool

Ship Charts

Background

A destroyer flotilla leader intended to perform long-range reconnaissance duties within squadrons and support destroyers' torpedo attacks. She was built in Italy for the U.S.S.R. Navy (Project 20I). During World War II, she was one of the fastest warships in the world and the largest ship of her type. This version of the ship represents the pre-war Tashkent, as she appeared when she joined the Navy in 1939.

Armor Beta

Hull HP 21,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–20 mm)2,700 (13% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm primary (range 16–20 mm)15,900 (75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm1,700 (8% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 13–16 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 6–20 mm)2,000 (9% 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 HP10,600 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 (45 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 HP6,400 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Tashkent '39 can equip.

  • Tashkent '39 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.