World of Warships: Legends ship guide

Tashkent '39

Beta
Cap-control destroyerFast concealment carry: contest caps and rotate.
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 BoosterLow HE DPM

Variant of Tashkent

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

Community Data

Tashkent '39 Community Stats

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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

Fast for the class

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

Heavy powerplant

110000.0 hp engine, best of T6 DDs. More headroom for accelerating out of stops and maintaining speed in turns.

Holds speed in turns

150.7 hp per metre of turn radius, best of T6 DDs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Thick bow plate

20.0 mm bow, best of T6 DDs. Harder for same-tier guns to overmatch.

Low HE DPM

76000 HE DPM, bottom decile of T6 DDs. Don't bank on burn pressure.

Sluggish rudder

6.3 s rudder shift, bottom decile of T6 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Tashkent '39

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

Official WG availability sources

Builds Beta

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 Splendento

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 Tashkent '39 sits among Tier VI DDs (33 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 (1/33) BestStealth profile6.35 km / 3.18 km (1/33 / 1/33) BestEngine power110,000 hp (1/33) BestTurn-speed retention150.7 hp/m (1/33) BestBow armor20 mm (1 of 7 tied) BestDeck armor20 mm (1/22) Top 10%Hit points21,200 HP (2/33) Top 10%Acceleration7 s (2/33) Top 10%Power-to-weight26.42 hp/t (2/33) Top 25%Main battery caliber130 mm (9/33) Top 25%AP velocity870 m/s (8/30) Top 25%Max armor20 mm (7/33) Bottom 25%Main dispersion95.5 m (27/33) Bottom 25%AA threat225 (29/33) Bottom 10%Rudder shift6.3 s (32/33) WorstFires per minute3.2 (33/33) WorstHE DPM76,000 (33/33) WorstAP DPM100,000 (30/30) WorstNo secondaries (30 of 33 in cohort) WorstDisplacement4,163 t (33/33) WorstAA range2.5 km (1 of 4 tied)
See 17 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.

Traverse-to-turn ratio5.36 ×(22/33) Main battery range10.73 km(15/33) Main battery reload4.5 s(17/33) HE fire chance8%(17/33) AP shell damage2,500(9/30) HE velocity870 m/s(10/33) AP arming threshold22 mm(23/30) AA DPS139(15/33) Torpedo range9.99 km(10/33) Torpedo damage15,100(17/33) Torpedo speed60 kt(23/33) Torpedo reload93 s(23/33) NormAP fuse timer0.01 s(26 of 30 tied at this value) NormAP ricochet start45°(27 of 30 tied at this value) NormAP auto-bounce angle60°(27 of 30 tied at this value) NormCitadel belt16 mm(22 of 32 tied at this value) NormStern armor16 mm(21 of 32 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

TRBSmokeEngine Boost
Survivability
Hit Points21,200
Displacement4,163 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 16, 19, 20 mm
Armor material/layer entries28
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
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
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
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10735/30·(8−0.5)/1000 + 0.5)·30 = 95.5 m
95.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 95.5 × 0.6 = 57.3 m
57.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 95.5 × 0.319 (σ=2) = 30.5 m
30.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.3 × 0.319 (σ=2) = 18.3 m
18.3 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Base shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
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
Base HE DPM
ƒ5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
68,400
Base fires/min
ƒ3 HE shells x 60 / 5 s reload x 8% fire chance = 2.88.
2.88
AP shells
AP Damage2,500
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
ƒCanonical 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 × 1700 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 193.8 mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 367.7 m/s: 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 367.7^1.38 = 59 mm.
59 mm
AP full-salvo alpha
ƒ2,500 AP damage x 3 broadside guns = 7,500.
7,500
Base 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 kt
Range9.99 km
Maximum simulated damage14,000 (est.)
Alpha damage42,000
Torpedo detectability1.2 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming185 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
126,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×1) + (28×3.5×0.95) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
45 mm 21-K6×1 45mm
12.7 mm DShK6×1 13mm
Medium aura
DPS13
Range2.5 km
Near aura
DPS28
Range1.2 km
Total DPS in Aura
ƒMedium 13 + Near 28 = 41
41
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed44.8 kt
Turning circle radius730 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.4× slow
Concealment
Detectability by sea6.35 km
Detectability by air3.18 km
Smoke firing penalty2.43 km
Detect after firing main guns6.35 km
Detect Fire Sea8.35 km
Detect Fire Air6.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 15 s emit / 85 s cloud active
Engine Boost3 charges · 180 s reload · 120 s active · +12% speed bonus
Torpedo Reload Booster2 charges · 300 s reload · 8 s active · Rapid torpedo reload
Module options (1)

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

HullUpgrade
  • Turret traverse9.7 → 5 °/s

See all derived stats

Show

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 (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp95.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10735/30·(8−0.5)/1000 + 0.5)·30 = 95.5 m
Max Vert Disp57.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 95.5 × 0.6 = 57.3 m
Med Horiz Disp30.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 95.5 × 0.319 (σ=2) = 30.5 m
Med Vert Disp18.3 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 57.3 × 0.319 (σ=2) = 18.3 m
AP Pen Close193.8 mm
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 × 1700 × 33.5^0.69 × 0.13^-1.07 × 870^1.38 = 193.8 mm. Matches the in-game spec card.
AP Pen Far59 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 367.7 m/s: 1e-7 × 1700 × 33.5^0.69 × 0.13^-1.07 × 367.7^1.38 = 59 mm.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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.
Broadside guns used for alpha3
All 3 barrels bear on the broadside.
Turret turn time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha5,700
1,900 HE damage x 3 broadside guns = 5,700.
AP full-salvo alpha7,500
2,500 AP damage x 3 broadside guns = 7,500.
Base HE DPM68,400
5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
Base AP DPM90,000
7,500 AP full-salvo alpha x 60 / 5 s base reload = 90,000.
Base shells/min36
3 broadside guns x 60 / 5 s base reload = 36.
Base fires/min2.88
3 HE shells x 60 / 5 s reload x 8% fire chance = 2.88.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage126,000
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage126,000
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×1) + (28×3.5×0.95) = 139. 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.
Maximum AA range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index225
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

Armor

Hull HP 21,200, 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
Bow20 mm primary (range 16–20 mm)2,700 (13% of HP)
Overmatched by 305mm+ (Rasputin, Toulon)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)16 mm primary (range 16–20 mm)15,900 (75% of HP)
Overmatched by 283mm+ (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+ (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 ×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).
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 HPMagazine detonation1–30% chance · below ~75% HPPer-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 (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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.
Exteriors

Skins & permanent camouflages

Every custom exterior Tashkent '39 can equip, from in-game data.

  • 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.