World of Warships: Legends ship guide

Tashkent

Also called: 塔什干 · Ташкент · Taschkent Beta
U.S.S.R. · Tier VII · Destroyer · Tech Tree
Long-range gunboatOut-range peer DDs and kite cruisers; HE pressure from outside their reach.
Playstyle
  • Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
12 km gun rangeSmokeEngine BoostHolds speed in turnsLong heal windowSluggish rudder
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Community Data

Tashkent Community Stats

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Playstyle

Overview

Tashkent is a Tier VII Soviet long-range gunboat destroyer reaching 12 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best power per turn radius in T7 DDs (171.9 HP) and best nimble for the tonnage in T7 DDs (30.1 HP).

Positioning

Sit in open water at the edge of 12 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it. 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.

Potato Avoidance

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long gun range

12.03 km main battery reach, best of T7 DDs.

ELITE MOBILITY
  • Holds speed in turns · 171.9 hp
  • Nimble for the tonnage · 30.06 hp
  • Heavy powerplant · 125500.0 hp
Long heal window

28.0 s Repair Party duration, best of T7 DDs. Restores HP for longer per activation.

Long DCP window

10.0 s Damage Control duration, best of T7 DDs. Stays fire / flood immune longer per activation.

Sluggish rudder

5.5 s rudder shift, bottom decile of T7 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Tashkent

Tashkent is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

Open in Build Tool →

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Cohort position

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Where Tashkent sits among Tier VII DDs (34 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.

BestMain battery range12.03 km (1/34) BestTurn-speed retention171.9 hp/m (1/34) BestPower-to-weight30.06 hp/t (1/34) BestTorpedo reload69 s (1/33) Top 10%Hit points21,500 HP (4/34) Top 10%Max speed42.5 kt (4/34) Top 10%Engine power125,500 hp (2/34) Top 10%Deck armor20 mm (2/28) Top 25%Fires per minute7.2 (9/34) Bottom 25%Stealth profile7.23 km / 3.62 km (28/34 / 31/34) Bottom 25%Traverse-to-turn ratio5.65 × (28/34) Bottom 25%HE shell damage1,750 (27/34) Bottom 25%Main dispersion97 m (27/34) Bottom 25%Torpedo range8.01 km (27/33) Bottom 25%Torpedo speed60 kt (26/33) Bottom 10%Rudder shift5.5 s (33/34) Bottom 10%Displacement4,175 t (32/34) WorstRepair heal rate0.5 %/s (1 of 2 tied)
See 24 mid-pack stats

Not standouts for Tashkent -- 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 caliber130 mm(13/34) Main battery reload4 s(16/34) HE fire chance8%(17/34) HE DPM157,500(14/34) AP shell damage2,250(17/32) AP DPM202,500(13/32) AP velocity870 m/s(11/32) HE velocity870 m/s(11/34) Acceleration17.3 s(16/34) AP arming threshold22 mm(21/32) AP pen at 10 km69 mm(12/32) Effective HE DPM (incl. fire)210,908(13/34) AA DPS216(13/34) AA range3.5 km(23/34) AA threat565(15/34) Torpedo damage≈13,400(25/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit PointsInitial: 16,400 → 21,500
Displacement4,175 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 19, 20 mm
Armor material/layer entries28
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/50 B-2LM U
Mounts / barrels3 mounts / 6 barrels
Reload time4.5 s
Firing range (base)10.9 km
Firing range (top fire control)12 km
Turret traverse9.7 °/s
HE fire DPM vs T7 BB47474
Effective HE DPM vs T7 BB187474
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1093330·80.51000+0.5)·30=97m
97 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97·0.6=58.2m
58.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =97·0.32(σ=2)=31m
31 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =58.2·0.32(σ=2)=18.6m
18.6 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 4.5 s base reload = 80. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 4 s all-upgrades reload = 90.
Initial: 80 → 90
HE shells
HE Damage1,750 → 1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒZero upgrades: 1,750 HE damage x 6 broadside guns = 10,500. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 1,900 HE damage x 6 broadside guns = 11,400.
Initial: 10,500 → 11,400
HE DPM
ƒZero upgrades: 10,500 HE full-salvo alpha x 60 / 4.5 s base reload = 140,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 11,400 HE full-salvo alpha x 60 / 4 s all-upgrades reload = 171,000.
Initial: 140,000 → 171,000
Fires/min
ƒZero upgrades: 80 shells/min x 8% fire chance = 6.4. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 90 shells/min x 8% fire chance = 7.2.
Initial: 6.4 → 7.2
AP shells
AP Damage2,250 → 2,500
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: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
184.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15 km), where the shell has slowed to 343.1 m/s: P=107·1615·33.50.69·0.131.07·343.11.38=51mm.
51 mm
AP full-salvo alpha
ƒZero upgrades: 2,250 AP damage x 6 broadside guns = 13,500. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,500 AP damage x 6 broadside guns = 15,000.
Initial: 13,500 → 15,000
AP DPM
ƒZero upgrades: 13,500 AP full-salvo alpha x 60 / 4.5 s base reload = 180,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 15,000 AP full-salvo alpha x 60 / 4 s all-upgrades reload = 225,000.
Initial: 180,000 → 225,000
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.
9
Torpedoes
ModuleTorpedoes: 53-36 mod. 2
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 74 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 69×0.85=58.6 s.
69 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 60 kt); the stock torpedo module runs 70 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
60 kt
Range8.01 km
Maximum simulated damage
ƒEstimate 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: Dsim=α·c=40,200·0.333=13,400.
≈ 13,400
Maximum damage (ammunition)
ƒThe 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.
14,400
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km60 kt×2.6=7.1 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.4 per hit, shown as 2.4×100=240%. 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.
240%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 13,400 = 120,600.
120,600
AA Defense
AA mount pointsInitial: 13 → 12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (25×3.5×0.95) = 216. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
216
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm V-11Initial: 37 mm 70-K (6×1) → 37 mm V-11 (6×2)
12.7 mm DShKM-2Initial: 12.7 mm DShK (6×1) → 12.7 mm DShKM-2 (6×2)
76 mm 39-K (stock hull only)1×2 76mm
Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 1 hit probability = 133 - the same in-game units as the Close-range AA DPS headline.
133
Range3.5 km
Near aura
Guns12.7 mm DShKM-2
Continuous DPS
ƒEffective DPS: 25 raw aura damage × 3.5 × 0.95 hit probability = 83 - the same in-game units as the Close-range AA DPS headline.
Initial: 70 → 83
Range1.2 km
Total DPS in Aura
ƒMedium 133 + Near 83 = 216
216
Maneuverability
Engine power125,500 hp
Maximum speed42.5 kt
Turning circle radius730 m
Rudder shift time5.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (38.2 kt of 42.5 kt), from our in-house acceleration model.
17.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (42.1 kt of 42.5 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.
29.3 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·42.5·0.5144730=1.72°/s, so ratio=ωturretωhull=9.71.72=5.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.7× slow
Concealment
Detectability by sea7.23 km
Detectability by air3.62 km
Smoke firing penalty2.75 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.23 km
Detect Fire Sea9.23 km
Detect Fire Air6.62 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 89 s cloud active · 450 m radius
Repair Party2 charges · 80 s reload · 28 s active · 3,010 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 6,020 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 108 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (21,500 HP) per second = 108 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points16,400 → 21,500
  • Rudder shift9.9 → 7.1 s
  • AA mounts13 → 12
  • Close-range AA DPS50 → 63
Fire controlUpgrade
  • Main battery range10,933 → 12026.3 m
TorpedoesTrade-off
  • Range6.03 → 8.01 km
  • Reload74 → 69 s
  • Alpha damage50,200 → 40,200
  • Display damage16,733 → 13,400
  • Speed70 → 60 kt

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

Shell Grouping (σ)2
Max Horiz Disp97 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1093330·80.51000+0.5)·30=97m
Shell scatter width @ 5 km52.5 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.
Shell scatter width @ 10 km90 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.
Max Vert Disp58.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97·0.6=58.2m
Shell scatter height @ 10 km52.5 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.
Med Horiz Disp31 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =97·0.32(σ=2)=31m
Med Vert Disp18.6 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =58.2·0.32(σ=2)=18.6m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close184.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1615·33.50.69·0.131.07·8701.38=184.1mm. Matches the in-game spec card.
AP Pen Far51 mm
Same formula at the ship's max firing range (15 km), where the shell has slowed to 343.1 m/s: P=107·1615·33.50.69·0.131.07·343.11.38=51mm.
AP pen 5 km113 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km69 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
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 Radius9
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alphaInitial: 10,500 → 11,400
Zero upgrades: 1,750 HE damage x 6 broadside guns = 10,500. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 1,900 HE damage x 6 broadside guns = 11,400.
AP full-salvo alphaInitial: 13,500 → 15,000
Zero upgrades: 2,250 AP damage x 6 broadside guns = 13,500. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 2,500 AP damage x 6 broadside guns = 15,000.
HE DPMInitial: 140,000 → 171,000
Zero upgrades: 10,500 HE full-salvo alpha x 60 / 4.5 s base reload = 140,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 11,400 HE full-salvo alpha x 60 / 4 s all-upgrades reload = 171,000.
AP DPMInitial: 180,000 → 225,000
Zero upgrades: 13,500 AP full-salvo alpha x 60 / 4.5 s base reload = 180,000. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 15,000 AP full-salvo alpha x 60 / 4 s all-upgrades reload = 225,000.
Shells/minInitial: 80 → 90
Zero upgrades: 6 broadside guns x 60 / 4.5 s base reload = 80. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 4 s all-upgrades reload = 90.
Fires/minInitial: 6.4 → 7.2
Zero upgrades: 80 shells/min x 8% fire chance = 6.4. All upgrades (top hull shells + Main Battery Mod. 3 = -10% reload): 90 shells/min x 8% fire chance = 7.2.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range51.3 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 damage120,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 13,400 = 120,600.
Per-side salvo damage120,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 13,400 = 120,600.

AA defense

Close-range AA DPS216
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×1) + (25×3.5×0.95) = 216. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index565
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 Beta

Hull HP 16,40021,500 with hull upgrade, 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.

Bow & stern19 mm

Overmatched by 136+ 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 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,900 (13% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm16,100 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,800 (8% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 19–20 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)1,800 (8% 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 HP10,800 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 (37 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 HP6,500 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.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Tashkent. Cards are condensed; use each source link for full context.

Buff ×1Consumable ×1
2021-08-26

September update: the Redinforcements

  • Repair party added to the slot with Smoke Generator as a consumable of choice.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.