World of Warships: Legends ship guide

Texas Alpha

BetaAlpha Tester
U.S.A. · Tier IV · Battleship · Premium
Bow-tank battleshipHold the line bow-in; your armor shrugs what peers can't crack.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
356 mm overmatchHeavy AP pen1.8 sigma accuracyStrong AASlow

Variant of Texas

Cosmetic-only variant of Texas. Identical to Texas on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Texas Alpha Community Stats

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Playstyle

Overview

Texas Alpha is the Tier V American AA-specialist battleship with 474 AA DPS at 3.5 km. Match value is air denial as much as direct damage; she anchors the team's AA umbrella so peer ships rotate into the air-defended cell rather than away from it. Standout traits: best DCP duration in T5 BBs (20 s) and best bow armor in T5 BBs (30 mm).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Big-caliber overmatch

24.9 mm overmatch threshold, best of T4 BBs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

360.2 mm AP pen at max range, top decile of T4 BBs. Threatens citadels even from range.

Close-range AP brick

666.5 mm AP pen at 1.5 km, top decile of T4 BBs. Citadels broadside cruisers up close.

Long DCP window

20.0 s Damage Control duration, best of T4 BBs. Stays fire / flood immune longer per activation.

Slow reload

30.9 s reload, worst of T4 BBs. Salvos punish more, but cycle is slower than peers.

Stiff AP fuse

59.0 mm AP arming threshold, worst of T4 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Texas Alpha

Texas Alpha is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

AL Colorado, AL New Jersey, and Al Massachusetts are useful American battleship commander directions. Inspirations usually favor accuracy, reload, AP performance, HP, survivability, or secondary/brawling bonuses depending on how aggressively you want to play.

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Commanders frequently paired with this ship AL ColoradoAL New Jersey

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 Texas Alpha sits among Tier IV BBs (24 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 caliber356 mm (1 of 10 tied) Top 10%AP shell damage10,300 (3/24) Top 25%Hit points49,100 HP (7/24) Top 25%HE velocity834 m/s (7/24) Top 25%Max armor305 mm (7/24) Top 25%Citadel belt305 mm (5/23) Bottom 25%Max speed20.5 kt (22/24) Bottom 25%Stealth profile13.59 km / 10.87 km (19/24 / 19/24) Bottom 25%Rudder shift14 s (20/24) Bottom 25%Main dispersion206.5 m (19/24) Bottom 25%Engine power28,100 hp (21/24) Bottom 25%Turn-speed retention46.8 hp/m (21/24) Bottom 25%Displacement32,436 t (19/24) Bottom 25%Power-to-weight0.87 hp/t (21/24) WorstMain battery reload30.9 s (1 of 2 tied) WorstSecondary DPM (per side)46,286 (24/24) WorstSecondary fire chance6% (1 of 4 tied) WorstAP arming threshold59 mm (1 of 9 tied) WorstAA DPS474 (24/24) WorstAA threat1,306 (23/23) WorstNo torpedoes (21 of 24 in cohort) WorstDeck armor13 mm (1 of 3 tied)
See 20 mid-pack stats

Not standouts for Texas Alpha -- 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 ratio2.98 ×(15/24) Main battery range14.65 km(17/24) Sigma1.8(11/24) HE shell damage5,000(11/24) HE fire chance30%(11/24) Fires per minute5.83(14/24) HE DPM97,087(15/24) AP DPM200,000(11/24) HE alpha1,800(15/23) Secondary HE pen21 mm(17/23) AP velocity792 m/s(13/24) Acceleration37.8 s(17/24) AA range3.5 km(12/24) Repair charges3(11/24) Bow armor19 mm(11/23) Stern armor19 mm(11/23) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit Points49,100
Displacement32,436 t
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 68, 75, 76, 89, 152, 165, 178, 210, 229, 254, 280, 305 mm
Armor material/layer entries60
Fire resistance16.6%
Fire duration60 s
Torp Reduction31%
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.
24,600
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.
14,700
Main Battery
ModuleArtillery: 356 mm Mk8
Mounts / barrels5 mounts / 10 barrels
Reload time34.3 s
Firing range14.7 km
Turret traverse3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1465230·1221000+2)·30=206.5m
206.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =206.5·0.6=123.9m
123.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =206.5·0.344(σ=1.8)=71m
71 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =123.9·0.344(σ=1.8)=42.6m
42.6 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ10 broadside guns x 60 / 34.3 s base reload = 17.5.
17.5
HE shells
HE Damage5,000
HE Velocity834 m/s
Fire Chance30%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 10 broadside guns = 50,000.
50,000
Base HE DPM
ƒ50,000 HE full-salvo alpha x 60 / 34.3 s base reload = 87,464.
87,464
Base fires/min
ƒ10 HE shells x 60 / 34.3 s reload x 30% fire chance = 5.25.
5.25
AP shells
AP Damage10,300
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2604·680.40.69·0.3561.07·7921.38=708.7mm. Matches the in-game spec card.
708.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.3 km), where the shell has slowed to 485 m/s: P=107·2604·680.40.69·0.3561.07·4851.38=360.2mm.
360.2 mm
AP full-salvo alpha
ƒ10,300 AP damage x 10 broadside guns = 103,000.
103,000
Base AP DPM
ƒ103,000 AP full-salvo alpha x 60 / 34.3 s base reload = 180,175.
180,175
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.
60
AA Defense
AA mount points64
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.75) + (81×3.5×0.75) + (96×3.5×0.7) = 474. 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.
474
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76.2 mm Mk22 mod. 210×1 76mm
40 mm Bofors Mk210×4 40mm
20 mm Oerlikon Mk444×1 20mm
Far + Medium aura
Far DPS10
Medium DPS81
Range3.5 km
Total DPS in Aura
ƒFar 10 + Medium 81 = 91
91
Near aura
DPS96
Range2 km
Total DPS in Aura
ƒFar 10 + Medium 81 + Near 96 = 187
187
S
Secondary Battery
Mounts6
Firing range4.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 28,100 hp
Engine power28,100 hp
Maximum speed20.5 kt
Turning circle radius600 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (18.4 kt of 20.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(28,10032,436)0.42=0.9415; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=37.8s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
37.8 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (20.3 kt of 20.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=63.4s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
63.4 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·20.5·0.5144600=1.01°/s, so ratio=ωturretωhull=31.01=3.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.0× drags
Concealment
Detectability by sea13.59 km
Detectability by air10.87 km
Smoke firing penalty11.78 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.59 km
Detect Fire Sea15.59 km
Detect Fire Air13.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp206.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14652}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 206.5\,\text{m}$
Max Vert Disp123.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 206.5 \cdot 0.6 = 123.9\,\text{m}$
Med Horiz Disp71 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 206.5 \cdot 0.344\;(\sigma = 1.8) = 71\,\text{m}$
Med Vert Disp42.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 123.9 \cdot 0.344\;(\sigma = 1.8) = 42.6\,\text{m}$
AP Pen Close708.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2604 \cdot 680.4^{0.69} \cdot 0.356^{-1.07} \cdot 792^{1.38} = 708.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far360.2 mm
Same formula at the ship's max firing range (18.3 km), where the shell has slowed to 485 m/s: $P = 10^{-7}\cdot 2604 \cdot 680.4^{0.69} \cdot 0.356^{-1.07} \cdot 485^{1.38} = 360.2\,\text{mm}$.
HE penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha50,000
5,000 HE damage x 10 broadside guns = 50,000.
AP full-salvo alpha103,000
10,300 AP damage x 10 broadside guns = 103,000.
Base HE DPM87,464
50,000 HE full-salvo alpha x 60 / 34.3 s base reload = 87,464.
Base AP DPM180,175
103,000 AP full-salvo alpha x 60 / 34.3 s base reload = 180,175.
Base shells/min17.5
10 broadside guns x 60 / 34.3 s base reload = 17.5.
Base fires/min5.25
10 HE shells x 60 / 34.3 s reload x 30% fire chance = 5.25.

AA defense

Close-range AA DPS474
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (10×3.5×0.75) + (81×3.5×0.75) + (96×3.5×0.7) = 474. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1306
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 range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)46,286
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×1 127 mm (3/side) × 60/7 × 1800 = 46,286. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 127 mm family.
Max HE pen21 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.

Armor Beta

Hull HP 49,100, 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 75+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–30 mm)1,800 (4% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle 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 mm primary (range 19–280 mm)36,800 (75% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle 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 19–152 mm)1,500 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–305 mm)900 (2% 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 HP24,600 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.
Secondary mount (127 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (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 HP14,700 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Texas Alpha default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

Source status No high-context source card yet Filtered for precision

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