World of Warships: Legends ship guide

V-170

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Using her fantastic torpedo angles, contest space while staying bow-in, being careful to not push too deeply and getting spotted in return
  • Avoid: Burning the 5.6 km concealment advantage on guns
Key characteristics
High AP DPMLobs over islandsSmokeEngine BoostHeavy AP shellsPattern widens fast with range
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Community Data

V-170 Community Stats

Across 3,800+ Standard battles from 320+ players, V-170 averages a 57% win rate, 22,900 damage and 0.9 kills per battle, and survives 30% of them.

Community Data

V-170 Community Stats

Log in to GamingDiver and upload your data to see Community Data for V-170: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

V-170 is a Tier III German torpedo-focused destroyer with quick-reloading torpedoes paired with good surface detection (5.6 km). Using her stealth to push closer, frequently firing torpedo shots into choke points can help stall pushes. Her AP damage is exceptional, but is only effective on slightly angled destroyers. Standout traits: top decile torpedo reload for T3 DDs (42.0s) and AP DPM in T3 DDs (153,333).

Positioning

Using her fantastic torpedo angles, contest space while staying bow-in, being careful to not push too deeply and getting spotted in return. Rely on allied ships to deal damage on enemy ships, transitioning onto the flanks to get the best angle for torpedo attacks, letting your concealment keep you safe.

Potato Avoidance

Burning the 5.6 km concealment advantage on guns

V-170 has great AP DPM, but its value is limited only on angled DDs, meaning building for them wastes the opportunity to improve her good torpedoes. Pushing too far in is a symptom of overconfidence and you lack health to effectively escape.

Signature Traits

Engine Boost

+8% speed (about +2.8 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

LOBBING BATTERY ↗
  • AP DPM machine · 138000 AP
  • Heavy AP shells · 2300 damage
  • Fast reload · 4 s
  • High-arc HE shells · 24.01°
  • High-arc howitzer
Many torpedo launchers ↗

4 launchers, best of T3 DDs. Each fires its own spread: aim them at different escape routes, or stack them on one line for more hits.

Pattern widens fast with range ↗

Shell pattern widens about 9.2 m per km of range, worst of T3 DDs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Small torpedo salvo ↗

5 tubes per side, bottom quartile of T3 DDs. Fewer torpedoes per launch: pick angles the target can't turn out of.

Acquisition

How to get V-170

V-170 is available in the Area-Control Destroyers branch of the Germany Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

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

Show Germany tech-tree branch diagram
Official WG availability sources
  • Honoring the Battle of Jutland Sale Start: 2025-05-19
    • Until June 2, enjoy discounts on select Tech Tree ships:
    • 25% off German Tech Tree ships: Kaiser, Karlsruhe, Kolberg, König, V-25, V-170

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship AL Z24Blue FurioraErich Bey

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 V-170 sits among Tier III DDs (10 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.

BestTurning circle500 m (1 of 3 tied) BestMain battery reload4 s (1 of 2 tied) BestAP DPM138,000 (1 of 2 tied) Top 10%Main dispersion83.3 m (2/11) Top 25%Max speed35.5 kt (3/11) Top 25%Stealth profile5.58 km / 2.79 km (3/11 / 3/11) Top 25%AP arming threshold18 mm (3/9) Top 25%Engine power34,000 hp (3/11) Top 25%Power / turn radius68 hp/m (3/11) Top 25%Torpedo reaction time6.9 s (3/11) Top 25%Torpedo reload42 s (3/11) Bottom 25%Main battery range9.11 km (10/11) Bottom 25%HE velocity715 m/s (9/10) Bottom 25%AA DPS13 (10/11) Bottom 25%AA threat26 (10/11) WorstHE shell damage1,200 (1 of 2 tied) WorstTorpedo speed54 kt (1 of 2 tied)
See 20 mid-pack stats

Not standouts for V-170 -- 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.

Hit points10,300 HP(8/11) Smoke fire bloom2 km(5/11) Rudder shift2.7 s(5/11) Main battery caliber105 mm(9/11) HE fire chance5%(8/10) Fires per minute3(5/10) HE DPM72,000(5/10) AP velocity715 m/s(7/9) Time to 90% speed15.6 s(4/11) Acceleration (0-12 kt)5 s(7/11) Displacement1,563 t(4/11) Power-to-weight21.75 hp/t(4/11) Effective HE DPM (incl. fire)91,683(5/10) AA range2 km(9/11) Torpedo range6.99 km(6/11) Torpedo damage≈9,800(7/11) Max armor13 mm(6/11) Citadel belt13 mm(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 9,100 → 10,300
Displacement1,563 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.
92.7 x 9.9 m (ship-model figure)
Armor range10–13 mm
Plate armor thicknesses10, 13 mm
Armor material/layer entries26
Fire resistance
ƒstock hull: 1 − 0.9334 fire coefficient = 6.7%; top hull: 1 − 0.9001 fire coefficient = 10%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 6.7% → 10%
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 × 10,300 HP = 927 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 × 10,300 HP = 1,030 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.
5,200
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.
3,100
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 × 1,600 = 3,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,600
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 × 7,700 = 15,400), 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.
7,700
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
600
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 × 900 = 1,800), 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.
900
Main Battery
ModuleArtillery: 105 mm L/45 Tbts LC/16
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range (base)8.3 km
Firing range (top fire control)9.1 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±145°, ±157°
Guns to bear
ƒ180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
35° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (9.1 km) shells land in an ellipse about 83 m wide and 50 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 =(910830·8−0.51000+0.5)·30=83.3m
83.3 m at 9.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =83.3·0.6=50m
50 m at 9.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =83.3·0.62=25m
25 m at 9.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =50·0.62=15m
15 m at 9.1 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE alpha1,200
HE Velocity715 m/s
Fire Chance5%
HE fire DPM vs T3 BB19683
Effective HE DPM vs T3 BB91683
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 4 broadside guns = 4,800.
4,800
HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Fires/min
ƒ60 shells/min × 0.05 (5% fire chance) = 3.
3
AP shells
AP alpha2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1870·18.20.69·0.105−1.07·7151.38=134.1mm.
134.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.1 km), where the shell has slowed to 261.4 m/s: P=10−7·1870·18.20.69·0.105−1.07·261.41.38=33.5mm.
33.5 mm at 9.1 km
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 4 s base reload = 138,000.
138,000
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.
3
Torpedoes
ModuleTorpedoes: 6 tubes
Launchers / tubes1 + 1 + 2 + 2 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 38 s. Modernizations and commander effects scale it further, e.g. Torpedo Launchers Mod. 3 alone is x0.85: 42×0.85=35.7 s.
Initial: 38 s → 42 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 54.0 kt); the stock torpedo module runs 52.0 kt.
Initial: 52 kt → 54 kt
Range6.99 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=29,400·0.333=9,800. 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.
≈ 9,800
Maximum damage (ammunition)
ƒ29,400 warhead alpha / 3 + 800 blast = 10,600. 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.
10,600
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
800
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km54 kt×2.6855=6.9 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
6.9 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 1.73 per hit, shown as 1.73×100=173%. 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.
173%
Torpedo launcher traverse25 °/s
Launch arcscentreline 234°; wing 40°, 44° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming175 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 9,800 = 49,000. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
49,000
AA Defense
AA mount pointsInitial: 0 → 2
Maximum AA range
ƒInitial: 0 km → 2 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
Initial: 0 km → 2 km
20 mm Flak 382×1 20mm
Near aura
Guns20 mm Flak 38
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range2 km
Maneuverability
Engine power34,000 hp
Maximum speed35.5 kt
Turning circle radius500 m
Rudder shift timeInitial: 3.8 s → 2.7 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 = 35.5 / 4 + 4.9 = 13.8 kt. Base value; speed modifiers scale it.
13.8 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.
14.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.9 kt of 35.5 kt).
15.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
25.8 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 9.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 9.1 = +0.9°/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 (+0.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 5.58 km x 0.955 = 5.33 km. Camouflage does not change detectability by air.
5.58 km
With Grade IV camouflage (sea)
ƒDetectability by sea 5.58 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.33 km.
5.33 km
Detectability by air2.79 km
Smoke firing penalty2 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 5.58 km) = 9.11 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
9.11 km
Detect when firing (air)
ƒAir detectability 2.79 km + gun-firing bloom 2.1 km = 4.89 km. The bloom tracks main-battery caliber 105 mm × 0.020 = 2.1 km.
4.89 km
Detect when on fire (sea)
ƒSea detectability 5.58 km + 2.0 km while burning = 7.58 km.
7.58 km
Detect when on fire (air)
ƒAir detectability 2.79 km + 3.0 km while burning = 5.79 km.
5.79 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 53 s cloud active · 450 m radius
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.

HullUpgrade
  • Hit points9,100 → 10,300
  • Rudder shift3.8 → 2.7 s
  • AA mounts0 → 2
  • Close-range AA DPS0 → 4
  • Maximum AA range0 → 2 km
Fire controlUpgrade
  • Main battery range8,280 → 9,108 m
TorpedoesTrade-off
  • Reload38 → 42 s
  • Speed52 → 54 kt

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.
AP pen 5 km59 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 =10−7·1870·18.20.69·0.105−1.07·394.51.38=59mm, where 394.5 m/s is the shell's speed when it arrives at 5 km (from 715 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)4
4 mounts × 1 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,870
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 mass18.2 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 coefficient0.4125
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity715 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity715 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 time6.9 s
1000 m / (54.0 kt × 2.6855) = 6.9 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed54.0 kt
Travel time to max range48.2 s
6990 m / (54.0 kt × 2.6855) = 48.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
1 + 1 + 2 + 2 tubes.
Per-side salvo5 torpedoes
4 centreline + (2 wing tubes / 2) = 5: centreline launchers train to either side; wing launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range13
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 20mm Flak 38 2x1 -> 13 DPS @ 2 km.
AA DPS layered by range13 DPS @ 2 km
@ 2 km: 13 from one family. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank13
13 = 13 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index26
13 × 2 = 26. 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
Open in Charting Tool

Ship Charts

Background

The lead ship in the last series of destroyers laid down for the Imperial German Navy. She retained the main armament of G-101-class destroyers, but had a greater displacement and higher speed.

Armor Beta

Hull HP 9,100 → 10,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern10 mm

Overmatched by 96+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)1,600 (16% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–13 mm)900 (9% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 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.
Superstructure10 mm primary (range 10–13 mm)600 (6% 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 HP5,200 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 (20 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 HP3,100 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 V-170 can equip.

  • V-170 default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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