World of Warships: Legends ship guide

Vanguard

Beta
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
2 sigma accuracyHigh HE / fire outputImproved HE pen
Community Data

Vanguard Community Stats

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Playstyle

Overview

Vanguard is a Tier VII British battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best AA reach in T7 BBs (5.2 km).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 11/39 T7 BBs.

Long-reach AA

5.2 km AA reach, best of T7 BBs.

Super-heal

Repair Party heals 2.24%/s, best of T7 BBs. Restores more HP per active second than peers.

Sharp rudder

17.5 s rudder shift, top decile of T7 BBs. Snappy weave.

Tight grouping

Sigma 2.0, top decile of T7 BBs. More shells land near aim.

Fast turret traverse

6.0°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Acquisition

How to get Vanguard

Vanguard is available in the Flamethrowing Battleships branch of the U.K. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Vanguard sits in the Flamethrowing Battleships branch. The highlighted path shows the local branch context inside the full U.K. tree.

Builds Beta

Build for main-battery accuracy/reload, rudder or propulsion handling, survivability, and Repair Party value. Reload Booster uptime makes disciplined shot timing important.

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Cohort position

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Where Vanguard sits among Tier VII BBs (39 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.

BestRudder shift17.5 s (1 of 2 tied) BestAA range5.2 km (1 of 3 tied) BestRepair heal rate2.24 %/s (1/39) Top 10%Fires per minute8.96 (3/38) Top 25%Hit points71,700 HP (7/39) Top 25%Traverse-to-turn ratio5.77 × (7/39) Top 25%Main battery reload22.5 s (6/39) Top 25%Sigma2 (7/39) Top 25%HE DPM123,733 (10/38) Top 25%Main dispersion196.1 m (10/39) Top 25%AA threat2,096 (7/39) Bottom 25%Secondary DPM (per side)136,732 (35/39) Bottom 25%AP fuse timer0.01 s (35/39) Bottom 25%Turn-speed retention152.9 hp/m (31/39) Bottom 25%Displacement51,420 t (35/39) Bottom 25%Power-to-weight2.53 hp/t (35/39) WorstNo torpedoes (27 of 39 in cohort)
See 26 mid-pack stats

Not standouts for Vanguard -- 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.

Max speed30 kt(20/39) Concealment15.21 km(13/39) Air detection12.17 km(11/39) Main battery caliber381 mm(25/39) Main battery range17.01 km(23/39) HE shell damage5,800(15/38) AP shell damage12,500(19/39) AP DPM266,667(11/39) HE alpha1,900(20/37) Secondary fire chance8%(25/37) Secondary HE pen22 mm(28/37) AP velocity836 m/s(11/39) HE velocity836 m/s(11/38) Acceleration8.8 s(17/39) AP arming threshold64 mm(15/39) Engine power130,000 hp(30/39) Secondary range5 km(27/39) AA DPS570(12/39) Repair charges3(19/39) Max armor356 mm(21/39) Citadel belt356 mm(13/37) Stern armor32 mm(15/37) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

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

Repair 3MBRB
Survivability
Hit PointsInitial: 63,300 → 71,700
Displacement51,420 t
Armor range16–356 mm
Plate armor thicknesses16, 19, 25, 32, 37, 38, 44, 50, 64, 100, 102, 114, 125, 150, 212, 229, 235, 305, 310, 343, 356 mm
Armor material/layer entries56
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction25%
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.
35,900
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.
21,500
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time25 s
Firing range (base)15.5 km
Firing range (top fire control)17 km
Turret traverse6 °/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 = (15468/30·(10.8−2)/1000 + 2)·30 = 196.1 m
196.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 196.1 × 0.6 = 117.7 m
117.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 196.1 × 0.32 (σ=2) = 62.7 m
62.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 117.7 × 0.319 (σ=2) = 37.6 m
37.6 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 25 s base reload = 19.2.
19.2
HE shells
HE Damage5,800
HE Velocity836 m/s
Fire Chance42%
HE penetration
ƒ95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ5,800 HE damage x 8 broadside guns = 46,400.
46,400
Base HE DPM
ƒ46,400 HE full-salvo alpha x 60 / 25 s base reload = 111,360.
111,360
Installed HE DPM
ƒ46,400 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 123,733.
123,733
Base fires/min
ƒ8 HE shells x 60 / 25 s reload x 42% fire chance = 8.06.
8.06
AP shells
AP Damage12,500
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 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 × 2400 × 879^0.69 × 0.381^-1.07 × 836^1.38 = 780.9 mm. Matches the in-game spec card.
780.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.3 km), where the shell has slowed to 520.7 m/s: 1e-7 × 2400 × 879^0.69 × 0.381^-1.07 × 520.7^1.38 = 406.3 mm.
406.3 mm
AP full-salvo alpha
ƒ12,500 AP damage x 8 broadside guns = 100,000.
100,000
Base AP DPM
ƒ100,000 AP full-salvo alpha x 60 / 25 s base reload = 240,000.
240,000
Installed AP DPM
ƒ100,000 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 266,667.
266,667
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.
120
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (194×3.5×0.75) + (23×3.5×0.75) = 570. 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.
570
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk VI10×6 40mm
40 mm STAAG (upgraded hull only)1×2 40mm
40 mm Bofors Mk VII (upgraded hull only)11×1 40mm
40 mm Bofors Mk V (stock hull only)1×2 40mm
20 mm Oerlikon Mk V (stock hull only)11×2 20mm
134 mm/50 Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range5.2 km
Medium aura
DPSInitial: 145 → 194
Range3.5 km
Total DPS in Aura
ƒFar 23 + Medium 194 = 217
217
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed30 kt
Turning circle radius850 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.8× slow
Concealment
Detectability by sea15.21 km
Detectability by air12.17 km
Smoke firing penalty13.93 km
Detect after firing main guns15.21 km
Detect Fire Sea17.21 km
Detect Fire Air15.17 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 10 s active · 2.24% heal per second · 22.4% of max HP total heal
Main Battery Reload Booster2 charges · 150 s reload · 15 s active · +50% reload boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
Module options (2)

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

HullTrade-off
  • Hit points63,300 → 71,700
  • Rudder shift23.7 → 17.5 s
  • Close-range AA DPS183 → 194
  • Turret traverse6 → 5 °/s
Fire controlUpgrade
  • Main battery range15,468 → 17014.8 m

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 Disp196.1 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15468/30·(10.8−2)/1000 + 2)·30 = 196.1 m
Max Vert Disp117.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 196.1 × 0.6 = 117.7 m
Med Horiz Disp62.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 196.1 × 0.32 (σ=2) = 62.7 m
Med Vert Disp37.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 117.7 × 0.319 (σ=2) = 37.6 m
AP Pen Close780.9 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 × 2400 × 879^0.69 × 0.381^-1.07 × 836^1.38 = 780.9 mm. Matches the in-game spec card.
AP Pen Far406.3 mm
Same formula at the ship's max firing range (21.3 km), where the shell has slowed to 520.7 m/s: 1e-7 × 2400 × 879^0.69 × 0.381^-1.07 × 520.7^1.38 = 406.3 mm.
HE penetration95 mm
95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha46,400
5,800 HE damage x 8 broadside guns = 46,400.
AP full-salvo alpha100,000
12,500 AP damage x 8 broadside guns = 100,000.
Base HE DPM111,360
46,400 HE full-salvo alpha x 60 / 25 s base reload = 111,360.
Base AP DPM240,000
100,000 AP full-salvo alpha x 60 / 25 s base reload = 240,000.
Installed HE DPM123,733
46,400 HE full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 123,733.
Installed AP DPM266,667
100,000 AP full-salvo alpha x 60 / 22.5 s installed reload (Main Battery Mod. 3 = -10%) = 266,667.
Base shells/min19.2
8 broadside guns x 60 / 25 s base reload = 19.2.
Installed shells/min21.3
8 broadside guns x 60 / 22.5 s installed Artillery reload = 21.3.
Base fires/min8.06
8 HE shells x 60 / 25 s reload x 42% fire chance = 8.06.
Installed fires/min8.96
8 HE shells x 60 / 22.5 s installed reload x 42% fire chance = 8.96.

AA defense

Close-range AA DPS570
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (194×3.5×0.75) + (23×3.5×0.75) = 570. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2096
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.

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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)136,732
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: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 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: 22 mm from the 134 mm family.

Armor

Hull HP 63,30071,700 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.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–310 mm)5,500 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
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 16–356 mm)53,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–310 mm)4,200 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel356 mm primary (range 19–356 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.25 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 (×0.25 direct pen, ×0.10 over-pen).
Turret (module, per magazine)separate HP pool, does not drain ship HP35,900 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 (134 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 (40 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.
Engine (module, research)engine coefficient (unconfirmed)-0.050 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP21,500 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.

Shell ballistics chart

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

Balance History

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

Buff ×7Main Battery ×5Consumable ×2
2025-06-26

Ministry of Balance: Declaration of Changes

  • Main Battery Reload Booster consumable number of charges increased from 1 to 2.
Read the full official post
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Finally, let's start the new year with a time-honored tradition—a Vanguard buff! This change makes the ship more consistent with the rest of the British battleship Tech Tree while marginally improving her overall performance.
  • Main battery HE shell penetration increased from 64 to 95 mm.
Read the full official post
2023-01-12

January Update: Fighting Spirit

  • Finally, we're upholding the tradition of buffing Vanguard again with the addition of improved HE penetration to her shells.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Shell grouping increased by 2.5%, radius of maximum dispersion for main guns decreased by 10%. Rudder shift time decreased for both hulls from 19.7s and 14.7s to 18.1s and 13.4s respectively.
Read the full official post
2021-01-28

Update: February 2021

  • HP restored to citadel by Repair Party increased from 16% to 25%.
  • Shell grouping improved by about 2.6%, and in so many words, it's just a slight buff to the accuracy.
  • Repair party modified—it now restores the same amount of HP but over 10 seconds instead of 28.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Vanguard 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.