Vermont
Beta- Sit 14-17 km from the brawl line and bow toward the closest threat
- Avoid: Pushing the brawl line to chase a kill
Vermont Community Stats
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Vermont Community Stats
Playstyle
Overview
Vermont is a Legendary American sniper battleship (17.8 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. AA (800 AA DPS at 5 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best turret traverse rate in Legendary BBs (12).
Positioning
Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos.
Potato Avoidance
Pushing the brawl line to chase a kill
The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.
Signature Traits
17.8 km main battery reach, best of Legendary BBs.
20.0 s Damage Control duration, best of Legendary BBs. Stays fire / flood immune longer per activation.
64.0 mm bow underwater, best of Legendary BBs. Ramming and deep-water torps land for less.
20.8° impact angle at max range, best of Legendary BBs. Lobs over island cover.
30.6 s reload, worst of Legendary BBs. Salvos punish more, but cycle is slower than peers.
24.5 kt, bottom decile of Legendary BBs. Hard to rotate flanks or disengage; commit positioning early.
How to get Vermont
Vermont is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.
Builds Beta
Build for main-battery accuracy, reload, survivability, and concealment where possible. The ship rewards patient salvo quality more than frantic repositioning.
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 Vermont sits among Legendary BBs (17 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.
See 27 mid-pack stats
Not standouts for Vermont -- 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.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
patched
- baseline34In-game data
- 2024-09-0535Ministry of Balance: Season of Change Main battery reload time reduced from 36 to 35 seconds.
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Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17800/30·(12−2)/1000 + 2)·30 = 238 mƒ
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 238 × 0.6 = 142.8 mƒ
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 238 × 0.326 (σ=1.95) = 77.5 mƒ
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 142.8 × 0.326 (σ=1.95) = 46.5 mƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
12 broadside guns x 60 / 35 s base reload = 20.6.HE shells
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77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).ƒ
6,100 HE damage x 12 broadside guns = 73,200.ƒ
73,200 HE full-salvo alpha x 60 / 35 s base reload = 125,486.ƒ
73,200 HE full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 143,529.ƒ
12 HE shells x 60 / 35 s reload x 43% fire chance = 8.85.AP shells
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floor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).ƒ
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 × 1746^0.69 × 0.457^-1.07 × 732^1.38 = 859.3 mm. Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (22.2 km), where the shell has slowed to 505.9 m/s: 1e-7 × 2400 × 1746^0.69 × 0.457^-1.07 × 505.9^1.38 = 516.1 mm.ƒ
15,000 AP damage x 12 broadside guns = 180,000.ƒ
180,000 AP full-salvo alpha x 60 / 35 s base reload = 308,571.ƒ
180,000 AP full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 352,941.ƒ
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.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (153×3.5×0.75) + (121×3.5×0.7) + (39×3.5×0.75) = 800. 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.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 39 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 39 + Medium 153 = 192ƒ
Far 39 + Medium 153 + Near 121 = 313ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.
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
Defensive AA Fire4 charges · 120 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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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 (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (17800/30·(12−2)/1000 + 2)·30 = 238 mVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 238 × 0.6 = 142.8 m50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 238 × 0.326 (σ=1.95) = 77.5 m50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 142.8 × 0.326 (σ=1.95) = 46.5 mCanonical 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 × 1746^0.69 × 0.457^-1.07 × 732^1.38 = 859.3 mm. Matches the in-game spec card.Same formula at the ship's max firing range (22.2 km), where the shell has slowed to 505.9 m/s: 1e-7 × 2400 × 1746^0.69 × 0.457^-1.07 × 505.9^1.38 = 516.1 mm.77 mm ≈ 460 mm caliber / 6 (standard HE penetration ratio).floor(460 mm caliber / 14.3) = 32 mm (AP auto-penetrates plating this thick or less).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.All 12 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.6,100 HE damage x 12 broadside guns = 73,200.15,000 AP damage x 12 broadside guns = 180,000.73,200 HE full-salvo alpha x 60 / 35 s base reload = 125,486.180,000 AP full-salvo alpha x 60 / 35 s base reload = 308,571.73,200 HE full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 143,529.180,000 AP full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 352,941.12 broadside guns x 60 / 35 s base reload = 20.6.12 broadside guns x 60 / 30.6 s installed Artillery reload = 23.5.12 HE shells x 60 / 35 s reload x 43% fire chance = 8.85.12 HE shells x 60 / 30.6 s installed reload x 43% fire chance = 10.12.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (153×3.5×0.75) + (121×3.5×0.7) + (39×3.5×0.75) = 800. 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.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 8×2 127 mm (8/side) × 60/6 × 1800 = 144,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.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
Hull HP 102,800, 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 |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–64 mm) | 3,700 (4% 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 19–406 mm) | 77,100 (75% of HP) | Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 32–292 mm) | 5,200 (5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 318 mm primary (range 38–318 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.50 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen). |
| Superstructure | 51 mm primary (range 51–457 mm) | 4,200 (4% 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 HP | 51,400 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-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 HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 30,800 module HP | Incapacitated at 0 HP | When 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 Vermont. Cards are condensed; use each source link for full context.
Ministry of Balance: Season of Change
- Main battery AP shell damage increased from 14,200 to 15,000.
- Main battery reload time reduced from 36 to 35 seconds.
Skins & permanent camouflages
Every custom exterior Vermont can equip, from in-game data.
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.
