World of Warships: Legends ship guide

Vermont

Also called: 佛蒙特 Beta
U.S.A. · Tier ★ · Battleship · Premium
Sniper battleshipLong main-battery reach lands AP citadels from positions peers must push to reach.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
457 mm AP overmatch17.8 km gun rangeStrong AALobs over islandsSpotter planeSlow
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Community Data

Vermont Community Stats

Across 13,000+ Standard battles from 200+ players, Vermont averages a 63% win rate, 114,000 damage and 1.2 kills per battle, and survives 50% of them.

Community Data

Vermont Community Stats

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

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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) ranks 2 of 23 in Legendary BBs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: high HP pool in Legendary BBs (102,800 HP, 2nd of 23) and deep effective HP in Legendary BBs (145,976, 2nd of 23). The trade is top speed in Legendary BBs (24.5 kt, 23rd of 23).

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. Her handling reads as a contradiction and is not one: 19.2 s on the rudder means she starts turning late, while a 850 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

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

LOBBING BATTERY ↗
  • Long gun range · 17.8 km
  • High-arc AP shells · 14.96°
ELITE HP ↗
  • High HP pool · 102800 HP
  • Deep effective · 145976 effective
Top-tier AA ↗

800 AA DPS, top decile of Legendary BBs (median 647).

Repairs citadel hits ↗

50% of citadel damage heals back, best of Legendary BBs. Most peers recover a tenth of it.

Slow for the class ↗

24.5 kt, bottom decile of Legendary BBs. Hard to rotate flanks or disengage; commit positioning early.

Slow reload ↗

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

Acquisition

How to get Vermont

Vermont is available as a Bureau project.

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

Official WG availability sources
  • March Update: Tides of Spring Bureau project Start: 2024-02-15
    • Two new Bureau Projects are joining the lineup: Legendary Z-52 and Vermont will be available starting February 19 and 26, respectively.
  • Independence Day '25: New U.S. Ships, Skins, and More! Bureau project Start: 2025-06-27
    • In addition, you’ll find discounted U.S. ships Rochester and Independence, discounted Bureau Projects for Midway and Vermont, and Across the Storm and Golden Eagle skins available for Independium.

Builds

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

William Sims

WG official

WG official build from Bureau Overview: Vermont and Z-52.

Source: Bureau Overview: Vermont and Z-52

Open in Build Tool →

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 Vermont sits among Legendary BBs (22 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 circle850 m (1/23) BestMain battery range17.8 km (1/23) Top 10%Hit points102,800 HP (2/23) Top 10%AA DPS800 (2/23) Top 25%AP DPM317,647 (6/23) Top 25%AP pen at 10 km660 mm (5/23) Top 25%Flak damage per salvo (expected)2,625 (5/23) Bottom 25%Rudder shift19.2 s (19/23) Bottom 25%Secondary DPM (per side)144,000 (20/23) Bottom 25%Secondary HE pen21 mm (17/21) Bottom 25%Displacement77,506 t (20/23) Bottom 10%Main dispersion238 m (22/23) WorstMax speed24.5 kt (23/23) WorstMain battery reload34 s (23/23) WorstSecondary fire chance5% (1 of 4 tied) WorstAP velocity732 m/s (1 of 2 tied) WorstTime to 90% speed41.6 s (23/23) WorstAcceleration (0-12 kt)18.3 s (23/23) WorstEngine power65,000 hp (23/23) WorstPower / turn radius76.5 hp/m (23/23) WorstPower-to-weight0.84 hp/t (23/23) WorstNo torpedoes (17 of 23 in cohort)
See 26 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.

Concealment16.01 km(14/23) Smoke fire bloom15.73 km(17/23) Air detection12.8 km(14/23) Main battery caliber457 mm(9/23) Sigma1.95(10/23) HE shell damage6,100(11/22) HE fire chance43%(9/22) Fires per minute9.11(10/22) HE DPM129,176(11/22) Secondary HE alpha1,800(11/21) HE velocity800 m/s(15/22) AP arming threshold76 mm(15/23) Effective HE DPM (incl. fire)203,852(11/22) AA range5 km(17/23) AA threat2,509(11/23) Repair charges3(9/23) Max armor457 mm(9/23) Citadel belt318 mm(16/23) NormSecondary dispersion bracket57(16 of 23 tied at this value) NormAP fuse timer0.033 s(20 of 23 tied at this value) NormAP ricochet start45°(20 of 23 tied at this value) NormAP auto-bounce angle60°(20 of 23 tied at this value) NormSecondary range5 km(13 of 23 tied at this value) NormRepair heal rate0.5 %/s(15 of 23 tied at this value) NormBow armor32 mm(18 of 23 tied at this value) NormStern armor32 mm(18 of 23 tied at this value)
Survivability
Hit Points102,800
Displacement77,506 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.
282 x 39.62 m
Armor range19–457 mm
Plate armor thicknesses19, 32, 38, 41, 50, 51, 64, 127, 165, 229, 292, 318, 381, 406, 457 mm
Armor material/layer entries69
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. 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.
40%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 60 s = 0.18 of the pool; 0.18 × 102,800 HP = 18,504 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: 0.005 of max HP per second (0.5%) × 40 s = 0.2 of the pool; 0.2 × 102,800 HP = 20,560 HP on this ship.
0.5% of HP per second
Torp Reduction
ƒ1 − 0.199 hull torpedo-damage coefficient / 0.333 unprotected baseline = 40%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
40%
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.
51,400
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.
30,800
Effective HP
ƒBase 102,800 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 102,800 HP = 14,392 HP per charge, × 3 charges = 43,176 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
145,976
Repairable: penetration50%
Repairable: citadel50%
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 × 3,700 = 7,400), 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.
3,700
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,300 = 10,600), 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.
5,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 12,500 = 25,000), 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.
12,500
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 × 77,100 = 154,200), 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.
77,100
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 × 4,200 = 8,400), 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 ×. 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.
4,200
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 × 5,200 = 10,400), 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.
5,200
Citadel 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
Main Battery
ModuleArtillery: 457 mm/45 Mk.A
Mounts / barrels4 mounts / 12 barrels
Reload time34 s
Firing range17.8 km
Turret traverse4 °/s
Turret armor508 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.
2x ±146°, 2x ±144°
Guns to bear
ƒ180° − 144° (the most restricted aft-facing mount's arc) = 36° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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.
36° off bow / 34° off stern
Shell Grouping (σ)1.95
Dispersion type
ƒIn practice: the baseline curve for a standard battleship -- at max range (17.8 km) shells land in an ellipse about 238 m wide and 143 m tall. Also on this curve (68): AL New Jersey, Agincourt, Alabama, Alabama B, Arizona, Arkansas, Arkansas FE, Atlântico, BA Montana, Bellerophon, Bourgogne, California and 56 more.
Standard battleship
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1780030·12−21000+2)·30=238m
238 m at 17.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =238·0.6=142.8m
142.8 m at 17.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =238·0.61.95=73.2m
73.2 m at 17.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =142.8·0.61.95=43.9m
43.9 m at 17.8 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 34 s base reload = 21.2. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 30.714 s (30.6 s = 215 ticks) all-upgrades reload (34 s × 0.9 Main Battery Mod. 3 = 30.6 s) = 23.4.
Initial: 21.2 → 23.4
HE shells
HE alpha6,100
HE Velocity800 m/s
Fire Chance43%
HE fire DPM vs T8 BB74643
Effective HE DPM vs T8 BB203819
HE penetration
ƒ77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ6,100 HE damage x 12 broadside guns = 73,200.
73,200
HE DPM
ƒZero upgrades: 73,200 HE full-salvo alpha x 60 / 34 s base reload = 129,176. All upgrades (Main Battery Mod. 3 = -10% reload): 73,200 HE full-salvo alpha x 60 / 30.714 s (30.6 s = 215 ticks) all-upgrades reload (34 s × 0.9 Main Battery Mod. 3 = 30.6 s) = 142,995.
Initial: 129,176 → 142,995
Fires/min
ƒZero upgrades: 21.2 shells/min × 0.43 (43% fire chance) = 9.11. All upgrades (Main Battery Mod. 3 = -10% reload): 23.4 shells/min × 0.43 (43% fire chance) = 10.08.
Initial: 9.11 → 10.08
AP shells
AP alpha15,000
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP pen max range555 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2400·17460.69·0.457−1.07·7321.38=859.3mm.
859.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 532.8 m/s: P=10−7·2400·17460.69·0.457−1.07·532.81.38=554.3mm.
554.3 mm at 17.8 km
AP full-salvo alpha
ƒ15,000 AP damage x 12 broadside guns = 180,000.
180,000
AP DPM
ƒZero upgrades: 180,000 AP full-salvo alpha x 60 / 34 s base reload = 317,647. All upgrades (Main Battery Mod. 3 = -10% reload): 180,000 AP full-salvo alpha x 60 / 30.714 s (30.6 s = 215 ticks) all-upgrades reload (34 s × 0.9 Main Battery Mod. 3 = 30.6 s) = 351,628.
Initial: 317,647 → 351,628
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.
400
AA Defense
AA mount points57
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Bofors Mk221×4 40mm
20 mm Oerlikon Mk2036×2 20mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 127mm
Far aura
Guns127 mm Mk32 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 102 from dual-purpose secondaries firing as AA in this range band.
102
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 153 raw aura damage × 3.5 × 0.75 hit probability = 402 - the same in-game units as the Close-range AA DPS headline.
402
Range3.5 km
Total DPS in Aura
ƒFar 102 + Medium 402 = 504
504
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 121 raw aura damage × 3.5 × 0.7 hit probability = 296 - the same in-game units as the Close-range AA DPS headline.
296
Range2 km
Total DPS in Aura
ƒFar 102 + Medium 402 + Near 296 = 800
800
Flak
AA explosions
ƒEach ~2 s salvo fires 3 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 14 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
3 per salvo, 4 clouds each + 2 outer clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
144,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 4 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 32,789. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
32,789
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 144,000 + secondary fire DPM 32,789 = 176,789: shell damage plus fire damage against one T8 battleship, every shell hitting.
176,789
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
4
HE Pen21 mm
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 power65,000 hp
Maximum speed24.5 kt
Turning circle radius850 m
Rudder shift time19.2 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 24.5 / 4 + 4.9 = 11.0 kt. Base value; speed modifiers scale it.
11.0 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.
62.8 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.1 kt of 24.5 kt).
41.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.3 kt of 24.5 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.
69.3 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 3.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 4 − 3.4 = +0.6°/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 (+0.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 16.01 km x 0.955 = 15.29 km. Camouflage does not change detectability by air.
16.01 km
With Grade IV camouflage (sea)
ƒDetectability by sea 16.01 km x 0.955 (Grade IV permanent camo or any disposable camo) = 15.29 km.
15.29 km
Detectability by air12.8 km
Smoke firing penalty15.73 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 16.01 km) = 17.8 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
17.8 km
Detect when firing (air)
ƒAir detectability 12.8 km + gun-firing bloom 9.14 km = 21.94 km. The bloom tracks main-battery caliber 457 mm × 0.020 = 9.14 km.
21.94 km
Detect when on fire (sea)
ƒSea detectability 16.01 km + 2.0 km while burning = 18.01 km.
18.01 km
Detect when on fire (air)
ƒAir detectability 12.8 km + 3.0 km while burning = 15.8 km.
15.8 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 14,392 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 102,800 HP = 14,392 HP: up to 14% of max HP restored per charge.
· 43,176 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 102,800 HP = 43,176 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 514 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 102,800 HP = 514 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire4 charges · 120 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Enhanced Secondary Targeting3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

Under the hood

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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 BBStandard
The standard battleship dispersion curve.
Shell scatter width @ 5 km110 m
(166.7 × (12 − 2) / 1000 + 2) × 30 = 110 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.
Shell scatter width @ 10 km160 m
(333.3 × (12 − 2) / 1000 + 2) × 30 = 160 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.
Shell scatter width @ 15 km210 m
(500 × (12 − 2) / 1000 + 2) × 30 = 210 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km40.5 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17800=8900 m, and radiusOnMax=0.6 at 17800 m. Below the kink: k=0.2+(0.5−0.2)·50008900=0.3685, so σV=σH·k=110·0.3685=40.5m.
Shell scatter height @ 10 km82 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17800=8900 m, and radiusOnMax=0.6 at 17800 m. Above the kink: k=0.5+(0.6−0.5)·10000−890017800−8900=0.5124, so σV=σH·k=160·0.5124=82m.
Shell scatter height @ 15 km119.4 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·17800=8900 m, and radiusOnMax=0.6 at 17800 m. Above the kink: k=0.5+(0.6−0.5)·15000−890017800−8900=0.5685, so σV=σH·k=210·0.5685=119.4m.
AP pen 5 km751 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 =10−7·2400·17460.69·0.457−1.07·663.91.38=751mm, where 663.9 m/s is the shell's speed when it arrives at 5 km (from 732 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km660 mm
AP penetration at a fixed 10 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 =10−7·2400·17460.69·0.457−1.07·604.31.38=660mm, where 604.3 m/s is the shell's speed when it arrives at 10 km (from 732 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km587 mm
AP penetration at a fixed 15 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 =10−7·2400·17460.69·0.457−1.07·555.41.38=587mm, where 555.4 m/s is the shell's speed when it arrives at 15 km (from 732 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.13 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3·0.4628·1230=2.03×10−5. That runs from a 800 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.47 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.341·0.45728·1746=1.6×10−5. That runs from a 732 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)12
4 mounts × 3 barrels = 12; all 12 bear on the broadside.

Model inputs

Krupp (AP)2,400
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 mass1,746 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 coefficient0.341
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity732 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity800 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius12
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius2
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.

AA defense

AA DPS at max range102
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 21x4 -> 402 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 36x2 -> 296 DPS @ 2 km; 5in38 Mk32 Mod12 8x2 -> 102 DPS @ 5 km.
AA DPS layered by range102 DPS @ 5 km, 504 DPS @ 3.5 km, 800 DPS @ 2 km
@ 5 km: 102 from one family; @ 3.5 km: 402 + 102 = 504; @ 2 km: 402 + 296 + 102 = 800. 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-blank800
402 + 296 + 102 = 800 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2509
402 × 3.5 + 296 × 2 + 102 × 5 = 2509. 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 firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
The only family (127 mm): 5%. 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.
Max HE pen21 mm
The only family (127 mm): 21 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.
Open in Charting Tool

Ship Charts

Background

During the World War I dreadnought race, six projects for a battleship with maxed out capabilities were created. The engineers were given a lot of room to maneuver with only one limitation: the ship had to be able to go through the Panama Canal. The first project was a bit more conservative than the others, featuring 12 high-caliber guns in four turrets, along with exceptionally powerful armor.

Armor Beta

Hull HP 102,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel406 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–64 mm)3,700 (4% of HP)
Overmatched by 460mm+ AP (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)406 mm primary (range 32–406 mm)77,100 (75% of HP)
No common AP caliber overmatches406 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–292 mm)5,200 (5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel406 mm primary (range 38–318 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.
Superstructure19 mm4,200 (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 HP51,400 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.
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 (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.
Rudder (module)separate HP pool, does not drain ship HP30,800 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.

Balance History

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

Nerf ×1Buff ×3Main Battery ×4
2025-11-27

Holiday Update: Christmas on the Waves

  • Main battery reload time reduced from 35 to 34 seconds.
  • Main battery AP shell air drag reduced.
Read the full official post
2024-09-05

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.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Vermont can equip.

  • Vermont 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.