World of Warships: Legends ship guide

Warspite B

Beta
U.K. · Tier V · Battleship · Premium
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Anchor a flank at 12-15 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
381 mm overmatch2 sigma accuracyStrong secondaries (5 km)Spotter planeStiff AP fuse

Variant of Warspite

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

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Community Data

Warspite B Community Stats

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Playstyle

Overview

Warspite B is a Tier V 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. Standout traits: best sigma in T5 BBs (2).

Positioning

Anchor a flank at 12-15 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

Tight grouping

Sigma 2.0, best of T5 BBs. More shells land near aim.

Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), best of T5 BBs. Stacks fires faster than peers in a brawl.

Long-reach AA

5.0 km AA reach, top decile of T5 BBs.

Super-heal

Repair Party heals 0.6%/s, top decile of T5 BBs. Restores more HP per active second than peers.

Holds speed in turns

145.5 hp per metre of turn radius, top decile of T5 BBs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Stiff AP fuse

64.0 mm AP arming threshold, bottom decile of T5 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Warspite B

Warspite B is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, survivability, repair value, and fire resistance. Keep the ship focused on reliable salvo quality.

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Cohort position

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Where Warspite B sits among Tier V BBs (25 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.

BestSigma2 (1 of 5 tied) BestSecondary dispersion bracket33 (1 of 4 tied) BestSecondary fire chance12% (1/24) Top 10%Acceleration33.1 s (2/24) Top 10%Turn-speed retention145.5 hp/m (3/25) Top 10%Repair heal rate0.6 %/s (2/25) Top 25%Main battery caliber381 mm (5/25) Top 25%AP shell damage11,400 (5/25) Top 25%HE alpha2,200 (7/24) Top 25%Secondary HE pen25 mm (5/24) Top 25%Secondary range5 km (5/25) Top 25%AA range5 km (7/25) Bottom 25%Main battery range15.5 km (20/25) Bottom 25%Fires per minute6.04 (20/25) Bottom 25%AP velocity732 m/s (21/25) Bottom 25%HE velocity732 m/s (21/25) Bottom 25%AP arming threshold64 mm (21/25) WorstTraverse-to-turn ratio2.62 × (25/25)
See 26 mid-pack stats

Not standouts for Warspite B -- 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 points53,800 HP(14/25) Max speed23.5 kt(18/25) Concealment14.23 km(9/25) Air detection11.38 km(9/25) Rudder shift14.2 s(13/25) Main battery reload27 s(16/25) HE shell damage5,300(11/25) HE fire chance34%(9/25) HE DPM94,222(19/25) AP DPM202,667(19/25) Main dispersion210.7 m(17/25) Secondary DPM (per side)181,395(14/25) Engine power80,000 hp(11/25) Displacement36,490 t(11/25) Power-to-weight2.19 hp/t(8/25) AA DPS249(10/25) AA threat685(11/25) Repair charges3(13/25) Max armor330 mm(15/25) Citadel belt330 mm(10/24) Bow armor25 mm(15/24) Stern armor25 mm(15/24) Deck armor76 mm(8/24) NormAP fuse timer0.03 s(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value)
Survivability
Hit Points53,800
Displacement36,490 t
Armor range16–330 mm
Plate armor thicknesses16, 25, 32, 38, 40, 44, 51, 76, 89, 102, 108, 127, 152, 177, 256, 330 mm
Armor material/layer entries80
Fire resistance23.3%
Fire duration60 s
Torp Reduction22%
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.
26,900
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.
16,100
Main Battery
ModuleArtillery: 381 mm/42 Mk I
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range15.5 km
Turret traverse3.3 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1550230·121.71000+1.7)·30=210.7m
210.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =210.7·0.6=126.4m
126.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =210.7·0.319(σ=2)=67.3m
67.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =126.4·0.32(σ=2)=40.4m
40.4 m
Turret turn time
ƒ180 degrees / 3.3 deg/s traverse speed = 54.5 s.
54.5 s
Base shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage5,300
HE Velocity732 m/s
Fire Chance34%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,300 HE damage x 8 broadside guns = 42,400.
42,400
Base HE DPM
ƒ42,400 HE full-salvo alpha x 60 / 30 s base reload = 84,800.
84,800
Base fires/min
ƒ8 HE shells x 60 / 30 s reload x 34% fire chance = 5.44.
5.44
AP shells
AP Damage11,400
AP Velocity732 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 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: P=107·K·m0.69·d1.07·v01.38 =107·2330·8790.69·0.3811.07·7321.38=631.2mm. Matches the in-game spec card.
631.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.4 km), where the shell has slowed to 463.9 m/s: P=107·2330·8790.69·0.3811.07·463.91.38=336.3mm.
336.3 mm
AP full-salvo alpha
ƒ11,400 AP damage x 8 broadside guns = 91,200.
91,200
Base AP DPM
ƒ91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
182,400
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.
90
AA Defense
AA mount points17
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.75) + (34×3.5×0.7) + (16×3.5×0.75) = 249. 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.
249
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
20 mm Oerlikon Mk IV13×1 20mm
102 mm/45 QF Mk XIX (DP)4×2 102mm
Far aura
DPS
ƒIncludes 16 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
16
Range5 km
Medium aura
DPS47
Range2.5 km
Total DPS in Aura
ƒFar 16 + Medium 47 = 63
63
Near aura
DPS34
Range2 km
Total DPS in Aura
ƒFar 16 + Medium 47 + Near 34 = 97
97
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
102 mm/45 QF Mk XIX (×4)
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 BL Mk XVI (×8)
Caliber152 mm
Reload time8.6 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 80,000 hp
Engine power80,000 hp
Maximum speed23.5 kt
Turning circle radius550 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (21.2 kt of 23.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(80,00036,490)0.42=1.3905; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=33.1s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
33.1 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (23.3 kt of 23.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=52.9s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
52.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·23.5·0.5144550=1.26°/s, so ratio=ωturretωhull=3.31.26=2.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.6× drags
Concealment
Detectability by sea14.23 km
Detectability by air11.38 km
Smoke firing penalty13.04 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.23 km
Detect Fire Sea16.23 km
Detect Fire Air14.38 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Choose one
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

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp210.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15502}{30}\cdot\dfrac{12-1.7}{1000} + 1.7\right)\cdot 30 = 210.7\,\text{m}$
Max Vert Disp126.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 210.7 \cdot 0.6 = 126.4\,\text{m}$
Med Horiz Disp67.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 210.7 \cdot 0.319\;(\sigma = 2) = 67.3\,\text{m}$
Med Vert Disp40.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 126.4 \cdot 0.32\;(\sigma = 2) = 40.4\,\text{m}$
AP Pen Close631.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2330 \cdot 879^{0.69} \cdot 0.381^{-1.07} \cdot 732^{1.38} = 631.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far336.3 mm
Same formula at the ship's max firing range (19.4 km), where the shell has slowed to 463.9 m/s: $P = 10^{-7}\cdot 2330 \cdot 879^{0.69} \cdot 0.381^{-1.07} \cdot 463.9^{1.38} = 336.3\,\text{mm}$.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 time54.5 s
180 degrees / 3.3 deg/s traverse speed = 54.5 s.
HE full-salvo alpha42,400
5,300 HE damage x 8 broadside guns = 42,400.
AP full-salvo alpha91,200
11,400 AP damage x 8 broadside guns = 91,200.
Base HE DPM84,800
42,400 HE full-salvo alpha x 60 / 30 s base reload = 84,800.
Base AP DPM182,400
91,200 AP full-salvo alpha x 60 / 30 s base reload = 182,400.
Base shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Base fires/min5.44
8 HE shells x 60 / 30 s reload x 34% fire chance = 5.44.

AA defense

Close-range AA DPS249
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (47×3.5×0.75) + (34×3.5×0.7) + (16×3.5×0.75) = 249. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index685
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeImproved (40%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
102 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
102 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
152 mm × 8 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
152 mm × 8 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)181,395
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000 + 8×1 152 mm (4/side) × 60/8.6 × 2200 = 61,395. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 53,800, 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.

Bow & stern25 mm

Overmatched by 32+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel330 mm

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

Farming25 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–102 mm)2,700 (5% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 25–256 mm)40,400 (75% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–102 mm)1,700 (3% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel330 mm primary (range 16–330 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure76 mm2,400 (4% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP26,900 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 (152 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 HP16,100 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.

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

Balance History

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

Buff ×1Torpedo ×1
2023-06-15

Ministry of Balance: Italian Concerto

  • The armor models of Devonshire and Surrey have each received a small armor addition to their turret rings.
  • The armor model for Giulio Cesare now displays torpedo protection fully in the Armor Viewer.
  • The small upper ledge of the fore and aft citadel athwartships bulkhead has been increased in thickness from 6 to 70 mm.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Warspite B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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