World of Warships: Legends ship guide

Weymouth

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
2 sigma accuracy
Community Data

Weymouth Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Weymouth is a Tier I British cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best AP always-pen window in T1 CAs (65°) and best AP guaranteed-ricochet angle in T1 CAs (80°).

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

Wide always-pen zone

65.0° AP min ricochet angle, best of T1 CAs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

80.0° AP guaranteed ricochet angle, best of T1 CAs. Auto-bounce kicks in later than peers'.

Heavy armor

152.0 mm max plate, top decile of T1 CAs.

Big-caliber overmatch

10.6 mm overmatch threshold, top decile of T1 CAs. Punishes bow-tanking ships peers can't crack.

Overmatch specialist

Caliber-driven overmatch reaches armor thicknesses most cohort peers can't crack. Punish bow-tankers.

Acquisition

How to get Weymouth

Weymouth is available in the Weymouth branch of the U.K. Tech Tree as an early line ship.

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

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

Builds Beta

AL Belfast, AL Cheshire, and AL Neptune are useful British cruiser commander directions. Inspirations usually support accuracy, reload, concealment, agility, or survivability so the ship can keep influencing fights without giving up easy citadels.

Open in Build Tool →

Commanders frequently paired with this ship AL BelfastAL CheshireAL Neptune

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Weymouth sits among Tier I CAs (13 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.

BestAP arming threshold12 mm (1/3) BestAP ricochet start65° (1/3) BestAP auto-bounce angle80° (1/3) Top 10%Max armor152 mm (2/13) Top 25%Max speed26 kt (3/13) Top 25%Concealment8.16 km (4/13) Top 25%Main battery caliber152 mm (4/13) Top 25%Engine power22,000 hp (4/13) Top 25%Turn-speed retention44 hp/m (3/13) Top 25%Citadel belt51 mm (3/13) Bottom 25%Rudder shift7.7 s (11/13) Bottom 25%Traverse-to-turn ratio4.57 × (12/13) Bottom 25%Acceleration8.1 s (11/13) Bottom 25%Displacement5,800 t (12/13) WorstAP velocity773 m/s (3/3) WorstAP fuse timer0 s (3/3) WorstBow armor10 mm (1 of 4 tied)
See 11 mid-pack stats

Not standouts for Weymouth -- here's where she sits on every other ranked stat in the cohort.

Hit points14,200 HP(6/13) Air detection4.9 km(5/13) Main battery range10.04 km(7/13) Main battery reload7.7 s(9/13) AP shell damage2,800(2/3) AP DPM109,091(2/3) Main dispersion83.4 m(7/13) Power-to-weight3.79 hp/t(7/13) AA threat28(8/13) Stern armor13 mm(7/13) Deck armor10 mm(10/13)

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

Survivability
Hit Points14,200
Displacement5,800 t
Armor range6–152 mm
Plate armor thicknesses6, 10, 13, 19, 38, 51, 76, 152 mm
Armor material/layer entries34
Fire resistance0%
Fire duration30 s
Torp Reduction0%
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.
10,200
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
6,100
Main Battery
ModuleArtillery: 152 mm/45 PVI
Mounts / barrels8 mounts / 8 barrels
Reload time8.6 s
Firing range (base)9.1 km
Firing range (top fire control)10 km
Turret traverse7 °/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 = (9124/30·(8−0.5)/1000 + 0.5)·30 = 83.4 m
83.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.4 × 0.6 = 50.1 m
50.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.4 × 0.32 (σ=2) = 26.7 m
26.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.1 × 0.319 (σ=2) = 16 m
16 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ5 broadside guns x 60 / 8.6 s base reload = 34.9.
34.9
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage2,800
AP Velocity773 m/s
Min Ricochet65 deg
Guaranteed Ricochet80 deg
Fuse Timer0.004 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 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 × 2152 × 45.36^0.69 × 0.152^-1.07 × 773^1.38 = 217.3 mm. Matches the in-game spec card.
217.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.5 km), where the shell has slowed to 248.8 m/s: 1e-7 × 2152 × 45.36^0.69 × 0.152^-1.07 × 248.8^1.38 = 45.5 mm.
45.5 mm
AP full-salvo alpha
ƒ2,800 AP damage x 5 broadside guns = 14,000.
14,000
Base AP DPM
ƒ14,000 AP full-salvo alpha x 60 / 8.6 s base reload = 97,674.
97,674
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.
0
AA Defense
AA mount points2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.9) + (3×3.5×0.9) = 13. 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.
13
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm/45 HA Mk IV1×1 76mm
40 mm Vickers 2-pdr. QF Mk II1×1 40mm
Far aura
DPS1
Range3 km
Medium aura
DPS3
Range2 km
Total DPS in Aura
ƒFar 1 + Medium 3 = 4
4
Maneuverability
Engine moduleEngine: 22,000 hp
Engine power22,000 hp
Maximum speed26 kt
Turning circle radius500 m
Engine power multiplier speed threshold24.2 kt
Traverse-to-turn ratio4.6× drags
Concealment
Detectability by sea8.16 km
Detectability by air4.9 km
Smoke firing penalty3.52 km
Detect after firing main guns8.16 km
Detect Fire Sea10.16 km
Detect Fire Air7.9 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,124 → 10036.4 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 Disp83.4 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9124/30·(8−0.5)/1000 + 0.5)·30 = 83.4 m
Max Vert Disp50.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 83.4 × 0.6 = 50.1 m
Med Horiz Disp26.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 83.4 × 0.32 (σ=2) = 26.7 m
Med Vert Disp16 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 50.1 × 0.319 (σ=2) = 16 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close217.3 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 × 2152 × 45.36^0.69 × 0.152^-1.07 × 773^1.38 = 217.3 mm. Matches the in-game spec card.
AP Pen Far45.5 mm
Same formula at the ship's max firing range (12.5 km), where the shell has slowed to 248.8 m/s: 1e-7 × 2152 × 45.36^0.69 × 0.152^-1.07 × 248.8^1.38 = 45.5 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius0
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 alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
AP full-salvo alpha14,000
2,800 AP damage x 5 broadside guns = 14,000.
Base AP DPM97,674
14,000 AP full-salvo alpha x 60 / 8.6 s base reload = 97,674.
Base shells/min34.9
5 broadside guns x 60 / 8.6 s base reload = 34.9.

AA defense

Close-range AA DPS13
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.9) + (3×3.5×0.9) = 13. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index28
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.

Armor

Hull HP 14,200, 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
Bow10 mm primary (range 6–152 mm)1,400 (10% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)10 mm primary (range 10–13 mm)11,800 (83% of HP)
Overmatched by 150mm+ (Celebes, Königsberg)Angle bounces 127mm10 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 6–13 mm)1,100 (8% of HP)
Overmatched by 203mm+ (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel51 mm primary (range 10–51 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).
Superstructure6 mm primary (range 6–10 mm)700 (5% 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 HP10,200 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.
AA mount (76 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 HP6,100 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.

Shell ballistics chart

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

Skins & permanent camouflages

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

  • Weymouth default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has not indexed a focused official WG source card for this ship yet. The guide still uses the spreadsheet, in-game data, balance history, and community-data pipeline where available.

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