World of Warships: Legends ship guide

Wichita

Beta
Radar support cruiserLight caps and smoke-firing DDs; farm from cover.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
2 sigma accuracyStrong secondaries (5 km)Radar (10 km)Defensive AASlow acceleration
Community Data

Wichita Community Stats

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Playstyle

Overview

Wichita is a Tier VII American cruiser built around the super-heal: each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain rather than armor. Surveillance Radar (10 km, 30 s active) is the cap-control consumable on top, so she sets fights as well as winning them. Standout traits: best AP always-pen window in T7 CAs (60°) and best AP guaranteed-ricochet angle in T7 CAs (75°).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

10 km range, 30 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Wide always-pen zone

60.0° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

75.0° AP guaranteed ricochet angle, best of T7 CAs. Auto-bounce kicks in later than peers'.

Tight secondaries

Improved secondary dispersion bracket (slope 27.0), top decile of T7 CAs. The bracket determines per-meter-of-range dispersion; lower slope = tighter cone.

Sharp rudder

7.9 s rudder shift, top decile of T7 CAs. Snappy weave.

Slow acceleration

~11.5 s to max forward speed, bottom decile of T7 CAs. Sluggish rebuild after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Acquisition

How to get Wichita

Wichita is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Campaign. 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 16 containers (13 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • "The Lone Veteran" Campaign Breakdown Campaign Start: 2020-06-22 · End: 2020-07-26 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows

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Cohort position

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Where Wichita sits among Tier VII CAs (46 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.

BestSecondary dispersion bracket27 (1 of 2 tied) BestAP ricochet start60° (1 of 10 tied) BestAP auto-bounce angle75° (1 of 5 tied) Top 10%Rudder shift7.9 s (3/46) Top 25%HE alpha1,800 (9/40) Top 25%Max armor165 mm (9/46) Top 25%Citadel belt152 mm (12/45) Top 25%Bow armor27 mm (11/45) Top 25%Deck armor140 mm (7/44) Bottom 25%AP fuse timer0.01 s (41/46) Bottom 10%Acceleration11.5 s (43/46) WorstTraverse-to-turn ratio4.13 × (1 of 2 tied) WorstSecondary fire chance5% (1 of 19 tied) WorstNo torpedoes (13 of 46 in cohort)
See 31 mid-pack stats

Not standouts for Wichita -- 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 points37,900 HP(31/46) Max speed33.5 kt(14/46) Concealment12.56 km(23/46) Air detection7.54 km(23/46) Main battery caliber203 mm(16/46) Main battery range15.47 km(31/46) Main battery reload9 s(21/46) Sigma2(25/46) HE shell damage2,800(19/41) HE fire chance14%(18/41) Fires per minute8.4(17/41) HE DPM168,000(17/41) AP shell damage4,000(25/46) AP DPM240,000(29/46) Main dispersion139.7 m(24/46) Secondary DPM (per side)108,000(27/40) Secondary HE pen21 mm(13/40) AP velocity853 m/s(26/46) HE velocity823 m/s(31/41) AP arming threshold34 mm(31/46) Engine power100,000 hp(33/45) Turn-speed retention147.1 hp/m(31/45) Displacement14,611 t(15/46) Power-to-weight6.84 hp/t(29/45) AA DPS387(21/46) AA range5 km(23/46) AA threat1,298(27/46) Repair heal rate0.6 %/s(18/45) Stern armor27 mm(21/45) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Radar 10 kmSonar 4.93 kmRepair 2Def-AAFighter
Survivability
Hit Points37,900
Displacement14,611 t
Armor range6–165 mm
Plate armor thicknesses6, 16, 19, 21, 27, 38, 40, 57, 76, 127, 140, 152, 165 mm
Armor material/layer entries61
Fire resistance36.6%
Fire duration30 s
Torp Reduction4%
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.
19,000
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.
11,400
Main Battery
ModuleArtillery: 203 mm Mk15
Mounts / barrels3 mounts / 9 barrels
Reload time10 s
Firing range15.5 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 = (15469/30·(8−1.1)/1000 + 1.1)·30 = 139.7 m
139.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.7 × 0.6 = 83.8 m
83.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.7 × 0.32 (σ=2) = 44.7 m
44.7 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.8 × 0.32 (σ=2) = 26.8 m
26.8 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 10 s base reload = 54.
54
HE shells
HE Damage2,800
HE Velocity823 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 9 broadside guns = 25,200.
25,200
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 10 s base reload = 151,200.
151,200
Installed HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 168,000.
168,000
Base fires/min
ƒ9 HE shells x 60 / 10 s reload x 14% fire chance = 7.56.
7.56
AP shells
AP Damage4,000
AP Velocity853 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.01 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 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 × 2561 × 118^0.69 × 0.203^-1.07 × 853^1.38 = 420.4 mm. Matches the in-game spec card.
420.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 360 m/s: 1e-7 × 2561 × 118^0.69 × 0.203^-1.07 × 360^1.38 = 127.8 mm.
127.8 mm
AP full-salvo alpha
ƒ4,000 AP damage x 9 broadside guns = 36,000.
36,000
Base AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.
216,000
Installed AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
240,000
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.
30
AA Defense
AA mount points26
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (57×3.5×0.9) + (41×3.5×0.85) + (27×3.5×0.9) = 387. 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.
387
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk14×2 40mm
40 mm Bofors Mk24×4 40mm
20 mm Oerlikon Mk418×1 20mm
127 mm Mk30 mod. 0 (DP)4×1 127mm
127 mm Mk24 mod. 11 (DP)4×1 127mm
Far aura
DPS
ƒIncludes 27 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
27
Range5 km
Medium aura
DPS57
Range3.5 km
Total DPS in Aura
ƒFar 27 + Medium 57 = 84
84
Near aura
DPS41
Range2 km
Total DPS in Aura
ƒFar 27 + Medium 57 + Near 41 = 125
125
S
Secondary Battery
Mounts8
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 (50%) + Standard
127 mm Mk30 mod. 0 (×4)
Caliber127 mm
Reload time3 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
127 mm Mk24 mod. 11 (×4)
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed33.5 kt
Turning circle radius680 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.1× drags
Concealment
Detectability by sea12.56 km
Detectability by air7.54 km
Smoke firing penalty7.15 km
Detect after firing main guns12.56 km
Detect Fire Sea14.56 km
Detect Fire Air10.54 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Surveillance Radar2 charges · 180 s reload · 30 s active · 10 km radar range
Catapult Fighter4 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal

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 Disp139.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15469/30·(8−1.1)/1000 + 1.1)·30 = 139.7 m
Max Vert Disp83.8 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 139.7 × 0.6 = 83.8 m
Med Horiz Disp44.7 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 139.7 × 0.32 (σ=2) = 44.7 m
Med Vert Disp26.8 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 83.8 × 0.32 (σ=2) = 26.8 m
AP Pen Close420.4 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 × 2561 × 118^0.69 × 0.203^-1.07 × 853^1.38 = 420.4 mm. Matches the in-game spec card.
AP Pen Far127.8 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 360 m/s: 1e-7 × 2561 × 118^0.69 × 0.203^-1.07 × 360^1.38 = 127.8 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha25,200
2,800 HE damage x 9 broadside guns = 25,200.
AP full-salvo alpha36,000
4,000 AP damage x 9 broadside guns = 36,000.
Base HE DPM151,200
25,200 HE full-salvo alpha x 60 / 10 s base reload = 151,200.
Base AP DPM216,000
36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.
Installed HE DPM168,000
25,200 HE full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 168,000.
Installed AP DPM240,000
36,000 AP full-salvo alpha x 60 / 9 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Base shells/min54
9 broadside guns x 60 / 10 s base reload = 54.
Installed shells/min60
9 broadside guns x 60 / 9 s installed Artillery reload = 60.
Base fires/min7.56
9 HE shells x 60 / 10 s reload x 14% fire chance = 7.56.
Installed fires/min8.4
9 HE shells x 60 / 9 s installed reload x 14% fire chance = 8.4.

AA defense

Close-range AA DPS387
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (57×3.5×0.9) + (41×3.5×0.85) + (27×3.5×0.9) = 387. 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 index1298
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 (50%) + 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.
127 mm × 4 dispersion typeImproved (50%, Massachusetts type)
Max dispersion = range (km) × 27 + 30 for this family. Slope is set per gun model in the binary.
127 mm × 4 max disp @ 5 km165 m
5 km × 27 + 30 = 165 m.
127 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model in the binary.
127 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)108,000
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: 4×1 127 mm (2/side) × 60/3 × 1800 = 72,000 + 4×1 127 mm (2/side) × 60/6 × 1800 = 36,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
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
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 37,900, 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
Bow27 mm primary (range 27–40 mm)1,300 (3% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 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 19–152 mm)28,400 (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.
Stern27 mm primary (range 27–152 mm)2,700 (7% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 6–152 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 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 (×0.33 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–165 mm)1,300 (3% 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 HP19,000 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 (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 HP11,400 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 Wichita can equip, from in-game data.

  • Wichita 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.