World of Warships: Legends ship guide

Acasta

Also called: 阿卡斯塔 Beta
Smoke destroyerThe smoke cycle holds cap edges and trades gunfire from cover.
Playstyle
  • Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud
  • The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest
  • Avoid: Rotating mid-smoke
Key characteristics
Heavy torpedoesLobs over islandsSmokeQuick accelerationHigh-arc HE shellsSlow torp reload
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Community Data

Acasta Community Stats

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Playstyle

Overview

Acasta is a Tier IV British smoke destroyer with 6 smoke charges on a short cooldown: the many smokes are the kit, setting up aggressive and defensive plays that one-smoke DDs cannot. Hold cap edges and trade gunfire from cover, then re-smoke before the next window closes. Standout traits: top-decile quick acceleration in T4 DDs (6.3 s) and top-decile torpedo alpha in T4 DDs (14,633).

Positioning

Anchor near a smoke cycle on a contested cap and trade gunfire from inside the cloud. The smoke is your sustain tool; rotating mid-smoke wastes the cycle for the next contest. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Shooting from the cloud gives you away at 2.1 km, and a destroyer here is spotted at about 6 km, so you see it coming with roughly 3.9 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 3.7 km) reads straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. Once the rudder is over she turns tightly for her cohort (540 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Rotating mid-smoke

The smoke is a static firing position; if you leave it before the cycle ends, you give up the trade you set up and the next contest opens without a smoke to fall back on.

Signature Traits

ELITE SMOKE
  • Extra smoke charges · 6 Smoke
  • Fast smoke cycle · 60 s
Quick acceleration

~6.3 s to 90% of top speed, top decile of T4 DDs. Rebuilds speed quickly after a turn or stop, and sustains acceleration through the mid-range.

ELITE TORPEDOES
  • Heavy torpedoes · 14633 damage
  • Module-wrecking torpedoes · 1100 torpedo
LOBBING BATTERY
  • High-arc HE shells · 22.35°
  • High-arc howitzer
Slow torp reload

106 s torpedo reload, worst of T4 DDs. Long wait between drops.

Acquisition

How to get Acasta

Acasta is available in the Dueling Destroyers branch of the U.K. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

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

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

Builds

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

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Cohort position

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Where Acasta sits among Tier IV DDs (20 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.

BestAcceleration6.3 s (1/21) Top 10%Turn speed retained92.9% (2/21) Top 10%Torpedo damage≈14,633 (2/21) Top 25%Turning circle540 m (4/21) Top 25%Main battery reload5 s (6/21) Top 25%Fires per minute3.84 (4/21) Top 25%AP arming threshold20 mm (5/19) Top 25%Displacement1,747 t (6/21) Bottom 25%Hit points11,200 HP (17/21) Bottom 25%Max speed35 kt (17/21) Bottom 25%HE shell damage1,700 (17/21) Bottom 25%Engine power34,000 hp (17/21) Bottom 25%AA range2.5 km (17/21) WorstTorpedo reload106 s (21/21) WorstMax armor10 mm (1 of 10 tied) WorstCitadel belt10 mm (1 of 10 tied) WorstDeck armor10 mm (1 of 10 tied)
See 24 mid-pack stats

Not standouts for Acasta -- 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.

Concealment5.98 km(10/21) Smoke fire bloom2.15 km(9/21) Air detection2.99 km(11/21) Rudder shift2.9 s(10/21) Traverse-to-turn ratio5.23 ×(11/21) Main battery caliber120 mm(16/21) Main battery range9.94 km(11/21) HE fire chance8%(11/21) HE DPM81,600(8/21) AP shell damage2,100(13/19) AP DPM100,800(9/19) Main dispersion89.5 m(11/21) AP velocity808 m/s(11/19) HE velocity808 m/s(13/21) Turn-speed retention63 hp/m(15/21) Power-to-weight19.46 hp/t(13/21) Effective HE DPM (incl. fire)109,385(7/21) AA DPS48(12/21) AA threat103(12/21) Torpedo range6 km(15/21) Torpedo speed59 kt(15/21) Torpedo reaction time7.6 s(11/21) NormSigma2(20 of 21 tied at this value) NormAP fuse timer0.01 s(15 of 19 tied at this value)
Survivability
Hit PointsInitial: 9,500 → 11,200
Displacement1,747 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
98.5 x 10.2 m (published figure)
Armor range10–10 mm
Plate armor thicknesses10 mm
Armor material/layer entries24
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (1,008 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (1,120 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
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.
5,600
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.
3,400
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/45 QF Mk IX
Mounts / barrels4 mounts / 4 barrels
Reload time5 s
Firing range (base)9 km
Firing range (top fire control)9.9 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. 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 ±150°, ±125°, ±147°
Guns to bear
ƒHow 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
55° off bow / 30° off stern
HE fire DPM vs T4 BB27785
Effective HE DPM vs T4 BB109385
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9935.230·80.51000+0.5)·30=89.5m
89.5 m at 9.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.5·0.6=53.7m
53.7 m at 9.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =89.5·0.62=26.9m
26.9 m at 9.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =53.7·0.62=16.1m
16.1 m at 9.9 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 5 s base reload = 48.
48
HE shells
HE Damage1,700
HE Velocity808 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
81,600
Fires/min
ƒ48 shells/min x 8% fire chance = 3.84.
3.84
AP shells
AP Damage2,100
AP Velocity808 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2396·22.680.69·0.121.07·8081.38=205.3mm. Matches the in-game spec card.
205.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (9.9 km), where the shell has slowed to 269.5 m/s: P=107·2396·22.680.69·0.121.07·269.51.38=45.1mm.
45.1 mm at 9.9 km
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 5 s base reload = 100,800.
100,800
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.
8
Torpedoes
ModuleTorpedoes: 533 mm Mk VII
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 95 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 106×0.85=90.1 s.
106 s
Projectile speed59 kt
Range6 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=43,900·0.333=14,633.
≈ 14,633
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,733
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km59 kt×2.6855=7.6 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.62 per hit, shown as 2.62×100=262%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
262%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming188 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.
117,064
AA Defense
AA mount pointsInitial: 2 → 4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
40 mm/39 Vickers QF Mk.II on a Mk.II HA mount2×1 40mm
12.7 mm Mk III (upgraded hull only)2×4 13mm
Medium aura
Guns40 mm/39 Vickers QF Mk.II on a Mk.II HA mount
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 1 hit probability = 35 - the same in-game units as the Close-range AA DPS headline.
Initial: 24 → 35
Range2.5 km
Near aura
Guns12.7 mm Mk III
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 0.95 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range1.2 km
Total DPS in Aura
ƒMedium 35 + Near 13 = 48
48
Maneuverability
Engine power34,000 hp
Maximum speed35 kt
Turning circle radius540 m
Rudder shift time2.9 s
Engine power-boost threshold32.5 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.7 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
14.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
6.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
17.1 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·35.0·0.5144540=1.91°/s, so ratio=ωturretωhull=101.91=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea5.98 km
Detectability by air2.99 km
Smoke firing penalty2.15 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
9.94 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.39 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
7.98 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
5.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Module options (3)

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

HullUpgrade
  • Hit points9,500 → 11,200
  • Rudder shift5.3 → 3.8 s
  • AA mounts2 → 4
  • Close-range AA DPS7 → 14
Fire controlUpgrade
  • Main battery range9,032 → 9935.2 m
TorpedoesTrade-off
  • Reload95 → 106 s
  • Alpha damage33,200 → 43,900
  • Display damage11,067 → 14,633

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
Max Horiz Disp89.5 m at 9.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9935.230·80.51000+0.5)·30=89.5m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Max Vert Disp53.7 m at 9.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.5·0.6=53.7m
Med Horiz Disp26.9 m at 9.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =89.5·0.62=26.9m
Med Vert Disp16.1 m at 9.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =53.7·0.62=16.1m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close205.3 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2396·22.680.69·0.121.07·8081.38=205.3mm. Matches the in-game spec card.
AP Pen Far45.1 mm at 9.9 km
Same formula at the ship's max firing range (9.9 km), where the shell has slowed to 269.5 m/s: P=107·2396·22.680.69·0.121.07·269.51.38=45.1mm.
AP pen 5 km90 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius8
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
HE DPM81,600
6,800 HE full-salvo alpha x 60 / 5 s base reload = 81,600.
AP DPM100,800
8,400 AP full-salvo alpha x 60 / 5 s base reload = 100,800.
Shells/min48
4 broadside guns x 60 / 5 s base reload = 48.
Fires/min3.84
48 shells/min x 8% fire chance = 3.84.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed59 kt
Travel time to max range37.9 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage117,064
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.
Per-side salvo damage117,064
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 14,633 = 117,064.

AA defense

AA DPS at max range35
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 2pdr QF MKII PomPom 2x1 -> 35 DPS @ 2.5 km; 12mm62 HI 2x4 -> 13 DPS @ 1.2 km.
Maximum AA range2.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range35 DPS @ 2.5 km, 48 DPS @ 1.2 km
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-blank48
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index103
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 range1.2 km

Armor Beta

Hull HP 9,50011,200 with hull upgrade, 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 & stern10 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,600 (14% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)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.
Stern10 mm1,200 (11% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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.
Superstructure10 mm600 (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 HP5,600 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.
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 HP3,400 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Acasta default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

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