World of Warships: Legends ship guide

AL Montpelier

Also called: AL 蒙彼利埃 Beta
U.S.A. · Tier VII · CL Cruiser · Premium
HE fire-spam cruiserHE DPM plus Radar: farm fires while lighting caps for the team.
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
Radar (9 km)High HE / fire outputHigh AP DPMWide always-pen zoneStrong AASlow heal cycle

Variant of Cleveland

Al Montpelier is a variant of Cleveland with artillery buffs and maneuverability buff.

Show all differences

Artillery

  • base firing range15,298 m+1,391 mBetter
  • AP damage3,300+100Better
  • HE damage2,300+100Better
  • HE fire chance13%+1%Better

Maneuverability

  • rudder shift6.5 s-0.7 sBetter
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Community Data

AL Montpelier Community Stats

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

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Playstyle

Overview

AL Montpelier is a Tier VII American light cruiser whose 152mm guns farm HE fires and sustained DPM. Surveillance Radar (9 km) is the cap-control consumable on top, so she sets fights as well as winning them. AA (556 AA DPS at 5 km, +100% Defensive AA flak burst) ranks 3 of 57 in T7 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best AP always-pen window in T7 CAs (60°) and top-decile fires per minute in T7 CAs (14.9).

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. She is genuinely evasive in both phases of a turn, answering the helm in 6.5 s and carving a 660 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

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. Yours reaches 9 km for 30 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9 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.

LOBBING BATTERY
  • Wide always-pen zone · 60°
  • High fire pressure · 14.86 fires
  • HE DPM machine · 262857 HE
  • High-arc HE shells · 24.65°
Top-tier AA

556 AA DPS, top decile of T7 CAs (median 375).

Slow heal cycle

80 s Repair Party reload, worst of T7 CAs. Heals come off cooldown slower than peers.

Slow HE shells

812 m/s HE muzzle velocity, bottom decile of T7 CAs. Lobby trajectory, harder to land at range.

Acquisition

How to get AL Montpelier

AL Montpelier is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

Show all 4 containers (1 more)
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

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 AL Montpelier sits among Tier VII CAs (56 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 ricochet start60° (1 of 14 tied) Top 10%Turning circle660 m (5/57) Top 10%Fires per minute14.86 (3/49) Top 10%HE DPM262,857 (5/49) Top 10%Effective HE DPM (incl. fire)373,086 (3/49) Top 10%AA DPS556 (3/57) Top 25%Smoke fire bloom6.12 km (15/57) Top 25%Rudder shift6.5 s (9/57) Top 25%Traverse-to-turn ratio6.79 × (13/57) Top 25%Main battery reload6.3 s (15/57) Top 25%AP DPM377,143 (7/57) Top 25%Main dispersion138.6 m (15/57) Top 25%Secondary HE alpha1,800 (13/50) Top 25%AP auto-bounce angle67.5° (11/57) Top 25%Displacement13,976 t (13/57) Top 25%AA threat1,722 (11/57) Top 25%Flak per wave (expected)1,863 (15/57) Bottom 25%Main battery range15.3 km (44/57) Bottom 25%AP fuse timer0.01 s (49/57) Bottom 10%HE velocity812 m/s (47/49) WorstSecondary fire chance5% (1 of 22 tied) WorstAP velocity762 m/s (1 of 5 tied) WorstNo torpedoes (15 of 57 in cohort) WorstRepair heal rate0.5 %/s (1 of 18 tied)
See 23 mid-pack stats

Not standouts for AL Montpelier -- 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 points36,900 HP(39/57) Max speed33 kt(31/57) Concealment12.54 km(29/57) Air detection7.52 km(27/57) Main battery caliber152 mm(41/57) Sigma2(29/57) HE shell damage2,300(35/49) HE fire chance13%(27/49) AP shell damage3,300(41/57) Secondary DPM (per side)108,000(32/50) Secondary HE pen21 mm(15/50) Acceleration26.5 s(35/56) AP arming threshold25 mm(19/57) Engine power100,000 hp(39/56) Turn-speed retention151.5 hp/m(33/56) Power-to-weight7.16 hp/t(29/56) AP pen at 10 km144 mm(33/57) AA range5 km(29/57) Max armor127 mm(42/57) NormSecondary dispersion bracket57(47 of 50 tied at this value) NormTurn speed retained81%(53 of 57 tied at this value) NormSecondary range5 km(46 of 50 tied at this value) NormRepair charges2(50 of 56 tied at this value)
Survivability
Hit Points36,900
Displacement13,976 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.
185.9 x 20.2 m
Armor range13–127 mm
Plate armor thicknesses13, 16, 19, 25, 40, 51, 127 mm
Armor material/layer entries49
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.
36.6%
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 (3,321 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 (3,690 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.
4%
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.
18,500
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.
11,100
Effective HP
ƒBase 36,900 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,166 HP per charge, x2 charges = 10,332 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
47,232
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm Mk16
Mounts / barrels4 mounts / 12 barrels
Reload time7 s
Firing range15.3 km
Turret traverse10 °/s
Turret armor165 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.
4x ±150°
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.
30° off bow / 30° off stern
AP pen max range108 mm
HE fire DPM vs T7 BB99187
Effective HE DPM vs T7 BB335758
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 =(1529830·81.11000+1.1)·30=138.6m
138.6 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.6·0.6=83.1m
83.1 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.6·0.62=41.6m
41.6 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.1·0.62=24.9m
24.9 m at 15.3 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 7 s base reload = 102.9. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.3 s all-upgrades reload = 114.3.
Initial: 102.9 → 114.3
HE shells
HE Damage2,300
HE Velocity812 m/s
Fire Chance13%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,300 HE damage x 12 broadside guns = 27,600.
27,600
HE DPM
ƒZero upgrades: 27,600 HE full-salvo alpha x 60 / 7 s base reload = 236,571. All upgrades (Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 262,857.
Initial: 236,571 → 262,857
Fires/min
ƒZero upgrades: 102.9 shells/min x 13% fire chance = 13.37. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 13% fire chance = 14.86.
Initial: 13.37 → 14.86
AP shells
AP Damage3,300
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold25 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: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
290.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 372.3 m/s: P=107·2445·590.69·0.1521.07·372.31.38=108mm.
108 mm at 15.3 km
AP full-salvo alpha
ƒ3,300 AP damage x 12 broadside guns = 39,600.
39,600
AP DPM
ƒZero upgrades: 39,600 AP full-salvo alpha x 60 / 7 s base reload = 339,429. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.3 s all-upgrades reload = 377,143.
Initial: 339,429 → 377,143
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.
17
AA Defense
AA mount points33
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 Mk16×2 40mm
40 mm Bofors Mk24×4 40mm
20 mm Oerlikon Mk2023×2 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.
6×2 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 101 from dual-purpose secondaries firing as AA in this range band.
101
Range5 km
Medium aura
Guns40 mm Bofors Mk1 + 40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 65 raw aura damage × 3.5 × 0.9 hit probability = 205 - the same in-game units as the Close-range AA DPS headline.
205
Range3.5 km
Total DPS in Aura
ƒFar 101 + Medium 205 = 306
306
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 84 raw aura damage × 3.5 × 0.85 hit probability = 250 - the same in-game units as the Close-range AA DPS headline.
250
Range2 km
Total DPS in Aura
ƒFar 101 + Medium 205 + Near 250 = 556
556
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 230 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves 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.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves 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
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
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.
6×2 127mm
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor 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 power100,000 hp
Maximum speed33 kt
Turning circle radius660 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 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.
13.2 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.
27.4 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).
11.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.5 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·33.0·0.5144660=1.47°/s, so ratio=ωturretωhull=101.47=6.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.8× slow
Concealment
Detectability by sea12.54 km
Detectability by air7.52 km
Smoke firing penalty6.12 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.
15.3 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.56 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.
14.54 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.
10.52 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 · 4.44 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 148×301000=4.44 km
· 3.12 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 104×301000=3.12 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 30 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Choose one
Repair Party2 charges · 80 s reload · 28 s active · 5,166 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 10,332 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 184 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (36,900 HP) per second = 184 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 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

See all derived stats

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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 Disp138.6 m at 15.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1529830·81.11000+1.1)·30=138.6m
Shell scatter width @ 5 km67.5 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.
Shell scatter width @ 10 km102 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 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp83.1 m at 15.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.6·0.6=83.1m
Shell scatter height @ 10 km54.1 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=0.5·15298=7649 m, and radiusOnMax=0.6 at 15298 m. Above the kink: k=0.5+(0.60.5)·100007649152987649=0.5307, so σV=σH·k=102·0.5307=54.1m.
Med Horiz Disp41.6 m at 15.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =138.6·0.62=41.6m
Med Vert Disp24.9 m at 15.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =83.1·0.62=24.9m
AP Pen Close290.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2445·590.69·0.1521.07·7621.38=290.2mm. Matches the in-game spec card.
AP Pen Far108 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 372.3 m/s: P=107·2445·590.69·0.1521.07·372.31.38=108mm.
AP pen 5 km202 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.
AP pen 10 km144 mm
AP penetration at a fixed 10 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.
AP pen 15 km109 mm
AP penetration at a fixed 15 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.
AP flight time @ 10 km6.25 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·0.28·0.15228·59=4.31×105. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km6.28 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·0.28·0.15228·47.6=5.34×105. That runs from a 812 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius17
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha27,600
2,300 HE damage x 12 broadside guns = 27,600.
AP full-salvo alpha39,600
3,300 AP damage x 12 broadside guns = 39,600.
HE DPMInitial: 236,571 → 262,857
Zero upgrades: 27,600 HE full-salvo alpha x 60 / 7 s base reload = 236,571. All upgrades (Main Battery Mod. 3 = -10% reload): 27,600 HE full-salvo alpha x 60 / 6.3 s all-upgrades reload = 262,857.
AP DPMInitial: 339,429 → 377,143
Zero upgrades: 39,600 AP full-salvo alpha x 60 / 7 s base reload = 339,429. All upgrades (Main Battery Mod. 3 = -10% reload): 39,600 AP full-salvo alpha x 60 / 6.3 s all-upgrades reload = 377,143.
Shells/minInitial: 102.9 → 114.3
Zero upgrades: 12 broadside guns x 60 / 7 s base reload = 102.9. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 6.3 s all-upgrades reload = 114.3.
Fires/minInitial: 13.37 → 14.86
Zero upgrades: 102.9 shells/min x 13% fire chance = 13.37. All upgrades (Main Battery Mod. 3 = -10% reload): 114.3 shells/min x 13% fire chance = 14.86.

AA defense

AA DPS at max range101
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 6x2 -> 123 DPS @ 3.5 km; 40mm Bofors Mk2 4x4 -> 82 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin12 23x2 -> 250 DPS @ 2 km; 5in38 Mk32 Mod12 6x2 -> 101 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range101 DPS @ 5 km, 306 DPS @ 3.5 km, 556 DPS @ 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-blank556
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1722
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 typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 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: 6×2 127 mm (6/side) × 60/6 × 1800 = 108,000. 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.
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Ship Charts

Balance History

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

Nerf ×2Buff ×4Main Battery ×6
2026-07-30

Ministry of Balance: Anniversary Tune-Up

  • Main battery firing range increased from 13.9 to 15,2 km.
  • Main battery reload time reduced from 7.5 to 7 seconds.
  • Main battery HE shell air drag reduced from 0.3 to 0.28.
  • Main battery AP shell minimum ricochet angle increased from 45° to 60°.
  • Main battery AP shell guaranteed ricochet angle increased from 60° to 67.5°.
  • Main battery AP shell air drag reduced from 0.3 to 0.28.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • AL Montpelier default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur MontpelierAzur Lane

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.