World of Warships: Legends ship guide

Alaska B

Also called: 阿拉斯加 B Beta
U.S.A. · Tier ★ · CB Cruiser · Premium · Alaska Variant
Super-cruiserOutguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
305 mm AP overmatch16 km gun rangeRadar (9 km)Wide always-pen zoneDefensive AALight secondaries
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Community Data

Alaska B Community Stats

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Playstyle

Overview

Alaska B is a Legendary American super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame with Surveillance Radar as her signature consumable. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Standout traits: best AP always-pen window in Legendary CAs (60°) and best Repair Party charges in Legendary CAs (3).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance and the radar drop covers most caps end to end. Both phases of a turn are slow (13.1 s on the rudder, a 850 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

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.

ELITE ARMOR
  • Thickest plate · 330 mm
  • Thick end plates · 32 mm
  • Thick bow plate · 32 mm
Wide always-pen zone

60° AP min ricochet angle, best of Legendary CAs. Larger impact-angle window where shells always penetrate.

Extra heal charges

3 Repair Party charges, best of Legendary CAs. More total HP available across a match.

Fast DCP cycle

55 s Damage Control reload, top decile of Legendary CAs. Fire / flood stacks come off cooldown sooner.

Light secondaries

108000 secondary DPM (theoretical), bottom quartile of Legendary CAs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Acquisition

How to get Alaska B

Alaska B 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)
  • Explorer's Chest 0.090909% One of these ships New · Explorer's Chest · 1 of 11 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Congress Ship feature / release Start: 2023-08-21 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
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 Alaska B sits among Legendary CAs (21 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 5 tied) BestRepair charges3 (1 of 6 tied) BestMax armor330 mm (1 of 3 tied) BestEnd plates32 mm (1 of 4 tied / 1 of 4 tied) Top 10%Main battery range16.15 km (2/21) Top 10%AP shell damage8,900 (3/21) Top 10%AP auto-bounce angle67.5° (3/21) Top 25%Hit points60,800 HP (5/21) Top 25%Main battery caliber305 mm (5/21) Top 25%HE fire chance27% (5/19) Top 25%Secondary HE alpha1,800 (4/13) Top 25%AP pen at 10 km421 mm (5/21) Top 25%AA DPS646 (5/21) Top 25%Repair heal rate0.8 %/s (5/21) Bottom 25%Max speed33 kt (18/21) Bottom 25%Smoke fire bloom10.17 km (17/21) Bottom 25%Rudder shift13.1 s (17/21) Bottom 25%Turning circle850 m (17/21) Bottom 25%Main battery reload18 s (17/21) Bottom 25%HE DPM129,000 (17/19) Bottom 25%Main dispersion183.7 m (19/21) Bottom 25%AP velocity762 m/s (19/21) Bottom 25%Acceleration29 s (17/21) Bottom 25%AP arming threshold51 mm (17/21) Bottom 25%Displacement34,250 t (17/21) Bottom 25%Power-to-weight5.26 hp/t (18/21) Bottom 25%Effective HE DPM (incl. fire)195,397 (17/19) Bottom 25%Flak per wave (expected)1,944 (17/20) WorstSecondary DPM (per side)108,000 (1 of 2 tied) WorstSecondary fire chance5% (1 of 5 tied) WorstNo torpedoes (8 of 21 in cohort)
See 18 mid-pack stats

Not standouts for Alaska B -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Concealment13.31 km(12/21) Air detection7.99 km(12/21) Traverse-to-turn ratio5.24 ×(13/21) Sigma2.05(13/21) Fires per minute8.1(15/19) AP DPM267,000(16/21) Secondary HE pen21 mm(5/13) HE velocity808 m/s(15/19) Engine power180,000 hp(8/21) Turn-speed retention211.8 hp/m(8/21) AA range5 km(15/21) AA threat2,092(15/21) Citadel belt178 mm(7/21) Deck armor51 mm(7/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormTurn speed retained81%(18 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value)
Survivability
Hit Points60,800
Displacement34,250 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.
246.4 x 27.8 m (same hull as alaska)
Armor range16–330 mm
Plate armor thicknesses16, 19, 21, 26, 28, 32, 36, 38, 40, 51, 70, 96, 102, 127, 178, 229, 260, 269, 330 mm
Armor material/layer entries57
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.
40%
Fire duration45 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 45 s, so one unattended fire burns 13.5% of the pool (8,208 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 (6,080 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.
13%
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.
30,400
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.
18,200
Effective HP
ƒBase 60,800 HP plus everything Repair Party can restore: 0.8%/s x 28 s = 13,619 HP per charge, x3 charges = 40,858 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.
101,658
Repairable: penetration50%
Repairable: citadel20%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm Mk8
Mounts / barrels3 mounts / 9 barrels
Reload time20 s
Firing range16.1 km
Turret traverse6 °/s
Turret armor325 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 ±143°, ±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.
33° off bow / 37° off stern
AP pen max range344 mm
HE fire DPM vs T8 BB59758
Effective HE DPM vs T8 BB175858
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1615030·101.61000+1.6)·30=183.7m
183.7 m at 16.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =183.7·0.6=110.2m
110.2 m at 16.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =183.7·0.62.05=53.8m
53.8 m at 16.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =110.2·0.62.05=32.3m
32.3 m at 16.1 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload = 30.
Initial: 27 → 30
HE shells
HE Damage4,300
HE Velocity808 m/s
Fire Chance27%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,300 HE damage x 9 broadside guns = 38,700.
38,700
HE DPM
ƒZero upgrades: 38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100. All upgrades (Main Battery Mod. 3 = -10% reload): 38,700 HE full-salvo alpha x 60 / 18 s all-upgrades reload = 129,000.
Initial: 116,100 → 129,000
Fires/min
ƒZero upgrades: 27 shells/min x 27% fire chance = 7.29. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min x 27% fire chance = 8.1.
Initial: 7.29 → 8.1
AP shells
AP Damage8,900
AP Velocity762 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2470·5170.69·0.3051.07·7621.38=622.2mm. Matches the in-game spec card.
622.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.1 km), where the shell has slowed to 495.4 m/s: P=107·2470·5170.69·0.3051.07·495.41.38=343.4mm.
343.4 mm at 16.1 km
AP full-salvo alpha
ƒ8,900 AP damage x 9 broadside guns = 80,100.
80,100
AP DPM
ƒZero upgrades: 80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300. All upgrades (Main Battery Mod. 3 = -10% reload): 80,100 AP full-salvo alpha x 60 / 18 s all-upgrades reload = 267,000.
Initial: 240,300 → 267,000
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.
125
AA Defense
AA mount points48
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 Mk214×4 40mm
20 mm Oerlikon Mk434×1 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 98 from dual-purpose secondaries firing as AA in this range band.
98
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 107 raw aura damage × 3.5 × 0.9 hit probability = 337 - the same in-game units as the Close-range AA DPS headline.
337
Range3.5 km
Total DPS in Aura
ƒFar 98 + Medium 337 = 435
435
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 71 raw aura damage × 3.5 × 0.85 hit probability = 211 - the same in-game units as the Close-range AA DPS headline.
211
Range2 km
Total DPS in Aura
ƒFar 98 + Medium 337 + Near 211 = 646
646
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 × 240 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.
240
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 power180,000 hp
Maximum speed33 kt
Turning circle radius850 m
Rudder shift time13.1 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.
31 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).
11.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
29 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.
48.3 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·33.0·0.5144850=1.14°/s, so ratio=ωturretωhull=61.14=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea13.31 km
Detectability by air7.99 km
Smoke firing penalty10.17 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.
16.15 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
14.09 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.
15.31 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.
10.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 55 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 100 s active · 4.92 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 164×301000=4.92 km
· 3.42 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 114×301000=3.42 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.
Choose one
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
Catapult Fighter4 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
Repair Party3 charges · 50 s reload · 28 s active · 13,619 HP (22.4% of max HP) total heal (per charge)
ƒHeal per second (0.8%) x effective active time (28 s) = up to 22.4% of max HP restored per charge.
· 40,857 HP (67.2% of max HP) total heal (all charges)
ƒ22.4% per charge x 3 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.
· 486 HP/s (0.8% of max HP) heal per second
ƒ0.8% of max HP (60,800 HP) per second = 486 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.05
Max Horiz Disp183.7 m at 16.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1615030·101.61000+1.6)·30=183.7m
Shell scatter width @ 5 km90 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 km132 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 km174 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 Disp110.2 m at 16.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =183.7·0.6=110.2m
Shell scatter height @ 10 km69.1 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=0.5·16150=8075 m, and radiusOnMax=0.6 at 16150 m. Above the kink: k=0.5+(0.60.5)·100008075161508075=0.5238, so σV=σH·k=132·0.5238=69.1m.
Med Horiz Disp53.8 m at 16.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =183.7·0.62.05=53.8m
Med Vert Disp32.3 m at 16.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =110.2·0.62.05=32.3m
AP Pen Close622.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2470·5170.69·0.3051.07·7621.38=622.2mm. Matches the in-game spec card.
AP Pen Far343.4 mm at 16.1 km
Same formula at the ship's max firing range (16.1 km), where the shell has slowed to 495.4 m/s: P=107·2470·5170.69·0.3051.07·495.41.38=343.4mm.
AP pen 5 km510 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 km421 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 km356 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.
HE flight time @ 10 km5.31 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·0.3433·0.30528·462.3=2.71×105. That runs from a 808 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.
AP flight time @ 10 km5.51 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·0.3343·0.30528·517=2.36×105. 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 penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius125
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 alpha38,700
4,300 HE damage x 9 broadside guns = 38,700.
AP full-salvo alpha80,100
8,900 AP damage x 9 broadside guns = 80,100.
HE DPMInitial: 116,100 → 129,000
Zero upgrades: 38,700 HE full-salvo alpha x 60 / 20 s base reload = 116,100. All upgrades (Main Battery Mod. 3 = -10% reload): 38,700 HE full-salvo alpha x 60 / 18 s all-upgrades reload = 129,000.
AP DPMInitial: 240,300 → 267,000
Zero upgrades: 80,100 AP full-salvo alpha x 60 / 20 s base reload = 240,300. All upgrades (Main Battery Mod. 3 = -10% reload): 80,100 AP full-salvo alpha x 60 / 18 s all-upgrades reload = 267,000.
Shells/minInitial: 27 → 30
Zero upgrades: 9 broadside guns x 60 / 20 s base reload = 27. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 18 s all-upgrades reload = 30.
Fires/minInitial: 7.29 → 8.1
Zero upgrades: 27 shells/min x 27% fire chance = 7.29. All upgrades (Main Battery Mod. 3 = -10% reload): 30 shells/min x 27% fire chance = 8.1.

AA defense

AA DPS at max range98
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 14x4 -> 337 DPS @ 3.5 km; 20mm Oerlikon MK4 34x1 -> 211 DPS @ 2 km; 5in38 Mk32 Mod12 6x2 -> 98 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 range98 DPS @ 5 km, 435 DPS @ 3.5 km, 646 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-blank646
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2092
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.

Armor Beta

Hull HP 60,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern32 mm

Overmatched by 7 AP guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 45s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–40 mm)≈ 3,040 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 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)28 mm primary (range 21–330 mm)≈ 45,600 (~75% of HP)
Overmatched by 406mm+ AP (Delaware, P. Rupprecht)Angle bounces 380mm28 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–269 mm)≈ 3,040 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 19–178 mm)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.
Superstructure16 mm primary (range 16–36 mm)no cap
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).

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

Balance History

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

Nerf ×7Buff ×16Main Battery ×7Torpedo ×1Consumable ×2
2024-03-21

Ministry of Balance: Spring Changes

  • Main Battery reload time increased from 18 to 20 seconds.
  • HP increased for bow, stern, casemate, and superstructure - increasing the damage the ship takes before saturation.
  • Bow HP increased from 3,500 to 5,000.
  • Casemate HP increased from 6,900 to 10,000.
  • Superstructure HP increased from 3,700 to 5,000.
  • Stern HP increased from 4,200 to 6,000.
Read the full official post
2023-11-02

MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES

  • Main battery firing range increased from 16 to 16.15 km.
  • Main battery reload time reduced from 20.0 to 18.0 s.
  • Fire duration increased from 30 to 45 s.
  • Hull HP and HP distribution has been ship HP increased from 54,720 to 60,800.
  • Hull HP and HP distribution has been bow HP reduced from 7,000 to 3,500.
  • Hull HP and HP distribution has been casemate HP reduced from 13,800 to 6,900.
  • Hull HP and HP distribution has been superstructure HP reduced from 7,400 to 3,700.
  • Hull HP and HP distribution has been stern HP reduced from 8,400 to 4,200.
  • Sonar consumable improved.
  • Duration increased from 96 to 100 s.
  • +2 more official change lines in the source post.
Read the full official post
2022-01-27

February update: fortes fortuna adiuvat

  • Main battery shell dispersion circle increased to about 12% on average.
  • . This is less dramatic than it looks, with the biggest accuracy hit coming at shorter distances.
  • AP shell armor piercing decreased by 5%.
  • Shell grouping increased by 2.5%.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Radius of max dispersion of main guns decreased by 10%, penetration of AP shells increased by 5%. Repair party reload time decreased from 60 to 50 seconds, HP/second regeneration is increased by 33%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Alaska B 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.