World of Warships: Legends ship guide

Arkansas FE

Also called: 阿肯色 FE Beta
U.S.A. · Tier III · Battleship · Premium
AP-DPM battleshipHigh gun throughput: keep the mains firing and bleed every broadside that shows.
Playstyle
  • Hold 10-13 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
High HE DPMHigh AP DPMFlat AP shellsLong DCP windowTighter secondary dispersionSluggish rudder

Variant of Arkansas

Cosmetic-only variant of Arkansas. Identical to Arkansas on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Arkansas FE Community Stats

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Playstyle

Overview

Arkansas FE is a Tier III American AP-DPM battleship (199,200 AP DPM): her main battery throughput is cohort-best, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. Standout traits: best AP shell velocity in T3 BBs (884) and best DCP duration in T3 BBs (20 s).

Positioning

Hold 10-13 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot. With 17.8 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Taking the long way round the map edge to flank

At 20.5 kn five minutes of sailing buys about 3.2 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE MAIN BATTERY
  • Flat AP shells · 884 m
  • AP DPM machine · 199200 AP
  • Flat AP trajectory
  • Fast AP shells · 4.98 s
Long DCP window

20 s Damage Control duration, best of T3 BBs. Stays fire / flood immune longer per activation.

ELITE SECONDARIES
  • Tighter secondary dispersion · 85.8 m
  • Tighter secondary dispersion
Sluggish rudder

17.8 s rudder shift, worst of T3 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Arkansas FE

Arkansas FE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

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

Open in Build Tool →

Commanders frequently paired with this ship William SimsWillis LeeAL ColoradoAL New Jersey

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

Cohort position

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Where Arkansas FE sits among Tier III BBs (18 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 DPM199,200 (1 of 2 tied) BestSecondary dispersion bracket8.4 (1/18) BestAP velocity884 m/s (1 of 2 tied) Top 25%Hit points43,800 HP (3/18) Top 25%Traverse-to-turn ratio3.91 × (5/18) Top 25%HE DPM100,800 (3/18) Top 25%Main dispersion191.8 m (5/18) Top 25%AP pen at 10 km340 mm (3/18) Top 25%Effective HE DPM (incl. fire)135,442 (5/18) Top 25%Citadel belt279 mm (5/18) Bottom 25%Max speed20.5 kt (15/18) Bottom 25%Main battery range13.18 km (17/18) Bottom 25%Secondary fire chance6% (14/17) Bottom 25%Turn-speed retention47.5 hp/m (15/17) Bottom 25%Displacement27,680 t (15/18) Bottom 25%Power-to-weight1.01 hp/t (15/17) WorstRudder shift17.8 s (18/18) WorstNo AA (3 of 18 in cohort)
See 25 mid-pack stats

Not standouts for Arkansas FE -- 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.

Concealment12.51 km(11/18) Smoke fire bloom9.55 km(13/18) Air detection10.01 km(13/18) Turning circle590 m(9/18) Main battery caliber305 mm(9/18) Main battery reload30 s(11/18) Sigma1.5(14/18) HE shell damage4,200(11/18) HE fire chance22%(14/18) Fires per minute5.28(9/18) AP shell damage8,300(7/18) Secondary DPM (per side)162,000(6/18) Secondary HE alpha1,800(9/17) Secondary HE pen21 mm(11/17) HE velocity884 m/s(6/18) Acceleration36.3 s(13/17) AP arming threshold51 mm(10/18) Engine power28,000 hp(11/17) Secondary range4.5 km(7/18) Repair charges3(9/18) Max armor292 mm(11/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) Deck armor38 mm(11/18) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit Points43,800
Displacement27,680 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.
171.3 x 28.4 m (same hull as arkansas)
Armor range13–292 mm
Plate armor thicknesses13, 19, 21, 23, 25, 28, 30, 38, 51, 76, 89, 165, 229, 279, 292 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.
10%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (7,884 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 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (8,760 HP on this ship). Verified against measured flood ticks in replay data.
0.5% 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.
21,900
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.
13,100
Effective HP
ƒBase 43,800 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,132 HP per charge, x3 charges = 18,396 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.
62,196
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm Mk7
Mounts / barrels6 mounts / 12 barrels
Reload time30 s
Firing range13.2 km
Turret traverse4 °/s
Turret armor305 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.
±143°, ±125°, ±130°, ±150°, ±141°, ±144°
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 / 50° off stern
HE fire DPM vs T3 BB34642
Effective HE DPM vs T3 BB135442
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1318330·1221000+2)·30=191.8m
191.8 m at 13.2 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.8·0.6=115.1m
115.1 m at 13.2 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =191.8·0.61.5=76.7m
76.7 m at 13.2 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =115.1·0.61.5=46m
46 m at 13.2 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage4,200
HE Velocity884 m/s
Fire Chance22%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 12 broadside guns = 50,400.
50,400
HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
100,800
Fires/min
ƒ24 shells/min x 22% fire chance = 5.28.
5.28
AP shells
AP Damage8,300
AP Velocity884 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 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 =107·2226·394.60.69·0.3051.07·8841.38=571.2mm. Matches the in-game spec card.
571.2 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 544.4 m/s: P=107·2226·394.60.69·0.3051.07·544.41.38=292.6mm.
292.6 mm at 13.2 km
AP full-salvo alpha
ƒ8,300 AP damage x 12 broadside guns = 99,600.
99,600
AP DPM
ƒ99,600 AP full-salvo alpha x 60 / 30 s base reload = 199,200.
199,200
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.
40
AA Defense
AA mount points0
Maximum AA range
ƒIn-game AA card max range: None km. Only the longest-reach family contributes at this distance.
None km
S
Secondary Battery
Mounts21
Firing range4.5 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Arkansas / Graf Zeppelin (unique formula)
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 8.4 + 48 = 85.8 m.
85.8 m
127 mm Mk7 (×11)
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Show 1 more gun family
127 mm Mk7 (×10)
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
Maneuverability
Engine power28,000 hp
Maximum speed20.5 kt
Turning circle radius590 m
Rudder shift time17.8 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 20.5 / 4 + 4.9 = 10 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.
10 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.
46.7 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).
7.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.4 kt of 20.5 kt), from our in-house acceleration model.
36.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.3 kt of 20.5 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.
60.3 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·20.5·0.5144590=1.02°/s, so ratio=ωturretωhull=41.02=3.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.9× drags
Concealment
Detectability by sea12.51 km
Detectability by air10.01 km
Smoke firing penalty9.55 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.
13.18 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.
16.11 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.
14.51 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.
13.01 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,132 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.
· 18,396 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 219 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (43,800 HP) per second = 219 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.5
Max Horiz Disp191.8 m at 13.2 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1318330·1221000+2)·30=191.8m
Shell scatter width @ 5 km110 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 km160 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.
Max Vert Disp115.1 m at 13.2 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =191.8·0.6=115.1m
Shell scatter height @ 10 km88.3 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=0.5·13183=6592 m, and radiusOnMax=0.6 at 13183 m. Above the kink: k=0.5+(0.60.5)·100006592131836592=0.5517, so σV=σH·k=160·0.5517=88.3m.
Med Horiz Disp76.7 m at 13.2 km
50%-hit horizontal radius: σH,50=σH·0.6σ =191.8·0.61.5=76.7m
Med Vert Disp46 m at 13.2 km
50%-hit vertical radius: σV,50=σV·0.6σ =115.1·0.61.5=46m
AP Pen Close571.2 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2226·394.60.69·0.3051.07·8841.38=571.2mm. Matches the in-game spec card.
AP Pen Far292.6 mm at 13.2 km
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 544.4 m/s: P=107·2226·394.60.69·0.3051.07·544.41.38=292.6mm.
AP pen 5 km439 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 km340 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 flight time @ 10 km4.98 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·0.337·0.30528·394.6=3.12×105. That runs from a 884 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 km4.98 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·0.337·0.30528·394.6=3.12×105. That runs from a 884 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 Radius40
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha50,400
4,200 HE damage x 12 broadside guns = 50,400.
AP full-salvo alpha99,600
8,300 AP damage x 12 broadside guns = 99,600.
HE DPM100,800
50,400 HE full-salvo alpha x 60 / 30 s base reload = 100,800.
AP DPM199,200
99,600 AP full-salvo alpha x 60 / 30 s base reload = 199,200.
Shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Fires/min5.28
24 shells/min x 22% fire chance = 5.28.

AA defense

AA DPS at point-blankNone
In-game AA card sum: None DPS, achievable only when a target is inside the shortest-range AA family. Captured as a point-blank total only -- per-family breakdown not yet recorded for this ship, so the DPS at None km is unknown.
Maximum AA rangeNone km
In-game AA card max range: None km. Only the longest-reach family contributes at this distance.

Secondary battery dispersion

Secondary dispersion typeArkansas / Graf Zeppelin (unique formula)
Max dispersion = range (km) × 8.4 + 48. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km85.8 m
4.5 km × 8.4 + 48 = 85.8 m.

Secondary battery firepower

Secondary DPM (per side)162,000
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: 11×1 127 mm (5.5/side) × 60/7 × 1800 = 84,857 + 10×1 127 mm (5/side) × 60/7 × 1800 = 77,143. 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 chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% 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 43,800, 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 & stern19 mm

Overmatched by 47+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel279 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–51 mm)1,300 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)229 mm primary (range 25–279 mm)32,900 (75% of HP)
No common AP caliber overmatches229 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–89 mm)1,100 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel279 mm primary (range 13–279 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.
Superstructure13 mm primary (range 13–292 mm)1,200 (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 HP21,900 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.
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.
Rudder (module)separate HP pool, does not drain ship HP13,100 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Arkansas FE 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