World of Warships: Legends ship guide

BA Montana

Also called: BA 蒙大拿 Beta
U.S.A. · Tier ★ · Battleship · Premium · Montana Variant
AP-DPM battleshipPunish every broadside with main-battery throughput; keep the guns reloading on targets.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 30-kn speed to push rather than to rotate
Key characteristics
High AP DPMEngine BoostLong DCP windowHeavy citadel beltHeavy beltAll-Weather
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Community Data

BA Montana Community Stats

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Playstyle

Overview

BA Montana is a Legendary American AP-DPM battleship (397,143 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. She also packs the super-heal (1.1%/s, for 20 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best DCP duration in Legendary BBs (20 s) and best heavy citadel belt in Legendary BBs (541 mm).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 30 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 30-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed (about +2.4 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down. Uncommon in Legendary BBs.

AP DPM machine

397143 AP DPM, best of Legendary BBs. Punishes broadsides.

Long DCP window

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

ELITE ARMOR
  • Heavy citadel belt · 541 mm
  • Thick deck · 105 mm
  • Heavy belt
  • Heavy armor deck
All-Weather

No stat falls into the cohort's bottom decile across Legendary BBs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get BA Montana

BA Montana 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

  • Blue Archive II Container 1% ⭐ BA Montana + Flag: Blue Archive: Takanashi Hoshino Collaboration · Blue Archive II Container
  • Blue Archive container 1% ⭐ BA Montana + Flag: Blue Archive: Takanashi Hoshino Collaboration · Blue Archive container
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.

Open in Build Tool →

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Cohort position

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Where BA Montana sits among Legendary BBs (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 DPM397,143 (1/22) BestCitadel belt541 mm (1 of 3 tied) Top 25%Concealment15.75 km (6/22) Top 25%HE DPM154,286 (6/21) Top 25%Effective HE DPM (incl. fire)238,635 (5/21) Top 25%AA DPS776 (5/22) Top 25%Repair heal rate1.12 %/s (5/22) Top 25%Max armor541 mm (5/22) Top 25%Deck armor105 mm (4/21) Bottom 25%Main battery range16.85 km (20/22) Bottom 10%Traverse-to-turn ratio4.3 × (21/22) WorstNo torpedoes (17 of 22 in cohort)
See 38 mid-pack stats

Not standouts for BA Montana -- 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 points96,300 HP(7/22) Max speed30 kt(11/22) Smoke fire bloom15.19 km(8/22) Air detection12.64 km(7/22) Rudder shift18.1 s(13/22) Turning circle950 m(13/22) Main battery caliber406 mm(15/22) Main battery reload25.2 s(9/22) Sigma1.8(17/22) HE shell damage5,400(15/21) HE fire chance36%(11/21) Fires per minute10.29(7/21) AP shell damage13,900(12/22) Main dispersion228.5 m(14/22) Secondary DPM (per side)270,000(13/22) Secondary HE alpha1,800(10/20) Secondary fire chance9%(7/20) Secondary HE pen21 mm(15/20) AP velocity762 m/s(15/22) HE velocity820 m/s(8/21) Acceleration38.5 s(15/22) AP arming threshold68 mm(7/22) Engine power172,000 hp(10/22) Turn-speed retention181.1 hp/m(10/22) Displacement72,104 t(13/22) Power-to-weight2.39 hp/t(13/22) AP pen at 10 km623 mm(13/22) Secondary range6 km(8/22) AA range5.2 km(7/22) AA threat2,546(7/22) Flak per wave (expected)2,415(10/22) Repair charges3(9/22) NormSecondary dispersion bracket57(15 of 22 tied at this value) NormAP fuse timer0.03 s(20 of 22 tied at this value) NormAP ricochet start45°(19 of 22 tied at this value) NormAP auto-bounce angle60°(19 of 22 tied at this value) NormBow armor32 mm(18 of 22 tied at this value) NormStern armor32 mm(18 of 22 tied at this value)
Survivability
Hit Points96,300
Displacement72,104 t
Armor range6–541 mm
Plate armor thicknesses6, 19, 25, 32, 38, 50, 51, 105, 110, 150, 178, 180, 188, 197, 259, 324, 387, 409, 424, 432, 457, 541 mm
Armor material/layer entries67
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 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 (17,334 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 (19,260 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.
37%
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.
48,200
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.
28,900
Effective HP
ƒBase 96,300 HP plus everything Repair Party can restore: 1.12%/s x 20 s = 21,571 HP per charge, x3 charges = 64,714 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.
161,014
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 406 mm Mk7
Mounts / barrels4 mounts / 12 barrels
Reload time28 s
Firing range16.9 km
Turret traverse4 °/s
Turret armor457 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.
±145°, ±150°, ±148°, ±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 / 35° off stern
AP pen max range520 mm
HE fire DPM vs T8 BB75883
Effective HE DPM vs T8 BB214740
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1685030·1221000+2)·30=228.5m
228.5 m at 16.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =228.5·0.6=137.1m
137.1 m at 16.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =228.5·0.61.8=76.2m
76.2 m at 16.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =137.1·0.61.8=45.7m
45.7 m at 16.9 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 28 s base reload = 25.7. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 25.2 s all-upgrades reload = 28.6.
Initial: 25.7 → 28.6
HE shells
HE Damage5,400
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,400 HE damage x 12 broadside guns = 64,800.
64,800
HE DPM
ƒZero upgrades: 64,800 HE full-salvo alpha x 60 / 28 s base reload = 138,857. All upgrades (Main Battery Mod. 3 = -10% reload): 64,800 HE full-salvo alpha x 60 / 25.2 s all-upgrades reload = 154,286.
Initial: 138,857 → 154,286
Fires/min
ƒZero upgrades: 25.7 shells/min x 36% fire chance = 9.26. All upgrades (Main Battery Mod. 3 = -10% reload): 28.6 shells/min x 36% fire chance = 10.29.
Initial: 9.26 → 10.29
AP shells
AP Damage13,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2520·12250.69·0.4061.07·7621.38=847.6mm. Matches the in-game spec card.
847.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.9 km), where the shell has slowed to 534.6 m/s: P=107·2520·12250.69·0.4061.07·534.61.38=519.7mm.
519.7 mm at 16.9 km
AP full-salvo alpha
ƒ13,900 AP damage x 12 broadside guns = 166,800.
166,800
AP DPM
ƒZero upgrades: 166,800 AP full-salvo alpha x 60 / 28 s base reload = 357,429. All upgrades (Main Battery Mod. 3 = -10% reload): 166,800 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 397,143.
Initial: 357,429 → 397,143
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.
250
AA Defense
AA mount points60
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.
5.2 km
40 mm Bofors Mk220×4 40mm
20 mm Oerlikon Mk420×1 20mm
20 mm Oerlikon Mk2020×2 20mm
127 mm Mk41 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk41 (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 131 from dual-purpose secondaries firing as AA in this range band.
131
Range5.2 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 146 raw aura damage × 3.5 × 0.75 hit probability = 383 - the same in-game units as the Close-range AA DPS headline.
383
Range3.5 km
Total DPS in Aura
ƒFar 131 + Medium 383 = 514
514
Near aura
Guns20 mm Oerlikon Mk20 + 20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 107 raw aura damage × 3.5 × 0.7 hit probability = 262 - the same in-game units as the Close-range AA DPS headline.
262
Range2 km
Total DPS in Aura
ƒFar 131 + Medium 383 + Near 262 = 776
776
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 6 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 14 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 × 6 clouds + 2 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.
75%
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts10
Firing range6.0 km
Shell Grouping (σ)1
127 mm Mk41 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time4 s
HE Damage1,800
Muzzle Velocity808 m/s
Fire Chance9%
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 @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
Maneuverability
Engine power172,000 hp
Maximum speed30 kt
Turning circle radius950 m
Rudder shift time18.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30 / 4 + 4.9 = 12.4 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.
12.4 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.
47.6 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 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
38.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
62.9 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·30.0·0.5144950=0.93°/s, so ratio=ωturretωhull=40.93=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea15.75 km
Detectability by air12.64 km
Smoke firing penalty15.19 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.
16.85 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.76 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.
17.75 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.
15.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 20 s active · 21,571 HP (22.4% of max HP) total heal (per charge)
ƒHeal per second (1.12%) x effective active time (20 s) = up to 22.4% of max HP restored per charge.
· 64,713 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.
· 1,079 HP/s (1.12% of max HP) heal per second
ƒ1.12% of max HP (96,300 HP) per second = 1,079 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter6 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
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus

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)1.8
Max Horiz Disp228.5 m at 16.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1685030·1221000+2)·30=228.5m
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.
Shell scatter width @ 15 km210 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 Disp137.1 m at 16.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =228.5·0.6=137.1m
Shell scatter height @ 10 km83 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=0.5·16850=8425 m, and radiusOnMax=0.6 at 16850 m. Above the kink: k=0.5+(0.60.5)·100008425168508425=0.5187, so σV=σH·k=160·0.5187=83m.
Med Horiz Disp76.2 m at 16.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =228.5·0.61.8=76.2m
Med Vert Disp45.7 m at 16.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =137.1·0.61.8=45.7m
AP Pen Close847.6 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2520·12250.69·0.4061.07·7621.38=847.6mm. Matches the in-game spec card.
AP Pen Far519.7 mm at 16.9 km
Same formula at the ship's max firing range (16.9 km), where the shell has slowed to 534.6 m/s: P=107·2520·12250.69·0.4061.07·534.61.38=519.7mm.
AP pen 5 km725 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 km623 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 km544 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 km5.34 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·0.352·0.40628·1225=1.86×105. 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 km5.19 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·0.346·0.40628·862=2.6×105. That runs from a 820 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 penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 alpha64,800
5,400 HE damage x 12 broadside guns = 64,800.
AP full-salvo alpha166,800
13,900 AP damage x 12 broadside guns = 166,800.
HE DPMInitial: 138,857 → 154,286
Zero upgrades: 64,800 HE full-salvo alpha x 60 / 28 s base reload = 138,857. All upgrades (Main Battery Mod. 3 = -10% reload): 64,800 HE full-salvo alpha x 60 / 25.2 s all-upgrades reload = 154,286.
AP DPMInitial: 357,429 → 397,143
Zero upgrades: 166,800 AP full-salvo alpha x 60 / 28 s base reload = 357,429. All upgrades (Main Battery Mod. 3 = -10% reload): 166,800 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 397,143.
Shells/minInitial: 25.7 → 28.6
Zero upgrades: 12 broadside guns x 60 / 28 s base reload = 25.7. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 25.2 s all-upgrades reload = 28.6.
Fires/minInitial: 9.26 → 10.29
Zero upgrades: 25.7 shells/min x 36% fire chance = 9.26. All upgrades (Main Battery Mod. 3 = -10% reload): 28.6 shells/min x 36% fire chance = 10.29.

AA defense

AA DPS at max range131
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors 20x4 -> 383 DPS @ 3.5 km; 20mm Oerlikon MK4 20x1 -> 131 DPS @ 2 km; 20mm Oerlikon MK20 Twin12 20x2 -> 131 DPS @ 2 km; 5in54 10x2 -> 131 DPS @ 5.2 km.
Maximum AA range5.2 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 range131 DPS @ 5.2 km, 514 DPS @ 3.5 km, 776 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-blank776
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2546
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 @ 6 km372 m
6 km × 57 + 30 = 372 m.
Secondary dispersion @ 5 km315 m
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)270,000
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: 10×2 127 mm (10/side) × 60/4 × 1800 = 270,000. 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 chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% 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 96,300, 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 / citadel409 mm

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

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)≈ 4,815 (~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)6 mm primary (range 6–541 mm)≈ 72,225 (~75% of HP)
Overmatched by 127mm+ AP (A. M. Sumner, Chung Mu)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 6–178 mm)≈ 4,815 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel409 mm primary (range 25–541 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.
Superstructure19 mmno 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

Exteriors

Skins & permanent camouflages

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

  • BA Montana default exterior
    DefaultThe ship’s standard exterior
  • Blue Archive
    Ba MontanaBlue Archive

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.