World of Warships: Legends ship guide

BA Tirpitz

Also called: BA 提尔皮茨 Beta
Germany · Tier VII · Battleship · Premium · Tirpitz Variant
Fire-starter battleshipImproved HE means fires and chip damage on anything angled; heal back the trade.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Sitting on Secondary Battery Reload Booster waiting for a perfect target
Key characteristics
Long, fast torpedoes (9 km)Strong secondaries (7 km)Improved HE penSpotter planeTurtleback armorShort gun range
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Community Data

BA Tirpitz Community Stats

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Playstyle

Overview

BA Tirpitz is a Tier VII German fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here. Standout traits: best magazine armor in T7 BBs (150 mm) and top-decile punch-through secondaries in T7 BBs (38 mm).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Sitting on Secondary Battery Reload Booster waiting for a perfect target

With 3 charges it is a cycle, not a finisher: every minute it spends full is a salvo you never fired. It comes back every 140 s, so press it early, press it often, and treat a charge bar that is never empty as damage you have not collected.

Signature Traits

Turtleback armor

Deck armor angled downward over the citadel, forming a roof outside it. Deflects shells arriving at a low angle up and away, so flat-trajectory fire from close range struggles to reach the citadel.

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 15/49 T7 BBs.

Heavy magazine armor

150 mm magazine protection, best of T7 BBs. Shrugs off hits that knock peers' turrets out.

Punch-through secondaries

38 mm best HE pen across secondary families, top decile of T7 BBs. Pens hull plates peers' secondaries shatter on.

Fast turret traverse

6°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Short gun range

16.5 km main battery reach, bottom decile of T7 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get BA Tirpitz

BA Tirpitz 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

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 BA Tirpitz sits among Tier VII BBs (48 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.

Top 10%Torpedo speed68 kt (2/16) Top 25%Hit points72,500 HP (7/49) Top 25%Stealth profile14.98 km / 11.98 km (9/49 / 8/49) Top 25%Smoke fire bloom13.7 km (12/49) Top 25%Traverse-to-turn ratio5.58 × (9/49) Top 25%Main battery reload23.4 s (12/49) Top 25%Secondary HE pen38 mm (7/46) Top 25%AP arming threshold63 mm (11/49) Top 25%Secondary range7 km (9/49) Top 25%Torpedo range9 km (4/16) Top 25%Torpedo reaction time7.1 s (3/16) Top 25%Torpedo reload80 s (5/16) Top 25%Repair heal rate0.6 %/s (13/49) Bottom 25%Main battery caliber380 mm (39/49) Bottom 25%HE DPM90,256 (41/48) Bottom 25%Secondary HE alpha1,700 (41/46) Bottom 25%AP pen at 10 km527 mm (40/49) Bottom 25%Effective HE DPM (incl. fire)141,958 (37/48) Bottom 25%AA DPS292 (45/49) Bottom 25%AA range4.5 km (39/49) Bottom 25%AA threat955 (45/49) Bottom 25%Torpedo damage≈12,700 (13/16) Bottom 10%Main battery range16.52 km (46/49)
See 30 mid-pack stats

Not standouts for BA Tirpitz -- 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.

Max speed31 kt(17/49) Rudder shift16 s(37/49) Turning circle850 m(27/49) Sigma1.9(17/49) HE fire chance34%(33/48) Fires per minute6.97(30/48) AP shell damage11,600(35/49) AP DPM237,949(33/49) Main dispersion227.8 m(25/49) Secondary DPM (per side)246,000(17/49) Secondary fire chance8%(29/46) AP velocity820 m/s(23/49) HE velocity820 m/s(25/48) Acceleration36.1 s(31/49) Engine power163,026 hp(19/49) Turn-speed retention191.8 hp/m(21/49) Displacement49,429 t(33/49) Power-to-weight3.3 hp/t(26/49) Flak per wave (expected)1,575(17/49) Repair charges3(23/49) Max armor350 mm(35/49) Citadel belt340 mm(23/48) Deck armor50 mm(25/46) NormSecondary dispersion bracket57(34 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormBow armor32 mm(36 of 48 tied at this value) NormStern armor32 mm(35 of 48 tied at this value)
Survivability
Hit Points72,500
Displacement49,429 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 25, 32, 38, 45, 50, 57, 60, 80, 100, 110, 120, 145, 150, 160, 180, 220, 240, 315, 340, 350 mm
Armor material/layer entries61
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 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 (13,050 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 (14,500 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.
22%
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.
34,700
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.
21,800
Effective HP
ƒBase 72,500 HP plus everything Repair Party can restore: 0.6%/s x 28 s = 12,180 HP per charge, x3 charges = 36,540 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.
109,040
Repairable: penetration60%
Repairable: citadel15%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 380 mm L/52 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.5 km
Turret traverse6 °/s
Turret armor360 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 ±145°
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.
35° off bow / 35° off stern
AP pen max range437 mm
HE fire DPM vs T7 BB46561
Effective HE DPM vs T7 BB127792
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1651530·122.21000+2.2)·30=227.8m
227.8 m at 16.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
136.7 m at 16.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =227.8·0.61.9=72m
72 m at 16.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.7·0.61.9=43.2m
43.2 m at 16.5 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 23.4 s all-upgrades reload = 20.5.
Initial: 18.5 → 20.5
HE shells
HE Damage4,400
HE Velocity820 m/s
Fire Chance34%
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 8 broadside guns = 35,200.
35,200
HE DPM
ƒZero upgrades: 35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231. All upgrades (Main Battery Mod. 3 = -10% reload): 35,200 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 90,256.
Initial: 81,231 → 90,256
Fires/min
ƒZero upgrades: 18.5 shells/min x 34% fire chance = 6.28. All upgrades (Main Battery Mod. 3 = -10% reload): 20.5 shells/min x 34% fire chance = 6.97.
Initial: 6.28 → 6.97
AP shells
AP Damage11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·8000.69·0.381.07·8201.38=729.4mm. Matches the in-game spec card.
729.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.5 km), where the shell has slowed to 565.5 m/s: P=107·2450·8000.69·0.381.07·565.51.38=436.8mm.
436.8 mm at 16.5 km
AP full-salvo alpha
ƒ11,600 AP damage x 8 broadside guns = 92,800.
92,800
AP DPM
ƒZero upgrades: 92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154. All upgrades (Main Battery Mod. 3 = -10% reload): 92,800 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 237,949.
Initial: 214,154 → 237,949
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.
120
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time80 s
Projectile speed68 kt
Range9 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=38,100·0.333=12,700.
≈ 12,700
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,700
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km68 kt×2.6855=7.1 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
227%
Torpedo launcher traverse25 °/s
Launch arcs148° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming213 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points28
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.
4.5 km
37 mm Flakzwilling 308×2 37mm
20 mm Flak 3812×1 20mm
20 mm Flakvierling 388×4 20mm
105 mm L/65 Dop. L. C/37 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/37 (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
Range4.5 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.75 hit probability = 29 - the same in-game units as the Close-range AA DPS headline.
29
Range3.5 km
Total DPS in Aura
ƒFar 131 + Medium 29 = 160
160
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 54 raw aura damage × 3.5 × 0.7 hit probability = 132 - the same in-game units as the Close-range AA DPS headline.
132
Range2 km
Total DPS in Aura
ƒFar 131 + Medium 29 + Near 132 = 292
292
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 210 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 + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
210
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 4.5 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.
2.5-4.5 km
S
Secondary Battery
Mounts14
Firing range7.0 km
Shell Grouping (σ)1
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 @ 7 km
ƒ7 km × 57 + 30 = 429 m.
429 m
105 mm L/65 Dop. L. C/37 (×8) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber105 mm
Reload time4 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
150 mm L/55 SK C/28 (×2)
Caliber150 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Maneuverability
Engine power163,026 hp
Maximum speed31 kt
Turning circle radius850 m
Rudder shift time16 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 31 / 4 + 4.9 = 12.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
12.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
43.1 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).
8.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.9 kt of 31 kt), from our in-house acceleration model.
36.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31 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.
58.2 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·31.0·0.5144850=1.07°/s, so ratio=ωturretωhull=61.07=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea14.98 km
Detectability by air11.98 km
Smoke firing penalty13.7 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.
16.52 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
19.58 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.
16.98 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
14.98 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,180 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 36,540 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 435 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (72,500 HP) per second = 435 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Secondary Battery Reload Booster3 charges · 140 s reload · 30 s active · +50% grouping · -25% dispersion
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
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping

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)1.9
Max Horiz Disp227.8 m at 16.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1651530·122.21000+2.2)·30=227.8m
Shell scatter width @ 5 km115 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 km164 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 km213 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 Disp136.7 m at 16.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
Shell scatter height @ 10 km85.5 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=0.5·16515=8258 m, and radiusOnMax=0.6 at 16515 m. Above the kink: k=0.5+(0.60.5)·100008258165158258=0.5211, so σV=σH·k=164·0.5211=85.5m.
Med Horiz Disp72 m at 16.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =227.8·0.61.9=72m
Med Vert Disp43.2 m at 16.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =136.7·0.61.9=43.2m
AP Pen Close729.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·8000.69·0.381.07·8201.38=729.4mm. Matches the in-game spec card.
AP Pen Far436.8 mm at 16.5 km
Same formula at the ship's max firing range (16.5 km), where the shell has slowed to 565.5 m/s: P=107·2450·8000.69·0.381.07·565.51.38=436.8mm.
AP pen 5 km618 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 km527 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 km455 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 km4.99 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·0.2763·0.3828·800=1.96×105. 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 flight time @ 10 km4.99 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·0.2763·0.38128·800=1.97×105. 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 penetration95 mm
95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha35,200
4,400 HE damage x 8 broadside guns = 35,200.
AP full-salvo alpha92,800
11,600 AP damage x 8 broadside guns = 92,800.
HE DPMInitial: 81,231 → 90,256
Zero upgrades: 35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231. All upgrades (Main Battery Mod. 3 = -10% reload): 35,200 HE full-salvo alpha x 60 / 23.4 s all-upgrades reload = 90,256.
AP DPMInitial: 214,154 → 237,949
Zero upgrades: 92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154. All upgrades (Main Battery Mod. 3 = -10% reload): 92,800 AP full-salvo alpha x 60 / 23.4 s all-upgrades reload = 237,949.
Shells/minInitial: 18.5 → 20.5
Zero upgrades: 8 broadside guns x 60 / 26 s base reload = 18.5. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 23.4 s all-upgrades reload = 20.5.
Fires/minInitial: 6.28 → 6.97
Zero upgrades: 18.5 shells/min x 34% fire chance = 6.28. All upgrades (Main Battery Mod. 3 = -10% reload): 20.5 shells/min x 34% fire chance = 6.97.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed68 kt
Travel time to max range49.3 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

AA DPS at max range131
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 8x2 -> 29 DPS @ 3.5 km; 20mm Flak 38 12x1 -> 79 DPS @ 2 km; 20mm Flack 38 quad 8x4 -> 53 DPS @ 2 km; 105 mm SKC 37 8x2 -> 131 DPS @ 4.5 km.
Maximum AA range4.5 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 @ 4.5 km, 160 DPS @ 3.5 km, 292 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-blank292
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index955
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 @ 7 km429 m
7 km × 57 + 30 = 429 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)246,000
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: 8×2 105 mm (8/side) × 60/4 × 1200 = 144,000 + 4×2 150 mm (4/side) × 60/6 × 1700 = 68,000 + 2×2 150 mm (2/side) × 60/6 × 1700 = 34,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 72,500, 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 AP from only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel315 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 20–60 mm)≈ 3,625 (~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)340 mm primary (range 38–340 mm)≈ 54,375 (~75% of HP)
No common AP caliber overmatches340 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–110 mm)≈ 3,625 (~5% of HP)
Overmatched by 460mm+ AP (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel315 mm primary (range 25–340 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 mm primary (range 19–50 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

Exteriors

Skins & permanent camouflages

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

  • BA Tirpitz default exterior
    DefaultThe ship’s standard exterior
  • Blue Archive
    Ba TirpitzBlue 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.