World of Warships: Legends ship guide

Bayern

Also called: 巴伐利亚 Beta
Turtleback brawlerBuilt to brawl: the sloped belt bounces point-blank shells while secondaries work.
Playstyle
  • Push to within secondary range (~5 km) so the auto-fire battery starts contributing
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (5 km)Improved HE penLobs over islandsTurtleback armorHigh fire chancePattern widens fast with range
On this page
Community Data

Bayern Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Bayern is a Tier V German turtleback brawler: her angled deck armor roofs the citadel and deflects low-angle fire up and away, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 5 km that punish anyone who closes. 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 punch-through secondaries in T5 BBs (38 mm) and best deck armor in T5 BBs (80 mm).

Positioning

Push to within secondary range (~5 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge. Once the rudder is over she turns tightly for her cohort (630 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Torpedo Boat Brawling

With no torpedoes you cannot trade back a fight fought inside enemy torpedo range. Hold the band where your guns and secondaries punish them while their fish still fall short, and lean on armor and volume of fire instead of closing the last few kilometers into a spread you have no answer for.

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 6/26 T5 BBs.

ELITE SECONDARIES
  • Punch-through secondaries · 38 mm
  • Burny secondaries · 10%
Thick deck armor

80 mm armor deck, best of T5 BBs. Eats plunging fire and HE that peers don't.

LOBBING BATTERY
  • High fire chance · 35%
  • High-arc AP shells · 15.62°
Pattern widens fast with range

Shell pattern widens about 14 m per km of range, bottom decile of T5 BBs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).

Acquisition

How to get Bayern

Bayern is available in the Brawler Battleships branch of the Germany Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Bayern sits in the Brawler Battleships branch. The highlighted path shows the local branch context inside the full Germany tree.

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 AL BismarckAL Prinz HeinrichAL Scharnhorst

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

Cohort position

Hide

Where Bayern sits among Tier V BBs (25 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.

BestSecondary HE pen38 mm (1 of 3 tied) BestDeck armor80 mm (1/23) Top 10%Turning circle630 m (2/26) Top 25%HE fire chance35% (5/26) Top 25%Secondary fire chance10% (4/25) Top 25%Acceleration34.6 s (6/26) Top 25%Turn-speed retention119 hp/m (7/26) Top 25%Displacement34,720 t (6/26) Top 25%Secondary range5 km (5/26) Bottom 25%Hit points51,600 HP (21/26) Bottom 25%Smoke fire bloom13.1 km (24/26) Bottom 25%Traverse-to-turn ratio2.99 × (21/26) Bottom 25%HE DPM72,000 (24/26) Bottom 25%AP DPM174,400 (23/26) Bottom 25%Main dispersion221.3 m (23/26) Bottom 25%AP pen at 10 km405 mm (23/26) Bottom 25%Effective HE DPM (incl. fire)114,175 (22/26) Bottom 25%Citadel belt270 mm (21/26) Bottom 10%Flak per wave (expected)195 (25/26)
See 29 mid-pack stats

Not standouts for Bayern -- 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 speed25 kt(13/26) Concealment14.33 km(15/26) Air detection11.46 km(15/26) Rudder shift13.9 s(10/26) Main battery caliber380 mm(8/26) Main battery range15.85 km(11/26) Main battery reload30 s(17/26) Sigma1.8(11/26) Fires per minute5.6(19/26) AP shell damage10,900(8/26) Secondary DPM (per side)160,817(20/26) Secondary HE alpha1,800(15/25) AP velocity800 m/s(11/26) HE velocity800 m/s(19/26) AP arming threshold63 mm(19/26) Engine power75,000 hp(15/26) Power-to-weight2.16 hp/t(10/26) AA DPS186(13/26) AA range4.5 km(15/26) AA threat678(12/26) Repair charges3(13/26) Max armor350 mm(10/26) Bow armor25 mm(16/26) Stern armor25 mm(15/26) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP fuse timer0.03 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormRepair heal rate0.5 %/s(24 of 26 tied at this value)
Survivability
Hit PointsInitial: 43,900 → 51,600
Displacement34,720 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.
180 x 30 m (published figure)
Armor range13–350 mm
Plate armor thicknesses13, 16, 25, 30, 40, 50, 60, 80, 110, 140, 150, 170, 175, 200, 250, 260, 270, 350 mm
Armor material/layer entries58
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.
Initial: 20% → 23.3%
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 (9,288 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 (10,320 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.
19%
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.
25,800
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.
15,500
Effective HP
ƒBase 51,600 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,224 HP per charge, x3 charges = 21,672 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.
73,272
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 380 mm L/45 Drh LC/1913
Mounts / barrels4 mounts / 8 barrels
Reload time30 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverse3.5 °/s
Turret armor350 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 ±145°, 2x ±150°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
35° off bow / 35° off stern
AP pen max range315 mm
HE fire DPM vs T5 BB42175
Effective HE DPM vs T5 BB114175
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 =(15846.630·122.21000+2.2)·30=221.3m
221.3 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =221.3·0.6=132.8m
132.8 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =221.3·0.61.8=73.8m
73.8 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =132.8·0.61.8=44.3m
44.3 m at 15.8 km
Turret turn time
ƒ180 degrees / 3.5 deg/s traverse speed = 51.4 s.
51.4 s
Shells/min
ƒ8 broadside guns x 60 / 30 s base reload = 16.
16
HE shells
HE Damage4,500
HE Velocity800 m/s
Fire Chance35%
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
ƒ4,500 HE damage x 8 broadside guns = 36,000.
36,000
HE DPM
ƒ36,000 HE full-salvo alpha x 60 / 30 s base reload = 72,000.
72,000
Fires/min
ƒ16 shells/min x 35% fire chance = 5.6.
5.6
AP shells
AP Damage10,900
AP Velocity800 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 =107·2454·7500.69·0.381.07·8001.38=675.4mm. Matches the in-game spec card.
675.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 460.3 m/s: P=107·2454·7500.69·0.381.07·460.31.38=315mm.
315 mm at 15.8 km
AP full-salvo alpha
ƒ10,900 AP damage x 8 broadside guns = 87,200.
87,200
AP DPM
ƒ87,200 AP full-salvo alpha x 60 / 30 s base reload = 174,400.
174,400
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.
90
AA Defense
AA mount pointsInitial: 0 → 13
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
4.5 km
37 mm Flakzwilling 306×2 37mm
20 mm Flakzwilling 386×2 20mm
20 mm Flakvierling 381×4 20mm
88 mm L/45 MPL C/13 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×1 88mm
Far aura
Guns150 mm L/45 MPL C/13 (DP) + 88 mm L/45 MPL C/13 (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 108 from dual-purpose secondaries firing as AA in this range band.
108
Range4.5 km
Medium aura
Guns37 mm Flakzwilling 30
Continuous DPS
ƒEffective DPS: 9 raw aura damage × 3.5 × 0.75 hit probability = 24 - the same in-game units as the Close-range AA DPS headline.
24
Range3.5 km
Total DPS in Aura
ƒFar 108 + Medium 24 = 132
132
Near aura
Guns20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 22 raw aura damage × 3.5 × 0.7 hit probability = 54 - the same in-game units as the Close-range AA DPS headline.
54
Range2 km
Total DPS in Aura
ƒFar 108 + Medium 24 + Near 54 = 186
186
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 190 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 × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
190
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
Mounts24 → 16
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
150 mm L/45 MPL C/13 (×16)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Show 1 more gun family
88 mm L/45 MPL C/13 (×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.
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 mm
Maneuverability
Engine power75,000 hp
Maximum speed25 kt
Turning circle radius630 m
Rudder shift time13.9 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 25 / 4 + 4.9 = 11.2 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.
11.2 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.
41.6 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).
7.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (22.5 kt of 25 kt), from our in-house acceleration model.
34.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.8 kt of 25 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.
55.8 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·25.0·0.5144630=1.17°/s, so ratio=ωturretωhull=3.51.17=3.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.0× drags
Concealment
Detectability by sea14.33 km
Detectability by air11.46 km
Smoke firing penalty13.1 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
15.85 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.
19.06 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.
16.33 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.
14.46 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,224 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.
· 21,672 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.
· 258 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (51,600 HP) per second = 258 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
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points43,900 → 51,600
  • Rudder shift25.4 → 18.1 s
  • AA mounts0 → 13
  • Close-range AA DPS0 → 31
  • Maximum AA range0 → 3.5 km
Fire controlUpgrade
  • Main battery range14,406 → 15846.6 m
EngineUpgrade
  • Time to 90% speed37.5 → 34.6 s

See all derived stats

Show

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 Disp221.3 m at 15.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15846.630·122.21000+2.2)·30=221.3m
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 Disp132.8 m at 15.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =221.3·0.6=132.8m
Shell scatter height @ 10 km86.3 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=0.5·15846.6=7923 m, and radiusOnMax=0.6 at 15846.6 m. Above the kink: k=0.5+(0.60.5)·10000792315846.67923=0.5262, so σV=σH·k=164·0.5262=86.3m.
Med Horiz Disp73.8 m at 15.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =221.3·0.61.8=73.8m
Med Vert Disp44.3 m at 15.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =132.8·0.61.8=44.3m
AP Pen Close675.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2454·7500.69·0.381.07·8001.38=675.4mm. Matches the in-game spec card.
AP Pen Far315 mm at 15.8 km
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 460.3 m/s: P=107·2454·7500.69·0.381.07·460.31.38=315mm.
AP pen 5 km521 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 km405 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 km326 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 km5.5 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·0.4092·0.3828·750=3.09×105. That runs from a 800 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 km5.51 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·0.413·0.3828·750=3.12×105. That runs from a 800 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) - 0.25 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 Radius90
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 time51.4 s
180 degrees / 3.5 deg/s traverse speed = 51.4 s.
HE full-salvo alpha36,000
4,500 HE damage x 8 broadside guns = 36,000.
AP full-salvo alpha87,200
10,900 AP damage x 8 broadside guns = 87,200.
HE DPM72,000
36,000 HE full-salvo alpha x 60 / 30 s base reload = 72,000.
AP DPM174,400
87,200 AP full-salvo alpha x 60 / 30 s base reload = 174,400.
Shells/min16
8 broadside guns x 60 / 30 s base reload = 16.
Fires/min5.6
16 shells/min x 35% fire chance = 5.6.

AA defense

AA DPS at max range108
Only families that reach 4.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm SKC 30 twin 6x2 -> 24 DPS @ 3.5 km; 20mm Flak 38 M43U 6x2 -> 46 DPS @ 2 km; 20mm Flak 38 C35 1x4 -> 8 DPS @ 2 km; 105 mm SKC 33 6x2 -> 108 DPS @ 4.5 km.
Maximum AA range4.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 0 km; dual-purpose mount auras extend it.
AA DPS layered by range108 DPS @ 4.5 km, 132 DPS @ 3.5 km, 186 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-blank186
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index678
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)160,817
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: 16×1 150 mm (8/side) × 60/8.57 × 1800 = 100,817 + 8×1 88 mm (4/side) × 60/4 × 1000 = 60,000. 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 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% 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 43,90051,600 with hull upgrade, 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 & stern25 mm

Overmatched by 32+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–200 mm)3,200 (6% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)250 mm primary (range 30–350 mm)38,700 (75% of HP)
No common AP caliber overmatches250 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–200 mm)2,400 (5% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 13–270 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.
Superstructure16 mm2,000 (4% 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 HP25,800 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 (150 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.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP15,500 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 Bayern can equip, from in-game data.

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.