World of Warships: Legends ship guide

Bretagne

Also called: 布列塔尼 Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Sit 12-15 km from the brawl line and exploit the range advantage
  • Avoid: Treating her like a fast battleship because of the line name
Key characteristics
15 km gun rangeFlat arc HE shellsLong-reach AASaturates bow fastFragileEasily spotted
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Community Data

Bretagne Community Stats

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Playstyle

Overview

Bretagne is a Tier IV French all-rounder battleship with 340mm guns at 15.3 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best flat arc HE shells in T4 BBs (921) and best AA reach in T4 BBs (5 km).

Positioning

Sit 12-15 km from the brawl line and exploit the range advantage. You do not need to push into peer fire to land damage; rotate one or two map cells back if a flank starts to collapse. Once the rudder is over she turns tightly for her cohort (580 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Treating her like a fast battleship because of the line name

Despite the Fast Battleships line she is slow for her tier (21 kn), so she cannot reposition or slip focus fire the way her faster line-mates can. Pick your lane early, angle hard, and trade from a spot you can hold rather than expecting to escape on speed.

Signature Traits

ELITE MAIN BATTERY
  • Flat arc HE shells · 921 m
  • Long gun range · 15.3 km
Long-reach AA

5 km AA reach, best of T4 BBs.

Saturates bow fast

1200 HP bow pool, top quartile of T4 BBs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

Easily spotted

14.5 km surface detect, worst of T4 BBs. Visible before you can react; position early.

Acquisition

How to get Bretagne

Bretagne is available in the Fast Battleships branch of the France Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits.

Show France tech-tree branch diagram
France Tech Tree

Bretagne sits in the Fast Battleships branch. The highlighted path shows the local branch context inside the full France 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 DunkerqueAL Richelieu

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

Cohort position

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Where Bretagne sits among Tier IV BBs (23 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.

BestHE velocity921 m/s (1/24) BestAA range5 km (1 of 5 tied) Top 10%Turning circle580 m (2/24) Top 10%Main battery range15.34 km (2/24) Top 10%AA threat703 (2/23) Top 25%Displacement26,600 t (5/24) Top 25%AA DPS197 (5/23) Bottom 25%Hit points41,700 HP (22/24) Bottom 25%Max speed21 kt (21/24) Bottom 25%Traverse-to-turn ratio2.81 × (22/24) Bottom 25%AP velocity780 m/s (20/24) Bottom 25%Engine power29,000 hp (19/24) WorstConcealment14.51 km (24/24) WorstMain dispersion216.3 m (24/24) WorstNo torpedoes (21 of 24 in cohort)
See 33 mid-pack stats

Not standouts for Bretagne -- 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.

Smoke fire bloom11.25 km(14/24) Air detection10.79 km(17/24) Rudder shift12.5 s(9/24) Main battery caliber340 mm(13/24) Main battery reload30 s(13/24) Sigma1.8(11/24) HE shell damage4,700(16/24) HE fire chance26%(15/24) Fires per minute5.2(17/24) HE DPM94,000(8/24) AP shell damage9,500(13/24) AP DPM190,000(8/24) Secondary DPM (per side)132,000(16/24) Secondary HE alpha2,000(9/23) Secondary fire chance8%(17/23) Secondary HE pen23 mm(13/23) Acceleration36.3 s(15/24) AP arming threshold57 mm(13/24) Turn-speed retention50 hp/m(18/24) Power-to-weight1.09 hp/t(17/24) AP pen at 10 km355 mm(8/24) Effective HE DPM (incl. fire)131,626(9/24) Repair charges3(11/24) Max armor300 mm(11/24) Citadel belt250 mm(11/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) Deck armor50 mm(15/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit PointsInitial: 38,300 → 41,700
Displacement26,600 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.
166 x 27 m (published figure)
Armor range10–300 mm
Plate armor thicknesses10, 13, 19, 20, 26, 30, 40, 48, 50, 70, 90, 100, 120, 142, 145, 150, 160, 175, 180, 200, 238, 250, 270, 300 mm
Armor material/layer entries92
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: 13.3% → 16.6%
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 (7,506 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (8,340 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.
10%
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.
20,900
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
12,500
Effective HP
ƒBase 41,700 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,838 HP per charge, x3 charges = 17,514 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.
59,214
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 340 mm/45 Mle 1912
Mounts / barrels5 mounts / 10 barrels
Reload time30 s
Firing range (base)13.9 km
Firing range (top fire control)15.3 km
Turret traverse3 °/s
Turret armor400 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.
3x ±142°, ±139°, ±140°
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.
22° off bow / 41° off stern
AP pen max range282 mm
HE fire DPM vs T4 BB37626
Effective HE DPM vs T4 BB131626
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 =(15336.230·122.21000+2.2)·30=216.3m
216.3 m at 15.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =216.3·0.6=129.8m
129.8 m at 15.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =216.3·0.61.8=72.1m
72.1 m at 15.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =129.8·0.61.8=43.3m
43.3 m at 15.3 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE Damage4,700
HE Velocity921 m/s
Fire Chance26%
HE penetration
ƒ57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
57 mm
HE full-salvo alpha
ƒ4,700 HE damage x 10 broadside guns = 47,000.
47,000
HE DPM
ƒ47,000 HE full-salvo alpha x 60 / 30 s base reload = 94,000.
94,000
Fires/min
ƒ20 shells/min x 26% fire chance = 5.2.
5.2
AP shells
AP Damage9,500
AP Velocity780 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold57 mm
AP overmatch
ƒfloor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
23 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·5850.69·0.341.07·7801.38=592.7mm. Matches the in-game spec card.
592.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.3 km), where the shell has slowed to 455.1 m/s: P=107·2350·5850.69·0.341.07·455.11.38=281.8mm.
281.8 mm at 15.3 km
AP full-salvo alpha
ƒ9,500 AP damage x 10 broadside guns = 95,000.
95,000
AP DPM
ƒ95,000 AP full-salvo alpha x 60 / 30 s base reload = 190,000.
190,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
50
AA Defense
AA mount pointsInitial: 18 → 16
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
5 km
40 mm/56 Bofors Mk3 (upgraded hull only)8×1 40mm
25 mm/60 CAD Mle 1939 (upgraded hull only)8×2 25mm
75 mm/50 Mle 1922 (stock hull only)8×1 75mm
37 mm/50 CA Mle 1925 (stock hull only)8×1 37mm
13.2 mm/76 CAQ Mle 1929 (stock hull only)2×4 13mm
Far aura
Gunssecondaries (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 29 from dual-purpose secondaries firing as AA in this range band.
29
Range5 km
Medium aura
Guns40 mm/56 Bofors Mk3
Continuous DPS
ƒEffective DPS: 35 raw aura damage × 3.5 × 0.75 hit probability = 92 - the same in-game units as the Close-range AA DPS headline.
92
Range3.5 km
Total DPS in Aura
ƒFar 29 + Medium 92 = 121
121
Near aura
Guns25 mm/60 CAD Mle 1939
Continuous DPS
ƒEffective DPS: 31 raw aura damage × 3.5 × 0.7 hit probability = 76 - the same in-game units as the Close-range AA DPS headline.
76
Range3.1 km
Total DPS in Aura
ƒFar 29 + Medium 92 + Near 76 = 197
197
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 150 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
150
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 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts22 → 26
Firing range4.0 km
Shell Grouping (σ)1
139 mm/55 Mle 191022×1 139mm
Caliber139 mm
Reload time10 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance8%
Armor Pen23 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power29,000 hp
Maximum speed21 kt
Turning circle radius580 m
Rudder shift time12.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 21 / 4 + 4.9 = 10.2 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.
10.2 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.
46.4 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).
7.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.9 kt of 21 kt), from our in-house acceleration model.
36.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.8 kt of 21 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
60.1 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·21.0·0.5144580=1.07°/s, so ratio=ωturretωhull=31.07=2.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.8× drags
Concealment
Detectability by sea14.51 km
Detectability by air10.79 km
Smoke firing penalty11.25 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.
15.34 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.8 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
17.59 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.
16.51 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
13.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,838 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.
· 17,514 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.
· 208 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (41,700 HP) per second = 208 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 (2)

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

HullTrade-off
  • Hit points38,300 → 41,700
  • Rudder shift22.8 → 16.3 s
  • AA mounts18 → 16
  • Close-range AA DPS32 → 66
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range13,942 → 15336.2 m

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 Disp216.3 m at 15.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15336.230·122.21000+2.2)·30=216.3m
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 Disp129.8 m at 15.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =216.3·0.6=129.8m
Shell scatter height @ 10 km87 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=0.5·15336.2=7668 m, and radiusOnMax=0.6 at 15336.2 m. Above the kink: k=0.5+(0.60.5)·10000766815336.27668=0.5304, so σV=σH·k=164·0.5304=87m.
Med Horiz Disp72.1 m at 15.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =216.3·0.61.8=72.1m
Med Vert Disp43.3 m at 15.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =129.8·0.61.8=43.3m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close592.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·5850.69·0.341.07·7801.38=592.7mm. Matches the in-game spec card.
AP Pen Far281.8 mm at 15.3 km
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 455.1 m/s: P=107·2350·5850.69·0.341.07·455.11.38=281.8mm.
AP pen 5 km456 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 km355 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 km285 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 km5.65 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·0.4009·0.3428·585=3.11×105. That runs from a 780 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 km5.13 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·0.4009·0.3428·431.8=4.21×105. That runs from a 921 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 penetration57 mm
57 mm ≈ 340 mm caliber / 6 (standard HE penetration ratio).
AP overmatch23 mm
floor(340 mm caliber / 14.3) = 23 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius50
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha47,000
4,700 HE damage x 10 broadside guns = 47,000.
AP full-salvo alpha95,000
9,500 AP damage x 10 broadside guns = 95,000.
HE DPM94,000
47,000 HE full-salvo alpha x 60 / 30 s base reload = 94,000.
AP DPM190,000
95,000 AP full-salvo alpha x 60 / 30 s base reload = 190,000.
Shells/min20
10 broadside guns x 60 / 30 s base reload = 20.
Fires/min5.2
20 shells/min x 26% fire chance = 5.2.

AA defense

AA DPS at max range29
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk3 8x1 -> 92 DPS @ 3.5 km; 25mm Hotchkiss Mle 1940 8x2 -> 76 DPS @ 3.1 km; 100mm 45 Mle 1930 4x2 -> 29 DPS @ 5 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range29 DPS @ 5 km, 121 DPS @ 3.5 km, 197 DPS @ 3.1 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-blank197
Sum of every family's average DPS, achievable only inside the closest-range family (3.1 km).
AA threat index703
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 range3.1 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)132,000
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: 22×1 139 mm (11/side) × 60/10 × 2000 = 132,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2000
Maximum HE damage per shell across secondary HE families. Best on this ship: 2000 from the 139 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 139 mm family.
Max HE pen23 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: 23 mm from the 139 mm family.

Armor Beta

Hull HP 38,30041,700 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 & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–200 mm)1,200 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)270 mm primary (range 10–270 mm)31,300 (75% of HP)
No common AP caliber overmatches270 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–200 mm)1,600 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 13–250 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–300 mm)1,400 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP20,900 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
Secondary mount (139 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 (40 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)-0.050 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 HP12,500 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.

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Exteriors

Skins & permanent camouflages

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

  • Bretagne default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.