World of Warships: Legends ship guide

Émile Bertin

Also called: 白劳易 Beta
Hydro cruiserSonar-first support: contest islands and smoke without spending detection.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
Strong AASonarFast turret traverseFast for the classThin armor
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Community Data

Émile Bertin Community Stats

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Playstyle

Overview

Émile Bertin is a Tier IV French light cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. Her sonar reaches 3.7 km, which is the range at which she can commit to a contest without guessing. Standout traits: best turret traverse rate in T4 CAs (12) and best top speed in T4 CAs (39 kt).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.7 km on ships, 2.7 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Pushing in blind because the kit says brawler

3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there.

Signature Traits

Fast turret traverse

12°/s turret traverse, best of T4 CAs. Tracks fast-rotating targets peers can't keep up with.

Fast for the class

39 kt, best of T4 CAs. Lets you rotate flanks or escape disengagements.

AA specialist

AA DPS in the top bracket. Sanctuary for friendly DDs against carriers; dangerous airspace for airstrikes.

WEAK ARMOR
  • Thin armor · 30 mm
  • Light citadel belt · 30 mm
Acquisition

How to get Émile Bertin

Émile Bertin is available in the Rapid Cruisers 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

Émile Bertin sits in the Rapid Cruisers 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.

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Cohort position

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Where Émile Bertin sits among Tier IV CAs (21 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMax speed39 kt (1/22) Top 10%Traverse-to-turn ratio6.99 × (3/22) Top 10%AA threat635 (3/22) Top 25%Turn-speed retention152.2 hp/m (4/22) Top 25%Displacement8,480 t (6/22) Top 25%Power-to-weight12.03 hp/t (4/22) Top 25%AA DPS229 (4/22) Bottom 25%Concealment11.6 km (18/22) Bottom 25%Fires per minute4.5 (16/19) Bottom 25%HE DPM99,000 (16/19) Bottom 25%Secondary DPM (per side)39,000 (14/16) Bottom 25%Secondary HE alpha1,300 (13/16) Bottom 25%Secondary fire chance5% (13/16) Bottom 25%Secondary HE pen15 mm (13/16) Bottom 25%Effective HE DPM (incl. fire)131,561 (16/19) Bottom 25%Deck armor20 mm (19/22) Bottom 10%Acceleration26 s (21/22) WorstMax armor30 mm (22/22) WorstCitadel belt30 mm (22/22)
See 33 mid-pack stats

Not standouts for Émile Bertin -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points26,500 HP(13/22) Smoke fire bloom5.45 km(13/22) Air detection6.96 km(17/22) Rudder shift7.4 s(15/22) Turning circle670 m(13/22) Main battery caliber152 mm(13/22) Main battery range13.78 km(8/22) Main battery reload12 s(17/22) HE shell damage2,200(11/19) HE fire chance10%(13/19) AP shell damage3,100(11/22) AP DPM139,500(14/22) Main dispersion128.1 m(15/22) AP velocity870 m/s(11/22) HE velocity870 m/s(10/19) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Engine power102,000 hp(7/22) AP pen at 10 km133 mm(9/22) AA range4 km(9/22) Flak per wave (expected)234(12/17) Torpedo range7.5 km(12/21) Torpedo damage≈12,233(15/21) Torpedo speed58 kt(15/21) Torpedo reaction time7.7 s(16/21) Torpedo reload84 s(14/21) Bow armor13 mm(11/22) Stern armor13 mm(11/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormTurn speed retained81%(21 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 21,100 → 26,500
Displacement8,480 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.
177.8 x 16.1 m (measured from the ship model)
Armor range6–30 mm
Plate armor thicknesses6, 10, 13, 16, 20, 30 mm
Armor material/layer entries43
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 duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,385 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 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,650 HP on this ship). Verified against measured flood ticks in replay data.
0.25% 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.
7%
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.
13,300
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.
8,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/55 Mle 1930
Mounts / barrels3 mounts / 9 barrels
Reload time12 s
Firing range (base)12.5 km
Firing range (top fire control)13.8 km
Turret traverse12 °/s
Turret armor15 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.
±147°, ±146°, ±139°
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.
34° off bow / 41° off stern
HE fire DPM vs T4 BB32561
Effective HE DPM vs T4 BB131561
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1378330·81.11000+1.1)·30=128.1m
128.1 m at 13.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.1·0.6=76.9m
76.9 m at 13.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =128.1·0.62=38.4m
38.4 m at 13.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =76.9·0.62=23.1m
23.1 m at 13.8 km
Turret turn time
ƒ180 degrees / 12 deg/s traverse speed = 15 s.
15 s
Shells/min
ƒ9 broadside guns x 60 / 12 s base reload = 45.
45
HE shells
HE Damage2,200
HE Velocity870 m/s
Fire Chance10%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 9 broadside guns = 19,800.
19,800
HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.
99,000
Fires/min
ƒ45 shells/min x 10% fire chance = 4.5.
4.5
AP shells
AP Damage3,100
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2225·57.10.69·0.1521.07·8701.38=310mm. Matches the in-game spec card.
310 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.8 km), where the shell has slowed to 389.5 m/s: P=107·2225·57.10.69·0.1521.07·389.51.38=102.3mm.
102.3 mm at 13.8 km
AP full-salvo alpha
ƒ3,100 AP damage x 9 broadside guns = 27,900.
27,900
AP DPM
ƒ27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.
139,500
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.
15
Torpedoes
ModuleTorpedoes: 550 mm 19D Mle 3
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time84 s
Projectile speed58 kt
Range7.5 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=36,700·0.333=12,233.
≈ 12,233
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.
13,233
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km58 kt×2.6855=7.7 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.
7.7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.99 per hit, shown as 1.99×100=199%. 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.
199%
Torpedo launcher traverse25 °/s
Launch arcsstarboard 152°, 150°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming186 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,233 = 36,699.
36,699
AA Defense
AA mount pointsInitial: 10 → 18
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.
4 km
40 mm/56 Bofors Mk2 (upgraded hull only)2×4 40mm
40 mm/56 Bofors Mk1 (upgraded hull only)2×2 40mm
20 mm/70 Mk4 (upgraded hull only)14×1 20mm
37 mm/50 Mle 1933 (stock hull only)4×2 37mm
13.2 mm/76 CAD Mle 1929 (stock hull only)6×2 13mm
90 mm/50 Mle 1930 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
1×2 90mm
90 mm/50 Mle 1926 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
2×1 90mm
Far aura
Guns90 mm/50 Mle 1926 (DP) + 90 mm/50 Mle 1930 (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 6 from dual-purpose secondaries firing as AA in this range band.
6
Range4 km
Medium aura
Guns40 mm/56 Bofors Mk1 + 40 mm/56 Bofors Mk2
Continuous DPS
ƒEffective DPS: 35 raw aura damage × 3.5 × 0.9 hit probability = 110 - the same in-game units as the Close-range AA DPS headline.
110
Range3.5 km
Total DPS in Aura
ƒFar 6 + Medium 110 = 116
116
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒEffective DPS: 38 raw aura damage × 3.5 × 0.85 hit probability = 113 - the same in-game units as the Close-range AA DPS headline.
113
Range2 km
Total DPS in Aura
ƒFar 6 + Medium 110 + Near 113 = 229
229
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 × 130 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.
130
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.
90%
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 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 km
S
Secondary Battery
Mounts3 → 2
Firing range4.0 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
90 mm/50 Mle 1930 (×1) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Show 1 more gun family
90 mm/50 Mle 1926 (×2) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity850 m/s
Fire Chance5%
Armor Pen15 mm
Maneuverability
Engine power102,000 hp
Maximum speed39 kt
Turning circle radius670 m
Rudder shift time7.4 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 39 / 4 + 4.9 = 14.7 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.
14.7 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.
26.1 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).
10.4 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.1 kt of 39 kt), from our in-house acceleration model.
26 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.6 kt of 39 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.
42.1 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·39.0·0.5144670=1.72°/s, so ratio=ωturretωhull=121.72=7.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.0× slow
Concealment
Detectability by sea11.6 km
Detectability by air6.96 km
Smoke firing penalty5.45 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
13.78 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10 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.
13.6 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.
9.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter3 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
Module options (3)

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

HullUpgrade
  • Hit points21,100 → 26,500
  • Rudder shift13.4 → 9.6 s
  • AA mounts10 → 18
  • Close-range AA DPS33 → 73
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range12,530 → 13,783 m
TorpedoesUpgrade
  • Range6.51 → 7.5 km
  • Alpha damage33,700 → 36,700
  • Display damage11,233 → 12,233

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)2
Max Horiz Disp128.1 m at 13.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1378330·81.11000+1.1)·30=128.1m
Shell scatter width @ 5 km67.5 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 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp76.9 m at 13.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =128.1·0.6=76.9m
Shell scatter height @ 10 km55.6 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=0.5·13783=6892 m, and radiusOnMax=0.6 at 13783 m. Above the kink: k=0.5+(0.60.5)·100006892137836892=0.5451, so σV=σH·k=102·0.5451=55.6m.
Med Horiz Disp38.4 m at 13.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =128.1·0.62=38.4m
Med Vert Disp23.1 m at 13.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =76.9·0.62=23.1m
AP Pen Close310 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2225·57.10.69·0.1521.07·8701.38=310mm. Matches the in-game spec card.
AP Pen Far102.3 mm at 13.8 km
Same formula at the ship's max firing range (13.8 km), where the shell has slowed to 389.5 m/s: P=107·2225·57.10.69·0.1521.07·389.51.38=102.3mm.
AP pen 5 km201 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 km133 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.
HE flight time @ 10 km5.96 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·0.3401·0.15228·55=5.61×105. That runs from a 870 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.
AP flight time @ 10 km5.77 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·0.3226·0.15228·57.1=5.13×105. That runs from a 870 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 penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time15 s
180 degrees / 12 deg/s traverse speed = 15 s.
HE full-salvo alpha19,800
2,200 HE damage x 9 broadside guns = 19,800.
AP full-salvo alpha27,900
3,100 AP damage x 9 broadside guns = 27,900.
HE DPM99,000
19,800 HE full-salvo alpha x 60 / 12 s base reload = 99,000.
AP DPM139,500
27,900 AP full-salvo alpha x 60 / 12 s base reload = 139,500.
Shells/min45
9 broadside guns x 60 / 12 s base reload = 45.
Fires/min4.5
45 shells/min x 10% fire chance = 4.5.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.7 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 speed58 kt
Travel time to max range48.2 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 count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage73,398
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,233 = 73,398.
Per-side salvo damage36,699
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,233 = 36,699.

AA defense

AA DPS at max range6
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk2 2x4 -> 55 DPS @ 3.5 km; 40mm Bofors Mk1 2x2 -> 55 DPS @ 3.5 km; 20mm Oerlikon MK4 14x1 -> 113 DPS @ 2 km; 90mm 50 Mle 1926 2x1 -> 6 DPS @ 4 km.
Maximum AA range4 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 range6 DPS @ 4 km, 116 DPS @ 3.5 km, 229 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-blank229
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index635
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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)39,000
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: 1×2 90 mm (1/side) × 60/4 × 1300 = 19,500 + 2×1 90 mm (1/side) × 60/4 × 1300 = 19,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor Beta

Hull HP 21,10026,500 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 & stern13 mm

Overmatched by 89+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–30 mm)3,600 (14% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 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.
Stern13 mm primary (range 13–30 mm)1,500 (6% of HP)
Overmatched by 203mm+ AP (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel30 mm primary (range 10–30 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.
Superstructure6 mm primary (range 6–20 mm)1,400 (5% 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 HP13,300 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 (90 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.
Rudder (module)separate HP pool, does not drain ship HP8,000 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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Ship Charts

Balance History

Balance updates affecting Émile Bertin. Cards are condensed; use each source link for full context.

Nerf ×3Buff ×1Main Battery ×4
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock main battery AP shell damage reduced from 3,200 to 3,100.
  • Upgraded main battery AP shell damage reduced from 3,300 to 3,100.
  • Stock main battery AP shell penetration increased by roughly 4.5% and is now the same between stock and upgraded versions.
  • Main battery HE fire-setting chances reduced from 12 to 10%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Émile Bertin 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.