World of Warships: Legends ship guide

Gangut

Also called: 甘古特 · Гангут Beta
All-rounder battleshipNo single dominant trait; flex mid-range anchor, brawl support, or sniper by team comp.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
Heavy AP penHigh fire chance (HE sidearm)Fast heal cycleThick deck armorSlow reload
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Community Data

Gangut Community Stats

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Playstyle

Overview

Gangut is a Tier III Soviet all-rounder battleship with 305mm guns at 13.3 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: top-decile close-range AP pen in T3 BBs (566.9 mm) and best fast heal cycle in T3 BBs (5,002 HP).

Positioning

Anchor a flank at 10-13 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 23 kn you are among the quicker hulls in the cohort, so a flank that collapses is one you can still leave - commit harder than the speed-limited battleships around you. The helm answers fast (10.2 s) but the circle is wide (660 m): weave to spoil aim rather than committing to turns, because a committed turn gives up more water than the quick rudder saves you.

Potato Avoidance

Taking the long way round the map edge to flank

At 23 kn five minutes of sailing buys about 3.5 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

ELITE MAIN BATTERY
  • Close-range AP brick · 566.9 mm
  • High fire chance · 33%
Fast heal cycle

5002 HP restored per minute of cycling, best of T3 BBs. Gets you back into the fight sooner rather than healing more overall.

ELITE ARMOR
  • Thick deck · 120 mm
  • Heavy armor deck
Fast DCP cycle

40 s Damage Control reload, top quartile of T3 BBs. Fire / flood stacks come off cooldown sooner.

MIXED MAIN BATTERY
  • Slow reload · 36 s
  • Loose grouping
Acquisition

How to get Gangut

Gangut is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Gangut sits in the Juggernaut Battleships branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Official WG availability sources
  • Update: April 2020 1,500 Doubloons 2020-04-09 Tier III default; exact price not in source

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 Sov. RossiyaKosaka WakamoLev Galler

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 Gangut sits among Tier III BBs (17 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP pen at 10 km346 mm (1 of 2 tied) BestDeck armor120 mm (1/18) Top 25%Max speed23 kt (5/18) Top 25%Stealth profile12.02 km / 9.62 km (5/18 / 5/18) Top 25%Smoke fire bloom9.19 km (5/18) Top 25%Rudder shift10.2 s (3/18) Top 25%Fires per minute6.6 (4/18) Top 25%AP shell damage8,600 (3/18) Top 25%Main dispersion190.8 m (4/18) Top 25%Engine power42,000 hp (5/17) Top 25%Turn-speed retention63.6 hp/m (5/17) Top 25%Power-to-weight1.67 hp/t (5/17) Bottom 25%Turning circle660 m (16/18) Bottom 25%Main battery range13.26 km (15/18) Bottom 25%Max armor250 mm (17/18) WorstMain battery reload36 s (1 of 2 tied) WorstSigma1.4 (1 of 2 tied) WorstAP velocity762 m/s (1 of 2 tied) WorstHE velocity762 m/s (1 of 2 tied) WorstSecondary range3.5 km (1 of 7 tied) WorstRepair charges2 (1 of 2 tied)
See 22 mid-pack stats

Not standouts for Gangut -- 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 points40,500 HP(10/18) Traverse-to-turn ratio3.12 ×(9/18) Main battery caliber305 mm(9/18) HE shell damage4,500(6/18) HE DPM90,000(7/18) AP DPM172,000(9/18) Secondary DPM (per side)95,216(14/18) Secondary HE alpha1,700(13/17) Secondary fire chance8%(10/17) Secondary HE pen20 mm(13/17) Acceleration34.8 s(7/17) AP arming threshold51 mm(10/18) Displacement25,200 t(10/18) Effective HE DPM (incl. fire)133,303(7/18) AA DPS62(10/15) AA range3 km(9/15) AA threat146(9/15) Citadel belt250 mm(11/18) Bow armor19 mm(9/18) Stern armor19 mm(10/18) NormSecondary dispersion bracket57(15 of 18 tied at this value) NormAP fuse timer0.01 s(13 of 18 tied at this value)
Survivability
Hit PointsInitial: 37,600 → 40,500
Displacement25,200 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.
180.8 x 28 m (measured from the ship model)
Armor range12–250 mm
Plate armor thicknesses12, 13, 19, 25, 30, 32, 38, 44, 50, 70, 75, 100, 120, 125, 225, 250 mm
Armor material/layer entries63
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: 6.7% → 10%
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 (7,290 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 (8,100 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.
9%
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.
20,300
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.
12,200
Effective HP
ƒBase 40,500 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 5,670 HP per charge, x2 charges = 11,340 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.
51,840
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time36 s
Firing range (base)12.1 km
Firing range (top fire control)13.3 km
Turret traverse3.2 °/s
Turret armor305 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.
±155°, ±150°, ±145°, ±134°
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.
46° off bow / 35° off stern
HE fire DPM vs T3 BB43303
Effective HE DPM vs T3 BB133303
Shell Grouping (σ)1.4
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13258.330·131.11000+1.1)·30=190.8m
190.8 m at 13.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =190.8·0.75=143.1m
143.1 m at 13.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =190.8·0.61.4=81.8m
81.8 m at 13.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =143.1·0.61.4=61.3m
61.3 m at 13.3 km
Turret turn time
ƒ180 degrees / 3.2 deg/s traverse speed = 56.2 s.
56.2 s
Shells/min
ƒ12 broadside guns x 60 / 36 s base reload = 20.
20
HE shells
HE Damage4,500
HE Velocity762 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 12 broadside guns = 54,000.
54,000
HE DPM
ƒ54,000 HE full-salvo alpha x 60 / 36 s base reload = 90,000.
90,000
Fires/min
ƒ20 shells/min x 33% fire chance = 6.6.
6.6
AP shells
AP Damage8,600
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
620.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.3 km), where the shell has slowed to 442.8 m/s: P=107·2627·470.90.69·0.3051.07·442.81.38=293.3mm.
293.3 mm at 13.3 km
AP full-salvo alpha
ƒ8,600 AP damage x 12 broadside guns = 103,200.
103,200
AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 36 s base reload = 172,000.
172,000
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.
40
AA Defense
AA mount pointsInitial: 8 → 12
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.
3 km
75 mm Canet naval gun8×1 75mm
7.62 mm Maxim machine gun (upgraded hull only)4×1 8mm
Medium aura
Guns75 mm Canet naval gun
Continuous DPS
ƒEffective DPS: 16 raw aura damage × 3.5 × 0.75 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
Initial: 34 → 42
Range3 km
Near aura
Guns7.62 mm Maxim machine gun
Continuous DPS
ƒEffective DPS: 8 raw aura damage × 3.5 × 0.7 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1 km
Total DPS in Aura
ƒMedium 42 + Near 20 = 62
62
S
Secondary Battery
Mounts16
Firing range3.5 km
Shell Grouping (σ)1
120 mm/50 Model 190516×1 120mm
Caliber120 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity823 m/s
Fire Chance8%
Armor Pen20 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine power42,000 hp
Maximum speed23 kt
Turning circle radius660 m
Rudder shift time10.2 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 23 / 4 + 4.9 = 10.7 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.
10.7 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.
42.7 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).
6.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (20.7 kt of 23 kt), from our in-house acceleration model.
34.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23 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.
56.6 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·23.0·0.5144660=1.03°/s, so ratio=ωturretωhull=3.21.03=3.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.1× drags
Concealment
Detectability by sea12.02 km
Detectability by air9.62 km
Smoke firing penalty9.19 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
13.26 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.1 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
15.72 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.
14.02 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.
12.62 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 5,670 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.
· 11,340 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 202 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (40,500 HP) per second = 202 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.

HullUpgrade
  • Hit points37,600 → 40,500
  • Rudder shift18.6 → 13.3 s
  • AA mounts8 → 12
  • Close-range AA DPS13 → 24
Fire controlUpgrade
  • Main battery range12,053 → 13258.3 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)1.4
Max Horiz Disp190.8 m at 13.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(13258.330·131.11000+1.1)·30=190.8m
Shell scatter width @ 5 km92.5 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 km152 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 Disp143.1 m at 13.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =190.8·0.75=143.1m
Shell scatter height @ 10 km81.3 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=0.25 at 0 m, radiusOnDelim=0.4 at delim·Rmax=0.6·13258.3=7955 m, and radiusOnMax=0.75 at 13258.3 m. Above the kink: k=0.4+(0.750.4)·10000795513258.37955=0.535, so σV=σH·k=152·0.535=81.3m.
Med Horiz Disp81.8 m at 13.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =190.8·0.61.4=81.8m
Med Vert Disp61.3 m at 13.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =143.1·0.61.4=61.3m
AP Pen Close620.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
AP Pen Far293.3 mm at 13.3 km
Same formula at the ship's max firing range (13.3 km), where the shell has slowed to 442.8 m/s: P=107·2627·470.90.69·0.3051.07·442.81.38=293.3mm.
AP pen 5 km459 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 km346 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 km5.95 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·0.4595·0.30528·470.9=3.56×105. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.95 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·0.4595·0.30528·470.9=3.56×105. That runs from a 762 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time56.2 s
180 degrees / 3.2 deg/s traverse speed = 56.2 s.
HE full-salvo alpha54,000
4,500 HE damage x 12 broadside guns = 54,000.
AP full-salvo alpha103,200
8,600 AP damage x 12 broadside guns = 103,200.
HE DPM90,000
54,000 HE full-salvo alpha x 60 / 36 s base reload = 90,000.
AP DPM172,000
103,200 AP full-salvo alpha x 60 / 36 s base reload = 172,000.
Shells/min20
12 broadside guns x 60 / 36 s base reload = 20.
Fires/min6.6
20 shells/min x 33% fire chance = 6.6.

AA defense

AA DPS at max range42
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 75mm Cane 8x1 -> 42 DPS @ 3 km; MachineGunMaxim 7 62 4x1 -> 20 DPS @ 1 km.
Maximum AA range3 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 range42 DPS @ 3 km, 62 DPS @ 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-blank62
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index146
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 range1 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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)95,216
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: 16×1 120 mm (8/side) × 60/8.57 × 1700 = 95,216. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 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 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 37,60040,500 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 & stern19 mm

Overmatched by 47+ 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.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–225 mm)1,500 (4% 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)125 mm primary (range 19–125 mm)30,400 (75% of HP)
No common AP caliber overmatches125 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 19–125 mm)1,400 (3% 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 12–250 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.
Turret (module, per magazine)separate HP pool, does not drain ship HP20,300 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 (120 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 (75 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 HP12,200 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

Exteriors

Skins & permanent camouflages

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

  • Gangut 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.