World of Warships: Legends ship guide

Mahtaga

Also called: 马赫塔加 Beta
U.S.S.R. · Tier VIII · Battleship · Premium · Navarin Variant
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Push to within secondary range (~7 km) so the secondary battery starts contributing damage
  • Avoid: Torpedo Boat Brawling; with no torpedoes you cannot trade back a fight fought inside enemy torpedo range
Key characteristics
Strong secondaries (7 km)High fire chanceStealthy (15.2 km)Tight turning circleLong-reach AAWeak torp belt
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Community Data

Mahtaga Community Stats

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Playstyle

Overview

Mahtaga is a Tier VIII Soviet secondary battleship with top-decile secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. She also packs the super-heal (1.1%/s, for 20 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: top-decile secondary dispersion in T8 BBs (261 m) and heavy secondary DPM (306,000).

Positioning

Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone. Once the rudder is over she turns tightly for her cohort (770 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

ELITE SECONDARIES
  • Tighter secondary dispersion · 261 m
  • Extended secondary range · 7 km
  • Heavy secondary DPM · 306000 secondary
Tight turning circle

770 m turning circle, top quartile of T8 BBs. Comes around faster to bring the guns to bear or roll away from incoming fire.

Long-reach AA

5.2 km AA reach, best of T8 BBs.

Repairs citadel hits

30% of citadel damage heals back, top decile of T8 BBs. Most peers recover a tenth of it.

Weak torp belt

18% torpedo damage reduction, bottom decile of T8 BBs. Torps hit for closer to their printed damage.

No torpedo backup

A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.

Acquisition

How to get Mahtaga

Mahtaga is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Sunduq 1.5% VIII Mahtaga Event · Sunduq
  • Explorer's Chest 0.090909% One of these ships New · Explorer's Chest · 1 of 11 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Mahtaga sits among Tier VIII BBs (31 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.

BestAA range5.2 km (1 of 11 tied) Top 10%Stealth profile15.2 km / 12.16 km (3/32 / 3/32) Top 10%Turning circle770 m (3/32) Top 10%Secondary dispersion bracket33 (3/32) Top 25%Traverse-to-turn ratio5.7 × (7/32) Top 25%Fires per minute9.37 (5/30) Top 25%Secondary DPM (per side)306,000 (7/32) Top 25%Secondary HE pen27 mm (5/30) Top 25%Secondary range7 km (5/32) Top 25%AA DPS711 (7/32) Top 25%AA threat2,255 (9/32) Top 25%Flak per wave (expected)1,800 (7/32) Top 25%Repair heal rate1.12 %/s (6/32) Bottom 25%Max speed27.5 kt (27/32) Bottom 25%Main battery range16.74 km (29/32) Bottom 25%Main battery reload31.5 s (29/32) Bottom 25%AP shell damage11,000 (28/32) Bottom 25%HE velocity793 m/s (25/30) Bottom 25%Acceleration37.7 s (27/32) Bottom 25%AP pen at 10 km581 mm (25/32) Bottom 10%Engine power100,000 hp (31/32) Bottom 10%Turn-speed retention129.9 hp/m (31/32) Bottom 10%Power-to-weight2.02 hp/t (31/32) WorstSigma1.5 (1 of 3 tied) WorstNo torpedoes (25 of 32 in cohort) WorstMax armor340 mm (1 of 2 tied)
See 19 mid-pack stats

Not standouts for Mahtaga -- 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 points72,500 HP(23/32) Smoke fire bloom14.66 km(11/32) Rudder shift16.1 s(11/32) Main battery caliber406 mm(18/32) HE shell damage5,850(13/30) HE DPM133,714(13/30) AP DPM251,429(21/32) Main dispersion227.4 m(13/32) Secondary HE alpha1,800(23/30) Secondary fire chance9%(13/30) AP velocity793 m/s(21/32) AP arming threshold68 mm(17/32) Displacement49,529 t(11/32) Effective HE DPM (incl. fire)210,522(9/30) Repair charges3(13/32) NormAP fuse timer0.03 s(29 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormTurn speed retained81%(31 of 32 tied at this value)
Survivability
Hit Points72,500
Displacement49,529 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.
216.7 x 31.2 m
Armor range19–340 mm
Plate armor thicknesses19, 25, 32, 35, 50, 75, 113, 125, 181, 230, 300, 340 mm
Armor material/layer entries66
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.
40%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (13,050 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.5% of max HP per second for the 40 s duration, so one unattended flood costs 20% of the pool (14,500 HP on this ship). Verified against measured flood ticks in replay data.
0.5% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
18%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
34,700
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
21,800
Effective HP
ƒBase 72,500 HP plus everything Repair Party can restore: 1.12%/s x 20 s = 16,240 HP per charge, x3 charges = 48,720 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.
121,220
Repairable: penetration50%
Repairable: citadel30%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 406 mm/45 MK-4-16
Mounts / barrels3 mounts / 12 barrels
Reload time35 s
Firing range16.7 km
Turret traverse6 °/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.
±143°
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.
30° off bow / 37° off stern
AP pen max range492 mm
HE fire DPM vs T8 BB69138
Effective HE DPM vs T8 BB189480
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1674030·1221000+2)·30=227.4m
227.4 m at 16.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.4·0.6=136.4m
136.4 m at 16.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =227.4·0.61.5=91m
91 m at 16.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =136.4·0.61.5=54.6m
54.6 m at 16.7 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 35 s base reload = 20.6. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 31.5 s all-upgrades reload = 22.9.
Initial: 20.6 → 22.9
HE shells
HE Damage5,850
HE Velocity793 m/s
Fire Chance41%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,850 HE damage x 12 broadside guns = 70,200.
70,200
HE DPM
ƒZero upgrades: 70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343. All upgrades (Main Battery Mod. 3 = -10% reload): 70,200 HE full-salvo alpha x 60 / 31.5 s all-upgrades reload = 133,714.
Initial: 120,343 → 133,714
Fires/min
ƒZero upgrades: 20.6 shells/min x 41% fire chance = 8.43. All upgrades (Main Battery Mod. 3 = -10% reload): 22.9 shells/min x 41% fire chance = 9.37.
Initial: 8.43 → 9.37
AP shells
AP Damage11,000
AP Velocity793 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·11160.69·0.4061.07·7931.38=766.5mm. Matches the in-game spec card.
766.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 575.1 m/s: P=107·2300·11160.69·0.4061.07·575.11.38=492mm.
492 mm at 16.7 km
AP full-salvo alpha
ƒ11,000 AP damage x 12 broadside guns = 132,000.
132,000
AP DPM
ƒZero upgrades: 132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286. All upgrades (Main Battery Mod. 3 = -10% reload): 132,000 AP full-salvo alpha x 60 / 31.5 s all-upgrades reload = 251,429.
Initial: 226,286 → 251,429
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.
200
AA Defense
AA mount points28
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
37 mm V-1118×2 37mm
23 mm 4U-2310×4 23mm
130 mm/60 BL-101 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 130mm
Far aura
Guns130 mm/60 BL-101 (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 102 from dual-purpose secondaries firing as AA in this range band.
102
Range5.2 km
Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 77 raw aura damage × 3.5 × 0.75 hit probability = 202 - the same in-game units as the Close-range AA DPS headline.
202
Range3.5 km
Total DPS in Aura
ƒFar 102 + Medium 202 = 304
304
Near aura
Guns23 mm 4U-23
Continuous DPS
ƒEffective DPS: 166 raw aura damage × 3.5 × 0.7 hit probability = 407 - the same in-game units as the Close-range AA DPS headline.
407
Range2.5 km
Total DPS in Aura
ƒFar 102 + Medium 202 + Near 407 = 711
711
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 240 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
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 5.2 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.
2.5-5.2 km
S
Secondary Battery
Mounts26
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 7 km
ƒ7 km × 33 + 30 = 261 m.
261 m
130 mm/55 Model 1913 (×18)
Caliber130 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen27 mm
Show 1 more gun family
130 mm/60 BL-101 (×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.
Caliber130 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen27 mm
Maneuverability
Engine power100,000 hp
Maximum speed27.5 kt
Turning circle radius770 m
Rudder shift time16.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.5 / 4 + 4.9 = 11.8 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.
11.8 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.
46.9 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).
9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (24.8 kt of 27.5 kt), from our in-house acceleration model.
37.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.2 kt of 27.5 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.
61.7 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·27.5·0.5144770=1.05°/s, so ratio=ωturretωhull=61.05=5.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.7× slow
Concealment
Detectability by sea15.2 km
Detectability by air12.16 km
Smoke firing penalty14.66 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
16.74 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (8.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
20.28 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.
17.2 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.
15.16 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 20 s active · 16,240 HP (22.4% of max HP) total heal (per charge)
ƒHeal per second (1.12%) x effective active time (20 s) = up to 22.4% of max HP restored per charge.
· 48,720 HP (67.2% of max HP) total heal (all charges)
ƒ22.4% per charge x 3 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.
· 812 HP/s (1.12% of max HP) heal per second
ƒ1.12% of max HP (72,500 HP) per second = 812 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster4 charges · 100 s reload · 30 s active · +100% grouping · -50% dispersion

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)1.5
Max Horiz Disp227.4 m at 16.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1674030·1221000+2)·30=227.4m
Shell scatter width @ 5 km110 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 km160 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 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp136.4 m at 16.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.4·0.6=136.4m
Shell scatter height @ 10 km83.1 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=0.5·16740=8370 m, and radiusOnMax=0.6 at 16740 m. Above the kink: k=0.5+(0.60.5)·100008370167408370=0.5195, so σV=σH·k=160·0.5195=83.1m.
Med Horiz Disp91 m at 16.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =227.4·0.61.5=91m
Med Vert Disp54.6 m at 16.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =136.4·0.61.5=54.6m
AP Pen Close766.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·11160.69·0.4061.07·7931.38=766.5mm. Matches the in-game spec card.
AP Pen Far492 mm at 16.7 km
Same formula at the ship's max firing range (16.7 km), where the shell has slowed to 575.1 m/s: P=107·2300·11160.69·0.4061.07·575.11.38=492mm.
AP pen 5 km666 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 km581 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 km512 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 km5.07 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·0.289·0.40628·1116=1.68×105. That runs from a 793 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 km5.07 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·0.289·0.40628·1116=1.68×105. That runs from a 793 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 penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius200
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha70,200
5,850 HE damage x 12 broadside guns = 70,200.
AP full-salvo alpha132,000
11,000 AP damage x 12 broadside guns = 132,000.
HE DPMInitial: 120,343 → 133,714
Zero upgrades: 70,200 HE full-salvo alpha x 60 / 35 s base reload = 120,343. All upgrades (Main Battery Mod. 3 = -10% reload): 70,200 HE full-salvo alpha x 60 / 31.5 s all-upgrades reload = 133,714.
AP DPMInitial: 226,286 → 251,429
Zero upgrades: 132,000 AP full-salvo alpha x 60 / 35 s base reload = 226,286. All upgrades (Main Battery Mod. 3 = -10% reload): 132,000 AP full-salvo alpha x 60 / 31.5 s all-upgrades reload = 251,429.
Shells/minInitial: 20.6 → 22.9
Zero upgrades: 12 broadside guns x 60 / 35 s base reload = 20.6. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 31.5 s all-upgrades reload = 22.9.
Fires/minInitial: 8.43 → 9.37
Zero upgrades: 20.6 shells/min x 41% fire chance = 8.43. All upgrades (Main Battery Mod. 3 = -10% reload): 22.9 shells/min x 41% fire chance = 9.37.

AA defense

AA DPS at max range102
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 37mm 67 V21 18x2 -> 202 DPS @ 3.5 km; 23mm 4U 23 quadruple 10x4 -> 407 DPS @ 2.5 km; 130mm 60 BL 101 B 8x2 -> 102 DPS @ 5.2 km.
Maximum AA range5.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range102 DPS @ 5.2 km, 304 DPS @ 3.5 km, 711 DPS @ 2.5 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-blank711
Sum of every family's average DPS, achievable only inside the closest-range family (2.5 km).
AA threat index2255
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 range2.5 km

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km261 m
7 km × 33 + 30 = 261 m.
Secondary dispersion @ 5 km195 m
Same per-type line evaluated at a fixed 5 km: 5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)306,000
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: 18×1 130 mm (9/side) × 60/6 × 1800 = 162,000 + 8×2 130 mm (8/side) × 60/6 × 1800 = 144,000. 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 130 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen27 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: 27 mm from the 130 mm family.
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Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Mahtaga default exterior
    DefaultThe ship’s standard exterior
  • Navarin Golden preview
    Navarin GoldenDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision