World of Warships: Legends ship guide

Normandie

Also called: 诺曼底 Beta
Fast battleshipA fast-mover: reposition between lanes and strike first where peers cannot reach.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 29.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has
  • Avoid: Using the 29.5-kn speed to push rather than to rotate
Key characteristics
Flat arc HE shellsHolds speed in turnsFragileWeak AA
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Community Data

Normandie Community Stats

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Playstyle

Overview

Normandie is a Tier V French fast battleship at 29.5 kn. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best flat arc HE shells in T5 BBs (921) and best power per turn radius in T5 BBs (167.2 HP).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 29.5 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match. She is genuinely evasive in both phases of a turn, answering the helm in 13.5 s and carving a 640 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Using the 29.5-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

ELITE MAIN BATTERY
  • Flat arc HE shells · 921 m
  • Fast HE shells · 4.84 s
ELITE MOBILITY
  • Holds speed in turns · 167.2 hp
  • Nimble for the tonnage · 3.34 hp
  • Fast for the class · 29.5 kt
  • Heavy powerplant · 107000 hp
Weak AA

97 AA DPS, bottom decile of T5 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Weak torp belt

13% torpedo damage reduction, bottom quartile of T5 BBs. Torps hit for closer to their printed damage.

Acquisition

How to get Normandie

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

Show France tech-tree branch diagram
France Tech Tree

Normandie 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.

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Cohort position

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Where Normandie sits among Tier V BBs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestHE velocity921 m/s (1/26) BestTurn-speed retention167.2 hp/m (1/26) Top 10%Max speed29.5 kt (3/26) Top 10%Engine power107,000 hp (3/26) Top 10%Power-to-weight3.34 hp/t (2/26) Top 25%Rudder shift13.5 s (6/26) Top 25%Turning circle640 m (5/26) Top 25%Acceleration34.8 s (7/26) Top 25%AP arming threshold57 mm (5/26) Top 25%Displacement32,043 t (4/26) Bottom 25%Hit points48,300 HP (24/26) Bottom 25%Main battery caliber340 mm (22/26) Bottom 25%HE shell damage4,700 (21/26) Bottom 25%HE fire chance26% (21/26) Bottom 25%Secondary fire chance8% (20/25) Bottom 25%AP pen at 10 km405 mm (23/26) Bottom 25%AA range4 km (22/26) Bottom 25%AA threat264 (24/26) Bottom 25%Flak per wave (expected)210 (23/26) Bottom 10%Traverse-to-turn ratio2.94 × (25/26) Bottom 10%AP shell damage9,500 (25/26) Bottom 10%Main dispersion223.5 m (25/26) Bottom 10%AA DPS97 (25/26)
See 26 mid-pack stats

Not standouts for Normandie -- 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.

Concealment14.51 km(20/26) Smoke fire bloom12.12 km(8/26) Air detection11.61 km(20/26) Main battery range16.07 km(8/26) Main battery reload30 s(17/26) Sigma1.6(20/26) Fires per minute6.24(12/26) HE DPM112,800(8/26) AP DPM228,000(10/26) Secondary DPM (per side)166,500(18/26) Secondary HE alpha2,000(8/25) Secondary HE pen23 mm(9/25) AP velocity780 m/s(14/26) Effective HE DPM (incl. fire)159,795(12/26) Repair charges3(13/26) Max armor364 mm(8/26) Citadel belt280 mm(20/26) Bow armor25 mm(16/26) Stern armor25 mm(15/26) Deck armor50 mm(13/23) NormSecondary dispersion bracket57(21 of 26 tied at this value) NormAP fuse timer0.03 s(21 of 26 tied at this value) NormAP ricochet start45°(25 of 26 tied at this value) NormAP auto-bounce angle60°(25 of 26 tied at this value) NormSecondary range4 km(17 of 26 tied at this value) NormRepair heal rate0.5 %/s(24 of 26 tied at this value)
Survivability
Hit PointsInitial: 44,700 → 48,300
Displacement32,043 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.
176.4 x 27 m (published figure)
Armor range12–364 mm
Plate armor thicknesses12, 13, 16, 20, 25, 26, 30, 40, 42, 48, 50, 70, 72, 75, 100, 120, 140, 150, 180, 184, 190, 200, 216, 226, 240, 266, 280, 286, 364 mm
Armor material/layer entries83
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 20% → 23.3%
Fire duration60 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 60 s, so one unattended fire burns 18% of the pool (8,694 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 (9,660 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.
13%
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.
24,200
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.
14,500
Effective HP
ƒBase 48,300 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,762 HP per charge, x3 charges = 20,286 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.
68,586
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 340 mm/45 Mle 1912
Mounts / barrels3 mounts / 12 barrels
Reload time30 s
Firing range (base)14.6 km
Firing range (top fire control)16.1 km
Turret traverse4 °/s
Turret armor360 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.
±154°, ±132°, ±138°
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.
48° off bow / 42° off stern
AP pen max range327 mm
HE fire DPM vs T5 BB46995
Effective HE DPM vs T5 BB159795
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(16072.130·122.21000+2.2)·30=223.5m
223.5 m at 16.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =223.5·0.6=134.1m
134.1 m at 16.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =223.5·0.61.6=83.8m
83.8 m at 16.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =134.1·0.61.6=50.3m
50.3 m at 16.1 km
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
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 12 broadside guns = 56,400.
56,400
HE DPM
ƒ56,400 HE full-salvo alpha x 60 / 30 s base reload = 112,800.
112,800
Fires/min
ƒ24 shells/min x 26% fire chance = 6.24.
6.24
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 =107·2408·5850.69·0.341.07·7801.38=607.3mm. Matches the in-game spec card.
607.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.1 km), where the shell has slowed to 498.3 m/s: P=107·2408·5850.69·0.341.07·498.31.38=327.2mm.
327.2 mm at 16.1 km
AP full-salvo alpha
ƒ9,500 AP damage x 12 broadside guns = 114,000.
114,000
AP DPM
ƒ114,000 AP full-salvo alpha x 60 / 30 s base reload = 228,000.
228,000
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.
55
AA Defense
AA mount pointsInitial: 16 → 10
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
37 mm/50 Mle 1933Initial: 37 mm/50 CA Mle 1925 (12×1) → 37 mm/50 Mle 1933 (6×2)
13.2 mm/76 CAD Mle 19294×2 13mm
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.
6×1 90mm
Far aura
Guns90 mm/50 Mle 1926 (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 34 from dual-purpose secondaries firing as AA in this range band.
34
Range4 km
Medium aura
Guns37 mm/50 Mle 1933
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.75 hit probability = 29 - the same in-game units as the Close-range AA DPS headline.
Initial: 42 → 29
Range3 km
Total DPS in Aura
ƒFar 34 + Medium 29 = 63
63
Near aura
Guns13.2 mm/76 CAD Mle 1929
Continuous DPS
ƒEffective DPS: 14 raw aura damage × 3.5 × 0.7 hit probability = 34 - the same in-game units as the Close-range AA DPS headline.
34
Range1.2 km
Total DPS in Aura
ƒFar 34 + Medium 29 + Near 34 = 97
97
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 × 140 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.
140
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 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
Mounts24
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
139 mm/55 Mle 1910 (×18)
Caliber139 mm
Reload time10 s
HE Damage2,000
Muzzle Velocity840 m/s
Fire Chance8%
Armor Pen23 mm
Show 1 more gun family
90 mm/50 Mle 1926 (×6) (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 power107,000 hp
Maximum speed29.5 kt
Turning circle radius640 m
Rudder shift time13.5 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 29.5 / 4 + 4.9 = 12.3 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.
12.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
41 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).
8.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (26.6 kt of 29.5 kt), from our in-house acceleration model.
34.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.2 kt of 29.5 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.
55.6 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·29.5·0.5144640=1.36°/s, so ratio=ωturretωhull=41.36=2.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.9× drags
Concealment
Detectability by sea14.51 km
Detectability by air11.61 km
Smoke firing penalty12.12 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.
16.07 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.
18.41 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.
14.61 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,762 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.
· 20,286 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.
· 242 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (48,300 HP) per second = 242 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 points44,700 → 48,300
  • Rudder shift24.6 → 17.5 s
  • AA mounts16 → 10
  • Close-range AA DPS30 → 25
Fire controlUpgrade
  • Main battery range14,611 → 16072.1 m

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)1.6
Max Horiz Disp223.5 m at 16.1 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(16072.130·122.21000+2.2)·30=223.5m
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 Disp134.1 m at 16.1 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =223.5·0.6=134.1m
Shell scatter height @ 10 km86 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=0.5·16072.1=8036 m, and radiusOnMax=0.6 at 16072.1 m. Above the kink: k=0.5+(0.60.5)·10000803616072.18036=0.5244, so σV=σH·k=164·0.5244=86m.
Med Horiz Disp83.8 m at 16.1 km
50%-hit horizontal radius: σH,50=σH·0.6σ =223.5·0.61.6=83.8m
Med Vert Disp50.3 m at 16.1 km
50%-hit vertical radius: σV,50=σV·0.6σ =134.1·0.61.6=50.3m
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close607.3 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2408·5850.69·0.341.07·7801.38=607.3mm. Matches the in-game spec card.
AP Pen Far327.2 mm at 16.1 km
Same formula at the ship's max firing range (16.1 km), where the shell has slowed to 498.3 m/s: P=107·2408·5850.69·0.341.07·498.31.38=327.2mm.
AP pen 5 km494 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km405 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km339 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 km5.41 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·0.317·0.3428·585=2.46×105. 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 km4.84 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·0.317·0.3428·431.8=3.33×105. 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 Radius55
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha56,400
4,700 HE damage x 12 broadside guns = 56,400.
AP full-salvo alpha114,000
9,500 AP damage x 12 broadside guns = 114,000.
HE DPM112,800
56,400 HE full-salvo alpha x 60 / 30 s base reload = 112,800.
AP DPM228,000
114,000 AP full-salvo alpha x 60 / 30 s base reload = 228,000.
Shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Fires/min6.24
24 shells/min x 26% fire chance = 6.24.

AA defense

AA DPS at max range34
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37 50 CAD Mle 1933 6x2 -> 29 DPS @ 3 km; 13 2 76 Hotchkiss CAQ Mle 1929 twin 4x2 -> 34 DPS @ 1.2 km; 90mm 50 Mle 1926 6x1 -> 34 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 range34 DPS @ 4 km, 63 DPS @ 3 km, 97 DPS @ 1.2 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-blank97
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index264
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 range1.2 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)166,500
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: 18×1 139 mm (9/side) × 60/10 × 2000 = 108,000 + 6×1 90 mm (3/side) × 60/4 × 1300 = 58,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE 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 44,70048,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern25 mm

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

Belt / citadel280 mm

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

Farming12 mm

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

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 12–180 mm)1,400 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 12–364 mm)36,200 (75% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 12–200 mm)1,500 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel280 mm primary (range 20–280 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.
Superstructure12 mm primary (range 12–286 mm)1,900 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP24,200 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 (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Engine (module, research)engine coefficient (unconfirmed)-0.050 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 HP14,500 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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Ship Charts

Balance History

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

Buff ×1
2025-07-31

Ministry of Balance: Back to the Naval Academy

  • Minor armor update: 120 mm ring between guns and barbettes was added.
Read the full official post
Exteriors

Skins & permanent camouflages

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

Primary official WG sources

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