World of Warships: Legends ship guide

Novorossiysk

Also called: 新罗西斯克 · Новороссийск · Noworossijsk Beta
U.S.S.R. · Tier V · Battleship · Premium
Mid-range battleshipAP into broadsides, HE for chip pressure when no broadsides show.
Playstyle
  • Hold a flank with cover at mid range where 320 mm AP still punishes a broadside, and let anything that closes run into the secondary battery
  • Her 13 s rudder and 660 m turning circle are respectable for a battleship
  • Avoid: Do not trade at range with faster battleships; with no torpedoes and modest fire resistance she has no answer once several guns find her
Key characteristics
16 km gun rangeHigh fire chanceLobs over islandsNimble for the tonnageFlat AP shellsLight citadel belt
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Community Data

Novorossiysk Community Stats

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Playstyle

Overview

Novorossiysk is a Soviet Tier V premium battleship: 320 mm guns with AP and HE, 280 mm of belt armour, and ten secondary mounts that come alive inside 4.5 km. She is slow at 27.8 knots with no torpedoes, so she wins by choosing one lane, arriving angled, and staying there rather than by repositioning.

Positioning

Hold a flank with cover at mid range where 320 mm AP still punishes a broadside, and let anything that closes run into the secondary battery. Her 13 s rudder and 660 m turning circle are respectable for a battleship, but 27.8 knots means a lane you leave is a lane you will not get back to.

Potato Avoidance

Trade at range with faster battleships

With no torpedoes and modest fire resistance she has no answer once several guns find her. Do not close for the secondaries with the belt square on; 280 mm of armour only works if you are showing it.

Signature Traits

ELITE MOBILITY
  • Nimble for the tonnage · 3.36 hp
  • Holds speed in turns · 147.7 hp
ELITE MAIN BATTERY
  • Flat AP shells · 830 m
  • Fast turret traverse · 5°
  • High fire chance · 35%
  • High-arc howitzer
WEAK ARMOR
  • Light citadel belt · 80 mm
  • Thin bow plate · 16 mm
Acquisition

How to get Novorossiysk

Novorossiysk is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

Prioritise survivability and fire resistance first, then main-battery accuracy and reload. Secondary range and accuracy are a real second pick given ten mounts, and repair-party value pays for the lane-holding she is built around.

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Cohort position

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Where Novorossiysk 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.

BestPower-to-weight3.36 hp/t (1/26) Top 10%Stealth profile13.97 km / 11.18 km (3/26 / 3/26) Top 10%Smoke fire bloom11.11 km (3/26) Top 10%AP velocity830 m/s (3/26) Top 10%AP arming threshold53 mm (3/26) Top 10%Turn-speed retention147.7 hp/m (2/26) Top 10%Displacement29,032 t (2/26) Top 25%Rudder shift13 s (4/26) Top 25%Traverse-to-turn ratio4.03 × (7/26) Top 25%Main battery range16.4 km (4/26) Top 25%Fires per minute7 (5/26) Top 25%Main dispersion185.8 m (4/26) Top 25%Acceleration33.4 s (5/26) Top 25%Engine power97,500 hp (5/26) Top 25%Secondary range4.5 km (7/26) Bottom 25%Hit points50,125 HP (23/26) Bottom 25%AP shell damage9,700 (23/26) Bottom 25%Secondary HE alpha1,700 (22/25) Bottom 25%Secondary fire chance7% (23/25) Bottom 25%Secondary HE pen20 mm (21/25) Bottom 25%AA range4 km (22/26) Bottom 25%Flak per wave (expected)240 (21/26) Bottom 25%Max armor280 mm (23/26) Bottom 10%Main battery caliber320 mm (25/26) WorstCitadel belt80 mm (26/26) WorstEnd plates16 mm (1 of 2 tied / 1 of 2 tied)
See 20 mid-pack stats

Not standouts for Novorossiysk -- 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.

Max speed27.8 kt(8/26) Turning circle660 m(9/26) Main battery reload30 s(17/26) Sigma1.7(16/26) HE shell damage4,800(19/26) HE DPM96,000(18/26) AP DPM194,000(17/26) Secondary DPM (per side)169,200(17/26) HE velocity830 m/s(9/26) AP pen at 10 km421 mm(17/26) Effective HE DPM (incl. fire)148,718(15/26) AA DPS163(19/26) AA threat564(18/26) Repair charges3(13/26) Deck armor43 mm(15/23) 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) NormRepair heal rate0.5 %/s(24 of 26 tied at this value)
Survivability
Hit Points50,125
Displacement29,032 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.
169 x 27.83 m
Armor range6–280 mm
Plate armor thicknesses6, 13, 16, 24, 25, 26, 28, 31, 37, 40, 43, 48, 70, 72, 74, 80, 85, 100, 110, 120, 130, 210, 220, 250, 260, 280 mm
Armor material/layer entries92
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
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 (9,022 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 (10,025 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.
30%
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.
20,100
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.
15,000
Effective HP
ƒBase 50,125 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 7,018 HP per charge, x3 charges = 21,052 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.
71,178
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 320 mm/44 OTO Model 1934
Mounts / barrels4 mounts / 10 barrels
Reload time30 s
Firing range16.4 km
Turret traverse5 °/s
Turret armor240 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.
4x ±145°
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.
35° off bow / 35° off stern
AP pen max range318 mm
HE fire DPM vs T5 BB52718
Effective HE DPM vs T5 BB148718
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1640030·101.61000+1.6)·30=185.8m
185.8 m at 16.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =185.8·0.6=111.5m
111.5 m at 16.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =185.8·0.61.7=65.6m
65.6 m at 16.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =111.5·0.61.7=39.3m
39.3 m at 16.4 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ10 broadside guns x 60 / 30 s base reload = 20.
20
HE shells
HE Damage4,800
HE Velocity830 m/s
Fire Chance35%
HE penetration
ƒIn-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
55 mm
HE full-salvo alpha
ƒ4,800 HE damage x 10 broadside guns = 48,000.
48,000
HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 30 s base reload = 96,000.
96,000
Fires/min
ƒ20 shells/min x 35% fire chance = 7.
7
AP shells
AP Damage9,700
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold53 mm
AP overmatch
ƒfloor(320 mm caliber / 14.3) = 22 mm (AP auto-penetrates plating this thick or less).
22 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
707.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16.4 km), where the shell has slowed to 464.8 m/s: P=107·2600·5250.69·0.321.07·464.81.38=317.8mm.
317.8 mm at 16.4 km
AP full-salvo alpha
ƒ9,700 AP damage x 10 broadside guns = 97,000.
97,000
AP DPM
ƒ97,000 AP full-salvo alpha x 60 / 30 s base reload = 194,000.
194,000
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 points12
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.
4 km
37 mm 70-K2×1 37mm
37 mm V-116×2 37mm
37 mm 70-K4×1 37mm
100 mm/50 Minisini gun (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 100mm
Far aura
Guns100 mm/50 Minisini gun (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 21 from dual-purpose secondaries firing as AA in this range band.
21
Range4 km
Outer Medium aura
Guns37 mm V-11
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.75 hit probability = 87 - the same in-game units as the Close-range AA DPS headline.
87
Range3.5 km
Total DPS in Aura
ƒFar 21 + Outer Medium 87 = 108
108
Inner Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 21 raw aura damage × 3.5 × 0.75 hit probability = 55 - the same in-game units as the Close-range AA DPS headline.
55
Range3.2 km
Total DPS in Aura
ƒFar 21 + Outer Medium 87 + Inner Medium 55 = 163
163
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 × 160 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.
160
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
Mounts10
Firing range4.5 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
100 mm/50 Minisini gun (×4) (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
Caliber100 mm
Reload time5 s
HE Damage1,400
Muzzle Velocity800 m/s
Fire Chance6%
Armor Pen17 mm
Show 2 more gun families
120 mm/50 OTO Model 1933 (×4)
Caliber120 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen20 mm
120 mm/50 OTO Model 1933 (×2)
Caliber120 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen20 mm
Maneuverability
Engine power97,500 hp
Maximum speed27.8 kt
Turning circle radius660 m
Rudder shift time13 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 27.8 / 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.
38.6 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).
9.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.0 kt of 27.8 kt), from our in-house acceleration model.
33.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.5 kt of 27.8 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.
53 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·27.8·0.5144660=1.24°/s, so ratio=ωturretωhull=51.24=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea13.97 km
Detectability by air11.18 km
Smoke firing penalty11.11 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.
16.4 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (6.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
17.58 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.
15.97 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.
14.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,018 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.
· 21,054 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.
· 251 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (50,125 HP) per second = 251 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

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)1.7
Max Horiz Disp185.8 m at 16.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1640030·101.61000+1.6)·30=185.8m
Shell scatter width @ 5 km90 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 km132 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 km174 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 Disp111.5 m at 16.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =185.8·0.6=111.5m
Shell scatter height @ 10 km68.9 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=0.5·16400=8200 m, and radiusOnMax=0.6 at 16400 m. Above the kink: k=0.5+(0.60.5)·100008200164008200=0.522, so σV=σH·k=132·0.522=68.9m.
Med Horiz Disp65.6 m at 16.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =185.8·0.61.7=65.6m
Med Vert Disp39.3 m at 16.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =111.5·0.61.7=39.3m
AP Pen Close707.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2600·5250.69·0.321.07·8301.38=707.5mm. Matches the in-game spec card.
AP Pen Far317.8 mm at 16.4 km
Same formula at the ship's max firing range (16.4 km), where the shell has slowed to 464.8 m/s: P=107·2600·5250.69·0.321.07·464.81.38=317.8mm.
AP pen 5 km543 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 km421 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 km336 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.
HE flight time @ 10 km5.31 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·0.3786·0.3228·485=3.14×105. That runs from a 830 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 km5.31 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·0.4098·0.3228·525=3.14×105. That runs from a 830 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 penetration55 mm
In-game data: 55 mm = 320 mm caliber / 5.82 (non-standard HE penetration ratio).
AP overmatch22 mm
floor(320 mm caliber / 14.3) = 22 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 alpha10
All 10 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha48,000
4,800 HE damage x 10 broadside guns = 48,000.
AP full-salvo alpha97,000
9,700 AP damage x 10 broadside guns = 97,000.
HE DPM96,000
48,000 HE full-salvo alpha x 60 / 30 s base reload = 96,000.
AP DPM194,000
97,000 AP full-salvo alpha x 60 / 30 s base reload = 194,000.
Shells/min20
10 broadside guns x 60 / 30 s base reload = 20.
Fires/min7
20 shells/min x 35% fire chance = 7.

AA defense

AA DPS at max range21
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: 37mm70K 2x1 -> 18 DPS @ 3.2 km; 37mm70K 4x1 -> 37 DPS @ 3.2 km; 37mm 67 V21 6x2 -> 87 DPS @ 3.5 km; 100mm 50 Minizini 4x2 -> 21 DPS @ 4 km.
Maximum AA range4 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 range21 DPS @ 4 km, 108 DPS @ 3.5 km, 163 DPS @ 3.2 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-blank163
Sum of every family's average DPS, achievable only inside the closest-range family (3.2 km).
AA threat index564
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.

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)169,200
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: 4×2 100 mm (4/side) × 60/5 × 1400 = 67,200 + 4×2 120 mm (4/side) × 60/6 × 1700 = 68,000 + 2×2 120 mm (2/side) × 60/6 × 1700 = 34,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% 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 50,125, 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 & stern16 mm

Overmatched by 92+ 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.

Farming6 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
Bow16 mm primary (range 16–130 mm)2,400 (5% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 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)16 mm primary (range 16–280 mm)30,100 (60% 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.
Stern16 mm primary (range 16–130 mm)1,000 (2% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 26–80 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 6–280 mm)800 (2% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP20,100 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 (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.
Rudder (module)separate HP pool, does not drain ship HP12,000 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Novorossiysk 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.