World of Warships: Legends ship guide

Omaha

Also called: 奥马哈 Beta
HE fire-spam cruiserStack fires and HE DPM; Sonar buys safe vision around cover and torpedoes.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pushing in blind because the kit says brawler
Key characteristics
High HE / fire outputHigh AP DPMSonarFast turret traverseHeavy beltShort AA reach
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Community Data

Omaha Community Stats

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Playstyle

Overview

Omaha is a Tier IV American light cruiser whose 152mm guns farm HE fires and sustained DPM, with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. Her sonar reaches 3.7 km, which is the range at which she can commit to a contest without guessing. Both shells run cohort-strong (top-decile AP at 212,571 AP DPM and cohort-best HE at 150,857 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. Standout traits: best fires per minute in T4 CAs (8.2) and top-decile turret traverse rate in T4 CAs (10). Her value is back-loaded. At 23,100 HP she sits in the lower third of her cohort, so the first half of a match is about staying alive and unspotted, and the payoff arrives once the enemy battleships have been traded away and her fires and torpedoes can work uncontested.

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.7 km on ships, 2.7 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. She is genuinely evasive in both phases of a turn, answering the helm in 5.8 s and carving a 600 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Pushing in blind because the kit says brawler

3.7-km Sonar is what makes the close fight winnable, and it only helps once you are already committed; it does not tell you what is waiting two islands over. Push when a destroyer is lit or a teammate holds vision, not to find out who is there. The other half is opening fire while the nearest battleship still has a loaded salvo. At 11.14 km detection her guns give her away well inside battleship range, so the fire is worth setting only after that battleship has committed its guns elsewhere. Set it, then break line of sight instead of trading. Torpedoes go into the water when you have the time and space to launch them without being seen doing it, not as an excuse to close.

Signature Traits

ELITE MAIN BATTERY
  • HE DPM machine · 150857 HE
  • High fire pressure · 8.23 fires
  • Fast turret traverse · 10°
  • AP DPM machine · 212571 AP
  • Fire-starter cruiser
Heavy belt

Citadel belt in the top bracket. Incoming AP rarely citadels through angle.

Short AA reach

3.1 km AA reach, bottom decile of T4 CAs. Bombs and torpedoes drop before AA bites.

Thin stern plate

10 mm stern, bottom quartile of T4 CAs.

Acquisition

How to get Omaha

Omaha is available in the Early U.S. Cruisers branch of the U.S. Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 100,000 credits.

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

Omaha sits in the Early U.S. Cruisers branch. The highlighted path shows the local branch context inside the full U.S. tree.

The early U.S. cruisers focus on providing a powerful broadside from their rapid-firing guns, and they are your starting point to the U.S. Tech Trees. From Tier III, you gain access to a useful self-defense tool: Sonar.
Advantages
High rate of fire, Sonar consumable starting at Tier III
Disadvantages
Limited main battery firing angles, Low-velocity shells

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 BaltimoreAL MontpelierCaptain Janeway

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

BestFires per minute8.23 (1 of 2 tied) BestHE DPM150,857 (1 of 2 tied) BestEffective HE DPM (incl. fire)210,408 (1 of 2 tied) Top 10%Main battery reload7 s (3/22) Top 10%AP DPM212,571 (3/22) Top 25%Rudder shift5.8 s (5/22) Top 25%Turning circle600 m (6/22) Top 25%AP velocity914 m/s (5/22) Top 25%HE velocity914 m/s (5/19) Top 25%Turn-speed retention150 hp/m (6/22) Top 25%Torpedo reaction time7.3 s (4/21) Top 25%Torpedo reload66 s (6/21) Bottom 25%Torpedo range5.49 km (17/21) Bottom 25%Torpedo damage≈10,833 (18/21) Bottom 25%Torpedo speed56 kt (17/21) WorstNo secondaries (6 of 22 in cohort) WorstAA range3.1 km (22/22) WorstEnd plates10 mm (1 of 5 tied / 1 of 4 tied)
See 28 mid-pack stats

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

Hit points26,800 HP(9/22) Max speed34 kt(13/22) Concealment11.14 km(14/22) Smoke fire bloom5.15 km(9/22) Air detection6.68 km(13/22) Traverse-to-turn ratio5.99 ×(10/22) Main battery caliber152 mm(13/22) Main battery range13.38 km(17/22) HE shell damage2,200(11/19) HE fire chance12%(9/19) AP shell damage3,100(11/22) Main dispersion125.3 m(7/22) Acceleration24.9 s(11/22) AP fuse timer0.03 s(13/22) AP arming threshold25 mm(9/22) Engine power90,000 hp(13/22) Displacement9,150 t(12/22) Power-to-weight9.84 hp/t(9/22) AP pen at 10 km86 mm(17/22) AA DPS165(12/22) AA threat437(13/22) Max armor76 mm(15/22) Citadel belt76 mm(8/22) Deck armor37 mm(11/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormTurn speed retained81%(21 of 22 tied at this value)
Survivability
Hit PointsInitial: 23,100 → 26,800
Displacement9,150 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.
169.3 x 16.85 m, draft 4.1 m
Armor range6–76 mm
Plate armor thicknesses6, 10, 13, 15, 21, 25, 37, 38, 76 mm
Armor material/layer entries38
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
Initial: 13.3% → 16.6%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,412 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,680 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
13,400
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
8,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/53 Mk13/Mk16
Mounts / barrels10 mounts / 12 barrels
Reload timeInitial: 8 s → 7 s
Firing range (base)12.2 km
Firing range (top fire control)13.4 km
Turret traverse10 °/s
Turret armor25 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.
±150°, 2x 163° arc, ±144°, 2x 154° arc, 2x 144° arc, 2x 160° arc
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 / 36° off stern
HE fire DPM vs T4 BB59540
Effective HE DPM vs T4 BB210397
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1337630·81.11000+1.1)·30=125.3m
125.3 m at 13.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.3·0.6=75.2m
75.2 m at 13.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =125.3·0.62=37.6m
37.6 m at 13.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =75.2·0.62=22.6m
22.6 m at 13.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 8 s base reload = 60. All upgrades (top gun): 8 broadside guns x 60 / 7 s all-upgrades reload = 68.6.
Initial: 60 → 68.6
HE shells
HE Damage2,200
HE Velocity914 m/s
Fire Chance12%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,200 HE damage x 8 broadside guns = 17,600.
17,600
HE DPM
ƒZero upgrades: 17,600 HE full-salvo alpha x 60 / 8 s base reload = 132,000. All upgrades (top gun): 17,600 HE full-salvo alpha x 60 / 7 s all-upgrades reload = 150,857.
Initial: 132,000 → 150,857
Fires/min
ƒZero upgrades: 60 shells/min x 12% fire chance = 7.2. All upgrades (top gun): 68.6 shells/min x 12% fire chance = 8.23.
Initial: 7.2 → 8.23
AP shells
AP Damage3,100
AP Velocity914 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1772·47.60.69·0.1521.07·9141.38=233.1mm. Matches the in-game spec card.
233.1 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 364.9 m/s: P=107·1772·47.60.69·0.1521.07·364.91.38=65.7mm.
65.7 mm at 13.4 km
AP full-salvo alpha
ƒ3,100 AP damage x 8 broadside guns = 24,800.
24,800
AP DPM
ƒZero upgrades: 24,800 AP full-salvo alpha x 60 / 8 s base reload = 186,000. All upgrades (top gun): 24,800 AP full-salvo alpha x 60 / 7 s all-upgrades reload = 212,571.
Initial: 186,000 → 212,571
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.
10
Torpedoes
ModuleTorpedoes: Mark 11
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time66 s
Projectile speed56 kt
Range5.49 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=32,500·0.333=10,833.
≈ 10,833
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
11,733
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.92 per hit, shown as 1.92×100=192%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
192%
Torpedo launcher traverse25 °/s
Launch arcs140° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.
64,998
AA Defense
AA mount pointsInitial: 4 → 12
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.
3.1 km
28 mm Mk2 mod. 2 (upgraded hull only)8×4 28mm
12.7 mm Browning M2 mod. 2 (upgraded hull only)4×1 13mm
76.2 mm Mk22 mod. 2 (stock hull only)4×1 76mm
Medium aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 40 raw aura damage × 3.5 × 0.9 hit probability = 126 - the same in-game units as the Close-range AA DPS headline.
126
Range3.1 km
Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.85 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.
39
Range1.2 km
Total DPS in Aura
ƒMedium 126 + Near 39 = 165
165
Maneuverability
Engine power90,000 hp
Maximum speed34 kt
Turning circle radius600 m
Rudder shift time5.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 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.
13.4 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.
24.9 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).
9.5 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
24.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
40.1 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·34.0·0.5144600=1.67°/s, so ratio=ωturretωhull=101.67=6.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.0× slow
Concealment
Detectability by sea11.14 km
Detectability by air6.68 km
Smoke firing penalty5.15 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.
13.38 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.72 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.
13.14 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
9.68 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (3)

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

HullTrade-off
  • Hit points23,100 → 26,800
  • Rudder shift9.8 → 7.5 s
  • AA mounts4 → 12
  • Close-range AA DPS6 → 53
  • Maximum AA range3.5 → 3.1 km
Fire controlUpgrade
  • Main battery range12,160 → 13,376 m
ArtilleryUpgrade
  • Base reload8 → 7 s

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp125.3 m at 13.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1337630·81.11000+1.1)·30=125.3m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp75.2 m at 13.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =125.3·0.6=75.2m
Shell scatter height @ 10 km56.1 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=0.5·13376=6688 m, and radiusOnMax=0.6 at 13376 m. Above the kink: k=0.5+(0.60.5)·100006688133766688=0.5495, so σV=σH·k=102·0.5495=56.1m.
Med Horiz Disp37.6 m at 13.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =125.3·0.62=37.6m
Med Vert Disp22.6 m at 13.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =75.2·0.62=22.6m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close233.1 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1772·47.60.69·0.1521.07·9141.38=233.1mm. Matches the in-game spec card.
AP Pen Far65.7 mm at 13.4 km
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 364.9 m/s: P=107·1772·47.60.69·0.1521.07·364.91.38=65.7mm.
AP pen 5 km140 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 km86 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 km5.82 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·0.315·0.15228·47.7=5.99×105. That runs from a 914 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 km5.83 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·0.3164·0.15228·47.6=6.03×105. That runs from a 914 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
Barrels that can bear on one beam (8 of 12); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha17,600
2,200 HE damage x 8 broadside guns = 17,600.
AP full-salvo alpha24,800
3,100 AP damage x 8 broadside guns = 24,800.
HE DPMInitial: 132,000 → 150,857
Zero upgrades: 17,600 HE full-salvo alpha x 60 / 8 s base reload = 132,000. All upgrades (top gun): 17,600 HE full-salvo alpha x 60 / 7 s all-upgrades reload = 150,857.
AP DPMInitial: 186,000 → 212,571
Zero upgrades: 24,800 AP full-salvo alpha x 60 / 8 s base reload = 186,000. All upgrades (top gun): 24,800 AP full-salvo alpha x 60 / 7 s all-upgrades reload = 212,571.
Shells/minInitial: 60 → 68.6
Zero upgrades: 8 broadside guns x 60 / 8 s base reload = 60. All upgrades (top gun): 8 broadside guns x 60 / 7 s all-upgrades reload = 68.6.
Fires/minInitial: 7.2 → 8.23
Zero upgrades: 60 shells/min x 12% fire chance = 7.2. All upgrades (top gun): 68.6 shells/min x 12% fire chance = 8.23.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed56 kt
Travel time to max range36.5 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage900
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
Per-side salvo damage64,998
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 10,833 = 64,998.

AA defense

AA DPS at max range126
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: 1in Mk2 Mod2 8x4 -> 126 DPS @ 3.1 km; Browning M2 Mod2 4x1 -> 39 DPS @ 1.2 km.
Maximum AA range3.1 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 range126 DPS @ 3.1 km, 165 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-blank165
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index437
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

Armor Beta

Hull HP 23,10026,800 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 & stern10 mm

Overmatched by 134+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–37 mm)3,500 (13% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 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)6 mm primary (range 6–38 mm)20,100 (75% of HP)
Overmatched by 127mm+ AP (Shenyang, Nicholas)6 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–25 mm)1,900 (7% of HP)
Overmatched by 150mm+ AP (De Ruyter, Karlsruhe)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 13–76 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.
Superstructure10 mm primary (range 10–37 mm)1,100 (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 HP13,400 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.
AA mount (28 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP8,000 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Omaha 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.