World of Warships: Legends ship guide

Tashkent '39

Also called: 塔什干39 · Ташкент '39 · Taschkent ’39 Beta
U.S.S.R. · Tier VI · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Push deep into caps with 6.3 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.3 km concealment advantage on guns
Key characteristics
Long torps (10 km)Stealthy (6.3 km)SmokeTorp Reload BoosterEngine BoostLow HE DPM

Variant of Tashkent

This ship shares its hull with Tashkent. Specific stat and loadout differences are shown on the Specs tab.

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Community Data

Tashkent '39 Community Stats

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Playstyle

Overview

Tashkent '39 is a Tier VI Soviet stealth destroyer with cohort-best surface detection (6.3 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best top speed in T6 DDs (44.8 kt) and best engine power in T6 DDs (110,000 HP).

Positioning

Push deep into caps with 6.3 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.

Potato Avoidance

Burning the 6.3 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+12% speed (about +5.4 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

ELITE MOBILITY
  • Fast for the class · 44.8 kt
  • Heavy powerplant · 110000 hp
  • Holds speed in turns · 150.7 hp
ELITE ARMOR
  • Thick deck · 20 mm
  • Thickest plate · 20 mm
High HP pool

21200 HP, top decile of T6 DDs.

Low HE DPM

68400 HE DPM, bottom decile of T6 DDs. Don't bank on burn pressure.

Acquisition

How to get Tashkent '39

Tashkent '39 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds

Anton Gurin, Rumble, and Sergio Splendento are useful Soviet destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Anton GurinSergio SplendentoRumble

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 Tashkent '39 sits among Tier VI DDs (40 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.

BestMax speed44.8 kt (1/41) BestStealth profile6.35 km / 3.18 km (1/41 / 1/41) BestEngine power110,000 hp (1/41) BestTurn-speed retention150.7 hp/m (1/41) BestDeck armor20 mm (1/29) Top 10%Hit points21,200 HP (2/41) Top 10%Smoke fire bloom2.43 km (4/41) Top 10%Power-to-weight26.42 hp/t (2/41) Top 25%Main battery caliber130 mm (9/41) Top 25%AP pen at 10 km77 mm (5/35) Top 25%Max armor20 mm (7/41) Bottom 25%AP arming threshold22 mm (31/37) Bottom 25%AA threat227 (37/41) Bottom 25%Torpedo speed60 kt (33/41) Bottom 10%Rudder shift4.9 s (40/41) Bottom 10%Acceleration18.9 s (39/41) WorstTurning circle730 m (1 of 2 tied) WorstFires per minute2.88 (41/41) WorstHE DPM68,400 (41/41) WorstAP DPM90,000 (37/37) WorstNo secondaries (37 of 41 in cohort) WorstDisplacement4,163 t (41/41) WorstEffective HE DPM (incl. fire)89,937 (41/41) WorstAA range2.5 km (1 of 4 tied)
See 21 mid-pack stats

Not standouts for Tashkent '39 -- 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.

Traverse-to-turn ratio5.36 ×(28/41) Main battery range10.73 km(15/41) Main battery reload5 s(23/41) HE shell damage1,900(13/41) HE fire chance8%(19/41) AP shell damage2,500(12/37) Main dispersion95.5 m(29/41) AP velocity870 m/s(11/37) HE velocity870 m/s(13/41) AA DPS139(20/41) Torpedo range9.99 km(13/41) Torpedo damage≈14,000(19/41) Torpedo reaction time7.4 s(16/41) Torpedo reload93 s(28/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points21,200
Displacement4,163 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.
139.7 x 13 m
Armor range6–20 mm
Plate armor thicknesses6, 13, 16, 19, 20 mm
Armor material/layer entries28
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.
30%
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 (1,908 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 (2,120 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.
10,600
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.
6,400
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 130 mm/50 B-13 1936
Mounts / barrels3 mounts / 3 barrels
Reload time5 s
Firing range10.7 km
Turret traverse9.7 °/s
Turret armor13 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°, ±146°
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.
26° off bow / 34° off stern
HE fire DPM vs T6 BB21537
Effective HE DPM vs T6 BB89937
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 =(1073530·80.51000+0.5)·30=95.5m
95.5 m at 10.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
57.3 m at 10.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =95.5·0.62=28.7m
28.7 m at 10.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =57.3·0.62=17.2m
17.2 m at 10.7 km
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 3 broadside guns = 5,700.
5,700
HE DPM
ƒ5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
68,400
Fires/min
ƒ36 shells/min x 8% fire chance = 2.88.
2.88
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
193.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.7 km), where the shell has slowed to 424.8 m/s: P=107·1700·33.50.69·0.131.07·424.81.38=72.1mm.
72.1 mm at 10.7 km
AP full-salvo alpha
ƒ2,500 AP damage x 3 broadside guns = 7,500.
7,500
AP DPM
ƒ7,500 AP full-salvo alpha x 60 / 5 s base reload = 90,000.
90,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time93 s
Projectile speed60 kt
Range9.99 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=42,000·0.333=14,000.
≈ 14,000
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.
15,100
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km60 kt×2.6855=7.4 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.
7.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. 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.
250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming191 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000.
126,000
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
2.5 km
45 mm 21-K6×1 45mm
12.7 mm DShK6×1 13mm
Medium aura
Guns45 mm 21-K
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 1 hit probability = 46 - the same in-game units as the Close-range AA DPS headline.
46
Range2.5 km
Near aura
Guns12.7 mm DShK
Continuous DPS
ƒEffective DPS: 28 raw aura damage × 3.5 × 0.95 hit probability = 93 - the same in-game units as the Close-range AA DPS headline.
93
Range1.2 km
Total DPS in Aura
ƒMedium 46 + Near 93 = 139
139
Maneuverability
Engine power110,000 hp
Maximum speed44.8 kt
Turning circle radius730 m
Rudder shift time4.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 44.8 / 4 + 4.9 = 16.1 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.
16.1 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.
16 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).
7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (40.3 kt of 44.8 kt), from our in-house acceleration model.
18.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (44.4 kt of 44.8 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.
32.2 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·44.8·0.5144730=1.81°/s, so ratio=ωturretωhull=9.71.81=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea6.35 km
Detectability by air3.18 km
Smoke firing penalty2.43 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.
10.73 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.17 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.35 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.
8.35 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.
6.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active · 450 m radius
Engine Boost3 charges · 180 s reload · 120 s active · +12% speed bonus
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

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)2
Max Horiz Disp95.5 m at 10.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1073530·80.51000+0.5)·30=95.5m
Shell scatter width @ 5 km52.5 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 km90 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 Disp57.3 m at 10.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
Shell scatter height @ 10 km52.8 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=0.5·10735=5368 m, and radiusOnMax=0.6 at 10735 m. Above the kink: k=0.5+(0.60.5)·100005368107355368=0.5863, so σV=σH·k=90·0.5863=52.8m.
Med Horiz Disp28.7 m at 10.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =95.5·0.62=28.7m
Med Vert Disp17.2 m at 10.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =57.3·0.62=17.2m
AP Pen Close193.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
AP Pen Far72.1 mm at 10.7 km
Same formula at the ship's max firing range (10.7 km), where the shell has slowed to 424.8 m/s: P=107·1700·33.50.69·0.131.07·424.81.38=72.1mm.
AP pen 5 km120 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 km77 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 km5.99 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·0.2857·0.1328·33.4=5.68×105. That runs from a 870 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 km5.98 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·0.2857·0.1328·33.5=5.66×105. That runs from a 870 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 penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 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 alpha3
All 3 barrels bear on the broadside.
Turret turn time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha5,700
1,900 HE damage x 3 broadside guns = 5,700.
AP full-salvo alpha7,500
2,500 AP damage x 3 broadside guns = 7,500.
HE DPM68,400
5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
AP DPM90,000
7,500 AP full-salvo alpha x 60 / 5 s base reload = 90,000.
Shells/min36
3 broadside guns x 60 / 5 s base reload = 36.
Fires/min2.88
36 shells/min x 8% fire chance = 2.88.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.4 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 speed60 kt
Travel time to max range62 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
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 count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage126,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000.
Per-side salvo damage126,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000.

AA defense

AA DPS at max range46
Only families that reach 2.5 km contribute at the outer edge of the AA bubble. In-game families: 21K 45mm 6x1 -> 46 DPS @ 2.5 km; 12 DShK 6x1 -> 93 DPS @ 1.2 km.
Maximum AA range2.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.
AA DPS layered by range46 DPS @ 2.5 km, 139 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-blank139
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index227
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 21,200, 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 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–20 mm)2,700 (13% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 16–20 mm)15,900 (75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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 mm1,700 (8% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 13–16 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 6–20 mm)2,000 (9% 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 HP10,600 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 (45 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 HP6,400 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 Tashkent '39 can equip, from in-game data.

  • Tashkent '39 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.