World of Warships: Legends ship guide

Texas Alpha

Also called: 德克萨斯 Alpha BetaAlpha Tester
U.S.A. · Tier IV · Battleship · Premium
Bow-tank battleshipAngle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Taking the long way round the map edge to flank
Key characteristics
356 mm AP overmatchHeavy AP penStrong AAThickest plateLong DCP windowSlow

Variant of Texas

Cosmetic-only variant of Texas. Identical to Texas on every audited stat (main and secondary battery, survivability, maneuverability, concealment, AA, modules, consumables, and secondary dispersion type); differs in appearance and acquisition only.

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Community Data

Texas Alpha Community Stats

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Playstyle

Overview

Texas Alpha is a Tier IV American bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Standout traits: best AP overmatch threshold in T4 BBs (24.8 mm) and top-decile long-range AP brick in T4 BBs (401.8 mm).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy. At 20.5 kn you cannot re-cross the map, so the flank you pick early is the one you fight all game; choose it for where the enemy battleships will end up, not where they start. Her handling reads as a contradiction and is not one: 14 s on the rudder means she starts turning late, while a 600 m circle means she comes around inside most of her cohort once she does. Decide a beat early and the turn itself will not let you down.

Potato Avoidance

Taking the long way round the map edge to flank

At 20.5 kn five minutes of sailing buys about 3.2 km, so a border run costs most of the mid-game and arrives after the fight it was meant to decide. She wins by holding a lane and trading from it: pick the flank before the first salvo, then let the guns do the travelling.

Signature Traits

Thickest plate

305 mm on her single heaviest plate, top quartile of T4 BBs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

ELITE MAIN BATTERY
  • Big-caliber AP overmatch · 24.8 mm
  • Long-range AP brick · 401.79 mm
  • Close-range AP brick · 666.5 mm
Top-tier AA

474 AA DPS, best of T4 BBs (median 158).

Long DCP window

20 s Damage Control duration, best of T4 BBs. Stays fire / flood immune longer per activation.

Slow reload

34.3 s reload, worst of T4 BBs. Salvos punish more, but cycle is slower than peers.

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

Acquisition

How to get Texas Alpha

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

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 ColoradoAL New JerseyAL Massachusetts

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 Texas Alpha sits among Tier IV BBs (24 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.

BestMain battery caliber356 mm (1 of 9 tied) BestAA DPS474 (1/23) BestAA threat1,306 (1/23) Top 10%Turning circle600 m (3/24) Top 10%AP shell damage10,300 (3/24) Top 10%AP pen at 10 km474 mm (3/24) Top 25%Hit points49,100 HP (7/24) Top 25%Max armor305 mm (7/24) Top 25%Citadel belt305 mm (5/24) Bottom 25%Max speed20.5 kt (22/24) Bottom 25%Stealth profile13.59 km / 10.87 km (19/24 / 19/24) Bottom 25%Smoke fire bloom11.78 km (19/24) Bottom 25%Rudder shift14 s (20/24) Bottom 25%Engine power28,100 hp (21/24) Bottom 25%Turn-speed retention46.8 hp/m (21/24) Bottom 25%Displacement32,436 t (19/24) Bottom 25%Power-to-weight0.87 hp/t (21/24) WorstMain battery reload34.3 s (1 of 2 tied) WorstSecondary DPM (per side)46,286 (24/24) WorstSecondary fire chance6% (1 of 4 tied) WorstAP arming threshold59 mm (1 of 9 tied) WorstNo torpedoes (21 of 24 in cohort) WorstDeck armor13 mm (1 of 3 tied)
See 25 mid-pack stats

Not standouts for Texas Alpha -- 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 ratio2.98 ×(15/24) Main battery range14.65 km(17/24) Sigma1.8(11/24) HE shell damage5,000(11/24) HE fire chance30%(11/24) Fires per minute5.25(15/24) HE DPM87,464(15/24) AP DPM180,175(11/24) Main dispersion206.5 m(14/24) Secondary HE alpha1,800(15/23) Secondary HE pen21 mm(17/23) AP velocity792 m/s(13/24) HE velocity834 m/s(8/24) Acceleration37.8 s(17/24) Effective HE DPM (incl. fire)125,452(15/24) AA range3.5 km(13/23) Flak per wave (expected)180(12/16) Repair charges3(11/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit Points49,100
Displacement32,436 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.
174 x 28.4 m (same hull as texas)
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 68, 75, 76, 89, 152, 165, 178, 210, 229, 254, 280, 305 mm
Armor material/layer entries60
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.
16.6%
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 (8,838 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 (9,820 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.
31%
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.
24,600
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.
14,700
Effective HP
ƒBase 49,100 HP plus everything Repair Party can restore: 0.5%/s x 28 s = 6,874 HP per charge, x3 charges = 20,622 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.
69,722
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 356 mm Mk8
Mounts / barrels5 mounts / 10 barrels
Reload time34.3 s
Firing range14.7 km
Turret traverse3 °/s
Turret armor356 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.
±145°, ±144°, ±141°, ±147°, ±135°
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.
45° off bow / 39° off stern
HE fire DPM vs T4 BB37972
Effective HE DPM vs T4 BB125436
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1465230·1221000+2)·30=206.5m
206.5 m at 14.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =206.5·0.6=123.9m
123.9 m at 14.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =206.5·0.61.8=68.8m
68.8 m at 14.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =123.9·0.61.8=41.3m
41.3 m at 14.7 km
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Shells/min
ƒ10 broadside guns x 60 / 34.3 s base reload = 17.5.
17.5
HE shells
HE Damage5,000
HE Velocity834 m/s
Fire Chance30%
HE penetration
ƒ59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ5,000 HE damage x 10 broadside guns = 50,000.
50,000
HE DPM
ƒ50,000 HE full-salvo alpha x 60 / 34.3 s base reload = 87,464.
87,464
Fires/min
ƒ17.5 shells/min x 30% fire chance = 5.25.
5.25
AP shells
AP Damage10,300
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2604·680.40.69·0.3561.07·7921.38=708.7mm. Matches the in-game spec card.
708.7 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.7 km), where the shell has slowed to 525 m/s: P=107·2604·680.40.69·0.3561.07·5251.38=401.8mm.
401.8 mm at 14.7 km
AP full-salvo alpha
ƒ10,300 AP damage x 10 broadside guns = 103,000.
103,000
AP DPM
ƒ103,000 AP full-salvo alpha x 60 / 34.3 s base reload = 180,175.
180,175
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.
60
AA Defense
AA mount points64
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.
3.5 km
76.2 mm Mk22 mod. 210×1 76mm
40 mm Bofors Mk210×4 40mm
20 mm Oerlikon Mk444×1 20mm
Far + Medium aura
Guns40 mm Bofors Mk2 + 76.2 mm Mk22 mod. 2
Far continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.75 hit probability = 26 - the same in-game units as the Close-range AA DPS headline.
26
Medium continuous DPS
ƒEffective DPS: 81 raw aura damage × 3.5 × 0.75 hit probability = 213 - the same in-game units as the Close-range AA DPS headline.
213
Range3.5 km
Total DPS in Aura
ƒFar 26 + Medium 213 = 239
239
Near aura
Guns20 mm Oerlikon Mk4
Continuous DPS
ƒEffective DPS: 96 raw aura damage × 3.5 × 0.7 hit probability = 235 - the same in-game units as the Close-range AA DPS headline.
235
Range2 km
Total DPS in Aura
ƒFar 26 + Medium 213 + Near 235 = 474
474
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 × 120 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.
120
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3.5 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.
2.5-3.5 km
S
Secondary Battery
Mounts6
Firing range4.0 km
Shell Grouping (σ)1
127 mm Mk76×1 127mm
Caliber127 mm
Reload time7 s
HE Damage1,800
Muzzle Velocity960 m/s
Fire Chance6%
Armor Pen21 mm
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
Maneuverability
Engine power28,100 hp
Maximum speed20.5 kt
Turning circle radius600 m
Rudder shift time14 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 20.5 / 4 + 4.9 = 10 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.
10 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.
49.7 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).
7.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.4 kt of 20.5 kt), from our in-house acceleration model.
37.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (20.3 kt of 20.5 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.
63.4 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·20.5·0.5144600=1.01°/s, so ratio=ωturretωhull=31.01=3.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.0× drags
Concealment
Detectability by sea13.59 km
Detectability by air10.87 km
Smoke firing penalty11.78 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.
14.65 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (7.12 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
17.99 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.
15.59 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.
13.87 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,874 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.
· 20,622 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.
· 246 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (49,100 HP) per second = 246 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

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)1.8
Max Horiz Disp206.5 m at 14.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1465230·1221000+2)·30=206.5m
Shell scatter width @ 5 km110 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km160 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp123.9 m at 14.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =206.5·0.6=123.9m
Shell scatter height @ 10 km85.8 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=0.5·14652=7326 m, and radiusOnMax=0.6 at 14652 m. Above the kink: k=0.5+(0.60.5)·100007326146527326=0.5365, so σV=σH·k=160·0.5365=85.8m.
Med Horiz Disp68.8 m at 14.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =206.5·0.61.8=68.8m
Med Vert Disp41.3 m at 14.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =123.9·0.61.8=41.3m
AP Pen Close708.7 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2604·680.40.69·0.3561.07·7921.38=708.7mm. Matches the in-game spec card.
AP Pen Far401.8 mm at 14.7 km
Same formula at the ship's max firing range (14.7 km), where the shell has slowed to 525 m/s: P=107·2604·680.40.69·0.3561.07·5251.38=401.8mm.
AP pen 5 km578 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 km474 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 flight time @ 10 km5.32 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·0.332·0.35628·680.4=2.43×105. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km5.17 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·0.325·0.35628·578.34=2.8×105. That runs from a 834 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 penetration59 mm
59 mm ≈ 356 mm caliber / 6 (standard HE penetration ratio).
AP overmatch24 mm
floor(356 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha50,000
5,000 HE damage x 10 broadside guns = 50,000.
AP full-salvo alpha103,000
10,300 AP damage x 10 broadside guns = 103,000.
HE DPM87,464
50,000 HE full-salvo alpha x 60 / 34.3 s base reload = 87,464.
AP DPM180,175
103,000 AP full-salvo alpha x 60 / 34.3 s base reload = 180,175.
Shells/min17.5
10 broadside guns x 60 / 34.3 s base reload = 17.5.
Fires/min5.25
17.5 shells/min x 30% fire chance = 5.25.

AA defense

AA DPS at max range239
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Mk22 Mod2 10x1 -> 26 DPS @ 3.5 km; 40mm Bofors Mk2 10x4 -> 213 DPS @ 3.5 km; 20mm Oerlikon MK4 44x1 -> 235 DPS @ 2 km.
Maximum AA range3.5 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 range239 DPS @ 3.5 km, 474 DPS @ 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-blank474
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1306
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 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)46,286
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: 6×1 127 mm (3/side) × 60/7 × 1800 = 46,286. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 49,100, 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 & stern19 mm

Overmatched by 76+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–30 mm)1,800 (4% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 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)19 mm primary (range 19–280 mm)36,800 (75% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–152 mm)1,500 (3% of HP)
Overmatched by 283mm+ AP (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 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.
Superstructure13 mm primary (range 13–305 mm)900 (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 HP24,600 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.
Secondary mount (127 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 (76 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 HP14,700 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

Exteriors

Skins & permanent camouflages

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

  • Texas Alpha 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.