Aberdeen
Also called: 阿伯丁 Beta- Fight from behind islands at mid range, where her 9.0 km radar can catch destroyers and cruisers contesting a cap and her turrets
- A 12.1 km surface detectability, 8th-lowest of 36, lets her pick her moment near cover
- Avoid: Trading broadsides at long range with battleships and heavy cruisers
On this page
Aberdeen Community Stats
Across 200+ Standard battles from 45 players, Aberdeen averages a 55% win rate, 66,400 damage and 0.8 kills per battle, and survives 33% of them.
Aberdeen Community Stats
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Aberdeen Community Stats
Record History
Playstyle
Overview
Aberdeen is a British Tier VIII premium cruiser built around AP volume and information. Her eight 152 mm guns reload in 4.0 s, the fastest of 36 Tier VIII cruisers, for 384,000 AP damage per minute, 3rd at her tier. Those shells bounce less than almost anyone's, tied best for ricochet angles, but they penetrate little: 279 mm up close, 27th at her tier. Radar with three 40 s charges, five short smoke charges and three heals round out the kit. The trade is a 39,200 HP pool, among the smallest at her tier, and a heal that recovers little per use.
Positioning
Fight from behind islands at mid range, where her 9.0 km radar can catch destroyers and cruisers contesting a cap and her turrets, traversing at 38 degrees per second (2nd of 36), switch targets almost instantly. A 12.1 km surface detectability, 8th-lowest of 36, lets her pick her moment near cover. Aim for broadsides and superstructure: with low penetration and slow shells, 6.65 s to reach 10 km, distant belt armour is wasted effort. Her smoke lasts only 15 s on a 70 s reload, so treat it as a quick escape, not a firing position.
Potato Avoidance
Trading broadsides at long range with battleships and heavy cruisers
Her 39,200 HP is 6th-smallest at her tier and her torpedo protection is just 4 percent, so focused fire deletes her quickly. Meanwhile her AP manages only 129 mm of penetration at medium range, 28th at her tier, so that duel costs her far more than it costs them. Stay close to cover and spend her damage on targets her shells can actually hurt.
Signature Traits
9 km range, 40 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.
- AP DPM machine · 384000 AP
- Fast reload · 4 s
6 km AA reach, best of T8 CAs.
3 Repair Party charges, best of T8 CAs. More total HP available across a match.
- Long-duration radar · 40 s
- Extra radar charges · 3 Surveillance
- Weak torp belt · 4%
- Soft superstructure · 6 mm
How to get Aberdeen
Aberdeen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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THE FOGHORN'S BRIDE CAMPAIGN BREAKDOWN
Campaign
Start: 2026-10-05
- To successfully complete "The Foghorn's Bride" campaign and unlock British Tier VIII Premium cruiser Aberdeen, you must accumulate 1,975 Renown with an active Admiralty Backing.
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THROUGH THE SPY GLASS: ABERDEEN
Campaign
Start: 2026-10-06
- Aberdeen is a British Tier VIII Premium cruiser you can receive by completing "The Foghorn's Bride" campaign with Admiralty Backing.
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Halloween Update: The Restless Fleet
Campaign
Start: 2026-10-01
- The final prize is British Tier VIII Premium cruiser Aberdeen.
- You get the new ship once you complete all 80 milestones of the campaign with an active Admiralty Backing.
Builds
Invest first in survivability, since her 39,200 HP pool and modest heal leave little margin for error. Next, anything that extends or recharges radar and smoke multiplies her best tools, and concealment narrows the gap between her 12.1 km detection and 9.0 km radar. Her 4.0 s reload already delivers top-tier damage per minute, so more reload is worth less than staying alive to keep firing. Check current picks in the Build Tool before committing points.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where Aberdeen sits among Tier VIII CAs (35 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.
See 10 mid-pack stats
Not standouts for Aberdeen -- here's where she sits on every other ranked stat in the cohort.
Peers in this cohort
Compare Tier VIII CruisersShow all 35 peers
Stats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing. 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.ƒ
180° − 145° (the most restricted aft-facing mount's arc) = 35° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 139 m wide and 83 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Accord, Agano, Albemarle, Algérie, Algérie W and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 38 deg/s traverse speed = 4.7 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 4 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 129.2.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 325.2 m/s: .ƒ
3,200 AP damage x 8 broadside guns = 25,600.ƒ
Zero upgrades: 25,600 AP full-salvo alpha x 60 / 4 s base reload = 384,000. All upgrades (Main Battery Mod. 3 = -10% reload): 25,600 AP full-salvo alpha x 60 / 3.714 s (3.6 s = 26 ticks) all-upgrades reload (4 s × 0.9 Main Battery Mod. 3 = 3.6 s) = 413,538.ƒ
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.ƒ
Most targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: . In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.ƒ
47,000 warhead alpha / 3 + 1,100 blast = 16,767. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.ƒ
Per-torpedo module/blast damage parameter. 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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.82 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 15,667 = 47,001. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.ƒ
Effective 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 98 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 75 raw aura damage × 3.5 × 0.9 hit probability = 236 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 236 = 334ƒ
Effective DPS: 69 raw aura damage × 3.5 × 0.85 hit probability = 205 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 98 + Medium 236 + Near 205 = 539ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 280 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 6 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 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.ƒ
With the rudder hard over the hull turns 6.6°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 38 − 6.6 = +31.4°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.12 km x 0.955 = 11.57 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.12 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.57 km.ƒ
Larger of 15.32 km range and 5.81 km smoke firing penalty = 15.32 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.ƒ
Air detectability 7.27 km + gun-firing bloom 3.04 km = 10.31 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 12.12 km + 2.0 km while burning = 14.12 km.ƒ
Air detectability 7.27 km + 3.0 km while burning = 10.27 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party3 charges · 80 s reload · 28 s active · 5,488 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 39,200 HP = 5,488 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 39,200 HP = 16,464 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 39,200 HP = 196 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar3 charges · 120 s reload · 40 s active · 9 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Smoke Generator5 charges · 70 s reload · 15 s emit / 40 s cloud active · 600 m radius
Under the hood
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15317 m. Below the kink: , so .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: at 0 m, at m, and at 15317 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15317 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 554 m/s is the shell's speed when it arrives at 5 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 409.1 m/s is the shell's speed when it arrives at 10 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 328.5 m/s is the shell's speed when it arrives at 15 km (from 768 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1300 m / (62.0 kt × 2.6855) = 7.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).9990 m / (62.0 kt × 2.6855) = 60 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 3 tubes.6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 15,667 = 94,002. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: 3in70 Mk6 4x2 -> 236 DPS @ 5 km; 20mm Oerlikon MK V 20x2 -> 205 DPS @ 2 km; Far AA (?) -> 98 DPS @ 6 km.@ 6 km: 98 from one family; @ 5 km: 236 + 98 = 334; @ 2 km: 236 + 205 + 98 = 539. 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.236 + 205 + 98 = 539 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).236 × 5 + 205 × 2 + 98 × 6 = 2178. 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.Ship Charts
Background
A hypothetical addition to the Town-class cruisers, rearmed with the automatic 6-inch (152 mm) and 3-inch (76 mm) guns intended for the Minotaur-class cruisers project (1947) but instead used to complete the Tiger-class cruisers in the 1950s.
Armor Beta
Hull HP 39,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 141+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | ≈ 1,960 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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) | 76 mm primary (range 19–76 mm) | ≈ 29,400 (~75% of HP) | No common AP caliber overmatches76 mm: most HE shatters, standard pen from 460mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–40 mm) | ≈ 1,960 (~5% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 13–114 mm) | 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. |
| Superstructure | 6 mm primary (range 6–114 mm) | no cap | 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). |
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.
Skins & permanent camouflages
Every custom exterior Aberdeen can equip.
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.
