Accord
Also called: 协盟 · Pacte Beta- Shoot from her own smoke at mid range: each screen lasts only 40 s, but it recharges every 60 s
- Avoid: Trading broadsides in the open with battleships and heavy cruisers
On this page
Accord Community Stats
Across 61 Standard battles from 28 players, Accord averages a 44% win rate, 62,500 damage and 1.1 kills per battle, and survives 31% of them.
Accord Community Stats
Log in to GamingDiver and upload your data to see Community Data for Accord: community win rate, damage, survival, spotting, and your own comparison.
Accord Community Stats
Record History
Playstyle
Overview
Accord is a Commonwealth Tier VI premium cruiser that trades durability for gun count and an unusually deep consumable kit. Twelve 152 mm guns in four triple turrets reload in 8.0 s (12th of 44 Tier VI cruisers) for 189,000 HE damage per minute (9th of 37 with HE) and about 9 fires a minute (7th of 37). Six smoke charges on a 60 s reload, the most and the fastest-cycling smoke among the 11 Tier VI cruisers that carry it, let her fight from cover, and three Repair Party charges plus a choice of Sonar or Defensive AA Fire round out the kit. The trade is a 31,400 HP pool, 36th of 44, and no torpedo protection at all.
Positioning
Shoot from her own smoke at mid range: each screen lasts only 40 s, but it recharges every 60 s, so she can keep re-laying it through a long fight. She turns tightly, with a 600 m turning circle (7th of 44) and 95.9 percent of her speed kept in a turn (2nd of 44), which helps her dodge, but her 31.5 knot top speed is 40th of 44, so she cannot run from most cruisers once caught in the open. Her 7 km torpedoes hit hard, 16,400 damage each (5th of 34), but reload in 110 s, so save them for ships that blunder close to her smoke.
Potato Avoidance
Trading broadsides in the open with battleships and heavy cruisers
Her 31,400 HP sits near the bottom of Tier VI cruisers, her Repair Party restores little per second, and her AP shells hit for just 2,850 (39th of 43), so she loses a straight damage race. Her HE penetrates only 24.9 mm (29th of 37), so against well-armoured targets lean on fires rather than direct hits.
Signature Traits
16400 damage per torpedo, top quartile of the 34 T6 CAs with torpedoes.
- Long heal window · 28 s
- Extra heal charges · 3 Repair
- Extra smoke charges · 6 Smoke
- Fast smoke cycle · 60 s
~3.2 s from a stop to 12 kt, top decile of T6 CAs. Rebuilds speed quickly after a turn or a stop, so it re-angles and repositions without staying a stationary target.
31.5 kt, bottom quartile of T6 CAs. Hard to rotate flanks or disengage; commit positioning early.
44588 effective HP once Repair Party is counted, bottom quartile of T6 CAs. What you start with is close to all you get; there is little healing back.
How to get Accord
Accord is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Event currency.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
-
Modern Era: A New Unique Game Mode
Event currency
Start: 2026-07-29
- Reward at the end of the event for those who receive at least 25,000 Blackline Crude: Commonwealth Tier VI Premium cruiser Accord or Faultline (depending on the winning faction) and Commonwealth Сommander Harold B. Farncomb
-
September Update: Full Progress Ahead
Event currency
Start: 2026-09-03
- On this day, those of you who earned at least 25,000 Blackline Crude will receive a new Commonwealth Tier VI Premium cruiser in the colors of the Accord Initiative or Free Meridian, depending on the winning faction,
Builds
Invest first in survivability, since her small HP pool leaves little margin for error. Next, anything that extends or recharges smoke and Repair Party multiplies her best tools, and fire-chance skills suit a ship that sets about 9 fires a minute. 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
Hide
▾
Where Accord sits among Tier VI CAs (43 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 29 mid-pack stats
Not standouts for Accord -- 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.
Peers in this cohort
Compare Tier VI CruisersShow all 43 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° − 141° (the most restricted aft-facing mount's arc) = 39° 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 (14.9 km) shells land in an ellipse about 136 m wide and 82 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, 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 / 7 deg/s traverse speed = 25.7 s.ƒ
12 broadside guns x 60 / 8 s base reload = 90.HE shells
ƒ
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).ƒ
2,100 HE damage x 12 broadside guns = 25,200.ƒ
25,200 HE full-salvo alpha x 60 / 8 s base reload = 189,000.ƒ
90 shells/min × 0.1 (10% fire chance) = 9.AP shells
ƒ
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 (14.9 km), where the shell has slowed to 334 m/s: .ƒ
2,850 AP damage x 12 broadside guns = 34,200.ƒ
34,200 AP full-salvo alpha x 60 / 8 s base reload = 256,500.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
49,200 warhead alpha / 3 + 1,100 blast = 17,500. 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 2.96 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 16,400 = 49,200. 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 2.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.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 54 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 16 raw aura damage × 3.5 × 0.9 hit probability = 50 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 54 + Medium 50 = 104ƒ
Effective DPS: 46 raw aura damage × 3.5 × 0.85 hit probability = 137 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 54 + Medium 50 + Near 137 = 241ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 180 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 secondary 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 5 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
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 102 mm (4/side) × 60/3 s × 1500 = 120,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 4.8 × (1 − 0.3 fire resistance) × 60 s × 0.003 of max HP per second × 59,350 HP = 35,895. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 120,000 + secondary fire DPM 35,895 = 155,895: shell damage plus fire damage against one T6 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
4×2 barrels / 2 sides × 60 / 3 s × 0.06 (6% fire chance) = 4.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.6 km × 57 + 30 = 349.2 m.ƒ
top speed / 4 + 4.9 = 31.5 / 4 + 4.9 = 12.8 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 (28.4 kt of 31.5 kt).ƒ
Time to reach 99% of top speed (31.2 kt of 31.5 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 6.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 6.1 = +0.9°/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): 12.02 km x 0.955 = 11.48 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 12.02 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.48 km.ƒ
Larger of 14.92 km range and 5.74 km smoke firing penalty = 14.92 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 7.21 km + gun-firing bloom 3.04 km = 10.25 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 12.02 km + 2.0 km while burning = 14.02 km.ƒ
Air detectability 7.21 km + 3.0 km while burning = 10.21 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):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.
Repair Party3 charges · 80 s reload · 28 s active · 4,396 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 × 31,400 HP = 4,396 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 31,400 HP = 13,188 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 31,400 HP = 157 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Smoke Generator6 charges · 60 s reload · 10 s emit / 40 s cloud active · 600 m radius
Under the hood
Show
▾
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.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 14920 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 14920 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 593.4 m/s is the shell's speed when it arrives at 5 km (from 841 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 427.5 m/s is the shell's speed when it arrives at 10 km (from 841 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 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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 841 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.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 841 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 × 3 barrels = 12; all 12 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.Starting speed of the HE shell; sets its flight time and lead.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 / (64.0 kt × 2.6855) = 7.6 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).7000 m / (64.0 kt × 2.6855) = 40.7 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 16,400 = 98,400. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 2x4 -> 50 DPS @ 2.5 km; 20mm Oerlikon MK V 10x2 -> 137 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 54 DPS @ 5 km.@ 5 km: 54 from one family; @ 2.5 km: 50 + 54 = 104; @ 2 km: 50 + 137 + 54 = 241. 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.50 + 137 + 54 = 241 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).50 × 2.5 + 137 × 2 + 54 × 5 = 669. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Same per-type line evaluated at a fixed 5 km: 5 km × 57 + 30 = 315 m.Secondary battery firepower
The only family (102 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.The only family (102 mm): 6%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.The only family (102 mm): 17 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: 17 mm from the 102 mm family.Ship Charts
Background
The Accord Initiative's signature style is immediately recognizable. The practicality of this ship has been refined to the absolute limit, while her sharp geometric forms are designed for those who prefer order over compromise.
Armor Beta
Hull HP 31,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.
Overmatched by 126+ 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 30%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–30 mm) | ≈ 1,570 (~5% 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) | 25 mm primary (range 19–51 mm) | ≈ 23,550 (~75% of HP) | Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–38 mm) | ≈ 1,570 (~5% of HP) | Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 114 mm primary (range 10–114 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 | 9 mm primary (range 9–114 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 Accord 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.
