World of Warships: Legends ship guide

Agincourt

Also called: 阿金库尔 Beta
U.K. · Tier III · Battleship · Premium
Fire-starter battleshipImproved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Playstyle
  • Anchor a flank at 10-13 km with bow toward the closest threat
  • Avoid: Sailing broadside while reloading
Key characteristics
305 mm overmatchStrong secondaries (5 km)High HE / fire outputImproved HE penDeep-fuse APNo AA
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Community Data

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Playstyle

Overview

Agincourt is a Tier III British fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. A heavy Repair Party sustains the trade. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best AP fuse timer in T3 BBs (0.03 s) and best burny secondaries in T3 BBs (12).

Positioning

Anchor a flank at 10-13 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.

Potato Avoidance

Sailing broadside while reloading

The main battery cycle is long enough that a punished broadside loses more HP than the next salvo gains; commit angles and finish reloads behind cover when the line allows.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 8/19 T3 BBs.

ELITE MAIN BATTERY
  • Deep-fuse AP · 0.03 s
  • HE DPM machine · 102667 HE
ELITE SECONDARIES
  • Burny · 12.0%
  • Tight
ELITE ARMOR
  • Thick stern plate · 30.0 mm
  • Armored casemates · 229.0 mm
Slow reload

36.0 s reload, worst of T3 BBs. Salvos punish more, but cycle is slower than peers.

Acquisition

How to get Agincourt

Agincourt is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Atlântico Ship feature / release Start: 2023-03-15 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Agincourt sits among Tier III BBs (19 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.

BestTraverse-to-turn ratio4.33 × (1/19) BestSecondary dispersion bracket33 (1/19) BestSecondary fire chance12% (1 of 2 tied) BestAP fuse timer0.03 s (1 of 2 tied) BestStern armor30 mm (1/19) Top 10%HE DPM102,667 (2/19) Top 10%Secondary DPM (per side)403,333 (2/19) Top 25%Fires per minute7.23 (3/19) Top 25%AP DPM189,000 (5/19) Top 25%HE alpha2,200 (3/18) Top 25%Secondary range5 km (3/19) Top 25%Deck armor76 mm (4/19) Bottom 25%Concealment12.65 km (16/19) Bottom 25%Rudder shift13.5 s (16/19) WorstMain battery reload36 s (1 of 2 tied) WorstDisplacement31,860 t (19/19) WorstNo AA (3 of 19 in cohort)
See 18 mid-pack stats

Not standouts for Agincourt -- here's where she sits on every other ranked stat in the cohort.

Hit points43,500 HP(6/19) Max speed21 kt(13/19) Air detection9.8 km(10/19) Main battery caliber305 mm(9/19) Main battery range13.7 km(9/19) Sigma1.5(15/19) HE shell damage4,400(8/19) HE fire chance31%(6/19) AP shell damage8,100(13/19) Main dispersion197 m(15/19) Secondary HE pen25 mm(7/18) AP velocity831 m/s(11/19) HE velocity831 m/s(14/19) AP arming threshold51 mm(11/19) Repair charges3(9/19) Max armor305 mm(7/19) Citadel belt229 mm(15/19) Bow armor19 mm(9/19)
Survivability
Hit Points43,500
Displacement31,860 t
Armor range13–305 mm
Plate armor thicknesses13, 19, 25, 30, 38, 64, 76, 102, 152, 229, 305 mm
Armor material/layer entries84
Fire resistance10%
Fire duration60 s
Torp Reduction14%
Main Battery
ModuleArtillery: 305 mm/45 Mk XIII
Mounts / barrels7 mounts / 14 barrels
Reload time36 s
Firing range13.7 km
Turret traverse4 °/s
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1369730·1221000+2)·30=197m
197 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =197·0.6=118.2m
118.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =197·0.382(σ=1.5)=75.2m
75.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =118.2·0.382(σ=1.5)=45.1m
45.1 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ14 broadside guns x 60 / 36 s base reload = 23.3.
23.3
HE shells
HE Damage4,400
HE Velocity831 m/s
Fire Chance31%
HE penetration
ƒ76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
76 mm
HE full-salvo alpha
ƒ4,400 HE damage x 14 broadside guns = 61,600.
61,600
Base HE DPM
ƒ61,600 HE full-salvo alpha x 60 / 36 s base reload = 102,667.
102,667
Base fires/min
ƒ23.3 shells/min x 31% fire chance = 7.23.
7.23
AP shells
AP Damage8,100
AP Velocity831 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2187·389.80.69·0.3051.07·8311.38=510.9mm. Matches the in-game spec card.
510.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.1 km), where the shell has slowed to 388.3 m/s: P=107·2187·389.80.69·0.3051.07·388.31.38=178.8mm.
178.8 mm
AP full-salvo alpha
ƒ8,100 AP damage x 14 broadside guns = 113,400.
113,400
Base AP DPM
ƒ113,400 AP full-salvo alpha x 60 / 36 s base reload = 189,000.
189,000
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.
40
S
Secondary Battery
Mounts30
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5 km
ƒ5 km × 33 + 30 = 195 m.
195 m
152 mm/50 Mk XIII (×14)
Caliber152 mm
Reload time4.5 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
152 mm/50 Mk XIII (×6)
Caliber152 mm
Reload time4.5 s
HE Damage2,200
Muzzle Velocity914 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
76 mm/50 QF Mk X (×10)
Caliber76 mm
Reload time3 s
HE Damage1,100
Muzzle Velocity823 m/s
Fire Chance4%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 36,000 hp
Engine power36,000 hp
Maximum speed21 kt
Turning circle radius670 m
Rudder shift time13.5 s
Engine power-boost threshold7 kt
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·21.0·0.5144670=0.92°/s, so ratio=ωturretωhull=40.92=4.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.3× drags
Concealment
Detectability by sea12.65 km
Detectability by air9.8 km
Smoke firing penalty9.36 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.65 km
Detect Fire Sea14.65 km
Detect Fire Air12.8 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,090 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.
· 18,270 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.
· 218 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (43,500 HP) per second = 218 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)1.5
Max Horiz Disp197 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13697}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 197\,\text{m}$
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 Disp118.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 197 \cdot 0.6 = 118.2\,\text{m}$
Shell scatter height @ 10 km87.4 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.
Med Horiz Disp75.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 197 \cdot 0.382\;(\sigma = 1.5) = 75.2\,\text{m}$
Med Vert Disp45.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 118.2 \cdot 0.382\;(\sigma = 1.5) = 45.1\,\text{m}$
AP Pen Close510.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2187 \cdot 389.8^{0.69} \cdot 0.305^{-1.07} \cdot 831^{1.38} = 510.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far178.8 mm
Same formula at the ship's max firing range (17.1 km), where the shell has slowed to 388.3 m/s: $P = 10^{-7}\cdot 2187 \cdot 389.8^{0.69} \cdot 0.305^{-1.07} \cdot 388.3^{1.38} = 178.8\,\text{mm}$.
HE penetration76 mm
76 mm ≈ 305 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~76mm armor instead of ~50mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha14
All 14 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha61,600
4,400 HE damage x 14 broadside guns = 61,600.
AP full-salvo alpha113,400
8,100 AP damage x 14 broadside guns = 113,400.
Base HE DPM102,667
61,600 HE full-salvo alpha x 60 / 36 s base reload = 102,667.
Base AP DPM189,000
113,400 AP full-salvo alpha x 60 / 36 s base reload = 189,000.
Base shells/min23.3
14 broadside guns x 60 / 36 s base reload = 23.3.
Base fires/min7.23
23.3 shells/min x 31% fire chance = 7.23.

AA defense

Close-range AA DPS0
Continuous AA damage summed across AirDefense module auras (no usable per-aura data available, so the formula prediction couldn't be applied on this ship).
Maximum AA range0 km
Longest-reaching aura across AA-only + dual-purpose auras.

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)403,333
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: 14×1 152 mm (7/side) × 60/4.5 × 2200 = 205,333 + 6×1 152 mm (3/side) × 60/4.5 × 2200 = 88,000 + 10×1 76 mm (5/side) × 60/3 × 1100 = 110,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 43,500, 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 48+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel229 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–229 mm)1,700 (4% of HP)
Overmatched by 283mm+ (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 19–229 mm)32,700 (75% of HP)
Overmatched by 283mm+ (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.
Stern30 mm primary (range 19–229 mm)1,500 (3% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel229 mm primary (range 13–229 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 mm1,100 (3% 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 HP21,700 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (152 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.
Rudder (module)separate HP pool, does not drain ship HP13,000 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

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.