AL New Jersey
Beta- Take firing lanes over 10 km where dispersion and shell-damage bonuses matter, then punish broadsides a…
- Avoid: Do not push so close that the long-range damage plan disappears
Variant of Iowa
Al New Jersey is a variant of Iowa with artillery tweaks, survivability nerf, and maneuverability nerf.
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Artillery
- shell grouping (σ)1.9+0.1Better
- main-gun reload31 s+1 sWorse
- base firing range16,389 m+300 mBetter
- artillery module: Artillery: 406 mm Mk7 vs Artillery: 406 mm/50 Mk7
Survivability
- hit points67,000-3,000Worse
Maneuverability
- max speed30 kt-3 ktWorse
On this page
AL New Jersey Community Stats
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AL New Jersey Community Stats
Record History
Playstyle
Overview
AL New Jersey is an American battleship commander/ship concept focused on long-range shell damage, citadel damage, and tightened dispersion. Play her as a fast accurate crossfire battleship.
Positioning
Take firing lanes over 10 km where dispersion and shell-damage bonuses matter, then punish broadsides and citadels.
Potato Avoidance
Push so close that the long-range damage plan disappears
Do not push so close that the long-range damage plan disappears.
Signature Traits
- Close-range AP brick · 894.8 mm
- Long-range AP brick · 506.2 mm
- Long gun range · 18.03 km
761.0 AA DPS, best of T7 BBs (median 527.0).
20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.
439.0 mm max plate, top decile of T7 BBs.
19.6 s rudder shift, bottom decile of T7 BBs. Hard to dodge incoming AP; lean on island cover.
19.0 mm armor deck, bottom decile of T7 BBs. Plunging fire and HE eat through.
How to get AL New Jersey
AL New Jersey 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
- Azur Lane Crate: Ultimate 0.857143% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate · 1 of 7 ships
- Azur Lane Crate: Ultimate II 0.666667% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate II · 1 of 9 ships
- Azur Lane Crate: Ultimate III 0.5% Azur Lane Premium Ship Collaboration containers · Azur Lane Crate: Ultimate III · 1 of 12 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
Show direct source rows
- Azur Lane Crate: Ultimate 0.857143% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate II 0.666667% · Azur Lane Premium Ship
- Azur Lane Crate: Ultimate III 0.5% · Azur Lane Premium Ship
Builds Beta
Build for accuracy, reload/range, citadel-damage opportunities, survivability, and concealment.
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 AL New Jersey sits among Tier VII BBs (48 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 AL New Jersey -- 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
Show all 47 peers
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
9 broadside guns x 60 / 31 s base reload = 17.4.HE shells
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68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).ƒ
5,700 HE damage x 9 broadside guns = 51,300.ƒ
51,300 HE full-salvo alpha x 60 / 31 s base reload = 99,290.ƒ
51,300 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 110,323.ƒ
17.4 shells/min x 36% fire chance = 6.27.AP shells
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floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (22.5 km), where the shell has slowed to 524.5 m/s: .ƒ
13,100 AP damage x 9 broadside guns = 117,900.ƒ
117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194.ƒ
117,900 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 253,548.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
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (139×3.5×0.75) + (108×3.5×0.7) + (50×3.5×0.75) = 761. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 50 + Medium 139 = 189ƒ
Far 50 + Medium 139 + Near 108 = 297ƒ
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 km × 57 + 30 = 315 m.ƒ
Time to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (29.7 kt of 30 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
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,380 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (67,000 HP) per second = 335 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16389}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 223.9\,\text{m}$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.Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 223.9 \cdot 0.6 = 134.3\,\text{m}$How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 223.9 \cdot 0.331\;(\sigma = 1.9) = 74.2\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 134.3 \cdot 0.331\;(\sigma = 1.9) = 44.5\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2520 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 820^{1.38} = 937.9\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (22.5 km), where the shell has slowed to 524.5 m/s: $P = 10^{-7}\cdot 2520 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 524.5^{1.38} = 506.2\,\text{mm}$.68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).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.All 9 barrels bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.5,700 HE damage x 9 broadside guns = 51,300.13,100 AP damage x 9 broadside guns = 117,900.51,300 HE full-salvo alpha x 60 / 31 s base reload = 99,290.117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194.51,300 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 110,323.117,900 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 253,548.9 broadside guns x 60 / 31 s base reload = 17.4.9 broadside guns x 60 / 27.9 s installed Artillery reload = 19.4.17.4 shells/min x 36% fire chance = 6.27.19.4 shells/min x 36% fire chance = 6.97.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (139×3.5×0.75) + (108×3.5×0.7) + (50×3.5×0.75) = 761. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.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
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5 km × 57 + 30 = 315 m.Secondary battery firepower
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: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.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 67,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.
Overmatched by only MusashiARP Musashi. Angled, everything else bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 32 mm primary (range 32–50 mm) | ≈ 3,350 (~5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 439 mm primary (range 16–439 mm) | ≈ 50,250 (~75% of HP) | No common caliber overmatches439 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 32 mm primary (range 6–343 mm) | ≈ 3,350 (~5% of HP) | Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 307 mm primary (range 25–297 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 | 19 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.
Acceleration and Ballistics Chart
Skins & permanent camouflages
Every custom exterior AL New Jersey can equip, from in-game data.
DefaultThe ship’s standard exterior- Azur LaneAzur IowaAzur Lane
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.
