World of Warships: Legends ship guide

AL Tallinn

Also called: AL 塔林 · AL Таллин Beta
U.S.S.R. · Tier VI · CA Cruiser · Premium · Tallinn Variant
Radar support cruiserSurveillance Radar sets cap fights; the guns farm on top.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy AP pen15 km gun rangeRadar (9 km)Defensive AAExtra heal chargesEasily spotted
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Community Data

AL Tallinn Community Stats

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Playstyle

Overview

AL Tallinn is a Tier VI Soviet light cruiser whose signature kit is Surveillance Radar (9 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: top-decile close-range AP pen in T6 CAs (501.7 mm) and top-decile long-range AP brick in T6 CAs (219.3 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision.

Potato Avoidance

Using radar like a destroyer hunter rather than a position…

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision.

Signature Traits

Surveillance Radar

9 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Close-range AP brick · 501.7 mm
  • Long-range AP brick · 219.3 mm
  • Flat AP trajectory
Extra heal charges

8.0 Repair Party charges, best of T6 CAs. More total HP available across a match.

Fast torpedoes

70.0 kt torpedo speed, top decile of T6 CAs. Less reaction time for targets to dodge.

Slow torp reload

131.0 s torpedo reload, worst of T6 CAs. Long wait between drops.

Slow heal cycle

110.0 s Repair Party reload, worst of T6 CAs. Heals come off cooldown slower than peers.

Acquisition

How to get AL Tallinn

AL Tallinn 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 VII Crate 3% Azur Lane Tier VI Premium Ship Collaboration containers · Azur Lane VII Crate
Official WG availability sources
Show direct source rows

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Cohort position

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Where AL Tallinn 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.

BestRepair charges8 (1/13) Top 10%Main battery range15.35 km (5/43) Top 10%Engine power132,000 hp (3/43) Top 10%AA threat1,592 (5/43) Top 10%Torpedo speed70 kt (3/33) Top 25%Traverse-to-turn ratio7.4 × (9/43) Top 25%Secondary DPM (per side)126,000 (8/38) Top 25%AP velocity920 m/s (7/42) Top 25%HE velocity920 m/s (9/39) Top 25%AP ricochet start50° (9/42) Top 25%AP auto-bounce angle65° (9/42) Top 25%AA DPS397 (9/43) Top 25%Max armor150 mm (9/43) Top 25%End plates25 mm (9/41 / 7/41) Bottom 25%Fires per minute4.8 (35/39) Bottom 25%Citadel belt80 mm (33/41) Bottom 25%Deck armor30 mm (34/40) Bottom 10%Stealth profile13.39 km / 8.03 km (41/43 / 41/43) Bottom 10%Rudder shift10.9 s (41/43) Bottom 10%Main battery reload16.5 s (41/43) Bottom 10%Displacement18,981 t (41/43) WorstTorpedo range4.02 km (1 of 4 tied) WorstTorpedo reload131 s (1 of 2 tied)
See 22 mid-pack stats

Not standouts for AL Tallinn -- 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.

Hit points33,000 HP(27/43) Max speed33 kt(19/43) Main battery caliber180 mm(23/43) Sigma2(23/43) HE shell damage2,500(23/39) HE fire chance11%(25/39) HE DPM109,091(30/39) AP shell damage4,400(23/42) AP DPM192,000(29/42) Main dispersion129.3 m(19/43) HE alpha1,400(29/38) Secondary fire chance6%(23/38) Secondary HE pen17 mm(27/38) Acceleration26.7 s(32/43) AP fuse timer0.02 s(31/42) AP arming threshold30 mm(19/42) Turn-speed retention146.7 hp/m(23/43) Power-to-weight6.95 hp/t(29/43) AA range5 km(15/43) Torpedo damage≈14,000(23/33) Repair heal rate0.9 %/s(7/13) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit Points33,000
Displacement18,981 t
Armor range13–150 mm
Plate armor thicknesses13, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries59
Fire resistance30%
Fire duration30 s
Torp Reduction7%
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180
Mounts / barrels4 mounts / 12 barrels
Reload time16.5 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse8 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1395530·81.11000+1.1)·30=129.3m
129.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =129.3·0.6=77.6m
77.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =129.3·0.319(σ=2)=41.3m
41.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =77.6·0.32(σ=2)=24.8m
24.8 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ12 broadside guns x 60 / 16.5 s base reload = 43.6.
43.6
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance11%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 12 broadside guns = 30,000.
30,000
Base HE DPM
ƒ30,000 HE full-salvo alpha x 60 / 16.5 s base reload = 109,091.
109,091
Base fires/min
ƒ43.6 shells/min x 11% fire chance = 4.8.
4.8
AP shells
AP Damage4,400
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2670·114.660.69·0.181.07·9201.38=542.5mm. Matches the in-game spec card.
542.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 477.3 m/s: P=107·2670·114.660.69·0.181.07·477.31.38=219.3mm.
219.3 mm
AP full-salvo alpha
ƒ4,400 AP damage x 12 broadside guns = 52,800.
52,800
Base AP DPM
ƒ52,800 AP full-salvo alpha x 60 / 16.5 s base reload = 192,000.
192,000
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.
25
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed70 kt
Range4.02 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=42,000·0.333=14,000.
≈ 14,000
Torpedo detectability1.4 km
Flooding chance250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming216 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000.
70,000
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.9) + (43×3.5×0.9) = 397. 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.
397
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
45 mm SM-20-ZIF8×4 45mm
100 mm/70 SM-5-1s (DP)6×2 100mm
Far aura
DPS
ƒIncludes 43 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
43
Range5 km
Medium aura
DPS83
Range3.5 km
Total DPS in Aura
ƒFar 43 + Medium 83 = 126
126
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 132,000 hp
Engine power132,000 hp
Maximum speed33 kt
Turning circle radius900 m
Rudder shift time10.9 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.9 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·33.0·0.5144900=1.08°/s, so ratio=ωturretωhull=81.08=7.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.4× ok
Concealment
Detectability by sea13.39 km
Detectability by air8.03 km
Smoke firing penalty7.32 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.39 km
Detect Fire Sea15.39 km
Detect Fire Air11.03 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Repair Party8 charges · 110 s reload · 20 s active · 5,940 HP (18% of max HP) total heal (per charge)
ƒHeal per second (0.9%) x effective active time (20 s) = up to 18% of max HP restored per charge.
· 47,520 HP (144% of max HP) total heal (all charges)
ƒ18% per charge x 8 charges = up to 144% of max HP if the whole Repair Party loadout is used.
· 297 HP/s (0.9% of max HP) heal per second
ƒ0.9% of max HP (33,000 HP) per second = 297 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar2 charges · 180 s reload · 15 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost

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)2
Max Horiz Disp129.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13955}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 129.3\,\text{m}$
Shell scatter width @ 10 km102 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 Disp77.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 129.3 \cdot 0.6 = 77.6\,\text{m}$
Shell scatter height @ 10 km55.4 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 Disp41.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 129.3 \cdot 0.319\;(\sigma = 2) = 41.3\,\text{m}$
Med Vert Disp24.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 77.6 \cdot 0.32\;(\sigma = 2) = 24.8\,\text{m}$
AP Pen Close542.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2670 \cdot 114.66^{0.69} \cdot 0.18^{-1.07} \cdot 920^{1.38} = 542.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far219.3 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 477.3 m/s: $P = 10^{-7}\cdot 2670 \cdot 114.66^{0.69} \cdot 0.18^{-1.07} \cdot 477.3^{1.38} = 219.3\,\text{mm}$.
HE penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha30,000
2,500 HE damage x 12 broadside guns = 30,000.
AP full-salvo alpha52,800
4,400 AP damage x 12 broadside guns = 52,800.
Base HE DPM109,091
30,000 HE full-salvo alpha x 60 / 16.5 s base reload = 109,091.
Base AP DPM192,000
52,800 AP full-salvo alpha x 60 / 16.5 s base reload = 192,000.
Base shells/min43.6
12 broadside guns x 60 / 16.5 s base reload = 43.6.
Base fires/min4.8
43.6 shells/min x 11% fire chance = 4.8.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed70 kt
Travel time to max range22.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage140,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000.
Per-side salvo damage70,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000.

AA defense

Close-range AA DPS397
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (83×3.5×0.9) + (43×3.5×0.9) = 397. 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.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1592
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

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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)126,000
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: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 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 100 mm family.
Max HE pen17 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 100 mm family.

Armor Beta

Hull HP 33,000, 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.

Bow & stern25 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 20–40 mm)≈ 1,650 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)80 mm primary (range 25–80 mm)≈ 24,750 (~75% of HP)
No common caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–70 mm)≈ 1,650 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–80 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.
Superstructure13 mm primary (range 13–150 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • AL Tallinn default exterior
    DefaultThe ship’s standard exterior
  • Azur Lane
    Azur TallinAzur 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.