World of Warships: Legends ship guide

Anhalt

Beta
Germany · Tier VII · Battleship · Premium
AP-DPM battleshipHigh gun throughput: keep the mains firing and bleed every broadside that shows.
Playstyle
  • Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
Heavy torpedoesHigh HE / fire outputImproved HE penHigh AP DPMLobs over islandsSlow
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Community Data

Anhalt Community Stats

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Playstyle

Overview

Anhalt is a Tier VII German AP-DPM battleship (316,667 AP DPM): her main battery throughput is cohort-best, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. 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 Sonar ship range in T7 BBs (5.6 km) and best Sonar torpedo range in T7 BBs (3.8 km).

Positioning

Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot.

Potato Avoidance

Idle reloads

The kit pays for itself when the guns are cycling on targets; a 20-second window between salvos because no broadside is available is the kit doing nothing. Pre-rotate turrets toward likely-broadside ships before you need the shot.

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 15/48 T7 BBs.

ELITE MAIN BATTERY
  • AP DPM machine · 316667 AP
  • High-arc AP shells · 28.0°
  • High fire pressure · 9.0 fires
ELITE SONAR
  • Long-range · 5.58 km
  • Wide torpedo · 3.84 km
  • Long-duration · 118.0 s
Visible torps

1.7 km torpedo detect, worst of T7 BBs. Easy to dodge if targets are looking.

Acquisition

How to get Anhalt

Anhalt 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

  • Spectral Vault 5.0 0.588235% Superprize: Premium Ship Event containers · Spectral Vault 5.0 · 1 of 17 ships
  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Spectral Vault 4.0 0.147059% Superprize: Premium Ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
    Show 2 paths
    • Spectral Vault 4.0 → Spectral Vault 5.00.088235%
    • Spectral Vault 4.00.058824%
Show all 8 containers (5 more)
  • Spectral Vault 3.0 0.036765% Superprize: Premium Ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
    Show 4 paths
    • Spectral Vault 3.0 → Spectral Vault 5.00.017647%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
    • Spectral Vault 3.0 → Spectral Vault 4.00.006471%
    • Spectral Vault 3.00.002941%
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 ships
  • Spectral Vault 2.0 0.006618% Superprize: Premium Ship Event containers · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
    Show 6 paths
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
    • Spectral Vault 2.0 → Spectral Vault 4.00.001176%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
    • Spectral Vault 2.0 → Spectral Vault 3.00.000294%
  • Spectral Vault 1.0 0.000963% Superprize: Premium Ship Event containers · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
    Show 10 paths
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
    • Spectral Vault 1.0 → Spectral Vault 3.00.000029%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Anhalt 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.

BestAP DPM316,667 (1/48) Top 10%Fires per minute9 (2/47) Top 10%Torpedo damage≈23,600 (2/16) Top 25%Hit points69,500 HP (11/48) Top 25%HE DPM133,333 (7/47) Top 25%Main dispersion193 m (9/48) Top 25%Secondary dispersion bracket43.5 (11/48) Top 25%Secondary HE pen38 mm (7/45) Top 25%AP arming threshold59 mm (6/48) Top 25%Torpedo reload55 s (3/16) Bottom 25%Rudder shift16.1 s (39/48) Bottom 25%Main battery caliber350 mm (43/48) Bottom 25%Secondary DPM (per side)179,364 (40/48) Bottom 25%Acceleration36.7 s (39/48) Bottom 25%AA range4.5 km (39/48) Bottom 10%Max speed26.5 kt (45/48) Bottom 10%Sigma1.6 (46/48) Bottom 10%Engine power100,000 hp (45/48) Bottom 10%Turn-speed retention111.1 hp/m (45/48) Bottom 10%Power-to-weight2.02 hp/t (45/48) WorstTorpedo range6 km (1 of 5 tied) WorstTorpedo speed54 kt (16/16)
See 23 mid-pack stats

Not standouts for Anhalt -- 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.

Concealment15.31 km(25/48) Air detection12.25 km(25/48) Traverse-to-turn ratio4.61 ×(23/48) Main battery range17.26 km(18/48) Main battery reload27 s(31/48) HE alpha1,800(30/45) Secondary fire chance10%(15/45) AP velocity815 m/s(24/48) HE velocity815 m/s(28/47) Displacement49,600 t(34/48) Secondary range6.75 km(14/48) AA DPS437(29/48) AA threat1,308(33/48) Repair charges3(23/48) Max armor350 mm(34/48) Citadel belt350 mm(19/47) Deck armor50 mm(25/45) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points69,500
Displacement49,600 t
Armor range16–350 mm
Plate armor thicknesses16, 19, 30, 32, 50, 60, 100, 120, 140, 150, 170, 185, 200, 250, 260, 350 mm
Armor material/layer entries80
Fire resistance36.6%
Fire duration60 s
Torp Reduction20%
Main Battery
ModuleArtillery: 350 mm/45 SK C/14 Drh LC/1919
Mounts / barrels5 mounts / 15 barrels
Reload time30 s
Firing range17.3 km
Turret traverse4 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1726030·101.61000+1.6)·30=193m
193 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193·0.6=115.8m
115.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =193·0.369(σ=1.6)=71.2m
71.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =115.8·0.369(σ=1.6)=42.7m
42.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ15 broadside guns x 60 / 30 s base reload = 30.
30
HE shells
HE Damage4,000
HE Velocity815 m/s
Fire Chance27%
HE penetration
ƒ88 mm ≈ 350 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
88 mm
HE full-salvo alpha
ƒ4,000 HE damage x 15 broadside guns = 60,000.
60,000
Base HE DPM
ƒ60,000 HE full-salvo alpha x 60 / 30 s base reload = 120,000.
120,000
Installed HE DPM
ƒ60,000 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.
133,333
Base fires/min
ƒ30 shells/min x 27% fire chance = 8.1.
8.1
AP shells
AP Damage9,500
AP Velocity815 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold59 mm
AP overmatch
ƒfloor(350 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
24 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2700·4900.69·0.3561.07·8151.38=609.5mm. Matches the in-game spec card.
609.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.6 km), where the shell has slowed to 397.8 m/s: P=107·2700·4900.69·0.3561.07·397.81.38=226.5mm.
226.5 mm
AP full-salvo alpha
ƒ9,500 AP damage x 15 broadside guns = 142,500.
142,500
Base AP DPM
ƒ142,500 AP full-salvo alpha x 60 / 30 s base reload = 285,000.
285,000
Installed AP DPM
ƒ142,500 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 316,667.
316,667
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.
120
Torpedoes
ModuleTorpedoes: 700 mm Einzeln
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time55 s
Projectile speed54 kt
Range6 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=70,800·0.333=23,600.
≈ 23,600
Torpedo detectability1.7 km
Flooding chance343%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 23,600 = 47,200.
47,200
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (52×3.5×0.75) + (85×3.5×0.7) + (35×3.5×0.75) = 437. 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.
437
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flak LM/4210×2 37mm
20 mm Flak 3814×1 20mm
20 mm Flakvierling 3813×4 20mm
20 mm Flakvierling 383×4 20mm
105 mm L/65 Dop. L. C/37 (DP)6×2 105mm
Far aura
DPS
ƒIncludes 35 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
35
Range4.5 km
Medium aura
DPS52
Range3.5 km
Total DPS in Aura
ƒFar 35 + Medium 52 = 87
87
Near aura
DPS85
Range2 km
Total DPS in Aura
ƒFar 35 + Medium 52 + Near 85 = 172
172
S
Secondary Battery
Mounts14
Firing range6.75 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6.75 km
ƒ6.75 km × 43.5 + 30 = 323.6 m.
323.6 m
105 mm L/65 Dop. L. C/37 (×6)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm L/45 MPL C/13 (×8)
Caliber150 mm
Reload time8.57 s
HE Damage1,800
Muzzle Velocity835 m/s
Fire Chance10%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed26.5 kt
Turning circle radius900 m
Rudder shift time16.1 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (23.9 kt of 26.5 kt), from our in-house acceleration model.
36.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.2 kt of 26.5 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.
59.9 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·26.5·0.5144900=0.87°/s, so ratio=ωturretωhull=40.87=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea15.31 km
Detectability by air12.25 km
Smoke firing penalty13.13 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.31 km
Detect Fire Sea17.31 km
Detect Fire Air15.25 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,730 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.
· 29,190 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.
· 348 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (69,500 HP) per second = 348 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 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
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km

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)1.6
Max Horiz Disp193 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17260}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 193\,\text{m}$
Shell scatter width @ 10 km132 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 Disp115.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 193 \cdot 0.6 = 115.8\,\text{m}$
Shell scatter height @ 10 km68.1 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 Disp71.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 193 \cdot 0.369\;(\sigma = 1.6) = 71.2\,\text{m}$
Med Vert Disp42.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 115.8 \cdot 0.369\;(\sigma = 1.6) = 42.7\,\text{m}$
AP Pen Close609.5 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2700 \cdot 490^{0.69} \cdot 0.356^{-1.07} \cdot 815^{1.38} = 609.5\,\text{mm}$. Matches the in-game spec card.
AP Pen Far226.5 mm
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 397.8 m/s: $P = 10^{-7}\cdot 2700 \cdot 490^{0.69} \cdot 0.356^{-1.07} \cdot 397.8^{1.38} = 226.5\,\text{mm}$.
HE penetration88 mm
88 mm ≈ 350 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) - 0.251 in this case. Lets HE pen ~87mm armor instead of ~58mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch24 mm
floor(350 mm caliber / 14.3) = 24 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha15
All 15 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha60,000
4,000 HE damage x 15 broadside guns = 60,000.
AP full-salvo alpha142,500
9,500 AP damage x 15 broadside guns = 142,500.
Base HE DPM120,000
60,000 HE full-salvo alpha x 60 / 30 s base reload = 120,000.
Base AP DPM285,000
142,500 AP full-salvo alpha x 60 / 30 s base reload = 285,000.
Installed HE DPM133,333
60,000 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 133,333.
Installed AP DPM316,667
142,500 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 316,667.
Base shells/min30
15 broadside guns x 60 / 30 s base reload = 30.
Installed shells/min33.3
15 broadside guns x 60 / 27 s installed Artillery reload = 33.3.
Base fires/min8.1
30 shells/min x 27% fire chance = 8.1.
Installed fires/min9
33.3 shells/min x 27% fire chance = 9.

Torpedoes

Torpedo detectability1.7 km
Estimated torpedo reaction time12.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed54 kt
Travel time to max range42.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage94,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 23,600 = 94,400.
Per-side salvo damage47,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 23,600 = 47,200.

AA defense

Close-range AA DPS437
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (52×3.5×0.75) + (85×3.5×0.7) + (35×3.5×0.75) = 437. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1308
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.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6.75 km323.6 m
6.75 km × 43.5 + 30 = 323.6 m.

Secondary battery firepower

Secondary DPM (per side)179,364
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: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955 + 8×1 150 mm (4/side) × 60/8.57 × 1800 = 50,408. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 150 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 69,500, 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 & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel350 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

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
Bow32 mm primary (range 30–200 mm)3,300 (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)50 mm primary (range 16–350 mm)52,100 (75% of HP)
No common caliber overmatches50 mm: most HE shatters, standard pen from 305mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–200 mm)3,200 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 32–350 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.
Superstructure19 mm2,100 (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 HP34,800 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 (150 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.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP20,900 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.
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Exteriors

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

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