World of Warships: Legends ship guide

BA Tirpitz

Also called: BA 提尔皮茨 Beta
Germany · Tier VII · Battleship · Premium
Fire-starter battleshipBurn the enemy line with improved-HE salvos, then heal through the return fire.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
Long, fast torpedoes (9 km)Strong secondaries (7 km)Improved HE penSpotter planeHeavy magazine armorShort gun range
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Community Data

BA Tirpitz Community Stats

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Playstyle

Overview

BA Tirpitz is a Tier VII German 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. 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 magazine armor in T7 BBs (150 mm) and top-decile punch-through secondaries in T7 BBs (38 mm).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

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.

Heavy magazine armor

150.0 mm magazine protection, best of T7 BBs. Detonation-resistant.

ELITE SECONDARIES
  • Punch-through · 38.0 mm
  • Secondary brawler BB
Fast turret traverse

6.0°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Fast torpedoes

68.0 kt torpedo speed, top decile of T7 BBs. Less reaction time for targets to dodge.

Short gun range

16.52 km main battery reach, bottom decile of T7 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get BA Tirpitz

BA Tirpitz 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

  • Blue Archive Container 4% BA Tirpitz Collaboration containers · Blue Archive Container
  • Blue Archive II Container 1.5% BA Tirpitz + Nonomi flag or BA Hovercraft + Hovercraft flag Collaboration containers · Blue Archive II Container · 1 of 2 ships
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where BA Tirpitz 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.

Top 10%Torpedo speed68 kt (2/16) Top 25%Hit points72,500 HP (7/48) Top 25%Stealth profile14.98 km / 11.98 km (9/48 / 8/48) Top 25%Traverse-to-turn ratio5.58 × (8/48) Top 25%Main battery reload23.4 s (12/48) Top 25%Secondary HE pen38 mm (7/45) Top 25%AP arming threshold63 mm (11/48) Top 25%Secondary range7 km (9/48) Top 25%Torpedo range9 km (4/16) Top 25%Torpedo reload80 s (5/16) Top 25%Repair heal rate0.6 %/s (13/48) Bottom 25%Main battery caliber380 mm (39/48) Bottom 25%HE DPM90,256 (41/47) Bottom 25%HE alpha1,700 (41/45) Bottom 25%AA range4.5 km (39/48) Bottom 25%Torpedo damage≈12,700 (13/16) Bottom 10%Main battery range16.52 km (46/48) Bottom 10%AA DPS292 (45/48) Bottom 10%AA threat956 (45/48)
See 27 mid-pack stats

Not standouts for BA Tirpitz -- 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.

Max speed31 kt(17/48) Rudder shift16 s(35/48) Sigma1.9(17/48) HE fire chance34%(32/47) Fires per minute6.97(29/47) AP shell damage11,600(34/48) AP DPM237,949(33/48) Main dispersion227.8 m(32/48) Secondary DPM (per side)246,000(16/48) Secondary fire chance8%(28/45) AP velocity820 m/s(21/48) HE velocity820 m/s(25/47) Acceleration36.1 s(29/48) Engine power163,026 hp(19/48) Turn-speed retention191.8 hp/m(21/48) Displacement49,429 t(33/48) Power-to-weight3.3 hp/t(26/48) Repair charges3(23/48) Max armor350 mm(34/48) Citadel belt340 mm(23/47) Deck armor50 mm(25/45) NormSecondary dispersion bracket57(36 of 48 tied at this value) 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) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit Points72,500
Displacement49,429 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 25, 32, 38, 45, 50, 57, 60, 80, 100, 110, 120, 145, 150, 160, 180, 220, 240, 315, 340, 350 mm
Armor material/layer entries61
Fire resistance36.6%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 380 mm L/52 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.5 km
Turret traverse6 °/s
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1651530·122.21000+2.2)·30=227.8m
227.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =227.8·0.6=136.7m
136.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =227.8·0.331(σ=1.9)=75.5m
75.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =136.7·0.331(σ=1.9)=45.3m
45.3 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage4,400
HE Velocity820 m/s
Fire Chance34%
HE penetration
ƒ95 mm ≈ 380 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
95 mm
HE full-salvo alpha
ƒ4,400 HE damage x 8 broadside guns = 35,200.
35,200
Base HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.
81,231
Installed HE DPM
ƒ35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.
90,256
Base fires/min
ƒ18.5 shells/min x 34% fire chance = 6.28.
6.28
AP shells
AP Damage11,600
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold63 mm
AP overmatch
ƒfloor(380 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2450·8000.69·0.381.07·8201.38=729.4mm. Matches the in-game spec card.
729.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.6 km), where the shell has slowed to 527.1 m/s: P=107·2450·8000.69·0.381.07·527.11.38=396.4mm.
396.4 mm
AP full-salvo alpha
ƒ11,600 AP damage x 8 broadside guns = 92,800.
92,800
Base AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.
214,154
Installed AP DPM
ƒ92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.
237,949
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: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time80 s
Projectile speed68 kt
Range9 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming210 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.75) + (54×3.5×0.7) + (50×3.5×0.75) = 292. 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.
292
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 308×2 37mm
20 mm Flak 3812×1 20mm
20 mm Flakvierling 388×4 20mm
105 mm L/65 Dop. L. C/37 (DP)8×2 105mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range4.5 km
Medium aura
DPS11
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 11 = 61
61
Near aura
DPS54
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 11 + Near 54 = 115
115
S
Secondary Battery
Mounts14
Firing range7.0 km
Shell Grouping (σ)1
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 @ 7 km
ƒ7 km × 57 + 30 = 429 m.
429 m
105 mm L/65 Dop. L. C/37 (×8)
Caliber105 mm
Reload time4 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm L/55 SK C/28 (×2)
Caliber150 mm
Reload time6 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 163,026 hp
Engine power163,026 hp
Maximum speed31 kt
Turning circle radius850 m
Rudder shift time16 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 (27.9 kt of 31 kt), from our in-house acceleration model.
36.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.7 kt of 31 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.
58.2 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·31.0·0.5144850=1.07°/s, so ratio=ωturretωhull=61.07=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea14.98 km
Detectability by air11.98 km
Smoke firing penalty13.7 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.98 km
Detect Fire Sea16.98 km
Detect Fire Air14.98 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,180 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 36,540 HP (50.4% of max HP) total heal (all charges)
ƒ16.8% per charge x 3 charges = up to 50.4% of max HP if the whole Repair Party loadout is used.
· 435 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (72,500 HP) per second = 435 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Secondary Battery Reload Booster3 charges · 140 s reload · 30 s active · +50% grouping · -25% dispersion
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

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

Shell Grouping (σ)1.9
Max Horiz Disp227.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16515}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 227.8\,\text{m}$
Shell scatter width @ 10 km164 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 Disp136.7 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 227.8 \cdot 0.6 = 136.7\,\text{m}$
Shell scatter height @ 10 km85.5 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 Disp75.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 227.8 \cdot 0.331\;(\sigma = 1.9) = 75.5\,\text{m}$
Med Vert Disp45.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 136.7 \cdot 0.331\;(\sigma = 1.9) = 45.3\,\text{m}$
AP Pen Close729.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2450 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 820^{1.38} = 729.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far396.4 mm
Same formula at the ship's max firing range (20.6 km), where the shell has slowed to 527.1 m/s: $P = 10^{-7}\cdot 2450 \cdot 800^{0.69} \cdot 0.38^{-1.07} \cdot 527.1^{1.38} = 396.4\,\text{mm}$.
HE penetration95 mm
95 mm ≈ 380 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 ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch26 mm
floor(380 mm caliber / 14.3) = 26 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 alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha35,200
4,400 HE damage x 8 broadside guns = 35,200.
AP full-salvo alpha92,800
11,600 AP damage x 8 broadside guns = 92,800.
Base HE DPM81,231
35,200 HE full-salvo alpha x 60 / 26 s base reload = 81,231.
Base AP DPM214,154
92,800 AP full-salvo alpha x 60 / 26 s base reload = 214,154.
Installed HE DPM90,256
35,200 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 90,256.
Installed AP DPM237,949
92,800 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 237,949.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Installed shells/min20.5
8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.
Base fires/min6.28
18.5 shells/min x 34% fire chance = 6.28.
Installed fires/min6.97
20.5 shells/min x 34% fire chance = 6.97.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed68 kt
Travel time to max range50.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

Close-range AA DPS292
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (11×3.5×0.75) + (54×3.5×0.7) + (50×3.5×0.75) = 292. 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 index956
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 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 @ 7 km429 m
7 km × 57 + 30 = 429 m.

Secondary battery firepower

Secondary DPM (per side)246,000
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: 8×2 105 mm (8/side) × 60/4 × 1200 = 144,000 + 4×2 150 mm (4/side) × 60/6 × 1700 = 68,000 + 2×2 150 mm (2/side) × 60/6 × 1700 = 34,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% 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 72,500, 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 & stern32 mm

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

Belt / citadel315 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 20–60 mm)≈ 3,625 (~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)340 mm primary (range 38–340 mm)≈ 54,375 (~75% of HP)
No common caliber overmatches340 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–110 mm)≈ 3,625 (~5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel315 mm primary (range 25–340 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.
Superstructure19 mm primary (range 19–50 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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • BA Tirpitz default exterior
    DefaultThe ship’s standard exterior
  • Blue Archive
    Ba TirpitzBlue Archive

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.