World of Warships: Legends ship guide

Gascogne

Beta
France · Tier VII · Battleship · Premium
Sniper battleshipA sniper: farm AP citadels from range, repositioning before the line closes.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to…
  • Avoid: Using the 32-kn speed to push rather than to rotate
Key characteristics
18 km gun rangeEngine BoostSpotter planeHardened superstructureBurny secondariesFast heal cycle
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Community Data

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Playstyle

Overview

Gascogne is a Tier VII French sniper battleship (17.8 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. Standout traits: best superstructure armor in T7 BBs (32 mm) and top-decile burny secondaries in T7 BBs (12).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 32 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 32-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Engine Boost

+8% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T7 BBs.

ELITE ARMOR
  • Hardened superstructure · 32.0 mm
  • Bow-tanker
ELITE MAIN BATTERY
  • Long gun range · 17.82 km
  • Long-range sniper BB
Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), top decile of T7 BBs. Stacks fires faster than peers in a brawl.

Fast heal cycle

40.0 s Repair Party reload, top decile of T7 BBs. Heals up more often than peers.

Acquisition

How to get Gascogne

Gascogne is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Global XP. 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

  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
Show all 16 containers (13 more)
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Super Santa '22 0.034615% Tier VII Premium ship Event containers · Super Santa '22 · 1 of 13 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

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Cohort position

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Where Gascogne 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%Rudder shift13.8 s (5/48) Top 10%Main battery range17.82 km (4/48) Top 25%Max speed32 kt (12/48) Top 25%HE alpha2,200 (11/45) Top 25%Secondary fire chance12% (8/45) Top 25%AP arming threshold63 mm (11/48) Top 25%Displacement44,438 t (13/48) Top 25%Repair heal rate0.66 %/s (8/48) Bottom 25%Stealth profile15.49 km / 12.39 km (39/48 / 39/48) Bottom 25%Main battery caliber380 mm (39/48) Bottom 25%AA DPS304 (42/48) Bottom 25%AA threat1,133 (41/48) Bottom 25%Citadel belt250 mm (39/47) Bottom 25%Deck armor32 mm (41/45) WorstNo torpedoes (32 of 48 in cohort)
See 29 mid-pack stats

Not standouts for Gascogne -- 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 points63,200 HP(31/48) Traverse-to-turn ratio4.51 ×(26/48) Main battery reload25.2 s(22/48) Sigma1.9(17/48) HE shell damage5,400(31/47) HE fire chance36%(21/47) Fires per minute6.86(31/47) HE DPM102,857(31/47) AP shell damage13,000(15/48) AP DPM247,619(24/48) Main dispersion197.6 m(14/48) Secondary DPM (per side)217,500(24/48) Secondary HE pen25 mm(22/45) AP velocity830 m/s(17/48) HE velocity830 m/s(19/47) Acceleration36.4 s(34/48) Engine power155,000 hp(25/48) Turn-speed retention182.4 hp/m(28/48) Power-to-weight3.49 hp/t(20/48) Secondary range5 km(34/48) AA range5 km(18/48) Repair charges3(23/48) Max armor405 mm(15/48) 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 Points63,200
Displacement44,438 t
Armor range18–405 mm
Plate armor thicknesses18, 19, 20, 30, 32, 40, 50, 85, 100, 120, 150, 170, 233, 250, 280, 320, 340, 355, 405 mm
Armor material/layer entries66
Fire resistance36.6%
Fire duration60 s
Torp Reduction35%
Main Battery
ModuleArtillery: 380 mm/45 Mle 1935
Mounts / barrels2 mounts / 8 barrels
Reload time28 s
Firing range
patched
  1. baseline17815
    In-game data
  2. 2023-05-1117820
    Ministry of Balance Reports: Ship Trimming Main Battery Firing Range increased from 17.52 to 17.82 km.
17.8 km
Turret traverse5 °/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 =(1781530·101.61000+1.6)·30=197.6m
197.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =197.6·0.6=118.6m
118.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =197.6·0.331(σ=1.9)=65.5m
65.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =118.6·0.331(σ=1.9)=39.3m
39.3 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage5,400
HE Velocity830 m/s
Fire Chance36%
HE penetration
ƒ63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
63 mm
HE full-salvo alpha
ƒ5,400 HE damage x 8 broadside guns = 43,200.
43,200
Base HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.
92,571
Installed HE DPM
ƒ43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.
102,857
Base fires/min
ƒ17.1 shells/min x 36% fire chance = 6.17.
6.17
AP shells
AP Damage13,000
AP Velocity830 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 =107·2347·8850.69·0.381.07·8301.38=761.8mm. Matches the in-game spec card.
761.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22.3 km), where the shell has slowed to 540.2 m/s: P=107·2347·8850.69·0.381.07·540.21.38=421.2mm.
421.2 mm
AP full-salvo alpha
ƒ13,000 AP damage x 8 broadside guns = 104,000.
104,000
Base AP DPM
ƒ104,000 AP full-salvo alpha x 60 / 28 s base reload = 222,857.
222,857
Installed AP DPM
ƒ104,000 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 247,619.
247,619
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
AA Defense
AA mount points25
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.75) + (50×3.5×0.75) + (31×3.5×0.7) + (28×3.5×0.75) = 304. 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.
304
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm/50 Mle 19338×2 37mm
37 mm/70 ACAD Mle 19368×2 37mm
25 mm/60 CAD Mle 19399×2 25mm
100 mm/45 Mle 1933 (DP)8×2 100mm
152 mm/55 Mle 1936 (DP)3×3 152mm
Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
28
Range5 km
Outer Medium aura
DPS50
Range3.5 km
Total DPS in Aura
ƒFar 28 + Outer Medium 50 = 78
78
Near aura
DPS31
Range3.1 km
Total DPS in Aura
ƒFar 28 + Outer Medium 50 + Near 31 = 109
109
Inner Medium aura
DPS9
Range3 km
Total DPS in Aura
ƒFar 28 + Outer Medium 50 + Near 31 + Inner Medium 9 = 118
118
S
Secondary Battery
Mounts11
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
100 mm/45 Mle 1933 (×8)
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity780 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/55 Mle 1936 (×3)
Caliber152 mm
Reload time12 s
HE Damage2,200
Muzzle Velocity870 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 155,000 hp
Engine power155,000 hp
Maximum speed32 kt
Turning circle radius850 m
Rudder shift time13.8 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 (28.8 kt of 32 kt), from our in-house acceleration model.
36.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
58.6 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·32.0·0.5144850=1.11°/s, so ratio=ωturretωhull=51.11=4.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.5× drags
Concealment
Detectability by sea15.49 km
Detectability by air12.39 km
Smoke firing penalty14.16 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.49 km
Detect Fire Sea17.49 km
Detect Fire Air15.39 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 40 s reload · 28 s active · 11,679 HP (18.5% of max HP) total heal (per charge)
ƒHeal per second (0.66%) x effective active time (28 s) = up to 18.5% of max HP restored per charge.
· 35,037 HP (55.5% of max HP) total heal (all charges)
ƒ18.5% per charge x 3 charges = up to 55.5% of max HP if the whole Repair Party loadout is used.
· 417 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (63,200 HP) per second = 417 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
Engine Boost2 charges · 180 s reload · 180 s active · +8% speed bonus

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)1.9
Max Horiz Disp197.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17815}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 197.6\,\text{m}$
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 Disp118.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 197.6 \cdot 0.6 = 118.6\,\text{m}$
Shell scatter height @ 10 km67.6 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 Disp65.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 197.6 \cdot 0.331\;(\sigma = 1.9) = 65.5\,\text{m}$
Med Vert Disp39.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 118.6 \cdot 0.331\;(\sigma = 1.9) = 39.3\,\text{m}$
AP Pen Close761.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2347 \cdot 885^{0.69} \cdot 0.38^{-1.07} \cdot 830^{1.38} = 761.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far421.2 mm
Same formula at the ship's max firing range (22.3 km), where the shell has slowed to 540.2 m/s: $P = 10^{-7}\cdot 2347 \cdot 885^{0.69} \cdot 0.38^{-1.07} \cdot 540.2^{1.38} = 421.2\,\text{mm}$.
HE penetration63 mm
63 mm ≈ 380 mm caliber / 6 (standard HE penetration ratio).
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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha43,200
5,400 HE damage x 8 broadside guns = 43,200.
AP full-salvo alpha104,000
13,000 AP damage x 8 broadside guns = 104,000.
Base HE DPM92,571
43,200 HE full-salvo alpha x 60 / 28 s base reload = 92,571.
Base AP DPM222,857
104,000 AP full-salvo alpha x 60 / 28 s base reload = 222,857.
Installed HE DPM102,857
43,200 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 102,857.
Installed AP DPM247,619
104,000 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 247,619.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Installed shells/min19
8 broadside guns x 60 / 25.2 s installed Artillery reload = 19.
Base fires/min6.17
17.1 shells/min x 36% fire chance = 6.17.
Installed fires/min6.86
19 shells/min x 36% fire chance = 6.86.

AA defense

Close-range AA DPS304
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×0.75) + (50×3.5×0.75) + (31×3.5×0.7) + (28×3.5×0.75) = 304. 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 index1133
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 range3.1 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)217,500
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: 8×2 100 mm (8/side) × 60/4 × 1400 = 168,000 + 3×3 152 mm (4.5/side) × 60/12 × 2200 = 49,500. 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 63,200, 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 / citadel320 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 32–50 mm)2,900 (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)19 mm primary (range 19–355 mm)47,400 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–150 mm)2,900 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel320 mm primary (range 18–250 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.
Superstructure32 mm primary (range 32–405 mm)2,400 (4% 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 HP31,600 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.
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 HP19,000 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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Gascogne. Cards are condensed; use each source link for full context.

Buff ×10Main Battery ×6Consumable ×2
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • The length of the barbette rings was increased to reach the citadel. The ship's barbette armor is now more realistic, narrowing near the gun. The bulge armor was buffed from 18 to 32 mm. This change may slightly improve the ship's performance.
Read the full official post
2025-05-15

May Update: The Cat and the Eagle

  • Armor updates to Gascogne, Bourgogne, Jean Bart, La Foudre, Richelieu, Alsace, Kaiser, König, and K. Albert.
Read the full official post
2024-12-12

Ministry of Balance: Breaking the Ice

  • Main battery shell dispersion improved by 20% (from European battleship dispersion to battlecruiser dispersion).
Read the full official post
2023-05-11

Ministry of Balance Reports: Ship Trimming

  • Main Battery Reload Time reduced from 30 to 28 s.
  • Main Battery Firing Range increased from 17.52 to 17.82 km.
  • Main Battery AP Shell Damage increased from 11,900 to 13,000.
  • Rudder Shift Time reduced from 15.3 to 13.8 s.
  • Main Battery Reload Time reduced from 3.5 to 3 s.
  • Torpedo Reload Time reduced from 110 to 100 s.
  • Added Defensive Anti-Aircraft Fire consumable.
  • 2 Charges, 180 s Cooldown, 30 s Active Time.
  • 400% Anti-Air Damage, bringing the combined Anti-Air Damage Per Second to 320 while active.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Repair party HP/second regeneration is increased by 33%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Gascogne default exterior
    DefaultThe ship’s standard exterior

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.