World of Warships: Legends ship guide

Halland

Also called: 哈兰 Beta
Pan-Europe · Tier ★ · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long, fast torpedoes (15 km)Radar (7.5 km)High HE / fire outputHigh AP DPMStrong AAVisible torps
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Community Data

Halland Community Stats

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Playstyle

Overview

Halland is a Legendary European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. She also packs the super-heal (1%/s, for 14 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (494 AA DPS at 5.2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best turret traverse rate in Legendary DDs (25) and best AP DPM in Legendary DDs (315,000).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; your damage is mostly gunfire, and gunfire from cover wins more than from blue water. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back.

Signature Traits

Surveillance Radar

7.5 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

Engine Boost

+30% speed, 60 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Fast turret traverse · 25.0°
  • AP DPM machine · 315000 AP
  • High fire pressure · 12.0 fires
Fast torpedoes

86.0 kt torpedo speed, best of Legendary DDs. Less reaction time for targets to dodge.

Top-tier AA

494.0 AA DPS, best of Legendary DDs (median 259.0).

Visible torps

1.8 km torpedo detect, worst of Legendary DDs. Easy to dodge if targets are looking.

Acquisition

How to get Halland

Halland is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Halland sits among Legendary DDs (12 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.

BestMain battery reload1.6 s (1/12) BestFires per minute12 (1 of 2 tied) BestAP DPM315,000 (1 of 2 tied) BestAA DPS494 (1/12) BestAA range5.2 km (1 of 2 tied) BestAA threat2,013 (1/12) BestTorpedo speed86 kt (1/12) Top 10%Traverse-to-turn ratio16 × (2/12) Top 10%HE DPM262,500 (2/12) Top 10%Displacement3,400 t (2/12) Top 10%Torpedo range15 km (2/12) Top 25%Concealment7.03 km (3/12) Top 25%Rudder shift4.3 s (4/12) Top 25%AP arming threshold20 mm (3/10) Top 25%Torpedo reload85 s (3/12) Bottom 25%Main battery caliber120 mm (10/12) Bottom 25%Engine power58,000 hp (10/11) Bottom 25%Turn-speed retention87.9 hp/m (10/11) Bottom 25%Torpedo damage≈10,290 (11/12) WorstMax speed35 kt (1 of 3 tied)
See 18 mid-pack stats

Not standouts for Halland -- 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 points20,500 HP(9/12) Air detection3.52 km(5/12) Main battery range10.98 km(9/12) HE shell damage1,750(8/12) HE fire chance8%(7/12) Main dispersion97.4 m(5/12) AP velocity825 m/s(8/10) HE velocity825 m/s(9/12) Acceleration17.6 s(6/11) Power-to-weight17.06 hp/t(9/11) NormSigma2(11 of 12 tied at this value) NormAP fuse timer0.01 s(9 of 10 tied at this value) NormAP ricochet start45°(7 of 10 tied at this value) NormAP auto-bounce angle60°(7 of 10 tied at this value) NormRepair heal rate1 %/s(2 of 3 tied at this value) NormMax armor20 mm(10 of 12 tied at this value) NormCitadel belt20 mm(10 of 12 tied at this value) NormDeck armor19 mm(8 of 10 tied at this value)
Survivability
Hit Points20,500
Displacement3,400 t
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries20
Fire resistance40%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 4×120 mm
Mounts / barrels2 mounts / 4 barrels
Reload time1.8 s
Firing range11 km
Turret traverse25 °/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 =(1098230·80.51000+0.5)·30=97.4m
97.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.4·0.6=58.4m
58.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =97.4·0.319(σ=2)=31.1m
31.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =58.4·0.32(σ=2)=18.7m
18.7 m
Turret turn time
ƒ180 degrees / 25 deg/s traverse speed = 7.2 s.
7.2 s
Base shells/min
ƒ4 broadside guns x 60 / 1.8 s base reload = 133.3.
133.3
HE shells
HE Damage1,750
HE Velocity825 m/s
Fire Chance8%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,750 HE damage x 4 broadside guns = 7,000.
7,000
Base HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333.
233,333
Installed HE DPM
ƒ7,000 HE full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 262,500.
262,500
Base fires/min
ƒ133.3 shells/min x 8% fire chance = 10.67.
10.67
AP shells
AP Damage2,100
AP Velocity825 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2400·23.50.69·0.121.07·8251.38=216.9mm. Matches the in-game spec card.
216.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 274 m/s: P=107·2400·23.50.69·0.121.07·2741.38=47.4mm.
47.4 mm
AP full-salvo alpha
ƒ2,100 AP damage x 4 broadside guns = 8,400.
8,400
Base AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000.
280,000
Installed AP DPM
ƒ8,400 AP full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
315,000
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.
10
Torpedoes
ModuleTorpedoes: 533 mm Quintuple
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time85 s
Projectile speed86 kt
Range15 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=30,870·0.333=10,290.
≈ 10,290
Torpedo detectability1.8 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming265 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,290 = 102,900.
102,900
AA Defense
AA mount points7
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×1) + (24×3.5×1) + (41×3.5×1) = 494. 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.
494
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
57 mm/60 SAK Model 19501×2 57mm
40 mm/70 Bofors M19486×1 40mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose main battery firing as AA in this range band.
41
Range5.2 km
Outer Medium aura
DPS24
Range4 km
Total DPS in Aura
ƒFar 41 + Outer Medium 24 = 65
65
Inner Medium aura
DPS76
Range3.5 km
Total DPS in Aura
ƒFar 41 + Outer Medium 24 + Inner Medium 76 = 141
141
Maneuverability
Engine moduleEngine: 58,000 hp
Engine power58,000 hp
Maximum speed35 kt
Turning circle radius660 m
Rudder shift time4.3 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
17.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
30.1 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·35.0·0.5144660=1.56°/s, so ratio=ωturretωhull=251.56=16.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
16.0× snappy
Concealment
Detectability by sea7.03 km
Detectability by air3.52 km
Smoke firing penalty2.5 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.03 km
Detect Fire Sea9.03 km
Detect Fire Air6.52 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost3 charges · 100 s reload · 60 s active · +30% speed bonus
Choose one
Repair Party2 charges · 120 s reload · 14 s active · 2,870 HP (14% of max HP) total heal (per charge)
ƒHeal per second (1%) x effective active time (14 s) = up to 14% of max HP restored per charge.
· 5,740 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 205 HP/s (1% of max HP) heal per second
ƒ1% of max HP (20,500 HP) per second = 205 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 · 20 s active · 7.5 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 250×301000=7.5 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst 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 Disp97.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10982}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 97.4\,\text{m}$
Shell scatter width @ 10 km90 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 Disp58.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 97.4 \cdot 0.6 = 58.4\,\text{m}$
Shell scatter height @ 10 km52.4 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 Disp31.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 97.4 \cdot 0.319\;(\sigma = 2) = 31.1\,\text{m}$
Med Vert Disp18.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 58.4 \cdot 0.32\;(\sigma = 2) = 18.7\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close216.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 825^{1.38} = 216.9\,\text{mm}$. Matches the in-game spec card.
AP Pen Far47.4 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 274 m/s: $P = 10^{-7}\cdot 2400 \cdot 23.5^{0.69} \cdot 0.12^{-1.07} \cdot 274^{1.38} = 47.4\,\text{mm}$.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time7.2 s
180 degrees / 25 deg/s traverse speed = 7.2 s.
HE full-salvo alpha7,000
1,750 HE damage x 4 broadside guns = 7,000.
AP full-salvo alpha8,400
2,100 AP damage x 4 broadside guns = 8,400.
Base HE DPM233,333
7,000 HE full-salvo alpha x 60 / 1.8 s base reload = 233,333.
Base AP DPM280,000
8,400 AP full-salvo alpha x 60 / 1.8 s base reload = 280,000.
Installed HE DPM262,500
7,000 HE full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 262,500.
Installed AP DPM315,000
8,400 AP full-salvo alpha x 60 / 1.6 s installed reload (Main Battery Mod. 3 = -10%) = 315,000.
Base shells/min133.3
4 broadside guns x 60 / 1.8 s base reload = 133.3.
Installed shells/min150
4 broadside guns x 60 / 1.6 s installed Artillery reload = 150.
Base fires/min10.67
133.3 shells/min x 8% fire chance = 10.67.
Installed fires/min12
150 shells/min x 8% fire chance = 12.

Torpedoes

Torpedo detectability1.8 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed86 kt
Travel time to max range67.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count10
2 launchers x 5 tubes.
Per-side salvo10 torpedoes
10 (centerline launchers train across - full salvo to either side).
Full-salvo damage102,900
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 10,290 = 102,900.
Per-side salvo damage102,900
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 10,290 = 102,900.

AA defense

Close-range AA DPS494
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (76×3.5×1) + (24×3.5×1) + (41×3.5×1) = 494. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2013
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.

Armor Beta

Hull HP 20,500, 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 & stern19 mm

Overmatched by 72+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,300 (11% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
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 16–19 mm)14,400 (70% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)2,000 (10% of HP)
Overmatched by 283mm+ (Gouden Leeuw)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm1,500 (7% 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 HP9,600 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.
AA mount (57 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 HP5,800 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 Halland. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×15Main Battery ×2Torpedo ×1Consumable ×8
2026-06-25

Ministry of Balance: Skillful Adjustments

  • The standard Pan-European destroyer line struggled with survivability during battles, and its torpedoes didn't stand out as much as we wanted them to. That's why we've buffed both aspects for Halland, Småland, and Skåne.
  • Ship HP increased from 19,200 to 20,500:
  • Bow HP increased from 2,300 to 2,500.
  • Stern HP increased from 2,000 to 2,100.
  • Casemate HP increased from 14,400 to 15,400.
  • Steering gear HP increased from 5,800 to 6,200.
  • Superstructure HP increased from 1,500 to 1,600.
  • Engine HP increased from 19,200 to 20,500.
  • Torpedo reload time reduced from 100 to 85 s.
  • Standard Engine Boost replaced with a special one:
  • +4 more official change lines in the source post.
Read the full official post
2025-10-30

Ministry of Balance: Preparing for Winter

  • Main battery reload time reduced from 2 to 1.8 seconds.
  • Torpedo damage increased from 10,700 to 11,290.
  • Added Radar consumable:
  • Number of charges: 2.
  • Duration: 20 seconds.
  • Cooldown time: 180 seconds.
  • Range: 7.5 km.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Halland 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.