World of Warships: Legends ship guide

Hindenburg

Also called: 兴登堡 Beta
Germany · Tier ★ · CA Cruiser · Premium
AP citadel cruiserAn AP citadel threat with Sonar for safe vision around cover and torpedoes.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Improved HE penSonarDefensive AAHardened superstructureSlow
On this page
Community Data

Hindenburg Community Stats

Log in to GamingDiver and upload your data to see Community Data for Hindenburg: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Hindenburg is a Legendary German heavy cruiser whose 203mm guns earn citadels on broadsides (490,909 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. 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 Legendary CAs (5.7 km) and best Sonar torpedo range in Legendary CAs (3.9 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5.7 km on ships, 3.9 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 55,500-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

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 2/22 Legendary CAs.

ELITE SONAR
  • Long-range · 5.73 km
  • Wide torpedo · 3.93 km
  • Long-duration · 120.0 s
ELITE ARMOR
  • Hardened superstructure · 30.0 mm
  • Thick deck · 70.0 mm
Slow for the class

31.5 kt, bottom decile of Legendary CAs. Hard to rotate flanks or disengage; commit positioning early.

Small-caliber secondaries

1200.0 max HE alpha per secondary shell, bottom decile of Legendary CAs. Per-shell damage runs below peers'.

Acquisition

How to get Hindenburg

Hindenburg is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Marathon.

Official WG availability sources
  • Dragon’s Voyage Campaign Breakdown Campaign Start: 2025-04-07 · End: 2025-05-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Forward for Freedom Campaign Breakdown Campaign Start: 2025-06-30 · End: 2025-08-03 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Hindenburg Marathon Starts! Marathon Start: 2025-04-04 · End: 2025-06-25 Multi-patch Marathon event: free-to-earn by completing daily missions over the marathon window (typically several months across multiple updates).
  • April Update: The Bonds of Loyalty Store price varies 2025-04-03

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Hindenburg sits among Legendary CAs (22 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%Deck armor70 mm (2/22) Top 25%AP DPM490,909 (6/22) Top 25%AP velocity925 m/s (5/22) Top 25%HE velocity925 m/s (5/21) Top 25%Torpedo reload90 s (3/13) Top 25%End plates27 mm (6/22 / 6/22) Bottom 25%Stealth profile14.19 km / 8.51 km (19/22 / 19/22) WorstMax speed31.5 kt (22/22) WorstHE alpha1,200 (14/14) WorstSecondary fire chance5% (1 of 5 tied) WorstTorpedo range6 km (13/13) WorstTorpedo damage≈12,700 (13/13)
See 34 mid-pack stats

Not standouts for Hindenburg -- 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 points55,500 HP(10/22) Rudder shift12.2 s(12/22) Traverse-to-turn ratio6.89 ×(8/22) Main battery caliber203 mm(13/22) Main battery range15.9 km(9/22) Main battery reload8.8 s(9/22) Sigma2.05(13/22) HE shell damage2,700(15/21) HE fire chance13%(15/21) Fires per minute10.64(9/21) HE DPM220,909(8/21) AP shell damage6,000(12/22) Main dispersion142.7 m(12/22) Secondary DPM (per side)171,940(9/15) Secondary HE pen20 mm(9/14) Acceleration25.8 s(7/22) AP arming threshold34 mm(10/22) Engine power155,000 hp(13/22) Turn-speed retention193.8 hp/m(11/22) Displacement22,324 t(12/22) Power-to-weight6.94 hp/t(9/22) AA DPS566(11/22) AA range5 km(17/22) AA threat2,370(7/22) Torpedo speed64 kt(6/13) Repair heal rate0.6 %/s(10/22) Max armor150 mm(16/22) Citadel belt110 mm(17/22) NormSecondary dispersion bracket57(11 of 15 tied at this value) NormAP fuse timer0.03 s(12 of 22 tied at this value) NormAP ricochet start45°(15 of 22 tied at this value) NormAP auto-bounce angle60°(15 of 22 tied at this value) NormSecondary range5 km(12 of 15 tied at this value) NormRepair charges2(16 of 22 tied at this value)
Survivability
Hit Points55,500
Displacement22,324 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 20, 27, 30, 35, 40, 45, 60, 70, 90, 100, 110, 150 mm
Armor material/layer entries61
Fire resistance40%
Fire duration30 s
Torp Reduction13%
Main Battery
ModuleArtillery: 203 mm L/60 Drh LC/34
Mounts / barrels4 mounts / 12 barrels
Reload time9.8 s
Firing range15.9 km
Turret traverse8 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1590030·81.11000+1.1)·30=142.7m
142.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =142.7·0.6=85.6m
85.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =142.7·0.314(σ=2.05)=44.8m
44.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =85.6·0.314(σ=2.05)=26.9m
26.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ12 broadside guns x 60 / 9.8 s base reload = 73.5.
73.5
HE shells
HE Damage2,700
HE Velocity925 m/s
Fire Chance13%
HE penetration
ƒ51 mm ≈ 203 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
51 mm
HE full-salvo alpha
ƒ2,700 HE damage x 12 broadside guns = 32,400.
32,400
Base HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 9.8 s base reload = 198,367.
198,367
Installed HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 220,909.
220,909
Base fires/min
ƒ73.5 shells/min x 13% fire chance = 9.55.
9.55
AP shells
AP Damage6,000
AP Velocity925 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2409·1220.69·0.2031.07·9251.38=452.6mm. Matches the in-game spec card.
452.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 402.7 m/s: P=107·2409·1220.69·0.2031.07·402.71.38=143.6mm.
143.6 mm
AP full-salvo alpha
ƒ6,000 AP damage x 12 broadside guns = 72,000.
72,000
Base AP DPM
ƒ72,000 AP full-salvo alpha x 60 / 9.8 s base reload = 440,816.
440,816
Installed AP DPM
ƒ72,000 AP full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 490,909.
490,909
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.
30
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed64 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=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 Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
101,600
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×0.9) + (81×3.5×0.9) + (41×3.5×0.85) + (44×3.5×0.9) = 566. 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.
566
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
55 mm L/77 Gerät 582×1 55mm
55 mm L/77 Gerät 58 Zwilling7×2 55mm
20 mm Flakvierling 382×4 20mm
20 mm Flakvierling 387×4 20mm
20 mm Flakzwilling 384×2 20mm
105 mm L/65 Dop. L. C/31 (DP)8×2 105mm
Outer Medium aura
DPS81
Range5 km
Far + Inner Medium aura
Far DPS
ƒIncludes 44 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
44
Inner Medium DPS16
Range4.5 km
Total DPS in Aura
ƒOuter Medium 81 + Far 44 + Inner Medium 16 = 141
141
Near aura
DPS41
Range2 km
Total DPS in Aura
ƒOuter Medium 81 + Far 44 + Inner Medium 16 + Near 41 = 182
182
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 155,000 hp
Engine power155,000 hp
Maximum speed31.5 kt
Turning circle radius800 m
Rudder shift time12.2 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.4 kt of 31.5 kt), from our in-house acceleration model.
25.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.2 kt of 31.5 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.
42.2 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·31.5·0.5144800=1.16°/s, so ratio=ωturretωhull=81.16=6.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.9× slow
Concealment
Detectability by sea14.19 km
Detectability by air8.51 km
Smoke firing penalty8.45 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.19 km
Detect Fire Sea16.19 km
Detect Fire Air11.51 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 120 s active · 5.73 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 191×301000=5.73 km
· 3.93 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 131×301000=3.93 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 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
Repair Party2 charges · 60 s reload · 28 s active · 9,324 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.
· 18,648 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 333 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (55,500 HP) per second = 333 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2.05
Max Horiz Disp142.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15900}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 142.7\,\text{m}$
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp85.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 142.7 \cdot 0.6 = 85.6\,\text{m}$
Shell scatter height @ 10 km53.6 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 Disp44.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 142.7 \cdot 0.314\;(\sigma = 2.05) = 44.8\,\text{m}$
Med Vert Disp26.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 85.6 \cdot 0.314\;(\sigma = 2.05) = 26.9\,\text{m}$
AP Pen Close452.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2409 \cdot 122^{0.69} \cdot 0.203^{-1.07} \cdot 925^{1.38} = 452.6\,\text{mm}$. Matches the in-game spec card.
AP Pen Far143.6 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 402.7 m/s: $P = 10^{-7}\cdot 2409 \cdot 122^{0.69} \cdot 0.203^{-1.07} \cdot 402.7^{1.38} = 143.6\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 203 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 ~50mm armor instead of ~33mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha32,400
2,700 HE damage x 12 broadside guns = 32,400.
AP full-salvo alpha72,000
6,000 AP damage x 12 broadside guns = 72,000.
Base HE DPM198,367
32,400 HE full-salvo alpha x 60 / 9.8 s base reload = 198,367.
Base AP DPM440,816
72,000 AP full-salvo alpha x 60 / 9.8 s base reload = 440,816.
Installed HE DPM220,909
32,400 HE full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 220,909.
Installed AP DPM490,909
72,000 AP full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 490,909.
Base shells/min73.5
12 broadside guns x 60 / 9.8 s base reload = 73.5.
Installed shells/min81.8
12 broadside guns x 60 / 8.8 s installed Artillery reload = 81.8.
Base fires/min9.55
73.5 shells/min x 13% fire chance = 9.55.
Installed fires/min10.64
81.8 shells/min x 13% fire chance = 10.64.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage203,200
All tubes hitting one target: tubes x per-torpedo simulated damage = 16 x 12,700 = 203,200.
Per-side salvo damage101,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.

AA defense

Close-range AA DPS566
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×0.9) + (81×3.5×0.9) + (41×3.5×0.85) + (44×3.5×0.9) = 566. 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 index2370
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)171,940
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) × 60/3.35 × 1200 = 171,940. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor Beta

Hull HP 55,500, 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 & stern27 mm

Overmatched by 42+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel110 mm

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

Farming27 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
Bow27 mm primary (range 20–40 mm)1,500 (3% of HP)
Overmatched by 406mm+ (Delaware, P. Rupprecht)Angle bounces 380mm27 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)30 mm primary (range 13–110 mm)41,600 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–90 mm)1,700 (3% of HP)
Overmatched by 406mm+ (Delaware, P. Rupprecht)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–110 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.
Superstructure30 mm primary (range 30–150 mm)3,500 (6% 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 HP26,000 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 (105 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 (55 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 HP16,700 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

Exteriors

Skins & permanent camouflages

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

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.