World of Warships: Legends ship guide

New Orleans W

Also called: 新奥尔良冬季 · Зимний New Orleans Beta
U.S.A. · Tier VI · CA Cruiser · Premium
Hydro cruiserSonar-first support: contest islands and smoke without spending detection.
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
2.05 sigma accuracyStrong secondaries (5 km)Wide always-pen zoneStrong AASonarDefensive AA

Variant of New Orleans

New Orleans W is a variant of New Orleans with artillery buff.

Show all differences

Artillery

  • main-gun reload12 s-1.5 sBetter
  • artillery module: Artillery: 203 mm Mk14 vs Artillery: 203 mm/55 Mk14
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Community Data

New Orleans W Community Stats

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

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Playstyle

Overview

New Orleans W is a Tier VI American heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. AA (480 AA DPS at 4.2 km, +100% Defensive AA flak burst) 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 AP always-pen window in T6 CAs (60°) and top-decile burny secondaries in T6 CAs (9).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4.2 km on ships, 3 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 35,000-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

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Tight grouping
  • Late auto-bounce · 67.5°
ELITE SECONDARIES
  • Burny · 9.0%
  • Punch-through · 21.0 mm
Sharp rudder

6.9 s rudder shift, top decile of T6 CAs. Snappy weave.

Thick stern plate

25.0 mm stern, top decile of T6 CAs.

Top-tier AA

480.0 AA DPS, top decile of T6 CAs (median 268.0).

Acquisition

How to get New Orleans W

New Orleans W is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Spectral Vault 5.0 0.4375% Tier VI Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.190625% Tier VI Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.125%
    • Spectral Vault 4.0 → Spectral Vault 5.00.065625%
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Show all 8 containers (5 more)
  • Spectral Vault 3.0 0.109094% Tier VI Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.075%
    • Spectral Vault 3.0 → Spectral Vault 4.00.01375%
    • Spectral Vault 3.0 → Spectral Vault 5.00.013125%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.007219%
  • Mystic Lantern 0.102273% Tier VI Premium ship Event containers · Mystic Lantern · 1 of 44 ships
  • Spectral Vault 2.0 0.039722% Tier VI Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.00.025%
    • Spectral Vault 2.0 → Spectral Vault 3.00.0075%
    • Spectral Vault 2.0 → Spectral Vault 4.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001375%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001313%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000722%
  • Spectral Vault 1.0 0.004716% Tier VI Premium ship Event containers · Spectral Vault 1.0 · 12 paths combined · 1 of 40 ships
    Show 12 paths
    • Spectral Vault 1.0 → Spectral Vault 2.00.00225%
    • Spectral Vault 1.0 → Spectral Vault 3.00.00075%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000675%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000138%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000131%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000124%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000118%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000072%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000065%
    • Spectral Vault 1.00.00005%
  • Mystic Box 0.002273% Tier VI Premium ship Event containers · Mystic Box · 1 of 44 ships
Official WG availability sources
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Builds Beta

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Cohort position

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Where New Orleans W sits among Tier VI CAs (43 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP fuse timer0.03 s (1 of 21 tied) BestAP ricochet start60° (1 of 6 tied) Top 10%Rudder shift6.9 s (3/43) Top 10%Sigma2.05 (5/43) Top 10%Secondary fire chance9% (3/38) Top 10%AA DPS480 (5/43) Top 25%Secondary HE pen21 mm (9/38) Top 25%AP auto-bounce angle67.5° (6/42) Top 25%Secondary range5 km (7/38) Top 25%AA threat1,341 (9/43) Top 25%End plates25 mm (9/41 / 7/41) Bottom 25%HE velocity823 m/s (32/39) WorstNo torpedoes (10 of 43 in cohort)
See 28 mid-pack stats

Not standouts for New Orleans W -- here's where she sits on every other ranked stat in the cohort.

Hit points35,000 HP(21/43) Max speed32.5 kt(28/43) Concealment12.13 km(29/43) Air detection7.28 km(31/43) Traverse-to-turn ratio4.82 ×(23/43) Main battery caliber203 mm(14/43) Main battery range14.92 km(15/43) Main battery reload12 s(24/43) HE shell damage2,800(18/39) HE fire chance14%(16/39) Fires per minute6.3(19/39) HE DPM126,000(23/39) AP shell damage4,600(18/42) AP DPM207,000(22/42) Main dispersion126.6 m(13/43) Secondary DPM (per side)96,000(19/38) HE alpha1,800(11/38) AP velocity853 m/s(18/42) Acceleration25.4 s(21/43) AP arming threshold34 mm(29/42) Engine power107,000 hp(19/43) Turn-speed retention162.1 hp/m(15/43) Displacement13,310 t(23/43) Power-to-weight8.04 hp/t(23/43) AA range4.2 km(33/43) Max armor127 mm(18/43) Citadel belt127 mm(13/41) Deck armor57 mm(20/40)
Survivability
Hit Points35,000
Displacement13,310 t
Armor range6–127 mm
Plate armor thicknesses6, 13, 16, 19, 25, 32, 38, 40, 51, 57, 63, 76, 89, 102, 127 mm
Armor material/layer entries55
Fire resistance30%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 203 mm Mk14
Mounts / barrels3 mounts / 9 barrels
Reload time12 s
Firing range (base)13.6 km
Firing range (top fire control)14.9 km
Turret traverse7 °/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 =(1356230·81.11000+1.1)·30=126.6m
126.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =126.6·0.6=75.9m
75.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =126.6·0.314(σ=2.05)=39.7m
39.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =75.9·0.314(σ=2.05)=23.8m
23.8 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ9 broadside guns x 60 / 12 s base reload = 45.
45
HE shells
HE Damage2,800
HE Velocity823 m/s
Fire Chance14%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,800 HE damage x 9 broadside guns = 25,200.
25,200
Base HE DPM
ƒ25,200 HE full-salvo alpha x 60 / 12 s base reload = 126,000.
126,000
Base fires/min
ƒ45 shells/min x 14% fire chance = 6.3.
6.3
AP shells
AP Damage4,600
AP Velocity853 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 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 =107·2846·1180.69·0.2031.07·8531.38=467.2mm. Matches the in-game spec card.
467.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 364.7 m/s: P=107·2846·1180.69·0.2031.07·364.71.38=144.6mm.
144.6 mm
AP full-salvo alpha
ƒ4,600 AP damage x 9 broadside guns = 41,400.
41,400
Base AP DPM
ƒ41,400 AP full-salvo alpha x 60 / 12 s base reload = 207,000.
207,000
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.
30
AA Defense
AA mount points32
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (50×3.5×0.9) + (86×3.5×0.85) + (21×3.5×0.9) = 480. 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.
480
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.2 km
40 mm Bofors Mk26×4 40mm
20 mm Oerlikon Mk49×1 20mm
20 mm Oerlikon Mk2017×2 20mm
127 mm Mk19 mod. 6 (DP)8×1 127mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
21
Range4.2 km
Medium aura
DPS50
Range3.5 km
Total DPS in Aura
ƒFar 21 + Medium 50 = 71
71
Near aura
DPS86
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 50 + Near 86 = 157
157
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time4.5 s
HE Damage1,800
Muzzle Velocity657 m/s
Fire Chance9%
Armor Pen21 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: 107,000 hp
Engine power107,000 hp
Maximum speed32.5 kt
Turning circle radius660 m
Rudder shift time6.9 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 (29.2 kt of 32.5 kt), from our in-house acceleration model.
25.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
41.3 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·32.5·0.5144660=1.45°/s, so ratio=ωturretωhull=71.45=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea12.13 km
Detectability by air7.28 km
Smoke firing penalty6.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.13 km
Detect Fire Sea14.13 km
Detect Fire Air10.28 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
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

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 Disp126.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13562}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 126.6\,\text{m}$
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 Disp75.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 126.6 \cdot 0.6 = 75.9\,\text{m}$
Shell scatter height @ 10 km55.8 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 Disp39.7 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 126.6 \cdot 0.314\;(\sigma = 2.05) = 39.7\,\text{m}$
Med Vert Disp23.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 75.9 \cdot 0.314\;(\sigma = 2.05) = 23.8\,\text{m}$
AP Pen Close467.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2846 \cdot 118^{0.69} \cdot 0.203^{-1.07} \cdot 853^{1.38} = 467.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far144.6 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 364.7 m/s: $P = 10^{-7}\cdot 2846 \cdot 118^{0.69} \cdot 0.203^{-1.07} \cdot 364.7^{1.38} = 144.6\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha25,200
2,800 HE damage x 9 broadside guns = 25,200.
AP full-salvo alpha41,400
4,600 AP damage x 9 broadside guns = 41,400.
Base HE DPM126,000
25,200 HE full-salvo alpha x 60 / 12 s base reload = 126,000.
Base AP DPM207,000
41,400 AP full-salvo alpha x 60 / 12 s base reload = 207,000.
Base shells/min45
9 broadside guns x 60 / 12 s base reload = 45.
Base fires/min6.3
45 shells/min x 14% fire chance = 6.3.

AA defense

Close-range AA DPS480
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (50×3.5×0.9) + (86×3.5×0.85) + (21×3.5×0.9) = 480. 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 range4.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1341
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)96,000
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: 8×1 127 mm (4/side) × 60/4.5 × 1800 = 96,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 35,000, 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 & stern25 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel127 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 16–76 mm)≈ 1,750 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)76 mm primary (range 6–76 mm)≈ 26,250 (~75% of HP)
No common caliber overmatches76 mm: most HE shatters, standard pen from 460mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–63 mm)≈ 1,750 (~5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel127 mm primary (range 6–127 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.
Superstructure6 mm primary (range 6–127 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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting New Orleans W. Cards are condensed; use each source link for full context.

Buff ×6Main Battery ×5
2023-06-15

Ministry of Balance: Italian Concerto

  • Stock Main Battery reload speed reduced from 14 to 13.5 s.
  • Upgraded Main Battery reload speed reduced from 13 to 12 s.
  • Hull plating improved from 16mm/19mm to 25mm.
Read the full official post
2021-05-13

May Update: Things Are Heating Up!

  • Main battery accuracy improved by about 3%.
  • Main battery reload time reduced from 15 to 14 seconds.
  • Main battery turret traverse speed increased from 6,5°/s to 7°/s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior New Orleans W can equip, from in-game data.

  • New Orleans W 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.