World of Warships: Legends ship guide

North Carolina

Also called: 北卡罗来纳 Beta
Bow-tank battleshipA bow-on anchor: thick plate eats incoming fire while the team trades from behind.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
Heavy AP penStrong AASpotter planeLong DCP windowHeavy armorStiff AP fuse
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Community Data

North Carolina Community Stats

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Playstyle

Overview

North Carolina is a Tier VI American bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. Standout traits: best DCP duration in T6 BBs (20 s) and top-decile AA DPS in T6 BBs (646).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Long DCP window

20.0 s Damage Control duration, best of T6 BBs. Stays fire / flood immune longer per activation.

ELITE ARMOR
  • Heavy · 406.0 mm
  • Bow-tanker
ELITE AA
  • Top-tier · 646.0 AA
  • AA specialist
Flat AP trajectory

Retains 67.8% of muzzle velocity at max range, top decile of T6 BBs. Flatter shots, less lead.

Stiff AP fuse

68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Sluggish rudder

17.4 s rudder shift, bottom decile of T6 BBs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get North Carolina

North Carolina is available in the Heavy Battleships branch of the U.S. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 1,800,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.S.A. tech-tree branch diagram
U.S. Tech Tree

North Carolina sits in the Heavy Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

The heavy battleship line starts with Tennessee, focusing on maximum firepower at the cost of speed and flexibility in battle. Plan ahead, pick a position, and punish the enemy with a heavy broadside.
Advantages
Long-range main battery guns, Large main battery salvo
Disadvantages
Slow, Slow reload, Inflexible

Best listed chance for this ship

Official WG availability sources
Show direct source rows

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 North Carolina sits among Tier VI BBs (32 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.

BestAA threat2,134 (1 of 3 tied) Top 10%AA DPS646 (3/32) Top 25%Main battery caliber406 mm (9/32) Top 25%AP DPM221,062 (6/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Max armor406 mm (5/32) Bottom 25%Traverse-to-turn ratio3.82 × (25/32) Bottom 25%Main battery reload32 s (25/32) Bottom 25%Sigma1.7 (25/32) Bottom 25%Secondary HE pen21 mm (26/31) Bottom 25%AP arming threshold68 mm (25/32) Bottom 25%Displacement46,700 t (29/32) Bottom 10%Rudder shift17.4 s (30/32) WorstSecondary fire chance5% (1 of 6 tied) WorstAP velocity701 m/s (1 of 3 tied) WorstSecondary range4.5 km (1 of 7 tied) WorstNo torpedoes (26 of 32 in cohort)
See 27 mid-pack stats

Not standouts for North Carolina -- 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 points58,000 HP(23/32) Max speed27 kt(21/32) Concealment14.41 km(10/32) Air detection11.53 km(11/32) Main battery range15.89 km(23/32) HE shell damage5,700(13/31) HE fire chance36%(11/31) Fires per minute6.08(13/31) HE DPM96,188(14/31) Main dispersion204.4 m(10/32) Secondary DPM (per side)180,000(20/32) HE alpha1,800(23/31) HE velocity820 m/s(14/31) Acceleration36.6 s(23/32) Engine power100,000 hp(21/32) Turn-speed retention131.6 hp/m(20/32) Power-to-weight2.14 hp/t(21/32) AA range5 km(13/32) Repair charges3(15/32) Citadel belt305 mm(17/32) Bow armor26 mm(12/32) Stern armor26 mm(13/32) Deck armor37 mm(23/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP fuse timer0.03 s(22 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value)
Survivability
Hit PointsInitial: 48,000 → 58,000
Displacement46,700 t
Armor range13–406 mm
Plate armor thicknesses13, 16, 19, 25, 26, 32, 37, 40, 43, 49, 50, 100, 120, 140, 152, 165, 173, 235, 282, 305, 378, 406 mm
Armor material/layer entries61
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction19%
Main Battery
ModuleArtillery: 406 mm Mk6
Mounts / barrels3 mounts / 9 barrels
Reload time32 s
Firing range (base)14.4 km
Firing range (top fire control)15.9 km
Turret traverse4 °/s
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1444130·1221000+2)·30=204.4m
204.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =204.4·0.6=122.6m
122.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =204.4·0.357(σ=1.7)=72.9m
72.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =122.6·0.356(σ=1.7)=43.7m
43.7 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 32 s base reload = 16.9.
16.9
HE shells
HE Damage5,700
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 32 s base reload = 96,188.
96,188
Base fires/min
ƒ16.9 shells/min x 36% fire chance = 6.08.
6.08
AP shells
AP Damage13,100
AP Velocity701 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·12250.69·0.4061.07·7011.38=778.8mm. Matches the in-game spec card.
778.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 475.4 m/s: P=107·2598·12250.69·0.4061.07·475.41.38=455.7mm.
455.7 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 32 s base reload = 221,062.
221,062
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.
150
AA Defense
AA mount pointsInitial: 56 → 59
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (112×3.5×0.75) + (89×3.5×0.7) + (51×3.5×0.75) = 646. 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.
646
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk2Initial: 10×4 → 15×4 40mm
20 mm Oerlikon Mk4Initial: 46×1 → 44×1 20mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 51 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
51
Range5 km
Medium aura
DPSInitial: 76 → 112
Range3.5 km
Total DPS in Aura
ƒFar 51 + Medium 112 = 163
163
Near aura
DPSInitial: 95 → 89
Range2 km
Total DPS in Aura
ƒFar 51 + Medium 112 + Near 89 = 252
252
S
Secondary Battery
Mounts10
Firing range4.5 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine moduleEngine: 100,000 hp
Engine power100,000 hp
Maximum speed27 kt
Turning circle radius760 m
Rudder shift time17.4 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 (24.3 kt of 27 kt), from our in-house acceleration model.
36.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27 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.
59.6 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·27.0·0.5144760=1.05°/s, so ratio=ωturretωhull=41.05=3.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.8× drags
Concealment
Detectability by sea14.41 km
Detectability by air11.53 km
Smoke firing penalty13.94 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.41 km
Detect Fire Sea16.41 km
Detect Fire Air14.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 10,718 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.
· 32,154 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.
· 383 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (58,000 HP) per second = 383 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
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
Observation Seaplane3 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
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points48,000 → 58,000
  • Rudder shift29.7 → 22.6 s
  • AA mounts56 → 59
  • Close-range AA DPS171 → 201
Fire controlUpgrade
  • Main battery range14,441 → 15885.1 m

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)1.7
Max Horiz Disp204.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14441}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 204.4\,\text{m}$
Shell scatter width @ 10 km160 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 Disp122.6 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 204.4 \cdot 0.6 = 122.6\,\text{m}$
Shell scatter height @ 10 km86.2 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 Disp72.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 204.4 \cdot 0.357\;(\sigma = 1.7) = 72.9\,\text{m}$
Med Vert Disp43.7 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 122.6 \cdot 0.356\;(\sigma = 1.7) = 43.7\,\text{m}$
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close778.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 701^{1.38} = 778.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far455.7 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 475.4 m/s: $P = 10^{-7}\cdot 2598 \cdot 1225^{0.69} \cdot 0.406^{-1.07} \cdot 475.4^{1.38} = 455.7\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM96,188
51,300 HE full-salvo alpha x 60 / 32 s base reload = 96,188.
Base AP DPM221,062
117,900 AP full-salvo alpha x 60 / 32 s base reload = 221,062.
Base shells/min16.9
9 broadside guns x 60 / 32 s base reload = 16.9.
Base fires/min6.08
16.9 shells/min x 36% fire chance = 6.08.

AA defense

Close-range AA DPS646
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (112×3.5×0.75) + (89×3.5×0.7) + (51×3.5×0.75) = 646. 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 index2134
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 @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)180,000
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: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. 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 chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% 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 48,00058,000 with hull upgrade, 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 & stern26 mm

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

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow26 mm primary (range 26–40 mm)3,200 (6% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 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)100 mm primary (range 19–406 mm)52,300 (90% of HP)
No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern26 mm primary (range 26–378 mm)2,400 (4% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm26 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 13–305 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.
Superstructure16 mm primary (range 16–37 mm)3,300 (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 HP30,000 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 (127 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 (40 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.
Engine (module, research)engine coefficient (unconfirmed)-0.120 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP17,900 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 North Carolina. Cards are condensed; use each source link for full context.

Main Battery ×1
2025-09-04

September Update: The Valor Armada

  • The barbette top plate armor layer was moved to the main battery bottom plate for North Carolina, Leviathan, Alabama, Massachusetts, and Massachusetts B.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • North Carolina 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.