World of Warships: Legends ship guide

Preussen

Also called: 普鲁士 Beta
Germany · Tier ★ · Battleship · Premium
Turtleback brawlerTurtleback armor shrugs close-range AP; brawl in with secondaries firing.
Playstyle
  • Push to within secondary range (~6 km) so the auto-fire battery starts contributing
  • Avoid: Sniping from the back line
Key characteristics
457 mm overmatch2.1 sigma accuracy18 km gun rangeImproved HE penSonarEasily spotted
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Community Data

Preussen Community Stats

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Playstyle

Overview

Preussen is a Legendary German turtleback battleship: her sloped internal armor bounces plunging shells at close range, so the citadel is safer inside secondary range than at long-line trades. The kit is brawl-positive with secondaries out to 6 km that punish anyone who closes. 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 sigma in Legendary BBs (2.1) and best turret traverse rate in Legendary BBs (6).

Positioning

Push to within secondary range (~6 km) so the auto-fire battery starts contributing. The turtleback bounces plunging shells, so close range protects the citadel better than long-line trades do; let peers think you are overextending while the kit's brawl angle eats their AP. Bow on between salvos still matters; the bow plate handles overmatch where the turtleback handles plunge.

Potato Avoidance

Sniping from the back line

The turtleback advantage exists only at close range; sitting 17 km out means the kit's defining trait is doing nothing for you, and peer BBs that should be losing the trade are not. If the team will not support the push, pick the cap that does.

Signature Traits

Turtleback armor

Sloped internal armor between the lower belt and the citadel deck. Bounces AP shells that penetrate the upper belt, so close-range broadside trades are survivable against same-tier guns.

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 6/20 Legendary BBs.

ELITE MAIN BATTERY
  • Tight grouping
  • Fast turret traverse · 6.0°
Punch-through secondaries

38.0 mm best HE pen across secondary families, best of Legendary BBs. Pens hull plates peers' secondaries shatter on.

ELITE SONAR
  • Long-range · 6.0 km
  • Wide torpedo · 4.05 km
Easily spotted

16.2 km surface detect, worst of Legendary BBs. Visible before you can react; position early.

Acquisition

How to get Preussen

Preussen is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • Eagle of the North Sea Campaign Breakdown Campaign Start: 2025-05-19 · End: 2025-06-29 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.
  • Through the Spy Glass: Preußen Ship feature / release Start: 2025-05-20 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

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 Preussen sits among Legendary BBs (20 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.

BestSigma2.1 (1 of 4 tied) BestSecondary HE pen38 mm (1 of 3 tied) Top 10%Main battery range17.72 km (2/20) Top 10%Main battery reload21.6 s (2/20) Top 25%Traverse-to-turn ratio7.13 × (4/20) Top 25%HE fire chance45% (5/19) Top 25%AP shell damage15,250 (4/20) Top 25%Secondary dispersion bracket43.5 (4/20) Top 25%AP velocity810 m/s (5/20) Top 25%AA range5.2 km (6/20) Bottom 25%HE alpha1,700 (15/18) Bottom 25%AA DPS521 (18/20) Bottom 25%Max armor400 mm (16/20) Bottom 10%Rudder shift19.5 s (19/20) Bottom 10%Acceleration39.9 s (19/20) Bottom 10%Displacement80,058 t (19/20) Bottom 10%Citadel belt220 mm (19/20) WorstStealth profile16.2 km / 13.04 km (20/20 / 20/20) WorstNo torpedoes (17 of 20 in cohort) WorstRepair charges2 (1 of 7 tied)
See 24 mid-pack stats

Not standouts for Preussen -- 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 points95,200 HP(10/20) Max speed30 kt(9/20) Main battery caliber457 mm(9/20) HE shell damage5,450(13/19) Fires per minute10(8/19) HE DPM121,111(12/19) AP DPM338,889(7/20) Main dispersion196.8 m(9/20) Secondary DPM (per side)279,400(9/20) Secondary fire chance8%(11/18) HE velocity810 m/s(9/19) AP arming threshold76 mm(13/20) Engine power167,600 hp(11/20) Turn-speed retention159.6 hp/m(15/20) Power-to-weight2.09 hp/t(15/20) Secondary range6 km(7/20) AA threat2,218(14/20) Deck armor75 mm(8/19) NormAP fuse timer0.03 s(18 of 20 tied at this value) NormAP ricochet start45°(17 of 20 tied at this value) NormAP auto-bounce angle60°(17 of 20 tied at this value) NormRepair heal rate0.5 %/s(13 of 20 tied at this value) NormBow armor32 mm(16 of 20 tied at this value) NormStern armor32 mm(16 of 20 tied at this value)
Survivability
Hit Points95,200
Displacement80,058 t
Armor range19–400 mm
Plate armor thicknesses19, 25, 32, 38, 45, 50, 60, 75, 80, 100, 120, 150, 175, 200, 220, 280, 380, 400 mm
Armor material/layer entries72
Fire resistance40%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 457 mm/52 SK C/34
Mounts / barrels4 mounts / 8 barrels
Reload time24 s
Firing range17.7 km
Turret traverse6 °/s
Shell Grouping (σ)2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1772030·101.61000+1.6)·30=196.8m
196.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =196.8·0.6=118.1m
118.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =196.8·0.308(σ=2.1)=60.6m
60.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =118.1·0.308(σ=2.1)=36.4m
36.4 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 24 s base reload = 20.
20
HE shells
HE Damage5,450
HE Velocity810 m/s
Fire Chance45%
HE penetration
ƒ114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
114 mm
HE full-salvo alpha
ƒ5,450 HE damage x 8 broadside guns = 43,600.
43,600
Base HE DPM
ƒ43,600 HE full-salvo alpha x 60 / 24 s base reload = 109,000.
109,000
Installed HE DPM
ƒ43,600 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 121,111.
121,111
Base fires/min
ƒ20 shells/min x 45% fire chance = 9.
9
AP shells
AP Damage15,250
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·14640.69·0.4571.07·8101.38=856.8mm. Matches the in-game spec card.
856.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22.1 km), where the shell has slowed to 554.8 m/s: P=107·2350·14640.69·0.4571.07·554.81.38=508.3mm.
508.3 mm
AP full-salvo alpha
ƒ15,250 AP damage x 8 broadside guns = 122,000.
122,000
Base AP DPM
ƒ122,000 AP full-salvo alpha x 60 / 24 s base reload = 305,000.
305,000
Installed AP DPM
ƒ122,000 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 338,889.
338,889
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.
400
AA Defense
AA mount points20
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.75) + (45×3.5×0.75) + (70×3.5×0.7) + (40×3.5×0.75) = 521. 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.
521
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
55 mm L/77 Gerät 586×1 55mm
55 mm L/77 Gerät 58 Zwilling4×2 55mm
30 mm Flak 386×4 30mm
30 mm Flak 103/384×2 30mm
128 mm/61 KM40 (DP)10×2 128mm
Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range5.2 km
Outer Medium aura
DPS45
Range5 km
Total DPS in Aura
ƒFar 40 + Outer Medium 45 = 85
85
Inner Medium aura
DPS48
Range4.5 km
Total DPS in Aura
ƒFar 40 + Outer Medium 45 + Inner Medium 48 = 133
133
Near aura
DPS70
Range3 km
Total DPS in Aura
ƒFar 40 + Outer Medium 45 + Inner Medium 48 + Near 70 = 203
203
S
Secondary Battery
Mounts14
Firing range6.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (22.5%)
Max secondary dispersion @ 6 km
ƒ6 km × 43.5 + 30 = 291 m.
291 m
128 mm/61 KM40 (×10)
Caliber128 mm
Reload time4 s
HE Damage1,500
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm L/55 SK C/28 (×4)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 167,600 hp
Engine power167,600 hp
Maximum speed30 kt
Turning circle radius1050 m
Rudder shift time19.5 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 (27.0 kt of 30 kt), from our in-house acceleration model.
39.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
65.7 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·30.0·0.51441050=0.84°/s, so ratio=ωturretωhull=60.84=7.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.1× ok
Concealment
Detectability by sea16.2 km
Detectability by air13.04 km
Smoke firing penalty16 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
16.2 km
Detect Fire Sea18.2 km
Detect Fire Air16.04 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party2 charges · 80 s reload · 28 s active · 13,328 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 26,656 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.
· 476 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (95,200 HP) per second = 476 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter7 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 Seaplane7 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
Sonar2 charges · 180 s reload · 60 s active · 6 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 200×301000=6 km
· 4.05 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 135×301000=4.05 km

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)2.1
Max Horiz Disp196.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17720}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 196.8\,\text{m}$
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 Disp118.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 196.8 \cdot 0.6 = 118.1\,\text{m}$
Shell scatter height @ 10 km67.7 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 Disp60.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 196.8 \cdot 0.308\;(\sigma = 2.1) = 60.6\,\text{m}$
Med Vert Disp36.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 118.1 \cdot 0.308\;(\sigma = 2.1) = 36.4\,\text{m}$
AP Pen Close856.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2350 \cdot 1464^{0.69} \cdot 0.457^{-1.07} \cdot 810^{1.38} = 856.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far508.3 mm
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 554.8 m/s: $P = 10^{-7}\cdot 2350 \cdot 1464^{0.69} \cdot 0.457^{-1.07} \cdot 554.8^{1.38} = 508.3\,\text{mm}$.
HE penetration114 mm
114 mm ≈ 457 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) - 0.249 in this case. Lets HE pen ~114mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha43,600
5,450 HE damage x 8 broadside guns = 43,600.
AP full-salvo alpha122,000
15,250 AP damage x 8 broadside guns = 122,000.
Base HE DPM109,000
43,600 HE full-salvo alpha x 60 / 24 s base reload = 109,000.
Base AP DPM305,000
122,000 AP full-salvo alpha x 60 / 24 s base reload = 305,000.
Installed HE DPM121,111
43,600 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 121,111.
Installed AP DPM338,889
122,000 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 338,889.
Base shells/min20
8 broadside guns x 60 / 24 s base reload = 20.
Installed shells/min22.2
8 broadside guns x 60 / 21.6 s installed Artillery reload = 22.2.
Base fires/min9
20 shells/min x 45% fire chance = 9.
Installed fires/min10
22.2 shells/min x 45% fire chance = 10.

AA defense

Close-range AA DPS521
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (48×3.5×0.75) + (45×3.5×0.75) + (70×3.5×0.7) + (40×3.5×0.75) = 521. 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 index2218
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 km

Secondary battery dispersion

Secondary dispersion typeImproved (22.5%)
Max dispersion = range (km) × 43.5 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 6 km291 m
6 km × 43.5 + 30 = 291 m.

Secondary battery firepower

Secondary DPM (per side)279,400
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: 10×2 128 mm (10/side) × 60/4 × 1500 = 225,000 + 4×2 150 mm (4/side) × 60/7.5 × 1700 = 54,400. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 95,200, 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 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel380 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 40%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–120 mm)4,300 (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)25 mm primary (range 25–380 mm)71,400 (75% of HP)
Overmatched by 380mm+ (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–200 mm)2,600 (3% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel380 mm primary (range 38–220 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 mm primary (range 19–220 mm)6,000 (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 HP52,900 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 (150 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 HP28,600 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
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

Primary official WG sources

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