World of Warships: Legends ship guide

Tashkent '39

Beta
U.S.S.R. · Tier VI · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match you…
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (10 km)Stealthy (6.3 km)SmokeTorp Reload BoosterEngine BoostLow HE DPM

Variant of Tashkent

This ship shares its hull with Tashkent. Specific stat and loadout differences are shown on the Specs tab.

On this page
Community Data

Tashkent '39 Community Stats

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Playstyle

Overview

Tashkent '39 is a Tier VI Soviet gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Standout traits: best top speed in T6 DDs (44.8 kt) and best engine power in T6 DDs (110,000 HP).

Positioning

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

Potato Avoidance

Trading guns in open water against peer DDs

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

Signature Traits

Engine Boost

+12% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MOBILITY
  • Fast for the class · 44.8 kt
  • Heavy powerplant · 110000.0 hp
  • Holds speed in turns · 150.7 hp
ELITE ARMOR
  • Thick deck · 20.0 mm
  • Heavy · 20.0 mm
High HP pool

21200.0 HP, top decile of T6 DDs.

Low HE DPM

68400 HE DPM, bottom decile of T6 DDs. Don't bank on burn pressure.

Acquisition

How to get Tashkent '39

Tashkent '39 is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Official WG availability sources

Builds Beta

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

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Cohort position

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Where Tashkent '39 sits among Tier VI DDs (41 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.

BestMax speed44.8 kt (1/41) BestStealth profile6.35 km / 3.18 km (1/41 / 1/41) BestEngine power110,000 hp (1/41) BestTurn-speed retention150.7 hp/m (1/41) BestDeck armor20 mm (1/27) Top 10%Hit points21,200 HP (2/41) Top 10%Power-to-weight26.42 hp/t (2/41) Top 25%Main battery caliber130 mm (9/41) Top 25%Max armor20 mm (7/41) Bottom 25%Main dispersion95.5 m (35/41) Bottom 25%AP arming threshold22 mm (31/37) Bottom 25%AA threat225 (37/41) Bottom 10%Rudder shift4.9 s (40/41) Bottom 10%Acceleration18.9 s (39/41) WorstFires per minute2.88 (41/41) WorstHE DPM68,400 (41/41) WorstAP DPM90,000 (37/37) WorstNo secondaries (37 of 41 in cohort) WorstDisplacement4,163 t (41/41) WorstAA range2.5 km (1 of 4 tied)
See 18 mid-pack stats

Not standouts for Tashkent '39 -- 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.

Traverse-to-turn ratio5.36 ×(26/41) Main battery range10.73 km(15/41) Main battery reload5 s(22/41) HE fire chance8%(19/41) AP shell damage2,500(11/37) AP velocity870 m/s(11/37) HE velocity870 m/s(13/41) AA DPS139(20/41) Torpedo range9.99 km(13/41) Torpedo damage≈14,000(19/41) Torpedo speed60 kt(31/41) Torpedo reload93 s(28/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormCitadel belt16 mm(28 of 39 tied at this value) NormBow armor16 mm(32 of 39 tied at this value) NormStern armor16 mm(32 of 39 tied at this value)
Survivability
Hit Points21,200
Displacement4,163 t
Armor range6–20 mm
Plate armor thicknesses6, 13, 16, 19, 20 mm
Armor material/layer entries28
Fire resistance30%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/50 B-13 1936
Mounts / barrels3 mounts / 3 barrels
Reload time5 s
Firing range10.7 km
Turret traverse9.7 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1073530·80.51000+0.5)·30=95.5m
95.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =95.5·0.6=57.3m
57.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =95.5·0.319(σ=2)=30.5m
30.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =57.3·0.319(σ=2)=18.3m
18.3 m
Turret turn time
ƒ180 degrees / 9.7 deg/s traverse speed = 18.6 s.
18.6 s
Base shells/min
ƒ3 broadside guns x 60 / 5 s base reload = 36.
36
HE shells
HE Damage1,900
HE Velocity870 m/s
Fire Chance8%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 3 broadside guns = 5,700.
5,700
Base HE DPM
ƒ5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
68,400
Base fires/min
ƒ36 shells/min x 8% fire chance = 2.88.
2.88
AP shells
AP Damage2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1700·33.50.69·0.131.07·8701.38=193.8mm. Matches the in-game spec card.
193.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.4 km), where the shell has slowed to 367.7 m/s: P=107·1700·33.50.69·0.131.07·367.71.38=59mm.
59 mm
AP full-salvo alpha
ƒ2,500 AP damage x 3 broadside guns = 7,500.
7,500
Base AP DPM
ƒ7,500 AP full-salvo alpha x 60 / 5 s base reload = 90,000.
90,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
Torpedoes
ModuleTorpedoes: 533 mm Triple 1-N
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time93 s
Projectile speed60 kt
Range9.99 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=42,000·0.333=14,000.
≈ 14,000
Torpedo detectability1.2 km
Flooding chance250%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming185 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000.
126,000
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×1) + (28×3.5×0.95) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2.5 km
45 mm 21-K6×1 45mm
12.7 mm DShK6×1 13mm
Medium aura
DPS13
Range2.5 km
Near aura
DPS28
Range1.2 km
Total DPS in Aura
ƒMedium 13 + Near 28 = 41
41
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed44.8 kt
Turning circle radius730 m
Rudder shift time4.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (40.3 kt of 44.8 kt), from our in-house acceleration model.
18.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (44.4 kt of 44.8 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.
32.2 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·44.8·0.5144730=1.81°/s, so ratio=ωturretωhull=9.71.81=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea6.35 km
Detectability by air3.18 km
Smoke firing penalty2.43 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.35 km
Detect Fire Sea8.35 km
Detect Fire Air6.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 85 s cloud active
Engine Boost3 charges · 180 s reload · 120 s active · +12% speed bonus
Torpedo Reload Booster2 charges · 300 s reload · 1 s active · 8 s torpedo launchers reload time
ƒWhile active, torpedo tubes reload in this time instead of the full reload, letting you fire a second spread right after the first.

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp95.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{10735}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 95.5\,\text{m}$
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp57.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 95.5 \cdot 0.6 = 57.3\,\text{m}$
Shell scatter height @ 10 km52.8 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 Disp30.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 95.5 \cdot 0.319\;(\sigma = 2) = 30.5\,\text{m}$
Med Vert Disp18.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 57.3 \cdot 0.319\;(\sigma = 2) = 18.3\,\text{m}$
AP Pen Close193.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 870^{1.38} = 193.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far59 mm
Same formula at the ship's max firing range (13.4 km), where the shell has slowed to 367.7 m/s: $P = 10^{-7}\cdot 1700 \cdot 33.5^{0.69} \cdot 0.13^{-1.07} \cdot 367.7^{1.38} = 59\,\text{mm}$.
HE penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha3
All 3 barrels bear on the broadside.
Turret turn time18.6 s
180 degrees / 9.7 deg/s traverse speed = 18.6 s.
HE full-salvo alpha5,700
1,900 HE damage x 3 broadside guns = 5,700.
AP full-salvo alpha7,500
2,500 AP damage x 3 broadside guns = 7,500.
Base HE DPM68,400
5,700 HE full-salvo alpha x 60 / 5 s base reload = 68,400.
Base AP DPM90,000
7,500 AP full-salvo alpha x 60 / 5 s base reload = 90,000.
Base shells/min36
3 broadside guns x 60 / 5 s base reload = 36.
Base fires/min2.88
36 shells/min x 8% fire chance = 2.88.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7.7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range64 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage126,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000.
Per-side salvo damage126,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 14,000 = 126,000.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (13×3.5×1) + (28×3.5×0.95) = 139. 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 range2.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index225
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 range1.2 km

Armor Beta

Hull HP 21,200, 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 & stern16 mm

Overmatched by 124+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

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
Bow16 mm primary (range 16–20 mm)2,700 (13% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm primary (range 16–20 mm)15,900 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm1,700 (8% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 13–16 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.
Superstructure6 mm primary (range 6–20 mm)2,000 (9% 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 HP10,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (45 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 HP6,400 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 Tashkent '39 can equip, from in-game data.

  • Tashkent '39 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.