World of Warships: Legends ship guide

V-170

Beta
Torpedo destroyerSpot and strike with torps; trade guns only when ahead.
Playstyle
  • Using her fantastic torpedo angles, contest space while staying bow-in, being careful to not push too d…
  • Avoid: Burning the 5.6 km concealment advantage on guns
Key characteristics
High AP DPMLobs over islandsSmokeEngine BoostHardened superstructureTight dispersion
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Community Data

V-170 Community Stats

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Playstyle

Overview

V-170 is a Tier III German torpedo-focused destroyer with quick-reloading torpedoes paired with good surface detection (5.6 km). Using her stealth to push closer, frequently firing torpedo shots into choke points can help stall pushes. Her AP damage is exceptional, but is only effective on slightly angled destroyers. Standout traits: top decile torpedo reload for T3 DDs (42.0s) and AP DPM in T3 DDs (153,333).

Positioning

Using her fantastic torpedo angles, contest space while staying bow-in, being careful to not push too deeply and getting spotted in return. Rely on allied ships to deal damage on enemy ships, transitioning onto the flanks to get the best angle for torpedo attacks, letting your concealment keep you safe.

Potato Avoidance

Burning the 5.6 km concealment advantage on guns

V-170 has great AP DPM, but its value is limited only on angled DDs, meaning building for them wastes the opportunity to improve her good torpedoes. Pushing too far in is a symptom of overconfidence and you lack health to effectively escape.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • AP DPM machine · 138000 AP
  • Tight dispersion · 77.1 m
  • High-arc HE shells · 40.9°
  • Fast reload · 4.0 s
  • High-arc howitzer
Hardened superstructure

10.0 mm superstructure, best of T3 DDs. HE farms less.

Acquisition

How to get V-170

V-170 is available in the Area-Control Destroyers branch of the Germany Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

V-170 sits in the Area-Control Destroyers branch. The highlighted path shows the local branch context inside the full Germany tree.

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 V-170 sits among Tier III DDs (11 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.

BestMain battery reload4 s (1 of 2 tied) BestAP DPM138,000 (1 of 2 tied) BestMain dispersion77.1 m (1/11) Top 25%Max speed35.5 kt (3/11) Top 25%Stealth profile5.58 km / 2.79 km (3/11 / 3/11) Top 25%Fires per minute3 (3/10) Top 25%Engine power34,000 hp (3/11) Top 25%Turn-speed retention68 hp/m (3/11) Top 25%Torpedo reload42 s (3/11) Bottom 25%Main battery range9.11 km (10/11) Bottom 25%HE velocity715 m/s (9/10) Bottom 25%AA DPS13 (10/11) Bottom 25%AA threat27 (10/11) WorstHE shell damage1,200 (1 of 2 tied) WorstTorpedo speed54 kt (1 of 2 tied)
See 18 mid-pack stats

Not standouts for V-170 -- 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 points10,300 HP(8/11) Rudder shift2.7 s(5/11) Traverse-to-turn ratio4.78 ×(9/11) Main battery caliber105 mm(7/11) HE fire chance5%(8/10) HE DPM72,000(5/10) AP velocity715 m/s(7/9) Acceleration16.5 s(4/11) AP arming threshold18 mm(5/9) Displacement1,563 t(4/11) Power-to-weight21.75 hp/t(4/11) AA range2 km(9/11) Torpedo range6.99 km(6/11) Torpedo damage≈9,800(7/11) Max armor13 mm(6/11) Citadel belt13 mm(5/11) Deck armor13 mm(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value)
Survivability
Hit PointsInitial: 9,100 → 10,300
Displacement1,563 t
Armor range10–13 mm
Plate armor thicknesses10, 13 mm
Armor material/layer entries26
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 105 mm L/45 Tbts LC/16
Mounts / barrels4 mounts / 4 barrels
Reload time4 s
Firing range (base)8.3 km
Firing range (top fire control)9.1 km
Turret traverse10 °/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 =(828030·80.51000+0.5)·30=77.1m
77.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =77.1·0.6=46.3m
46.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =77.1·0.319(σ=2)=24.6m
24.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =46.3·0.32(σ=2)=14.8m
14.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ4 broadside guns x 60 / 4 s base reload = 60.
60
HE shells
HE Damage1,200
HE Velocity715 m/s
Fire Chance5%
HE penetration
ƒ18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
18 mm
HE full-salvo alpha
ƒ1,200 HE damage x 4 broadside guns = 4,800.
4,800
Base HE DPM
ƒ4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
72,000
Base fires/min
ƒ60 shells/min x 5% fire chance = 3.
3
AP shells
AP Damage2,300
AP Velocity715 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold18 mm
AP overmatch
ƒfloor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1870·18.20.69·0.1051.07·7151.38=134.1mm. Matches the in-game spec card.
134.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (11.4 km), where the shell has slowed to 233.6 m/s: P=107·1870·18.20.69·0.1051.07·233.61.38=28.6mm.
28.6 mm
AP full-salvo alpha
ƒ2,300 AP damage x 4 broadside guns = 9,200.
9,200
Base AP DPM
ƒ9,200 AP full-salvo alpha x 60 / 4 s base reload = 138,000.
138,000
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.
3
Torpedoes
ModuleTorpedoes: 6 tubes
Launchers / tubes4 launchers × 2 tubes = 6 tubes
Reload time42 s
Projectile speed54 kt
Range6.99 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=29,400·0.333=9,800.
≈ 9,800
Torpedo detectability1 km
Flooding chance173%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming167 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
58,800
AA Defense
AA mount pointsInitial: 0 → 2
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.95) = 13. 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.
13
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
20 mm Flak 382×1 20mm
Near aura
DPS4
Range2 km
Maneuverability
Engine moduleEngine: 34,000 hp
Engine power34,000 hp
Maximum speed35.5 kt
Turning circle radius500 m
Rudder shift time2.7 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 (31.9 kt of 35.5 kt), from our in-house acceleration model.
16.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (35.1 kt of 35.5 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.
27.9 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·35.5·0.5144500=2.09°/s, so ratio=ωturretωhull=102.09=4.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.8× drags
Concealment
Detectability by sea5.58 km
Detectability by air2.79 km
Smoke firing penalty2 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
5.58 km
Detect Fire Sea7.58 km
Detect Fire Air5.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 53 s cloud active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points9,100 → 10,300
  • Rudder shift5 → 3.5 s
  • AA mounts0 → 2
  • Close-range AA DPS0 → 4
  • Maximum AA range0 → 2 km
Fire controlUpgrade
  • Main battery range8,280 → 9,108 m
TorpedoesTrade-off
  • Reload38 → 42 s
  • Speed52 → 54 kt

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
Max Horiz Disp77.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{8280}{30}\cdot\dfrac{8-0.5}{1000} + 0.5\right)\cdot 30 = 77.1\,\text{m}$
Max Vert Disp46.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 77.1 \cdot 0.6 = 46.3\,\text{m}$
Med Horiz Disp24.6 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 77.1 \cdot 0.319\;(\sigma = 2) = 24.6\,\text{m}$
Med Vert Disp14.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 46.3 \cdot 0.32\;(\sigma = 2) = 14.8\,\text{m}$
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close134.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 715^{1.38} = 134.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far28.6 mm
Same formula at the ship's max firing range (11.4 km), where the shell has slowed to 233.6 m/s: $P = 10^{-7}\cdot 1870 \cdot 18.2^{0.69} \cdot 0.105^{-1.07} \cdot 233.6^{1.38} = 28.6\,\text{mm}$.
HE penetration18 mm
18 mm ≈ 105 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(105 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha4,800
1,200 HE damage x 4 broadside guns = 4,800.
AP full-salvo alpha9,200
2,300 AP damage x 4 broadside guns = 9,200.
Base HE DPM72,000
4,800 HE full-salvo alpha x 60 / 4 s base reload = 72,000.
Base AP DPM138,000
9,200 AP full-salvo alpha x 60 / 4 s base reload = 138,000.
Base shells/min60
4 broadside guns x 60 / 4 s base reload = 60.
Base fires/min3
60 shells/min x 5% fire chance = 3.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed54 kt
Travel time to max range49.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
4 launchers x 2 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage58,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.
Per-side salvo damage58,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 9,800 = 58,800.

AA defense

Close-range AA DPS13
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.95) = 13. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index27
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

Armor Beta

Hull HP 9,10010,300 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 & stern10 mm

Overmatched by 95+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)1,600 (16% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm primary (range 10–13 mm)900 (9% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 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.
Superstructure10 mm primary (range 10–13 mm)600 (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 HP5,200 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 (20 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 HP3,100 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 V-170 can equip, from in-game data.

  • V-170 default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision