World of Warships: Legends ship guide

Vermont

Also called: 佛蒙特 Beta
U.S.A. · Tier ★ · Battleship · Premium
Sniper battleshipA sniper: farm AP citadels from range, repositioning before the line closes.
Playstyle
  • Sit 14-17 km from the brawl line and bow toward the closest threat
  • Avoid: Pushing the brawl line to chase a kill
Key characteristics
457 mm overmatch18 km gun rangeStrong AALobs over islandsSpotter planeSlow
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Community Data

Vermont Community Stats

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Playstyle

Overview

Vermont is a Legendary American sniper battleship (17.8 km): the long main battery reach lets her land AP citadels from positions where peer BBs have to push to engage. AA (800 AA DPS at 5 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 DCP duration in Legendary BBs (20 s) and best underwater bow plate in Legendary BBs (64 mm).

Positioning

Sit 14-17 km from the brawl line and bow toward the closest threat. The heavy bow plate holds an angle indefinitely against same-tier guns, which is what protects the citadel; the citadel sides do not survive a broadside trade even at long range. Rotate one map cell back if a flank starts to collapse rather than holding the angle, and keep bow on between salvos.

Potato Avoidance

Pushing the brawl line to chase a kill

The kit pays out at range; every map cell you push forward is one your sniper advantage shrinks, and you stop trading better than the peer BBs you out-range.

Signature Traits

ELITE MAIN BATTERY
  • Long gun range · 17.8 km
  • High-arc AP shells · 20.8°
Long DCP window

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

Underwater bow plating

64.0 mm bow underwater, best of Legendary BBs. Ramming and deep-water torps land for less.

High HP pool

102800.0 HP, top decile of Legendary BBs.

Slow reload

30.6 s reload, worst of Legendary BBs. Salvos punish more, but cycle is slower than peers.

Slow acceleration

~44.1 s to 90% of top speed, worst of Legendary BBs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Acquisition

How to get Vermont

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

Builds Beta

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

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Vermont 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.

BestMain battery range17.8 km (1/20) Top 10%Hit points102,800 HP (2/20) Top 10%AA DPS800 (2/20) Top 25%AP DPM352,941 (4/20) Bottom 25%Secondary DPM (per side)144,000 (17/20) Bottom 25%Displacement77,506 t (17/20) Bottom 10%Main dispersion238 m (19/20) WorstMax speed24.5 kt (20/20) WorstMain battery reload30.6 s (20/20) WorstSecondary fire chance5% (1 of 2 tied) WorstAP velocity732 m/s (1 of 2 tied) WorstAcceleration44.1 s (20/20) WorstEngine power65,000 hp (20/20) WorstTurn-speed retention76.5 hp/m (20/20) WorstPower-to-weight0.84 hp/t (20/20) WorstNo torpedoes (17 of 20 in cohort)
See 27 mid-pack stats

Not standouts for Vermont -- 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.

Concealment16.01 km(11/20) Air detection12.8 km(11/20) Rudder shift19.2 s(15/20) Traverse-to-turn ratio4.71 ×(12/20) Main battery caliber457 mm(9/20) Sigma1.95(8/20) HE shell damage6,100(10/19) HE fire chance43%(7/19) Fires per minute10.12(7/19) HE DPM143,529(9/19) HE alpha1,800(10/18) Secondary HE pen21 mm(13/18) HE velocity800 m/s(14/19) AP arming threshold76 mm(13/20) AA range5 km(15/20) AA threat2,510(9/20) Repair charges3(7/20) Max armor457 mm(9/20) Citadel belt318 mm(14/20) NormSecondary dispersion bracket57(15 of 20 tied at this value) 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) NormSecondary range5 km(12 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 Points102,800
Displacement77,506 t
Armor range19–457 mm
Plate armor thicknesses19, 32, 38, 41, 50, 51, 64, 127, 165, 229, 292, 318, 381, 406, 457 mm
Armor material/layer entries69
Fire resistance40%
Fire duration60 s
Torp Reduction40%
Main Battery
ModuleArtillery: 457 mm/45 Mk.A
Mounts / barrels4 mounts / 12 barrels
Reload time
patched
  1. baseline34
    In-game data
  2. 2024-09-0535
    Ministry of Balance: Season of Change Main battery reload time reduced from 36 to 35 seconds.
35 s
Firing range17.8 km
Turret traverse4 °/s
Shell Grouping (σ)1.95
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1780030·1221000+2)·30=238m
238 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =238·0.6=142.8m
142.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =238·0.326(σ=1.95)=77.5m
77.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =142.8·0.326(σ=1.95)=46.5m
46.5 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 35 s base reload = 20.6.
20.6
HE shells
HE Damage6,100
HE Velocity800 m/s
Fire Chance43%
HE penetration
ƒ77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
77 mm
HE full-salvo alpha
ƒ6,100 HE damage x 12 broadside guns = 73,200.
73,200
Base HE DPM
ƒ73,200 HE full-salvo alpha x 60 / 35 s base reload = 125,486.
125,486
Installed HE DPM
ƒ73,200 HE full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 143,529.
143,529
Base fires/min
ƒ20.6 shells/min x 43% fire chance = 8.85.
8.85
AP shells
AP Damage15,000
AP Velocity732 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 =107·2400·17460.69·0.4571.07·7321.38=859.3mm. Matches the in-game spec card.
859.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22.2 km), where the shell has slowed to 505.9 m/s: P=107·2400·17460.69·0.4571.07·505.91.38=516.1mm.
516.1 mm
AP full-salvo alpha
ƒ15,000 AP damage x 12 broadside guns = 180,000.
180,000
Base AP DPM
ƒ180,000 AP full-salvo alpha x 60 / 35 s base reload = 308,571.
308,571
Installed AP DPM
ƒ180,000 AP full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 352,941.
352,941
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 points57
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (153×3.5×0.75) + (121×3.5×0.7) + (39×3.5×0.75) = 800. 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.
800
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk221×4 40mm
20 mm Oerlikon Mk2036×2 20mm
127 mm Mk32 (DP)8×2 127mm
Far aura
DPS
ƒIncludes 39 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
39
Range5 km
Medium aura
DPS153
Range3.5 km
Total DPS in Aura
ƒFar 39 + Medium 153 = 192
192
Near aura
DPS121
Range2 km
Total DPS in Aura
ƒFar 39 + Medium 153 + Near 121 = 313
313
S
Secondary Battery
Mounts8
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 65,000 hp
Engine power65,000 hp
Maximum speed24.5 kt
Turning circle radius850 m
Rudder shift time19.2 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 (22.1 kt of 24.5 kt), from our in-house acceleration model.
44.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (24.3 kt of 24.5 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.
75 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·24.5·0.5144850=0.85°/s, so ratio=ωturretωhull=40.85=4.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.7× drags
Concealment
Detectability by sea16.01 km
Detectability by air12.8 km
Smoke firing penalty15.73 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
16.01 km
Detect Fire Sea18.01 km
Detect Fire Air15.8 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 14,392 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.
· 43,176 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 514 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (102,800 HP) per second = 514 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire4 charges · 120 s reload · 25 s active · +100% flak burst boost
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

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)1.95
Max Horiz Disp238 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17800}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 238\,\text{m}$
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 Disp142.8 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 238 \cdot 0.6 = 142.8\,\text{m}$
Shell scatter height @ 10 km82 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 Disp77.5 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 238 \cdot 0.326\;(\sigma = 1.95) = 77.5\,\text{m}$
Med Vert Disp46.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 142.8 \cdot 0.326\;(\sigma = 1.95) = 46.5\,\text{m}$
AP Pen Close859.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2400 \cdot 1746^{0.69} \cdot 0.457^{-1.07} \cdot 732^{1.38} = 859.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far516.1 mm
Same formula at the ship's max firing range (22.2 km), where the shell has slowed to 505.9 m/s: $P = 10^{-7}\cdot 2400 \cdot 1746^{0.69} \cdot 0.457^{-1.07} \cdot 505.9^{1.38} = 516.1\,\text{mm}$.
HE penetration77 mm
77 mm ≈ 457 mm caliber / 6 (standard HE penetration ratio).
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha73,200
6,100 HE damage x 12 broadside guns = 73,200.
AP full-salvo alpha180,000
15,000 AP damage x 12 broadside guns = 180,000.
Base HE DPM125,486
73,200 HE full-salvo alpha x 60 / 35 s base reload = 125,486.
Base AP DPM308,571
180,000 AP full-salvo alpha x 60 / 35 s base reload = 308,571.
Installed HE DPM143,529
73,200 HE full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 143,529.
Installed AP DPM352,941
180,000 AP full-salvo alpha x 60 / 30.6 s installed reload (Main Battery Mod. 3 = -10%) = 352,941.
Base shells/min20.6
12 broadside guns x 60 / 35 s base reload = 20.6.
Installed shells/min23.5
12 broadside guns x 60 / 30.6 s installed Artillery reload = 23.5.
Base fires/min8.85
20.6 shells/min x 43% fire chance = 8.85.
Installed fires/min10.12
23.5 shells/min x 43% fire chance = 10.12.

AA defense

Close-range AA DPS800
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (153×3.5×0.75) + (121×3.5×0.7) + (39×3.5×0.75) = 800. 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 index2510
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)144,000
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: 8×2 127 mm (8/side) × 60/6 × 1800 = 144,000. 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 102,800, 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 / citadel406 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 32–64 mm)3,700 (4% 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)406 mm primary (range 32–406 mm)77,100 (75% of HP)
No common caliber overmatches406 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–292 mm)5,200 (5% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel406 mm primary (range 38–318 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 mm4,200 (4% 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 HP51,400 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.
Rudder (module)separate HP pool, does not drain ship HP30,800 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 Vermont. Cards are condensed; use each source link for full context.

Buff ×2Main Battery ×2
2024-09-05

Ministry of Balance: Season of Change

  • Main battery AP shell damage increased from 14,200 to 15,000.
  • Main battery reload time reduced from 36 to 35 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Vermont 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.