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Cruiser | Germany | Tier X
Tech Tree Position
Research price238000 exp
Purchase price19,600,000 Credits
Hit Points51,900 
Main Battery
203 mm/60 SK C/34 in a turret4 х 3 pcs.
Rate of Fire6.12 shots/min.
Reload Time9.8 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time22.5 sec.
Firing Range17.83 km.
Maximum Dispersion156 m.
HE Shell203 mm Spr.Gr. L/4.7 Kz. 
Maximum HE Shell Damage2,500 
Chance of Fire on Target Caused by HE Shell13 %
Initial HE Shell Velocity925 m./s.
HE Shell Weight122 kg.
AP Shell203 mm P.Spr.Gr. L/4.4 
Maximum AP Shell Damage5,900 
Initial AP Shell Velocity925 m./s.
AP Shell Weight122 kg.
Secondary Armament #1
105 mm/65 SK C/33 on a Dop. L. C/31 mount8 х 2 pcs.
Firing Range8.3 km.
Rate of Fire17.91 shots/min.
Reload Time3.35 sec.
HE Shell105 mm Spr.Gr. Kz. 
Maximum HE Shell Damage1,200 
Initial HE Shell Velocity900 m./s.
Chance of Fire on Target Caused by HE Shel%
Torpedo Tubes
533 mm Vierling4 х 4 pcs.
Rate of Fire0.67 shots/min.
Reload Time90 sec.
Rotation Speed25 deg./sec.
180 Degree Turn Time7.2 sec.
TorpedoG7a T1 
Maximum Damage13,700 
Torpedo Speed64 knot
Torpedo Rangekm.
AA Defense
105 mm/65 SK C/33 on a Dop. L. C/31 mount8 х 2 pcs.
. . . Average Damage per Second132.8 
. . . Firing Range4.5 km.
55 mm/77 Gerät 58 on a twin mount7 х 2 pcs.
. . . Average Damage per Second170.8 
. . . Firing Range3.99 km.
20 mm/65 C/38 on a twin mount4 х 2 pcs.
. . . Average Damage per Second16.8 
. . . Firing Range2.01 km.
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount7 х 4 pcs.
. . . Average Damage per Second42 
. . . Firing Range2.01 km.
55 mm/77 Gerät 58 on a single mount2 х 1 pcs.
. . . Average Damage per Second34.6 
. . . Firing Range3.99 km.
20 mm/65 C/38 on a Flak 35 Vierling L/38 mount2 х 4 pcs.
. . . Average Damage per Second12.8 
. . . Firing Range2.01 km.
Maximum Speed31.5 knot
Turning Circle Radius800 m.
Rudder Shift Time12.1 sec.
Surface Detectability Range16.02 km.
Air Detectability Range8.47 km.
Battle Levels

Hindenburg — German Tier X cruiser.

The ship was developed from a series of German heavy cruisers. Unlike ships of preceding classes, she boasted an increased displacement and more powerful main battery guns.


Main Battery Guns Rate of Fire
180° Turn Time
Maximum Dispersion
Maximum HE Shell Damage
Chance of Fire on Target Caused by HE Shell
Maximum AP Shell Damage
Research price
Purchase price
( Credits)
203 mm/60 SK C/34 in a turret6.122.51562,500135,900 01,800,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
( Credits)
Hindenburg (A)51,90013150488/9/7/4/240 02,200,000
Torpedoes Rate of Fire
Torpedo Tubes Reload Time
180° Turn Time
Maximum Damage
Torpedo Speed
Torpedo Range
Research price
Purchase price
( Credits)
G7a T10.7907.213,700646 0260,000
Fire Control System Firing Range Increase
Maximum Firing Range
Research price
Purchase price
( Credits)
FKS Typ 10 Mod. 1017.8 01,700,000
Engine Maximum Speed
Research price
Purchase price
( Credits)
Propulsion: 155,000 hp31.5 01,400,000

Compatible Upgrades

 Slot 1  Main Armaments Modification 1 Auxiliary Armaments Modification 1 Magazine Modification 1 Spotting Aircraft Modification 1 Damage Control Party Modification 1
 Slot 2  Damage Control System Modification 1 Defensive AA Fire Modification 1 Hydroacoustic Search Modification 1 Engine Room Protection
 Slot 3  Main Battery Modification 2 Secondary Battery Modification 1 AA Guns Modification 1 Aiming Systems Modification 1 Torpedo Tubes Modification 1
 Slot 4  Damage Control System Modification 2 Propulsion Modification 1 Steering Gears Modification 1
 Slot 5  Torpedo Lookout System Concealment System Modification 1 Steering Gears Modification 2 Upgraded Damage Control Equipment Ship Consumables Modification 1
 Slot 6  Main Battery Modification 3 Torpedo Tubes Modification 2 Gun Fire Control System Modification 2 Auxiliary Armaments Modification 2

Player Opinion


Settling in to play Hindenburg at Tier X will feel good to veterans of the branch who took the time to play the previous tier's Roon and get comfortable in her. Hindenburg is essentially a better Roon, with more guns, more torpedoes, more anti-aircraft defenses, and more health.

Sporting more main battery rifles than all other Tier X cruisers save the Japanese Zao and Italian Venezia, Hindenburg is gifted with a balanced 4x3 turret layout: turrets "Anton" and "Bruno" are forward of the superstructure, while "Caesar" and "Dora" are aft of it. This gives Hindenburg captains the flexibility to put all twelve barrels on a single target as necessary, or to present enemies with a significantly narrower profile to shoot and still keep half her main battery in action. Combined with her rate of fire, this makes Hindenburg a potentially deadly opponent to almost any ship she faces. While her individual high explosive shell performance looks uninspiring, it is deceptive; she fires a dozen, highly accurate shells every 9.8 seconds. They produce a prodigious number of fires and rack up solid penetration damage thanks to German HE shells penetrating enemy armor thicknesses 1/4 of their diameter and below (as opposed to most other cruisers' 1/6th diameter and below). Enemy ships who make the mistake of presenting a broadside profile to Hindenburg should be prepared to pay the price; her armor piercing shells have good penetration values and extremely high damage. Salvos of 10,000 damage or more against enemy battleships at mid-range or closer are not uncommon if they opt to disrespect the power of Hindenburg’s AP rounds.

Aside from her damage output, Hindenburg is a virtual Swiss Army knife of tools that allow her to contribute to her team's success in other ways. Her anti-aircraft suite is solid; captains who opt for an Anti-Aircraft Build and find themselves facing off against an enemy aircraft carrier are sure to watch enemy planes fall from the sky with glee. She is fairly robust, with an armor scheme that leaves her vulnerable at long range, but able to take more punishment than might be expected as she closes with the enemy; her Repair Party (While active, restores a percentage of the ship's health points each second.) furthers her longevity. Her torpedo armament packs a serious wallop: Hindenburg loves to brawl with her enemies when given the chance, and her torpedoes frequently mean that she is the one sailing away afterwards, even from a point-blank engagement with an enemy battleship. Last — but not least — she has the best Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) in the game, capable of spotting incoming torpedoes more than four kilometers away, and detecting enemy ships at nearly six kilometers.

On the downside, Hindenburg has a staggering base detection radius of 15.5 kilometers; even when fully-rigged for stealth, the lowest detection radius she can achieve is 12.6km. This is noteworthy in that there are some Tier X battleships capable of fitting out with an even lower detection radius. Further compounding her detectability issues is her armor scheme's vulnerability to long-range plunging fire. Shells landing on her deck from directly above (or nearly so) will easily penetrate her thin deck armor and cause extreme damage. Hindenburg is most vulnerable to large amounts of incoming damage when at long range. She shines brightest in mid- and short-range engagements, but may struggle to get into those on occasion given her slow top speed (worst among Tier X cruisers) and high detection.

Viewed as a complete package, Hindenburg is the epitome of what a Tier X cruiser should be: she doesn't excel at any one thing, but does enough things well that she is capable of contributing to her team in any situation she might find herself in. Game after game, Hindenburg will provide her captain all the tools they need to win; it's up to that captain to employ those tools correctly to ensure victory.


  • Fast-reloading 203mm guns; not as fast as Des Moines, but with better base range and shell arcs.
  • Excellent shell velocity and low gun arc makes hitting distant targets easier.
  • Good range on her main battery guns, which can be boosted to 20.7 km by equipping Gun Fire Control System Modification 2 (Extends the firing range of the main battery: +16% firing range.).
  • One of the highest damage cruiser armor piercing shells in the game; Hindenburg will punish any ship that is completely broadside to her, regardless of class.
  • Strong AA armament, especially if a few modules or commander skill points are invested in maximizing the range.
  • Decent torpedoes with good firing arcs.
  • Armor scheme is deceptively sturdy; she is hard to citadel at medium and short range.
  • Best Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) in the game.


  • Armor piercing shells are near useless against targets that are well-angled.
  • High explosive shell damage is lower than all other Tier X cruisers.
  • Torpedo armament can be easily knocked out due to their position on the ship.
  • Sluggish maneuverability and low maximum speed.
  • Large size; Hindenburg is fairly easy for enemies to hit.
  • Large detection radius for a cruiser — 15.5 km base — although this can be reduced to ~12 km with the right equipment modules and commander skills.
  • Prone to citadel penetrations at long range, which makes her large detection radius a huge liability.
  • Has to expose quite a bit of her broadside to bring all guns to bear.


As a Tier X ship, Hindenburg has no additional modules to research.

Optimal Configuration

As the pinnacle of the German cruiser line, Hindenburg offers more flexibility to her captain than any other top-tier cruiser in the game. She can be fitted out as an anti-aircraft platform rivaling that of Des Moines; she can boost her main battery range and rain shells on opponents from positions that make her difficult to hit; she can boost the rate of fire of her main battery significantly and turn her into one of the best damage dealers in the game. All of these options — and more — are available to Hindenburg captains, depending on which upgrades and commander skills they choose.


The recommended upgrades for Hindenburg are as follows:

Virtually all builds of Hindenburg find themselves mounting Steering Gears Modification 1 in Slot 4. After that, captains have some critical choices to make.

Main Armaments Modification 1 is the recommended pick for Slot 1, though captains who choose to equip Spotting Aircraft (While active, a spotter plane circles the ship enhancing main battery firing range.) may wish to install Spotting Aircraft Modification 1 (Increases the action time of the Spotting Aircraft and Rapid Takeoff Spotter consumables.: +30% action time.) in this slot instead. Captains with access to either Hydroacoustic Search Modification 1 (Increases the action time of the Hydroacoustic Search and Short-Range Hydroacoustic Search consumables.: +20% action time.) or Defensive AA Fire Modification 1 (Increases the action time, and accelerates the reload speed of the Defensive AA Fire consumable.: +20% action time. / -10% cooldown time.) are encouraged to plug those in Slot 2 depending on which consumable they opt to equip. Concealment System Modification 1 is the most popular pick for Slot 5 in order to help curtail her large detection radius. Conversely, Steering Gears Modification 2 (Reduces rudder shift time and accelerates the repair of steering gears: -40% rudder shift time. / -80% repair time.) is a strong option in the same slot for captains who prefer quicker rudder response.

Slot 6 is one of the primary determining factors in how Hindenburg will play. Her main battery can be fitted out for either maximum range with Gun Fire Control System Modification 2 (Extends the firing range of the main battery: +16% firing range.), or for maximum rate of fire with Main Battery Modification 3. Neither option is bad, though with a stock range of 17.8 km, the likelihood of hitting targets more than 20 km out with her shells is somewhat questionable. Most players opt for Main Battery Modification 3, lowering the reload time on her 203mm guns to a base of 9.2 seconds (which can be further improved with the Adrenaline Rush commander skill). Even for a full Anti-Aircraft Build, Auxiliary Armaments Modification 2 (Improves the efficiency of the secondary battery and AA mounts: −20% secondary reload time / +15% continuous AA damage / +15% flak damage / +2 flak explosions when Defensive AA Fire is active.) is not recommended.

Captains who have unlocked access to Hindenburg’s unique upgrade — Upgraded Damage Control Equipment (–50% main battery repair time / –40% fire extinguishing time. / –70% flooding recovery time / –30% rudder shift time) — may wish to equip it in Slot 5 in order to maximize her survivability. When stacked with Damage Control System Modification 1 (Reduces the risk of fire and flooding.: -5% to the risk of fire. / -3% to the risk of flooding when torpedoes hit the torpedo protection.), commander skills such as Basics of Survivability, and signal flags such as India Yankee (-20% to fire duration.) and Juliet Yankee Bissotwo (-20% to flooding duration.), her fire duration time drops to a stunning 12 seconds, while her flooding time bottoms out at a mere 8 seconds. Hindenburg in this configuration is largely immune to damage-over-time effects, especially since all such damage is 100% repairable via use of the Repair Party (While active, restores a percentage of the ship's health points each second.) consumable.

The upgrade in Slot 3 is largely dependent on how captains intend to invest commander skill points on Hindenburg and the role they want her to fulfill in a given game.

Generalist Build: The easy choice for Slot 3 is Main Battery Modification 2 (Increases the traverse speed of the main turrets: +15% to main battery traverse speed.), which improves her turret traverse greatly and improves her kiting ability. This is the recommended pick for captains who don't wish to specialize Hindenburg in anti-aircraft defenses.

Anti-Aircraft Build: Hindenburg’s AA suite can be made even more potent by equipping AA Guns Modification 1 in Slot 3, and maximized by assigning a captain with Basic and/or Advanced Firing Training. This pair of upgrades provides excellent anti-aircraft protection for herself and teammates when utilizing Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.). However, this does mean sacrificing the exceptional German Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) and is a setup that is largely wasted in games without an aircraft carrier present. And with Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.) and AA in general being useless, you are much better off using the general build.

Commander Skills

Hindenburg’s commander build is mostly similar to other cruiser counterparts, but with a few minor differences: Due to the extra Repair Party (While active, restores a percentage of the ship's health points each second.) consumable, Superintendent isn't as mandatory on her as you are unlikely to burn through five Repair Party (While active, restores a percentage of the ship's health points each second.)s. This frees up space for Demolition Expert, which increases her pitful fire chance. Surprisingly, although the game client doesn't recommend it Inertia Fuse for HE Shells is viable on Hindenburg, as it increases her 51mm HE pen to 63mm, which allows her to damage the deck armor of 6 battleships she will encounter: the 57mm found on Izumo, Yamato, Musashi and Shikishima, the 60mm deck armor of Sovetsky Soyuz and Kremlin, which combined with 12 guns that have a reload of 9.8 seconds, which can be lowered further with upgrades, a special skill from the unique German commander Gunther Lutjens, and Adrenaline Rush, can do a massive amount of damage over time and can easily deal with the latter two battleships that other cruisers find so hard to damage.


Hindenburg can equip the following consumables:

Hindenburg’s best-in-game Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.) is one of her strengths. It allows her to hunt down destroyers in close proximity — particularly those shielded by smoke — and to warn friendly captains of incoming torpedoes in more than ample time to avoid them. Due to the rarity of carriers in high tier games, it is generally preferable to Defensive AA Fire (While active, the damage per second of large caliber anti-aircraft guns is increased.), although the odd carrier might ruin a match.


Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.

Players who wish to spend doubloons can equip Hindenburg with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, increases her credit earnings, and increases the amount of experience she earns.


Signals boosting the fire chance of her main battery — Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and India X-Ray (+1% chance of causing a fire for bombs and shells with a caliber above 160mm. / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +5% to the risk of your ship's magazine detonating.) — are recommended. India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) should be flown to maximize health recovered via Repair Party (While active, restores a percentage of the ship's health points each second.). Sierra Mike (+5% to the ship's maximum speed.) is a good pick to increase her somewhat low top speed, while November Echo Setteseven (+5% continuous damage by all AA guns, +5% damage per second within the explosion radius of shells fired from medium- and long-range AA defenses.) will help pile on more DPS for an Anti-Aircraft Build. India Bravo Terrathree (-10% to the cost of the ship's post-battle service.) helps keep her operating costs down.

Note: Use of the Juliet Charlie signal makes detonation impossible.


Historical Info

Historical Gallery


  1. Cruiser Hindenburg - News - World of Warships
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