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Battleship | France | Tier III
Tech Tree Position
Research price2850 exp
Purchase price314,000 Credits
Hit Points34,400 
Main Battery
305 mm/45 Mle 1906-1910 on an Mle 1906-1910 mount6 х 2 pcs.
Rate of Fireshots/min.
Reload Time30 sec.
Rotation Speeddeg./sec.
180 Degree Turn Time60 sec.
Firing Range11.34 km.
Maximum Dispersion177 m.
HE Shell305 mm HE OEA Mle 1910 
Maximum HE Shell Damage4,200 
Chance of Fire on Target Caused by HE Shell22 %
Initial HE Shell Velocity905 m./s.
HE Shell Weight308 kg.
AP Shell305 mm AP OPf Mle 1910 
Maximum AP Shell Damage8,300 
Initial AP Shell Velocity798 m./s.
AP Shell Weight428.35 kg.
Secondary Armament #1
75 mm/63 Mle 1908 on a casemate mount20 х 1 pcs.
Firing Rangekm.
Rate of Fire10 shots/min.
Reload Timesec.
HE Shell75 mm HE OEA Mle 1908 
Maximum HE Shell Damage1,100 
Initial HE Shell Velocity930 m./s.
Chance of Fire on Target Caused by HE Shell%
Maximum Speed19.27 knot
Turning Circle Radius510 m.
Rudder Shift Time15.7 sec.
Surface Detectability Range11 km.
Air Detectability Range6.62 km.
Battle Levels

Turenne — French Tier III battleship.

A version of the first French battleship design that adopted unified main battery guns. It was the development of the last French battleship-dreadnoughts that featured a characteristic and recognizable profile and diamond-shaped arrangement of 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
305 mm/45 Mle 1906-1910 on an Mle 1906-1910 mount2601774,200228,300 030,000
Hull Hit Points
Main Turrets
Secondary Gun Turrets
AA Mounts
Torpedo Tubes
Hangar Capacity
Research price
Purchase price
Turenne (A)34,40010400620 070,000
Turenne (B)35,000104006208 1,350150,000
Maximum Firing Range
Research price
Purchase price
PCA n° 3 Mle 10 022,000
PCA n° 3 Mle 20 65076,000
Engine Maximum Speed
Research price
Purchase price
Propulsion: 24,800 hp19.3 017,000
Propulsion: 26,000 hp20.5 35040,000

Compatible Upgrades

 Slot 1 
Main Armaments Modification 1
Auxiliary Armaments Modification 1
Magazine Modification 1
Damage Control Party Modification 1
 Slot 2 
Damage Control System Modification 1
Engine Room Protection

Player Opinion


Warning. The data presented in the AA Defense sidebar section may be incorrect.
Refer to the in-game Port screens for more useful data.

Turenne plays and handles very similarly to her Tier III contemporaries, Nassau and Kawachi. Like most other low tier battleships, Turenne travels at a slow pace, requiring captains to plan their moves ahead of time. Additionally, the ship boasts a thick main and upper armor belt that can easily protect against enemy fire with the proper angle.

Like Nassau and Kawachi, Turenne carries her primary guns in a hexagonal arrangement. While this prevents all guns from being fired simultaneously, it allows for captains to maintain firepower on both sides of the ship. The wide firing angles of the rear turrets allow captains to make use of a majority of the ship’s firepower while keeping a narrow profile towards the enemy. However, captains should make note of their shell and target selection prior to firing. Turenne’s armor piercing shells have a low initial velocity and often struggle to deal effective damage against distant ships. Instead, captains may find high explosive shells to be more effective, especially at heavily angled or far-away targets.

While Turenne's armor is not the thickest at her tier, it can protect the ship’s citadel from enemy fire, given the proper angle. The extended main belt and large upper belt also limit the areas on the ship that are vulnerable to enemy high explosive shells. Captains should make use of the ship’s armor, wide firing angles, and small turning circle to quickly fire before angling the ship against returning shells.

In short, Turenne is very similar to other Tier III battleships in numerous ways. Like other dreadnoughts, she trades speed for better armor and bigger guns. However, captains may often find themselves switching shell types or targets due to the low penetration of the armor piercing shells.


  • The ship's citadel is located below the waterline and is well protected by the armor belt.
  • The side mounted turrets have wide firing angles, allowing for the majority of the ship's firepower to be used while maintaining a narrow profile.
  • Small turning circle allows the ship to quickly maneuver away from torpedoes or enemy fire.


  • Armor piercing shells have a slow initial velocity and often struggle to damage battleships or cruisers at a distance.
  • Slow turret traverse prevents captains from firing their guns while turning.
  • Carries few anti-aircraft guns, leaving the ship vulnerable to carrier strikes.


Availability of researchable upgrades for Turenne is as follows:

  • Hull: Upgrade to Hull (B) for an improved rudder shift time and additional hit points. Research of this module unlocks progression to Courbet.
  • Gun Fire Control System: Upgrade to PCA n° 3 Mle 2 for an extra 10% range on the main battery.
  • Propulsion: Upgrade to the 26,000 hp engine to increase the ship's top speed by 1.2 knots.
Captains should first research Hull (B) before researching the Gun Fire Control System and Propulsion upgrades.

Optimal Configuration


The recommended upgrades for Turenne are as follows:

Slot 1 provides several options for captains. Main Armaments Modification 1 is recommended to provide additional survivability to the main battery, but players who desire to specialize in the secondary armament should choose Auxiliary Armaments Modification 1.

Commander Skills


Turenne can equip the following consumables:


Turenne captains should mount signal flags that improve the ship's survivability. November Foxtrot (-5% reload time on all consumables.) and India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) flags can be mounted to improve the effectiveness of the ship's consumables. India Yankee (-20% to fire duration.) flags are recommended to reduce the time needed to extinguish fires. Captains may also find Sierra Mike (+5% to the ship's maximum speed.) flags useful to increase the ship's top speed.

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


Historical Info

Historical Gallery


Ship Change Log

See here for links to Update notes.

Testing Changes

  • Available for testing by supertesters in the game starting from Update 0.6.15.
  • Update 0.7.2:
    • Introduced into the game as a researchable ship.
  • Update 0.9.6:
    • The value of the in-game turning circle radius was changed to 510m to correct prior discrepancy.
  • Update 0.10.0:
    • The firing range of the secondary battery was increased to 4 km.

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