World of Warships: Legends ship guide

Flying Dutchman

Also called: 飞翔的荷兰人 · 유령선 · 飛翔的荷蘭人 · Fliegender Holländer · Holandés volador Beta
Netherlands · Tier VIII · CL Cruiser · Premium / event variant · Neptune Variant
Airstrike cruiserGuns up front, airstrikes for the caps you cannot reach with the hull.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Long torps (10 km)16 km gun rangeRadar (9.45 km)Wide always-pen zoneStrong AALobs over islands
On this page
Community Data

Flying Dutchman Community Stats

Log in to GamingDiver and upload your data to see Community Data for Flying Dutchman: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Neptune is a Tier VIII British AP-only cruiser with cohort-best AP DPM (576,000): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (9.4 km, 35 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. AA (707 AA DPS at 6 km, +100% Defensive AA flak burst) ranks 3 of 35 in T8 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: best AP always-pen window in T8 CAs (60°) and best AP guaranteed-ricochet angle in T8 CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on. Shooting from the cloud gives you away at 5.8 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 1.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, but your own Radar (9.4 km) reads through it, so you can find targets instead of borrowing them. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 4 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Airstrike alt-armament

The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Surveillance Radar

9.45 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60°
  • Late auto-bounce · 75°
Long-reach AA

6 km AA reach, best of T8 CAs.

ELITE REPAIR PARTY
  • Super-heal
  • Fast heal cycle · 21552 HP
  • Repairs citadel hits · 50%
Acquisition

How to get Flying Dutchman

Flying Dutchman is a premium event variant and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Hide

Where Flying Dutchman sits among Tier VIII CAs (34 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.

BestAP arming threshold12 mm (1 of 2 tied) BestAP ricochet start60° (1 of 7 tied) BestAP auto-bounce angle75° (1 of 2 tied) BestTurn speed retained93.1% (1 of 2 tied) BestAA range6 km (1 of 6 tied) BestRepair heal rate2 %/s (1 of 7 tied) Top 10%Acceleration9.9 s (3/35) Top 10%AA DPS707 (3/35) Top 25%Smoke fire bloom5.96 km (6/35) Top 25%Main battery range16 km (5/35) Top 25%Main battery reload5.9 s (8/35) Top 25%AP DPM366,102 (9/34) Top 25%AA threat2,650 (5/35) Bottom 25%Main battery caliber152 mm (28/35) Bottom 25%AP velocity768 m/s (27/34) Bottom 25%AP pen at 10 km134 mm (29/34) Bottom 25%Max armor102 mm (31/35) WorstAP fuse timer0.01 s (1 of 2 tied) WorstEnd plates16 mm (1 of 6 tied / 1 of 5 tied)
See 28 mid-pack stats

Not standouts for Flying Dutchman -- 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 points44,900 HP(21/35) Max speed33.5 kt(14/35) Concealment12.47 km(13/35) Air detection7.48 km(13/35) Rudder shift10.8 s(20/35) Turning circle790 m(22/35) Traverse-to-turn ratio8 ×(11/35) Sigma2.05(17/35) Main dispersion143.4 m(24/35) Secondary DPM (per side)192,000(9/28) Secondary HE alpha1,600(19/27) Secondary fire chance7%(11/27) Secondary HE pen19 mm(20/27) Engine power110,000 hp(27/35) Turn-speed retention139.2 hp/m(27/35) Displacement18,468 t(15/35) Power-to-weight5.96 hp/t(19/35) Flak per wave (expected)1,575(27/35) Torpedo range9.99 km(9/21) Torpedo damage≈15,667(10/21) Torpedo speed62 kt(13/21) Torpedo reaction time7.8 s(11/21) Torpedo reload96 s(10/21) Citadel belt102 mm(27/35) Deck armor51 mm(13/34) NormSecondary dispersion bracket57(20 of 28 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 35 tied at this value)
Survivability
Hit Points44,900
Displacement18,468 t
Armor range13–102 mm
Plate armor thicknesses13, 16, 25, 38, 51, 76, 102 mm
Armor material/layer entries58
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
40%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (4,041 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (4,490 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
13%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
22,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
13,500
Effective HP
ƒBase 44,900 HP plus everything Repair Party can restore: 2%/s x 20 s = 17,960 HP per charge, x2 charges = 35,920 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. Across 1,826 players in our replay corpus the median ship realized about half of this, mostly because half the charges go unspent — when Repair Party IS pressed it returns ~97% of the per-charge figure above.
80,820
Repairable: penetration50%
Repairable: citadel50%
Repairable: steering gear50%
Main Battery
These main guns are dual-purpose: they also fire at aircraft and feed the AA Defense card.
ModuleArtillery: 152 mm/50 Mk XXV
Mounts / barrels4 mounts / 12 barrels
Reload time6.5 s
Firing range16 km
Turret traverse10 °/s
Turret armor102 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±148°, ±141°, 2x ±143°
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
39° off bow / 37° off stern
AP pen max range96 mm
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
143.4 m at 16 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m at 16 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.05=42m
42 m at 16 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.05=25.2m
25.2 m at 16 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 6.5 s base reload = 110.8. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.9 s all-upgrades reload = 122.
Initial: 110.8 → 122
AP shells
AP Damage3,000
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2672·58.850.69·0.1521.07·7681.38=320mm. Matches the in-game spec card.
320 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (16 km), where the shell has slowed to 319.9 m/s: P=107·2672·58.850.69·0.1521.07·319.91.38=95.6mm.
95.6 mm at 16 km
AP full-salvo alpha
ƒ3,000 AP damage x 12 broadside guns = 36,000.
36,000
AP DPM
ƒZero upgrades: 36,000 AP full-salvo alpha x 60 / 6.5 s base reload = 332,308. All upgrades (Main Battery Mod. 3 = -10% reload): 36,000 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 366,102.
Initial: 332,308 → 366,102
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.
20
Squadrons
Airstrike
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,800 dmg
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges2
Range12 km
Reload55 s
Launch arc-124° to 124°
AA Defense
AA mount points24
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
6 km
40 mm STAAG10×2 40mm
20 mm Oerlikon Mk V14×2 20mm
114 mm/45 RP 41 Mk VI (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 114mm
Outer Far aura
Gunsmain battery (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 88 from dual-purpose main battery firing as AA in this range band.
88
Range6 km
Inner Far aura
Guns114 mm/45 RP 41 Mk VI (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 110 from dual-purpose secondaries firing as AA in this range band.
110
Range5 km
Total DPS in Aura
ƒOuter Far 88 + Inner Far 110 = 198
198
Medium aura
Guns40 mm STAAG
Continuous DPS
ƒEffective DPS: 117 raw aura damage × 3.5 × 0.9 hit probability = 369 - the same in-game units as the Close-range AA DPS headline.
369
Range3.5 km
Total DPS in Aura
ƒOuter Far 88 + Inner Far 110 + Medium 369 = 567
567
Near aura
Guns20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 47 raw aura damage × 3.5 × 0.85 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range2 km
Total DPS in Aura
ƒOuter Far 88 + Inner Far 110 + Medium 369 + Near 140 = 707
707
Flak bursts
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
3 salvos × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.
Main battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 6 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-6 km
Bursts
ƒEach ~2 s wave fires 3 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
3 salvos × 2 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
250
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
114 mm/45 RP 41 Mk VI (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 114mm
Caliber114 mm
Reload time3 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 mm
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 power110,000 hp
Maximum speed33.5 kt
Turning circle radius790 m
Rudder shift time10.8 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
13.3 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
29.9 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
10.1 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
9.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 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.
29.9 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·33.5·0.5144790=1.25°/s, so ratio=ωturretωhull=101.25=8.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.0× ok
Concealment
Detectability by sea12.47 km
Detectability by air7.48 km
Smoke firing penalty5.96 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
16 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.15 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
10.63 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
14.47 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
10.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 17,960 HP (40% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.
· 35,920 HP (80% of max HP) total heal (all charges)
ƒ40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.
· 898 HP/s (2% of max HP) heal per second
ƒ2% of max HP (44,900 HP) per second = 898 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 35 s active · 9.45 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 315×301000=9.45 km

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)2.05
Max Horiz Disp143.4 m at 16 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp86 m at 16 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
Shell scatter height @ 10 km53.6 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·16000=8000 m, and radiusOnMax=0.6 at 16000 m. Above the kink: k=0.5+(0.60.5)·100008000160008000=0.525, so σV=σH·k=102·0.525=53.6m.
Med Horiz Disp42 m at 16 km
50%-hit horizontal radius: σH,50=σH·0.6σ =143.4·0.62.05=42m
Med Vert Disp25.2 m at 16 km
50%-hit vertical radius: σV,50=σV·0.6σ =86·0.62.05=25.2m
AP Pen Close320 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2672·58.850.69·0.1521.07·7681.38=320mm. Matches the in-game spec card.
AP Pen Far95.6 mm at 16 km
Same formula at the ship's max firing range (16 km), where the shell has slowed to 319.9 m/s: P=107·2672·58.850.69·0.1521.07·319.91.38=95.6mm.
AP pen 5 km204 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km134 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km99 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km6.65 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3475·0.15228·58.85=5.36×105. That runs from a 768 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
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 time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha36,000
3,000 AP damage x 12 broadside guns = 36,000.
AP DPMInitial: 332,308 → 366,102
Zero upgrades: 36,000 AP full-salvo alpha x 60 / 6.5 s base reload = 332,308. All upgrades (Main Battery Mod. 3 = -10% reload): 36,000 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 366,102.
Shells/minInitial: 110.8 → 122
Zero upgrades: 12 broadside guns x 60 / 6.5 s base reload = 110.8. All upgrades (Main Battery Mod. 3 = -10% reload): 12 broadside guns x 60 / 5.9 s all-upgrades reload = 122.

AA defense

AA DPS at max range88
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: STAAG MarkV 10x2 -> 369 DPS @ 3.5 km; 20mm Oerlikon MK V 14x2 -> 140 DPS @ 2 km; 4 5in45 MK 5 6x2 -> 110 DPS @ 5 km; Far AA (?) -> 88 DPS @ 6 km.
Maximum AA range6 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range88 DPS @ 6 km, 198 DPS @ 5 km, 567 DPS @ 3.5 km, 707 DPS @ 2 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank707
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2650
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)192,000
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: 6×2 114 mm (6/side) × 60/3 × 1600 = 192,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 114 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 114 mm family.
Max HE pen19 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: 19 mm from the 114 mm family.

Armor Beta

Hull HP 44,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 139+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–25 mm)≈ 2,245 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)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)102 mm primary (range 16–102 mm)≈ 33,675 (~75% of HP)
No common AP caliber overmatches102 mm: standard HE shatters; improved HE (DE / FR BB) pens from 410mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–76 mm)≈ 2,245 (~5% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 16–102 mm)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.
Superstructure13 mm primary (range 13–102 mm)no cap
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).

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.

Open in Charting Tool

Ship Charts

Balance History

Latest 6 of 11 indexed balance updates affecting Flying Dutchman. Cards are condensed; use each source link for full context.

Nerf ×4Buff ×10Commander Skill ×1Airstrike ×1Main Battery ×1
2026-08-27

Detected in the game data (no accompanying announcement)

  • Torpedoes added back to the ship's armament (16 tubes, 47,000 damage, 9.99 km range, 62 kn, 96 s reload)
2026-08-26

Detected in the game data (no accompanying announcement)

  • Torpedoes added back to the ship's armament (16 tubes, 47,000 damage, 9.99 km range, 62 kn, 96 s reload)
2026-08-17

Detected in the game data (no accompanying announcement)

  • Torpedoes added back to the ship's armament (16 tubes, 47,000 damage, 9.99 km range, 62 kn, 96 s reload)
2026-08-07

Detected in the game data (no accompanying announcement)

  • Torpedoes added back to the ship's armament (16 tubes, 47,000 damage, 9.99 km range, 62 kn, 96 s reload)
2026-08-06

Detected in the game data (no accompanying announcement)

  • Torpedoes added back to the ship's armament (16 tubes, 47,000 damage, 9.99 km range, 62 kn, 96 s reload)
2026-08-03

Detected in the game data (no accompanying announcement)

  • Torpedoes added back to the ship's armament (16 tubes, 47,000 damage, 96 s reload)
Exteriors

Skins & permanent camouflages

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

  • Flying Dutchman default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Neptune PirateDecorative

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