World of Warships: Legends ship guide

Gelderland

Also called: 海尔德兰 Beta
Tutorial-tier shipLearn the fundamentals: movement, aim, shell travel, and reading the minimap.
Playstyle
  • Stay near your team; do not push ahead alone
  • Avoid: Sailing in a straight line
Key characteristics
10 km gun rangeHigh HP poolFast turret traverseThick deck armorStrong torpedo beltHigh-arc HE shells
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Community Data

Gelderland Community Stats

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Playstyle

Overview

Gelderland is a Tier I Dutch cruiser - a tutorial-tier ship. The kit is for learning basic mechanics: movement, aiming, shell travel time, gun rotation, and reading the minimap. Match impact comes from making fewer mistakes than the other Tier I players, not from gear advantages. Notable: best high HP pool in T1 CAs (16,600 HP) and best superstructure armor in T1 CAs (13 mm). Concealment is what WG's own post leads with: 7.81 km is second-best in her cohort, so she opens fire on her terms and can break contact when the answer arrives.

Positioning

Stay near your team; do not push ahead alone. At Tier I the goal is practicing the basics, so pick a teammate to follow and learn how to lead your shots while their ship is in your field of vision.

Potato Avoidance

Sailing in a straight line

Even Tier I players will lead a predictable target; learn to make small course changes between salvos to break enemy aim. This is the single highest-impact habit to build at this tier.

Signature Traits

High HP pool

16600 HP, best of T1 CAs.

LOBBING BATTERY
  • Fast turret traverse · 10°
  • Long gun range · 10.4 km
  • High-arc HE shells · 32.75°
ELITE ARMOR
  • Thick deck · 51 mm
  • Strong torpedo belt · 4%
  • Heavy armor deck
All-Weather

No stat falls into the cohort's bottom decile across T1 CAs. Stable baseline in every category, no glaring weakness to play around.

Acquisition

How to get Gelderland

Gelderland is available in the Gelderland branch of the Netherlands Tech Tree as an early line ship.

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

Gelderland sits in the Gelderland branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Official WG availability sources

Builds

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

Karel Doorman

Dutch cruiser HE

Doorman's HE-cruiser kit (Burn It Down XXL fire chance, Ingenious traverse + splash reduction, Sponge incoming damage reduction) holds up even when the hull doesn't carry airstrike. Furstner's Minister of the Navy trait boosts fire damage from cruiser shells; André Roux's Grenadier trait increases cruiser HE shell damage. All three stack into a fire-DoT-focused HE pressure cruiser.

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Cohort position

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Where Gelderland sits among Tier I CAs (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.

BestHit points16,600 HP (1 of 2 tied) BestDeck armor51 mm (1/12) Top 10%Concealment7.81 km (2/12) Top 10%Smoke fire bloom2.81 km (2/12) Top 10%Turning circle330 m (2/12) Top 10%Main battery range10.41 km (2/12) Top 10%AA threat247 (2/12) Top 25%Air detection4.69 km (3/12) Top 25%Max armor125 mm (3/12) Bottom 25%Max speed20 kt (10/12) Bottom 25%Main dispersion93 m (11/12) Bottom 25%Power-to-weight2.48 hp/t (10/12)
See 15 mid-pack stats

Not standouts for Gelderland -- 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.

Rudder shift4.8 s(7/12) Traverse-to-turn ratio5.6 ×(8/12) Main battery caliber120 mm(8/12) Main battery reload8 s(8/12) HE shell damage1,700(7/11) HE fire chance7%(6/11) Fires per minute2.63(7/11) HE DPM63,750(6/11) HE velocity820 m/s(7/11) Acceleration24.2 s(5/12) Engine power10,000 hp(9/12) Turn-speed retention30.3 hp/m(8/12) Displacement4,033 t(6/12) Citadel belt20 mm(9/12) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit Points16,600
Displacement4,033 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
94.6 x 14.61 m
Armor range6–125 mm
Plate armor thicknesses6, 10, 13, 20, 25, 50, 51, 102, 125 mm
Armor material/layer entries38
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.
0%
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 (1,494 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 (1,660 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.
4%
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.
8,300
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.
5,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/40 Krupp №3
Mounts / barrels8 mounts / 8 barrels
Reload time8 s
Firing range (base)9.5 km
Firing range (top fire control)10.4 km
Turret traverse10 °/s
Turret armor51 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.
272° arc, 2x 121° port-only, 137° starboard-only, 121° starboard-only, 148° starboard-only, 148° port-only, 275° arc
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 =(1040630·80.51000+0.5)·30=93m
93 m at 10.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93·0.6=55.8m
55.8 m at 10.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93·0.62=27.9m
27.9 m at 10.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =55.8·0.62=16.7m
16.7 m at 10.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 8 s base reload = 37.5.
37.5
HE shells
HE Damage1,700
HE Velocity820 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 5 broadside guns = 8,500.
8,500
HE DPM
ƒ8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.
63,750
Fires/min
ƒ37.5 shells/min x 7% fire chance = 2.62.
2.62
AP shells
AP Damage2,000
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2000·210.69·0.121.07·8201.38=165.8mm. Matches the in-game spec card.
165.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.4 km), where the shell has slowed to 231.6 m/s: P=107·2000·210.69·0.121.07·231.61.38=29mm.
29 mm at 10.4 km
AP full-salvo alpha
ƒ2,000 AP damage x 5 broadside guns = 10,000.
10,000
AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 8 s base reload = 75,000.
75,000
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.
5
AA Defense
AA mount points11
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
1.2 km
12.7 mm Browning M19218×1 13mm
7.92 mm Schwarzlose3×1 8mm
Outer Near aura
Guns12.7 mm Browning M1921
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 0.85 hit probability = 181 - the same in-game units as the Close-range AA DPS headline.
181
Range1.2 km
Inner Near aura
Guns7.92 mm Schwarzlose
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.85 hit probability = 30 - the same in-game units as the Close-range AA DPS headline.
30
Range1 km
Total DPS in Aura
ƒOuter Near 181 + Inner Near 30 = 211
211
Maneuverability
Engine power10,000 hp
Maximum speed20 kt
Turning circle radius330 m
Rudder shift time4.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 20 / 4 + 4.9 = 9.9 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.
9.9 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.
26 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).
7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.0 kt of 20 kt), from our in-house acceleration model.
24.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (19.8 kt of 20 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.
40.2 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·20.0·0.5144330=1.79°/s, so ratio=ωturretωhull=101.79=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea7.81 km
Detectability by air4.69 km
Smoke firing penalty2.81 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.
10.41 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
7.09 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.
9.81 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.
7.69 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

Fire controlUpgrade
  • Main battery range9,460 → 10,406 m

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 Disp93 m at 10.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1040630·80.51000+0.5)·30=93m
Shell scatter width @ 5 km52.5 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 km90 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 Disp55.8 m at 10.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93·0.6=55.8m
Shell scatter height @ 10 km53.3 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=0.5·10406=5203 m, and radiusOnMax=0.6 at 10406 m. Above the kink: k=0.5+(0.60.5)·100005203104065203=0.5922, so σV=σH·k=90·0.5922=53.3m.
Med Horiz Disp27.9 m at 10.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =93·0.62=27.9m
Med Vert Disp16.7 m at 10.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =55.8·0.62=16.7m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close165.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2000·210.69·0.121.07·8201.38=165.8mm. Matches the in-game spec card.
AP Pen Far29 mm at 10.4 km
Same formula at the ship's max firing range (10.4 km), where the shell has slowed to 231.6 m/s: P=107·2000·210.69·0.121.07·231.61.38=29mm.
AP pen 5 km64 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 km30 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.
HE flight time @ 10 km9.67 s
How long an HE 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·0.42·0.1228·20.5=0.000116. That runs from a 820 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 flight time @ 10 km9.47 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·0.42·0.1228·21=0.000113. That runs from a 820 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.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius5
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 alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha8,500
1,700 HE damage x 5 broadside guns = 8,500.
AP full-salvo alpha10,000
2,000 AP damage x 5 broadside guns = 10,000.
HE DPM63,750
8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.
AP DPM75,000
10,000 AP full-salvo alpha x 60 / 8 s base reload = 75,000.
Shells/min37.5
5 broadside guns x 60 / 8 s base reload = 37.5.
Fires/min2.62
37.5 shells/min x 7% fire chance = 2.62.

AA defense

AA DPS at max range181
Only families that reach 1.2 km contribute at the outer edge of the AA bubble. In-game families: Schwarzlose MG 3x1 -> 30 DPS @ 1 km; 12 7mm 80 Browning 8x1 -> 181 DPS @ 1.2 km.
Maximum AA range1.2 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
AA DPS layered by range181 DPS @ 1.2 km, 211 DPS @ 1 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-blank211
Sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index247
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 range1.2 km

Armor Beta

Hull HP 16,600, 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 & stern6 mm

Overmatched by 60+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 0%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–25 mm)1,100 (7% of HP)
Overmatched by 127mm+ AP (Farragut)6 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)13 mm12,500 (75% of HP)
Overmatched by 203mm+ AP (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–50 mm)1,200 (7% of HP)
Overmatched by 127mm+ AP (Farragut)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 6–20 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.
Superstructure13 mm primary (range 13–125 mm)500 (3% 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 HP8,300 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (13 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 HP5,000 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Gelderland 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.