De Zeven Provinciën
Also called: 七省 Beta- Hold islands tight enough to break vision on demand
- Avoid: Launching airstrikes at maneuvering targets
On this page
De Zeven Provinciën Community Stats
Across 25,000+ Standard battles from 310+ players, De Zeven Provinciën averages a 62% win rate, 67,300 damage and 1.0 kills per battle, and survives 49% of them.
De Zeven Provinciën Community Stats
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De Zeven Provinciën Community Stats
Record History
Playstyle
Overview
De Zeven Provinciën is the Tier VII Dutch airstrike cruiser. The alt-armament fires a bomber line instead of torpedoes, so her damage profile is main battery up front plus airstrike pressure on distant caps. AA (671 AA DPS at 6 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: surface detection in T7 CAs (11.5 km, 6th of 58) and best Repair Party charges in T7 CAs (3, 3rd of 57). The trade is hit points in T7 CAs (33,800 HP, 54th of 58).
Positioning
Hold islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.
Potato Avoidance
Launching airstrikes at maneuvering targets
The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.
Signature Traits
The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
+8% speed (about +2.6 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or easing out of a bad angle, not for running anything down. Uncommon in T7 CAs.
- Top-tier AA · 671 AA
- Long-reach AA · 6 km
11.5 km surface detect, top quartile of T7 CAs. Stays dark longer.
33800 HP, bottom decile of T7 CAs. Trade hits sparingly.
75 mm citadel belt, bottom decile of T7 CAs. Citadels through angle are possible.
How to get De Zeven Provinciën
De Zeven Provinciën is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and 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.
- CampaignEarned in the campaign “Skyreaper From the Lowlands” (May 2024); campaign ships can later return through other limited methods.
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
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Super VII crate
4%
One of the Tier VII Premium ships
Event · Super VII crate · 1 of 25 ships
-
Anniversary '25 Dutch crate
1%
VII De Zeven Provinciën
Event · Anniversary '25 Dutch crate
-
Spectral Vault 5.0
0.384615%
Tier VII Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
Show all 9 containers (6 more)
-
Spectral Vault 4.0
0.160256%
Tier VII Premium ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 39 ships
Show 2 paths
- Spectral Vault 4.00.102564%
- Spectral Vault 4.0 → Spectral Vault 5.00.057692%
-
Spectral Vault 3.0
0.080449%
Tier VII Premium ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 39 ships
Show 4 paths
- Spectral Vault 3.00.051282%
- Spectral Vault 3.0 → Spectral Vault 5.00.011538%
- Spectral Vault 3.0 → Spectral Vault 4.00.011282%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006346%
-
Mystic Lantern
0.07619%
Tier VII Premium ship
Event · Mystic Lantern · 1 of 42 ships
-
Spectral Vault 2.0
0.013814%
Tier VII Premium ship
Archived · Spectral Vault 2.0 · 7 paths combined · 1 of 39 ships
Show 7 paths
- Spectral Vault 2.0 → Spectral Vault 3.00.005128%
- Spectral Vault 2.00.002564%
- Spectral Vault 2.0 → Spectral Vault 4.00.002051%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001154%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.001128%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000635%
-
Dutch Cruiser crate
0.01%
VII De Zeven Provinciën
Early access · Dutch Cruiser crate
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Spectral Vault 1.0
0.002048%
Tier VII Premium ship
Archived · Spectral Vault 1.0 · 11 paths combined · 1 of 39 ships
Show 11 paths
- Spectral Vault 1.0 → Spectral Vault 3.00.000513%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000462%
- Spectral Vault 1.0 → Spectral Vault 2.00.000231%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000185%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000115%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000113%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000104%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000102%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000063%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000057%
Official WG availability sources
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"Skyreaper From the Lowlands" Campaign Breakdown
Campaign
Start: 2024-05-27 · End: 2024-06-30
- To successfully complete the Skyreaper From the Lowlands campaign and unlock Dutch Tier VII Premium cruiser De Zeven Provinciën, you must accumulate 2,475 Renown with an active Admiralty Backing.
-
June Update: Wings Over Waves
Campaign
Start: 2024-05-23
- He'll join your ranks automatically as soon as you receive the final reward of this campaign—De Zeven Provinciën.
- Dutch Tier VII Premium cruiser De 7 Provinciën
-
March Update: Thirst for Combat
Crates
Start: 2025-02-27
- You can find them in Dutch Cruiser crates (13 of which are available for free through the campaign and Dutch Legacy Calendar) and in the Dutch Legends random bundle in the Store, which can also drop Premium cruiser De 7 Provinciën.
-
Going Orange: Dutch Cruisers and Commanders Coming to Legends
Crates
Start: 2025-02-28
- You can find Early Access ships in Dutch Cruiser crates and the Dutch Legends random bundle in the Store, both of which can also drop Premium cruiser De 7 Provinciën.
-
Legendary Birthday in Piñata Style
Crates
Start: 2025-08-01
- Anniversary '25 Dutch crates can drop a Tier IV–VII researchable Dutch cruiser or Tier VII Premium cruiser De 7 Provinciën.
Show direct source rows
- Anniversary '25 Dutch crate 1% · VII De Zeven Provinciën
- Dutch Cruiser crate 0.01% · VII De Zeven Provinciën
- Mystic Lantern 0.07619% · Tier VII Premium ship
- Spectral Vault 2.0 0.002564% · Tier VII Premium ship
- Spectral Vault 3.0 0.051282% · Tier VII Premium ship
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.
Karel Doorman
Airstrike specialistDoorman extends airstrike range, cruise speed, and plane HP via Bird's Eye View / Sea Wings / Iron Feathers so your bombers reach the target and survive AA. Cornelis van der Windt's Flame Storm trait adds bomb burning chance for more fire starts; Worf's Sky Attack trait raises damage on every projectile your aircraft drop. Treat the airstrike like a long-range torpedo: drop bombs across the path of a target rotating to cap or hiding behind an island, then use your main battery to punish whoever you've forced into the open.
Karel Doorman
Fire DoT cruiserSame Doorman skill spine (airstrike range / cruise speed / plane HP). Furstner's Minister of the Navy trait raises fire damage from your cruiser's shells or bombs; Cornelis van der Windt's Flame Storm adds bomb burning chance on top. Each fire that lands does more DPS, and you start more of them. Pairs well with Burn It Down XXL on the main battery so HE salvos and airstrike bombs both start more fires.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.
Cohort position
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Where De Zeven Provinciën sits among Tier VII CAs (57 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.
See 23 mid-pack stats
Not standouts for De Zeven Provinciën -- 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.
Peers in this cohort
Compare Tier VII CruisersShow all 57 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° off stern. How 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (15.6 km) shells land in an ellipse about 141 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 8 deg/s traverse speed = 22.5 s.ƒ
Zero upgrades: 8 broadside guns x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 73. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 6 s (5.9 s = 42 ticks) all-upgrades reload (6.5 s × 0.9 Main Battery Mod. 3 = 5.9 s) = 80.HE shells
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30 mm = 152 mm caliber / 5.07 (non-standard HE penetration ratio).ƒ
2,150 HE damage x 8 broadside guns = 17,200.ƒ
Zero upgrades: 17,200 HE full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 157,043. All upgrades (Main Battery Mod. 3 = -10% reload): 17,200 HE full-salvo alpha x 60 / 6 s (5.9 s = 42 ticks) all-upgrades reload (6.5 s × 0.9 Main Battery Mod. 3 = 5.9 s) = 172,000.ƒ
Zero upgrades: 73 shells/min × 0.11 (11% fire chance) = 8.03. All upgrades (Main Battery Mod. 3 = -10% reload): 80 shells/min × 0.11 (11% fire chance) = 8.8.AP shells
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floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.6 km), where the shell has slowed to 346.6 m/s: .ƒ
3,000 AP damage x 8 broadside guns = 24,000.ƒ
Zero upgrades: 24,000 AP full-salvo alpha x 60 / 6.571 s (6.5 s = 46 ticks) base reload = 219,130. All upgrades (Main Battery Mod. 3 = -10% reload): 24,000 AP full-salvo alpha x 60 / 6 s (5.9 s = 42 ticks) all-upgrades reload (6.5 s × 0.9 Main Battery Mod. 3 = 5.9 s) = 240,000.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Effective 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 66 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 92 raw aura damage × 3.5 × 0.9 hit probability = 290 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 66 + Outer Medium 290 = 356ƒ
Effective DPS: 100 raw aura damage × 3.5 × 0.9 hit probability = 315 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 66 + Outer Medium 290 + Inner Medium 315 = 671ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 250 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 6 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 32 / 4 + 4.9 = 12.9 kt. Base value; speed modifiers scale it.ƒ
Seconds 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, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (28.8 kt of 32.0 kt).ƒ
Time to reach 99% of top speed (31.7 kt of 32.0 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.ƒ
With the rudder hard over the hull turns 5.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.4 = +2.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.48 km x 0.955 = 10.96 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 11.48 km x 0.955 (Grade IV permanent camo or any disposable camo) = 10.96 km.ƒ
max(main battery range, sea detectability 11.48 km) = 15.62 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 6.89 km + gun-firing bloom 3.04 km = 9.93 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.ƒ
Sea detectability 11.48 km + 2.0 km while burning = 13.48 km.ƒ
Air detectability 6.89 km + 3.0 km while burning = 9.89 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party3 charges · 40 s reload · 28 s active · 4,732 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 33,800 HP = 4,732 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 33,800 HP = 14,196 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 33,800 HP = 169 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Under the hood
Show
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All values are ship base stats with modifications and upgrade changes denoted inline.
The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.
Main battery formulas
The standard cruiser dispersion curve.(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15625 m. Below the kink: , so .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: at 0 m, at m, and at 15625 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15625 m. Above the kink: , so .AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 639.1 m/s is the shell's speed when it arrives at 5 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 461.4 m/s is the shell's speed when it arrives at 10 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 355.7 m/s is the shell's speed when it arrives at 15 km (from 900 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 900 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.4 mounts × 2 barrels = 8; all 8 bear on the broadside.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Starting speed of the HE shell; sets its flight time and lead.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.AA defense
Only families that reach 6 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 8x1 -> 315 DPS @ 3.5 km; 57mm 60 Bofors M50 SW 4x2 -> 290 DPS @ 4 km; Far AA (?) -> 66 DPS @ 6 km.@ 6 km: 66 from one family; @ 4 km: 290 + 66 = 356; @ 3.5 km: 315 + 290 + 66 = 671. 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.315 + 290 + 66 = 671 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).315 × 3.5 + 290 × 4 + 66 × 6 = 2658. 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.Ship Charts
Background
The upgraded post-war project for cruiser De Zeven Provinciën. The cruiser started to look like a modern ship - her superstructures had been enlarged; torpedo launchers and on-board hydroplanes removed; 2.2-inch (57 mm) anti-aircraft artillery mounted; and the number of main guns, which occupied four twin-gun mounts, restored to the value specified in the initial project. Between 1962 and 1964, Terrier missile launchers were installed on board the ship in place of her rear turrets, thus making her a missile cruiser. The ship was sold to Peru in 1975, where she served until 1999.
Armor Beta
Hull HP 33,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 600 (2% of HP) | Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 100 mm primary (range 16–100 mm) | 25,400 (75% of HP) | No common AP caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–75 mm) | 500 (1% of HP) | Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 75 mm primary (range 15–75 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. |
| Superstructure | 13 mm primary (range 13–75 mm) | 3,300 (10% 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 HP | 16,900 magazine HP | Turret knocked out | Per-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 (57 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 10,100 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior De Zeven Provinciën can equip.
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.
