World of Warships: Legends ship guide

Eendracht

Also called: 团结 Beta
Airstrike cruiserGuns up front, airstrikes for the caps you cannot reach with the hull.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
Strong AASonarDefensive AAStrong torpedo beltSaturates bow fastShort AA reach
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Community Data

Eendracht Community Stats

Across 4,600+ Standard battles from 240+ players, Eendracht averages a 61% win rate, 60,000 damage and 1.1 kills per battle, and survives 43% of them.

Community Data

Eendracht Community Stats

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

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Playstyle

Overview

Eendracht is the Tier VI 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. Sonar (4 km on ships and 3 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. AA (586 AA DPS at 3.5 km, +100% Defensive AA flak burst) ranks 3 of 44 in T6 CAs: heavy enough to make a careless strike expensive, though not the umbrella that shuts a carrier out of her grid. Standout traits: torpedo belt percent in T6 CAs (19, 7th of 44) and Sonar duration in T6 CAs (100 s, 7th of 39).

Positioning

Work the islands rather than a firing line. Sonar (4 km on ships, 3 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 6.2 km, so pick the salvo rather than holding the trigger. 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

Airstrike alt-armament

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

ELITE AA ↗
  • Top-tier AA · 586 AA
  • AA specialist
ELITE ARMOR ↗
  • Strong torpedo belt · 19%
  • Saturates bow fast · 600 HP
Long-duration sonar ↗

100 s Sonar duration, top decile of T6 CAs.

ELITE MAIN BATTERY ↗
  • Flat AP shells · 950 m/s
  • Flat arc HE shells · 950 m/s
Short AA reach ↗

3.5 km AA reach, bottom decile of T6 CAs. Bombs and torpedoes drop before AA bites.

Acquisition

How to get Eendracht

Eendracht is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

History: Early Access Feb 2025 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

Eendracht sits in the Airstrike Cruisers branch. The highlighted path shows the local branch context inside the full Netherlands tree.

Best listed chance for this ship

Official WG availability sources
  • Going Orange: Dutch Cruisers and Commanders Coming to Legends Early Access Start: 2025-02-28
    • You can try Tier III–VIII ships in Early Access during this update, while Tier I will be available in the Tech Tree right away, and you can unlock Tier II simply by playing.
    • 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.
    • Tier VI Eendracht
  • March Update: Thirst for Combat Early Access 2025-02-27
    • Tier III–VIII ships will be available in Early Access this update, starting March 3: De Ruyter, Celebes, Kijkduin, Eendracht, Haarlem, and Johan de Witt.
    • 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.
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.

Karel Doorman

Airstrike specialist

Doorman 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 cruiser

Same 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 leave heavier DoT.

Open in Build Tool →

Commanders frequently paired with this ship Karel DoormanCornelis van der WindtJohan Furstner

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 Eendracht sits among Tier VI CAs (43 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.

Top 10%AP velocity950 m/s (3/43) Top 10%HE velocity950 m/s (4/37) Top 10%AA DPS586 (3/44) Top 10%AA threat2,051 (3/44) Top 25%Main battery range15.03 km (11/44) Top 25%Main battery reload8 s (12/44) Top 25%Fires per minute8.25 (10/37) Top 25%Stern armor20 mm (11/44) Bottom 25%Air detection7.62 km (34/44) Bottom 25%Max armor100 mm (35/44) Bottom 10%Power / turn radius118.1 hp/m (41/44) Bottom 10%Citadel belt75 mm (41/44) WorstNo secondaries (5 of 44 in cohort) WorstAA range3.5 km (44/44) WorstNo torpedoes (10 of 44 in cohort)
See 27 mid-pack stats

Not standouts for Eendracht -- 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 points35,800 HP(15/44) Max speed33 kt(19/44) Concealment12.7 km(33/44) Smoke fire bloom6.24 km(22/44) Rudder shift9 s(27/44) Turning circle720 m(30/44) Main battery caliber152 mm(32/44) Sigma2(24/44) HE shell damage2,400(23/37) HE fire chance11%(23/37) HE DPM180,000(11/37) AP shell damage3,200(33/43) AP DPM240,000(17/43) Main dispersion136.7 m(33/44) Time to 90% speed25.1 s(27/44) Acceleration (0-12 kt)9 s(31/44) AP fuse timer0.025 s(27/43) AP arming threshold25 mm(13/43) Engine power85,000 hp(29/44) Displacement11,850 t(19/44) Power-to-weight7.17 hp/t(28/44) AP pen at 10 km141 mm(28/43) Effective HE DPM (incl. fire)241,694(12/37) Bow armor16 mm(25/44) NormAP ricochet start45°(33 of 43 tied at this value) NormAP auto-bounce angle60°(32 of 43 tied at this value) NormTurn speed retained81%(39 of 44 tied at this value)
Survivability
Hit PointsInitial: 32,500 → 35,800
Displacement11,850 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
185.8 x 17.98 m
Armor range10–100 mm
Plate armor thicknesses10, 15, 16, 20, 25, 30, 40, 50, 60, 75, 100 mm
Armor material/layer entries72
Fire resistance
ƒstock hull: 1 − 0.7336 fire coefficient = 26.6%; top hull: 1 − 0.7003 fire coefficient = 30%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 26.6% → 30%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 35,800 HP = 3,222 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 35,800 HP = 3,580 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
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.
16,300
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.
10,700
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,200 = 6,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,200
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,000 = 6,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 26,900 = 53,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
26,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,300 = 6,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 152 mm/53 Model 1942
Mounts / barrels4 mounts / 10 barrels
Reload time8 s
Firing range (base)13.7 km
Firing range (top fire control)15 km
Turret traverse8 °/s
Turret armor100 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. 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.
4x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° 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.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.0 km) shells land in an ellipse about 137 m wide and 82 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.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1502630·8−1.11000+1.1)·30=136.7m
136.7 m at 15 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =136.7·0.6=82m
82 m at 15 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =136.7·0.62=41m
41 m at 15 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =82·0.62=24.6m
24.6 m at 15 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ10 broadside guns x 60 / 8 s base reload = 75.
75
HE shells
HE alpha2,400
HE Velocity950 m/s
Fire Chance11%
HE fire DPM vs T6 BB61694
Effective HE DPM vs T6 BB241694
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,400 HE damage x 10 broadside guns = 24,000.
24,000
HE DPM
ƒ24,000 HE full-salvo alpha x 60 / 8 s base reload = 180,000.
180,000
Fires/min
ƒ75 shells/min × 0.11 (11% fire chance) = 8.25.
8.25
AP shells
AP alpha3,200
AP Velocity950 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP pen max range97 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2600·46.70.69·0.152−1.07·9501.38=356mm.
356 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15 km), where the shell has slowed to 369.5 m/s: P=10−7·2600·46.70.69·0.152−1.07·369.51.38=96.7mm.
96.7 mm at 15 km
AP full-salvo alpha
ƒ3,200 AP damage x 10 broadside guns = 32,000.
32,000
AP DPM
ƒ32,000 AP full-salvo alpha x 60 / 8 s base reload = 240,000.
240,000
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.
15
✈
Squadrons
Airstrike 1
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,000 alpha
Fire chance30%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges1
Range11 km
Reload85 s
Launch arc-124° to 124°
Airstrike 2
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,300 alpha
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges1
Range11 km
Reload85 s
Launch arc-124° to 124°
AA Defense
AA mount points17
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.
3.5 km
40 mm/56 Bofors Model 1936Initial: 10×2 → 17×2 40mm
40 mm/56 Bofors (stock hull only)7×1 40mm
Medium aura
Guns40 mm/56 Bofors Model 1936
Continuous DPS
ƒInitial: 141 × 3.5 × 0.9 = 444 → 186 × 3.5 × 0.9 = 586. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 444 → 586
Range3.5 km
Maneuverability
Engine power85,000 hp
Maximum speed33.0 kt
Turning circle radius720 m
Rudder shift timeInitial: 12.6 s → 9 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 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, 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.
28.5 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
11.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
25.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 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.
40.3 s
Guns in a full turn
ƒWith 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.
hold target (+2.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 12.7 km x 0.955 = 12.13 km. Camouflage does not change detectability by air.
12.7 km
With Grade IV camouflage (sea)
ƒDetectability by sea 12.7 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.13 km.
12.13 km
Detectability by air7.62 km
Smoke firing penalty6.24 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 12.7 km) = 15.03 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.03 km
Detect when firing (air)
ƒAir detectability 7.62 km + gun-firing bloom 3.04 km = 10.66 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
10.66 km
Detect when on fire (sea)
ƒSea detectability 12.7 km + 2.0 km while burning = 14.7 km.
14.7 km
Detect when on fire (air)
ƒAir detectability 7.62 km + 3.0 km while burning = 10.62 km.
10.62 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 4 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 133×301000=4 km
· 3 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 100×301000=3 km
Choose one
Catapult Fighter3 charges · 80 s reload · 60 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 2 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Module options (2)

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

HullUpgrade
  • Hit points32,500 → 35,800
  • Rudder shift12.6 → 9 s
  • Close-range AA DPS141 → 186
Fire controlUpgrade
  • Main battery range13,660 → 15,026 m

Under the hood

Show ▾

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

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(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.
Shell scatter width @ 10 km102 m
(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.
Shell scatter width @ 15 km136.5 m
(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.
Shell scatter height @ 5 km27 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15026=7513 m, and radiusOnMax=0.6 at 15026 m. Below the kink: k=0.2+(0.5−0.2)·50007513=0.3997, so σV=σH·k=67.5·0.3997=27m.
Shell scatter height @ 10 km54.4 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=0.5·15026=7513 m, and radiusOnMax=0.6 at 15026 m. Above the kink: k=0.5+(0.6−0.5)·10000−751315026−7513=0.5331, so σV=σH·k=102·0.5331=54.4m.
Shell scatter height @ 15 km81.9 m
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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15026=7513 m, and radiusOnMax=0.6 at 15026 m. Above the kink: k=0.5+(0.6−0.5)·15000−751315026−7513=0.5997, so σV=σH·k=136.5·0.5997=81.9m.
AP pen 5 km222 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·46.70.69·0.152−1.07·674.41.38=222mm, where 674.4 m/s is the shell's speed when it arrives at 5 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km141 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·46.70.69·0.152−1.07·486.11.38=141mm, where 486.1 m/s is the shell's speed when it arrives at 10 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km97 mm
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 P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2600·46.70.69·0.152−1.07·370.41.38=97mm, where 370.4 m/s is the shell's speed when it arrives at 15 km (from 950 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.45 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·0.2841·0.15228·46=5.6×10−5. That runs from a 950 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.
AP flight time @ 10 km5.45 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·0.2884·0.15228·46.7=5.6×10−5. That runs from a 950 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.
Guns per full salvo (alpha, DPM)10
4 mounts × 2.5 barrels = 10; all 10 bear on the broadside.

Model inputs

Krupp (AP)2,600
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass46.7 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2884
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity950 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range586
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mark IV Hazemeyer 17x2 -> 586 DPS @ 3.5 km.
AA DPS layered by range586 DPS @ 3.5 km
@ 3.5 km: 586 from one family. 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-blank586
586 = 586 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index2051
586 × 3.5 = 2051. 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.
Open in Charting Tool

Ship Charts

Background

While under construction, cruiser Kijkduin was renamed Eendracht and received armament changes. During World War II, she was captured by the Germans, who renamed her "KH2" and intended to put her into service with the Kriegsmarine. Post-war, the Netherlands resumed her construction as a modified project and renamed her De Zeven Provinciën. She served the Netherlands from 1953 through 1975 before being sold to Peru, where she operated as Aguirre and Almirante Grau until 1999.

Armor Beta

Hull HP 32,500 → 35,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 126+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel75 mm

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

Farming10 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)600 (2% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)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)100 mm primary (range 16–100 mm)26,900 (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.
Stern20 mm primary (range 16–75 mm)600 (2% of HP)
Overmatched by 305mm+ AP (Rasputin, Toulon)Angle bounces 283mm20 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel75 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.
Superstructure10 mm primary (range 10–75 mm)3,300 (9% 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 HP16,300 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 (40 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 HP10,700 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.

Balance History

Balance updates affecting Eendracht. Cards are condensed; use each source link for full context.

Nerf ×6Buff ×1Rework ×1Airstrike ×4Concealment ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Detectability range by sea increased from 11.43 to 12.7 km.
  • Detectability range by air increased from 6.86 to 7.62 km.
  • Detectability range while firing in smoke increased from 5.34 to 6.24 km.
  • Replaced the "Hidden" trait with "Pyromania".
Read the full official post
2025-10-30

Ministry of Balance: Preparing for Winter

  • Stock and upgraded Airstrike accuracy reduced: percentage of bombs falling near the central aim point decreased from 66% to 50%.
Read the full official post
2025-06-26

Ministry of Balance: Declaration of Changes

  • Stock Airstrike maximum bomb damage reduced from 5,150 to 5,000.
  • Stock and upgraded Airstrike squadron restoration time increased from 80 to 85 seconds.
  • Upgraded Airstrike maximum bomb damage reduced from 5,800 to 5,300.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Eendracht can equip.

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.