World of Warships: Legends ship guide

Flying Dutchman

Beta
The Netherlands · Tier VIII · Cruiser · Premium / event variant · Neptune Variant
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Firing AP into thin destroyers or unangled bows
Key characteristics
Easily spotted
Community Data

Flying Dutchman Community Stats

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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 (10.5 km, 35 s active) 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) 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: 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.

Potato Avoidance

Firing AP into thin destroyers or unangled bows

Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.

Signature Traits

All-Weather

No stat falls into the cohort's bottom decile across T8 CAs. Stable baseline in every category, no glaring weakness to play around.

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

  • Pirate Chest '26 0.5% VIII Flying Dutchman + 2,500 Ship Parts Event containers · Pirate Chest '26
Official WG availability sources
Show direct source rows

Builds Beta

Build for reload, concealment, smoke/utility, AP performance, and survivability. If using the unique damage skill, lean into cruiser and destroyer hunting.

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Cohort position

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Where Flying Dutchman sits among Tier VIII CAs (32 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.

WorstNo secondaries (8 of 32 in cohort) WorstNo AA (1 of 32 in cohort) WorstNo torpedoes (14 of 32 in cohort)

The stats below come from the base ship, Neptune. This ship is built on the same hull; in-game data for the variant itself is not available.

All values are ship base stats with modifications and upgrade changes denoted inline.

Radar 10.5 kmSonar 5.2 kmRepair 2Def-AASmoke
Survivability
Hit PointsInitial: 39,900 → 44,900
Displacement18,468 t
Armor range13–102 mm
Plate armor thicknesses13, 16, 25, 38, 51, 76, 102 mm
Armor material/layer entries58
Fire resistance40%
Fire duration30 s
Torp Reduction13%
Main Battery
ModuleArtillery: 152 mm/50 Mk XXV
Mounts / barrels4 mounts / 12 barrels
Reload time4.5 s
Firing range (base)14 km
Firing range (top fire control)15.5 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14046/30·(8−1.1)/1000 + 1.1)·30 = 129.9 m
129.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.9 × 0.6 = 78 m
78 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.9 × 0.314 (σ=2.05) = 40.8 m
40.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78 × 0.314 (σ=2.05) = 24.5 m
24.5 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ12 broadside guns x 60 / 4.5 s base reload = 160.
160
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage3,200
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: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 768^1.38 = 320 mm. Matches the in-game spec card.
320 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.3 km), where the shell has slowed to 312.2 m/s: 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 312.2^1.38 = 92.4 mm.
92.4 mm
AP full-salvo alpha
ƒ3,200 AP damage x 12 broadside guns = 38,400.
38,400
Base AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 4.5 s base reload = 512,000.
512,000
Installed AP DPM
ƒ38,400 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 576,000.
576,000
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.
20
Torpedoes
Module533 mm Mk IXM
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage≈ 15,667
1x torpedo alpha47,000
Torpedo detectability1.3 km
Flooding chance282%
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
125,336
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.9) + (47×3.5×0.85) + (35×3.5×0.9) + (28×3.5×0.9) = 707. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
707
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
40 mm STAAGInitial: 40 mm Bofors Mk V (10×2) → 40 mm STAAG (10×2)
20 mm Oerlikon Mk VInitial: 20 mm Oerlikon Mk IV (14×1) → 20 mm Oerlikon Mk V (14×2)
114 mm/45 RP 41 Mk VI (DP)6×2 114mm
Outer Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose main battery firing as AA in this range band.
28
Range6 km
Inner Far aura
DPS
ƒIncludes 35 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
35
Range5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 = 63
63
Medium aura
DPSInitial: 59 → 117
Range3.5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 + Medium 117 = 180
180
Near aura
DPSInitial: 29 → 47
Range2 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 + Medium 117 + Near 47 = 227
227
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber114 mm
Reload time3 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius790 m
Engine power multiplier speed threshold31.2 kt
Traverse-to-turn ratio8.0× ok
Concealment
Detectability by sea12.05 km
Detectability by air7.23 km
Smoke firing penalty5.76 km
Detect after firing main guns12.05 km
Detect Fire Sea14.05 km
Detect Fire Air10.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 2% heal per second · 40% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 98 s active · 5.2 km ship detect · 3.63 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Smoke Generator2 charges · 240 s reload · 20 s emit / 110 s cloud active
Surveillance Radar2 charges · 180 s reload · 35 s active · 10.5 km radar range

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp129.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14046/30·(8−1.1)/1000 + 1.1)·30 = 129.9 m
Max Vert Disp78 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 129.9 × 0.6 = 78 m
Med Horiz Disp40.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 129.9 × 0.314 (σ=2.05) = 40.8 m
Med Vert Disp24.5 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78 × 0.314 (σ=2.05) = 24.5 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close320 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 768^1.38 = 320 mm. Matches the in-game spec card.
AP Pen Far92.4 mm
Same formula at the ship's max firing range (19.3 km), where the shell has slowed to 312.2 m/s: 1e-7 × 2672 × 58.85^0.69 × 0.152^-1.07 × 312.2^1.38 = 92.4 mm.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
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 alpha38,400
3,200 AP damage x 12 broadside guns = 38,400.
Base AP DPM512,000
38,400 AP full-salvo alpha x 60 / 4.5 s base reload = 512,000.
Installed AP DPM576,000
38,400 AP full-salvo alpha x 60 / 4 s installed reload (Main Battery Mod. 3 = -10%) = 576,000.
Base shells/min160
12 broadside guns x 60 / 4.5 s base reload = 160.
Installed shells/min180
12 broadside guns x 60 / 4 s installed Artillery reload = 180.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 s
range / (speed kt x 2.6 community game-speed factor).
Tube count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage250,672
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage125,336
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS707
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.9) + (47×3.5×0.85) + (35×3.5×0.9) + (28×3.5×0.9) = 707. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
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.

Balance History

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

Nerf ×4Buff ×1Commander Skill ×1Airstrike ×1Main Battery ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Nerf affecting Dutch cruisers above Tier IV: Air Support special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
Read the full official post
2026-02-20

Pirates Ahead! New Commanders, Ships, and Skins

  • Removed torpedoes and Smoke Generator.
  • Nation changes from U.K. to The Netherlands, with premium/event identity tracked separately from tech-tree Neptune.
  • Main battery range increased from 15.45 to 16 km; reload increased from 4.5 to 6.5 s; AP shell damage reduced from 3,200 to 3,000.
  • Detectability range by sea increased from 12.05 to 12.47 km; by air from 7.23 to 7.48 km; sea smoke-firing detectability from 5.76 to 5.96 km; air firing detectability from 3.04 to 3.15 km.
  • Added Airstrike: 2 charges, 55 s reload time, 234-knot aircraft speed.
Read the full official post
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