Friesland
Also called: 弗里斯兰 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
- Avoid: Trading guns in open water against peer DDs
On this page
Friesland Community Stats
Across 32,000+ Standard battles from 310+ players, Friesland averages a 63% win rate, 43,500 damage and 1.1 kills per battle, and survives 45% of them.
Friesland Community Stats
Log in to GamingDiver and upload your data to see Community Data for Friesland: community win rate, damage, survival, spotting, and your own comparison.
Friesland Community Stats
Record History
Playstyle
Overview
Friesland is a Tier VII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. She carries no torpedoes. Her 120mm guns win on volume rather than weight: a 1.8 s reload is the damage, so uptime matters more than any single salvo. Both shells run cohort-strong (top-decile AP at 271,385 AP DPM and cohort-best HE at 226,154 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. AA (438 AA DPS at 5.2 km) 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 fires per minute in T7 DDs (10.3, 1st of 35) and fast reload in T7 DDs (1.8 s, 1st of 37).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; with no torpedoes the kit is gunfire, and gunfire from cover wins more than from blue water. Concretely: 10.9 km of reach against 7.2 km of detection leaves about 3.7 km in which you can shoot before the answer arrives. 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. Shooting from the cloud gives you away at 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (4.4 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.4 km) and radar (about 9.4 km) read straight in regardless.
Potato Avoidance
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (you carry no torpedoes), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.2 km with 17,600 HP to spend, so the second ship to join the trade decides it.
Signature Traits
+8% speed (about +2.9 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.
- HE DPM machine · 226154 HE
- AP DPM machine · 271385 AP
- High fire pressure · 10.34 fires/min
- Fast reload · 1.8 s
- Gun-boat DD
- Top-tier AA · 438 AA
- Long-reach AA · 5.2 km
124 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.
How to get Friesland
Friesland is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign, Global XP, and Containers. WG has listed Friesland in the Store for 750,000 Global XP (most recently 2022-05-18), so it can be bought without spending doubloons; Store stock rotates, so check in game for current availability. 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 “Element of Choice” (Oct 2021); campaign ships can later return through other limited methods.
- Global XPGlobal XP in the Legends Store (May 2022).
- ContainersAppears in official container odds below; availability depends on the container being sold or awarded.
History: Early Access May 2022 – Oct 2024 (temporary crate drops, now ended).
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
-
Pan-European Destroyer Big Crate
0.5%
VII Friesland
Archived · Pan-European Destroyer Big Crate
-
Santa Level 5
0.428571%
Tier VII Premium ship
Archived · Santa Level 5 · 1 of 35 ships
Show all 18 containers (15 more)
-
Spectral Vault 5.0
0.384615%
Tier VII Premium ship
Archived · Spectral Vault 5.0 · 1 of 39 ships
-
Mega Santa '23
0.172414%
Tier VII Premium ship
Archived · Mega Santa '23 · 1 of 29 ships
-
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%
-
Santa Level 4
0.157143%
Tier VII Premium ship
Archived · Santa Level 4 · 2 paths combined · 1 of 35 ships
Show 2 paths
- Santa Level 40.114286%
- Santa Level 4 → Santa Level 50.042857%
-
Santa Level 3
0.102143%
Tier VII Premium ship
Archived · Santa Level 3 · 4 paths combined · 1 of 35 ships
Show 4 paths
- Santa Level 30.057143%
- Santa Level 3 → Santa Level 50.021429%
- Santa Level 3 → Santa Level 40.017143%
- Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
-
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
-
Super Santa '23
0.051724%
Tier VII Premium ship
Archived · Super Santa '23 · 1 of 29 ships
-
Santa Level 2
0.026036%
Tier VII Premium ship
Archived · Santa Level 2 · 7 paths combined · 1 of 35 ships
Show 7 paths
- Santa Level 2 → Santa Level 30.008571%
- Santa Level 2 → Santa Level 40.005714%
- Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
- Santa Level 20.002857%
- Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
- Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
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Champion's Box
0.020429%
Tier VII Premium ship
Archived · Champion's Box · 4 paths combined · 1 of 35 ships
Show 4 paths
- Champion's Box → Santa Level 30.011429%
- Champion's Box → Santa Level 3 → Santa Level 50.004286%
- Champion's Box → Santa Level 3 → Santa Level 40.003429%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
-
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%
-
Pan-European Destroyer Crate
0.01%
VII Friesland
Archived · Pan-European Destroyer Crate
-
Santa Level 1
0.007834%
Tier VII Premium ship
Archived · Santa Level 1 · 9 paths combined · 1 of 35 ships
Show 9 paths
- Santa Level 1 → Santa Level 30.002857%
- Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
- Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
- Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
- Santa Level 1 → Santa Level 20.000429%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
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Ultimate Crate
0.005172%
Tier VII Premium ship
Archived · Ultimate Crate → Super Santa '23 · 1 of 29 ships
-
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
-
"Element of Choice" Campaign Breakdown
Campaign
Start: 2021-10-04 · End: 2021-11-07
- The Element of Choice campaign is on the horizon, and it will bring you a choice between two Tier VII ships as its milestone-100 reward: Pan-Asian Tier VII Premium destroyer Loyang or European Tier VII Premium destroyer Friesland!
-
Continental Voyage: Pan-European Destroyers in Early Access, a New Collection, and More
Store / event post
Start: 2024-09-09 · End: 2024-10-09
- We've prepared something new in the Store for console players: a series of chained bundles, called Old World Treasures, where each consecutive bundle becomes available after obtaining the previous one.
- Inside, you'll find several European camouflages, Pan-Eu. Destroyer crates, Pan-Eu. Destroyer Big Crates, and Pan-European Tier VII Premium destroyer Friesland, which is available in the final bundle.
-
Halloween Update: Double the Fun, Double the Trouble
Campaign
Start: 2021-09-30
- With an active Admiralty Backing, you can pick between the first Pan-Asian ship, Tier VII destroyer Loyang, or Pan-European Friesland of the same tier and type as the final reward of the campaign.
- In case you want them both, you can acquire the ship you didn't choose, too, for 17,500 doubloons.
-
September Update: Breeze of Inspiration
Doubloons
2024-09-05
- First of all, during this update, Pan-European Tier VII destroyer Friesland will be available for doubloons at a good discount, if you purchase her together with Early Access crates.
- On console, you can acquire her through the Old World Treasures chained bundles, where each consecutive bundle becomes available after you obtain the previous one.
-
Sailing United: Pan-European Destroyers Arrive in Early Access
750,000 Global XP
2022-05-18
- As we stated above, the guarantee system is active for the Big ones, so just in case you're the unluckiest player alive, you're still gonna get exactly Friesland after opening at most 110 crates—and all four of the Early Access destroyers, too.
- The alternative to that is picking her up in the Store for 750,000 Global XP.
-
May update: Galloping Seahorse
Global XP
2022-05-12
- The Big containers, being subject to the guarantee system*, also bring back a Pan-European navy staple: Tier VII Friesland, with her rapid-firing gunboat style ready for you to try out.
- She is also going to be obtainable for Global XP.
Show direct source rows
- Mega Santa '23 0.172414% · Tier VII Premium ship
- Mystic Lantern 0.07619% · Tier VII Premium ship
- Pan-European Destroyer Big Crate 0.5% · VII Friesland
- Pan-European Destroyer Crate 0.01% · VII Friesland
- Santa Level 2 0.002857% · 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.
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 Friesland sits among Tier VII DDs (41 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 24 mid-pack stats
Not standouts for Friesland -- 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 DestroyersShow all 41 peers
Stats & specs
Customize in the Build Tool →ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 146° (the most restricted forward-facing mount's arc) = 34° 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 destroyer -- at max range (10.9 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 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 / 25 deg/s traverse speed = 7.2 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 1.857 s (1.8 s = 13 ticks) base reload = 129.2. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.714 s (1.6 s = 12 ticks) all-upgrades reload (1.8 s × 0.9 Main Battery Mod. 3 = 1.6 s) = 140.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,750 HE damage x 4 broadside guns = 7,000.ƒ
Zero upgrades: 7,000 HE full-salvo alpha x 60 / 1.857 s (1.8 s = 13 ticks) base reload = 226,154. All upgrades (Main Battery Mod. 3 = -10% reload): 7,000 HE full-salvo alpha x 60 / 1.714 s (1.6 s = 12 ticks) all-upgrades reload (1.8 s × 0.9 Main Battery Mod. 3 = 1.6 s) = 245,000.ƒ
Zero upgrades: 129.2 shells/min × 0.08 (8% fire chance) = 10.34. All upgrades (Main Battery Mod. 3 = -10% reload): 140 shells/min × 0.08 (8% fire chance) = 11.2.AP shells
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floor(120 mm caliber / 14.3) = 8 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 (10.9 km), where the shell has slowed to 315 m/s: .ƒ
2,100 AP damage x 4 broadside guns = 8,400.ƒ
Zero upgrades: 8,400 AP full-salvo alpha x 60 / 1.857 s (1.8 s = 13 ticks) base reload = 271,385. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 1.714 s (1.6 s = 12 ticks) all-upgrades reload (1.8 s × 0.9 Main Battery Mod. 3 = 1.6 s) = 294,000.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 3.5 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 150 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 82 raw aura damage × 3.5 × 1 hit probability = 287 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 150 + Medium 287 = 437ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 260 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
Every potential cloud spawns - the full pattern, every salvo. 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 5.2 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 = 36 / 4 + 4.9 = 13.9 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 (32.4 kt of 36.0 kt).ƒ
Time to reach 99% of top speed (35.6 kt of 36.0 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 7.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 7.4 = +17.6°/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): 7.21 km x 0.955 = 6.89 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 7.21 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.89 km.ƒ
max(main battery range, sea detectability 7.21 km) = 10.9 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 3.61 km + gun-firing bloom 2.4 km = 6.01 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.ƒ
Sea detectability 7.21 km + 2.0 km while burning = 9.21 km.ƒ
Air detectability 3.61 km + 3.0 km while burning = 6.61 km.
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Under the hood
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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 destroyer dispersion curve.(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 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 − 0.5) / 1000 + 0.5) × 30 = 90 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.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 10903 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 10903 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 515 m/s is the shell's speed when it arrives at 5 km (from 825 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 335.5 m/s is the shell's speed when it arrives at 10 km (from 825 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 825 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 825 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.2 mounts × 2 barrels = 4; all 4 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 5.2 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 6x1 -> 287 DPS @ 3.5 km; Far AA (?) -> 151 DPS @ 5.2 km.@ 5.2 km: 151 from one family; @ 3.5 km: 287 + 151 = 438. 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.287 + 151 = 438 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).287 × 3.5 + 151 × 5.2 = 1790. 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 lead ship in a series of "submarine hunters" used by the Dutch Navy. The ship carried various anti-submarine weapons as well as 120 mm Bofors dual purpose naval guns, one of the most effective pieces of armament of the post-war period.
Armor Beta
Hull HP 17,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
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 | 19 mm primary (range 19–20 mm) | 2,100 (12% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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) | 19 mm | 13,200 (75% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 19–20 mm) | 1,200 (7% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 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. |
| Superstructure | 19 mm | 1,900 (11% 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 | 8,800 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 (40 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 | 5,300 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 Friesland 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.
