World of Warships: Legends ship guide

Gelderland

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

Gelderland Community Stats

Across 72 Standard battles from 50 players, Gelderland averages a 62% win rate, 15,800 damage and 1.0 kills per battle, and survives 46% of them.

Community Data

Gelderland Community Stats

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

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Playstyle

Overview

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

Positioning

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

Potato Avoidance

Sailing in a straight line

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

Signature Traits

High HP pool ↗

16600 HP, best of T1 CAs.

LOBBING BATTERY ↗
  • Long gun range · 10.4 km
  • Fast turret traverse · 10°/s
  • High-arc HE shells · 32.75°
ELITE ARMOR ↗
  • Strong torpedo belt · 4%
  • Torpedo belt specialist
All-Weather

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

Acquisition

How to get Gelderland

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

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

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

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

Official WG availability sources
  • Going Orange: Dutch Cruisers and Commanders Coming to Legends Tech tree line 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.
    • Tier I Gelderland
  • March Update: Thirst for Combat Tech tree line 2025-02-27
    • Tier I cruiser Gelderland will be available in the Tech Tree right away, followed by Tier II cruiser Java, which you can unlock simply by playing.

Builds

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

Karel Doorman

Dutch cruiser HE

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

Open in Build Tool →

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 Gelderland sits among Tier I CAs (11 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestHit points16,600 HP (1 of 2 tied) Top 10%Concealment7.81 km (2/12) Top 10%Smoke fire bloom2.81 km (2/12) Top 10%Turning circle330 m (2/12) Top 10%Main battery range10.41 km (2/12) Top 10%AA threat247 (2/12) Top 25%Air detection4.69 km (3/12) Top 25%Max armor125 mm (3/12) Bottom 25%Max speed20 kt (10/12) Bottom 25%Main dispersion93 m (11/12) Bottom 25%Acceleration (0-12 kt)12.8 s (10/12) Bottom 25%Power-to-weight2.48 hp/t (10/12)
See 14 mid-pack stats

Not standouts for Gelderland -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Rudder shift4.8 s(7/12) Main battery caliber120 mm(8/12) Main battery reload8 s(8/12) HE shell damage1,700(7/11) HE fire chance7%(6/11) Fires per minute2.63(6/11) HE DPM63,750(6/11) HE velocity820 m/s(7/11) Time to 90% speed22.9 s(5/12) Engine power10,000 hp(9/12) Power / turn radius30.3 hp/m(8/12) Displacement4,033 t(6/12) Citadel belt20 mm(9/12) NormTurn speed retained81%(11 of 12 tied at this value)
Survivability
Hit Points16,600
Displacement4,033 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
94.6 x 14.61 m
Armor range6–125 mm
Plate armor thicknesses6, 10, 13, 20, 25, 50, 51, 102, 125 mm
Armor material/layer entries38
Fire resistance
ƒtop hull: 1 − 1 fire coefficient = 0%. 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.
0%
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 × 16,600 HP = 1,494 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 × 16,600 HP = 1,660 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.32 hull torpedo-damage coefficient / 0.333 unprotected baseline = 4%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
4%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
8,300
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,000
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
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 × 1,100 = 2,200), 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.
1,100
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 × 2,200 = 4,400), 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.
2,200
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 × 12,500 = 25,000), 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.
12,500
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 × 500 = 1,000), 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 ×. 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.
500
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 × 1,200 = 2,400), 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.
1,200
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: 120 mm/40 Krupp №3
Mounts / barrels8 mounts / 8 barrels
Reload time8 s
Firing range (base)9.5 km
Firing range (top fire control)10.4 km
Turret traverse10 °/s
Turret armor51 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
272° arc, 2x 121° port-only, 137° starboard-only, 121° starboard-only, 148° starboard-only, 148° port-only, 275° arc
Guns to bear
ƒ180° − 135° (the most restricted aft-facing mount's arc) = 45° off bow; 180° − 132° (the most restricted forward-facing mount's arc) = 48° 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.
45° off bow / 48° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 11% tighter (better) horizontal dispersion and 11% less vertical spread at max range (10.4 km) than a standard cruiser: about 93 m wide × 56 m tall, against 105 m × 63 m. 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.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1040630·8−0.51000+0.5)·30=93m
93 m at 10.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93·0.6=55.8m
55.8 m at 10.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93·0.62=27.9m
27.9 m at 10.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =55.8·0.62=16.7m
16.7 m at 10.4 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ5 broadside guns x 60 / 8 s base reload = 37.5.
37.5
HE shells
HE alpha1,700
HE Velocity820 m/s
Fire Chance7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 5 broadside guns = 8,500.
8,500
HE DPM
ƒ8,500 HE full-salvo alpha x 60 / 8 s base reload = 63,750.
63,750
Fires/min
ƒ37.5 shells/min × 0.07 (7% fire chance) = 2.62.
2.62
AP shells
AP alpha2,000
AP Velocity820 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2000·210.69·0.12−1.07·8201.38=165.8mm.
165.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.4 km), where the shell has slowed to 231.6 m/s: P=10−7·2000·210.69·0.12−1.07·231.61.38=29mm.
29 mm at 10.4 km
AP full-salvo alpha
ƒ2,000 AP damage x 5 broadside guns = 10,000.
10,000
AP DPM
ƒ10,000 AP full-salvo alpha x 60 / 8 s base reload = 75,000.
75,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
5
AA Defense
AA mount points11
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 1.2 km; dual-purpose mount auras extend it.
1.2 km
12.7 mm Browning M19218×1 13mm
7.92 mm Schwarzlose3×1 8mm
Outer Near aura
Guns12.7 mm Browning M1921
Continuous DPS
ƒEffective DPS: 61 raw aura damage × 3.5 × 0.85 hit probability = 181 - the same in-game units as the Close-range AA DPS headline.
181
Range1.2 km
Inner Near aura
Guns7.92 mm Schwarzlose
Continuous DPS
ƒEffective DPS: 10 raw aura damage × 3.5 × 0.85 hit probability = 30 - the same in-game units as the Close-range AA DPS headline.
30
Range1 km
Total DPS in Aura
ƒOuter Near 181 + Inner Near 30 = 211
211
Maneuverability
Engine power10,000 hp
Maximum speed20.0 kt
Turning circle radius330 m
Rudder shift time4.8 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 = 20 / 4 + 4.9 = 9.9 kt. Base value; speed modifiers scale it.
9.9 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, 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.
27.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
7.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (18.0 kt of 20.0 kt).
22.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (19.8 kt of 20.0 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.
37.2 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.5 = +2.5°/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 (+2.5°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 7.81 km x 0.955 = 7.46 km. Camouflage does not change detectability by air.
7.81 km
With Grade IV camouflage (sea)
ƒDetectability by sea 7.81 km x 0.955 (Grade IV permanent camo or any disposable camo) = 7.46 km.
7.46 km
Detectability by air4.69 km
Smoke firing penalty2.81 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 7.81 km) = 10.41 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.41 km
Detect when firing (air)
ƒAir detectability 4.69 km + gun-firing bloom 2.4 km = 7.09 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
7.09 km
Detect when on fire (sea)
ƒSea detectability 7.81 km + 2.0 km while burning = 9.81 km.
9.81 km
Detect when on fire (air)
ƒAir detectability 4.69 km + 3.0 km while burning = 7.69 km.
7.69 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Module options (1)

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

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

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

vs standard cruiser11% tighter H · 11% shorter V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (10.4 km) with the same model as Max Horiz/Vert Disp: horizontal 93 / 105 m − 1 = -11%, vertical 56 / 63 m − 1 = -11%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km52.5 m
(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.
Shell scatter width @ 10 km90 m
(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.
Shell scatter height @ 5 km25.6 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=0.5·10406=5203 m, and radiusOnMax=0.6 at 10406 m. Below the kink: k=0.2+(0.5−0.2)·50005203=0.4883, so σV=σH·k=52.5·0.4883=25.6m.
Shell scatter height @ 10 km53.3 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10406=5203 m, and radiusOnMax=0.6 at 10406 m. Above the kink: k=0.5+(0.6−0.5)·10000−520310406−5203=0.5922, so σV=σH·k=90·0.5922=53.3m.
AP pen 5 km64 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 =10−7·2000·210.69·0.12−1.07·412.11.38=64mm, where 412.1 m/s is the shell's speed when it arrives at 5 km (from 820 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 km30 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 =10−7·2000·210.69·0.12−1.07·237.11.38=30mm, where 237.1 m/s is the shell's speed when it arrives at 10 km (from 820 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 km9.67 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.42·0.1228·20.5=0.000116. That runs from a 820 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 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 km9.47 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.42·0.1228·21=0.000113. That runs from a 820 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 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)5
Counted from each mount's firing arc: most barrels that bear at once: 5 of 8, on the beam; casemate/wing mounts only fire one side.

Model inputs

Krupp (AP)2,000
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 mass21 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 coefficient0.42
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity820 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity820 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.
minRadius0.5
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 range181
Only families that reach 1.2 km contribute at the outer edge of the AA bubble. In-game families: Schwarzlose MG 3x1 -> 30 DPS @ 1 km; 12 7mm 80 Browning 8x1 -> 181 DPS @ 1.2 km.
AA DPS layered by range181 DPS @ 1.2 km, 211 DPS @ 1 km
@ 1.2 km: 181 from one family; @ 1 km: 30 + 181 = 211. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank211
30 + 181 = 211 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1 km).
AA threat index247
30 × 1 + 181 × 1.2 = 247. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km
Open in Charting Tool

Ship Charts

Background

This Holland-class protected cruiser was laid down in Schiedam in November 1897. After her commissioning, Gelderland was sent to the East Indies, where she stayed until 1905. In 1920, she was converted into a training ship. At the outbreak of World War II, the cruiser was partially disarmed and was not part of the navy. In 1940, Gelderland was captured by the Germans and refitted as floating AA battery Niobe. The ship was sunk in the port of Kotka, Finland, in 1944.

Armor Beta

Hull HP 16,600, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

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

Farming6 mm

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

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–25 mm)1,100 (7% of HP)
Overmatched by 127mm+ AP (Farragut)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)13 mm12,500 (75% of HP)
Overmatched by 203mm+ AP (Furutaka)Angle bounces 152mm13 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–50 mm)1,200 (7% of HP)
Overmatched by 127mm+ AP (Farragut)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 6–20 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–125 mm)500 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,300 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (13 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP5,000 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Exteriors

Skins & permanent camouflages

Every custom exterior Gelderland can equip.

  • Gelderland default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.