Gouden Leeuw
Also called: 金狮 Beta- Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB
- Avoid: Launching airstrikes at maneuvering targets
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Gouden Leeuw Community Stats
Across 16,000+ Standard battles from 210+ players, Gouden Leeuw averages a 67% win rate, 109,000 damage and 1.2 kills per battle, and survives 52% of them.
Gouden Leeuw Community Stats
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Gouden Leeuw Community Stats
Record History
Playstyle
Overview
Gouden Leeuw is the Legendary 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 (5 km on ships and 3.5 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. Standout traits: best Repair Party charges in Legendary CAs (3) and best superstructure armor in Legendary CAs (30 mm). WG's launch post called her concealment excellent, and it was: the 2026-07-30 patch pushed sea detection from 12.4 km to 13.78 km, dropping her from the upper quarter of her cohort to the lower. Plan around 13.78 km rather than the launch reputation.
Positioning
Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.
Potato Avoidance
Launching airstrikes at maneuvering targets
The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.
Signature Traits
The alt-armament fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.
- Extra heal charges · 3 Repair
- Fast heal cycle · 40 s
- Hardened superstructure · 30 mm
- Heavy citadel belt · 250 mm
- Heavy belt
5 km Sonar ship-detection range, top decile of Legendary CAs. Lights DDs and torpedoes inside the bubble.
593.6 mm AP pen at 1.5 km, top decile of Legendary CAs. Citadels broadside cruisers up close.
Shell pattern widens about 11.4 m per km of range, bottom decile of Legendary CAs. Salvos spread more at any given distance than peers', so bracketing matters (this is range-normalized, so out-ranging peers does not count against her).
How to get Gouden Leeuw
Gouden Leeuw is the Legendary ship of the Airstrike Cruisers branch of the Netherlands Tech Tree. It is not researched in the tree: it is obtained by completing its Research Bureau project. Acquisition path: Research Bureau.
- Research BureauComplete the Gouden Leeuw Research Bureau project, which follows the Airstrike Cruisers line.
- Event currencyBought with Guldens, a time-limited event currency (Feb 2025).
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Official WG availability sources
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March Update: Thirst for Combat
Event currency
Start: 2025-02-27
- Throughout the update, you can earn Guldens—a special currency that can be spent on various items in the Store.
- These include the Orange Fleet chained bundles, which offer new Legendary Tier cruiser Gouden Leeuw in the final bundle, along with special Royal Netherlands Navy skins for the new cruisers.
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Going Orange: Dutch Cruisers and Commanders Coming to Legends
Event currency
Start: 2025-02-28
- One more new ship, Legendary Tier cruiser Gouden Leeuw, will be available for Guldens—a special currency you can obtain from multiple sources.
-
January Update: Anchors Up!
Bureau project
Start: 2026-01-15
- Here she is—Dutch Legendary Tier cruiser Gouden Leeuw, available as a Bureau Project starting January 19!
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Karel Doorman
Airstrike specialistDoorman extends airstrike range, cruise speed, and plane HP via Bird's Eye View / Sea Wings / Iron Feathers so your bombers reach the target and survive AA. Cornelis van der Windt's Flame Storm trait adds bomb burning chance for more fire starts; Worf's Sky Attack trait raises damage on every projectile your aircraft drop. Treat the airstrike like a long-range torpedo: drop bombs across the path of a target rotating to cap or hiding behind an island, then use your main battery to punish whoever you've forced into the open.
Karel Doorman
Fire DoT cruiserSame Doorman skill spine (airstrike range / cruise speed / plane HP). Furstner's Minister of the Navy trait raises fire damage from your cruiser's shells or bombs; Cornelis van der Windt's Flame Storm adds bomb burning chance on top. Each fire that lands does more DPS, and you start more of them. Pairs well with Burn It Down XXL on the main battery so HE salvos and airstrike bombs both leave heavier DoT.
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 Gouden Leeuw sits among Legendary CAs (20 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 40 mid-pack stats
Not standouts for Gouden Leeuw -- 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 Legendary CruisersStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 146° (the most restricted aft-facing mount's arc) = 34° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (16.0 km) than a standard cruiser: about 182 m wide × 109 m tall, against 143 m × 86 m. Also on this curve (56): Al Ägir, Alaska, Alaska B, Anhalt, BA Utnapishtim's Ship, Borodino, Brest, Carnot, Champagne, Cherbourg, Congress, Ägir and 44 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 / 7.2 deg/s traverse speed = 25 s.ƒ
Zero upgrades: 9 broadside guns x 60 / 15 s base reload = 36. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload (15 s × 0.9 Main Battery Mod. 3 = 13.5 s) = 39.8.HE shells
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47 mm ≈ 283 mm caliber / 6 (standard HE penetration ratio).ƒ
3,900 HE damage x 9 broadside guns = 35,100.ƒ
Zero upgrades: 35,100 HE full-salvo alpha x 60 / 15 s base reload = 140,400. All upgrades (Main Battery Mod. 3 = -10% reload): 35,100 HE full-salvo alpha x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload (15 s × 0.9 Main Battery Mod. 3 = 13.5 s) = 155,179.ƒ
Zero upgrades: 36 shells/min × 0.18 (18% fire chance) = 6.48. All upgrades (Main Battery Mod. 3 = -10% reload): 39.8 shells/min × 0.18 (18% fire chance) = 7.16.AP shells
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floor(283 mm caliber / 14.3) = 19 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 (16 km), where the shell has slowed to 540.7 m/s: .ƒ
7,600 AP damage x 9 broadside guns = 68,400.ƒ
Zero upgrades: 68,400 AP full-salvo alpha x 60 / 15 s base reload = 273,600. All upgrades (Main Battery Mod. 3 = -10% reload): 68,400 AP full-salvo alpha x 60 / 13.571 s (13.5 s = 95 ticks) all-upgrades reload (15 s × 0.9 Main Battery Mod. 3 = 13.5 s) = 302,400.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
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.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 151 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 154 raw aura damage × 3.5 × 0.9 hit probability = 485 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 151 + Medium 485 = 636ƒ
Each ~2 s salvo fires 3 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 14 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
Each cloud in the pattern rolls this chance to spawn, so salvos average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one secondary 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
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 120 mm (6/side) × 60/3 s × 1700 = 204,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).ƒ
Fires/min (per side) 8.4 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 68,856. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Secondary DPM (per side) 204,000 + secondary fire DPM 68,856 = 272,856: shell damage plus fire damage against one T8 battleship, every shell hitting.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.ƒ
6×2 barrels / 2 sides × 60 / 3 s × 0.07 (7% fire chance) = 8.4. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5 km × 57 + 30 = 315 m.ƒ
top speed / 4 + 4.9 = 33.5 / 4 + 4.9 = 13.3 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 (30.2 kt of 33.5 kt).ƒ
Time to reach 99% of top speed (33.2 kt of 33.5 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 4.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7.2 − 4.8 = +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.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.78 km x 0.955 = 13.16 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 13.78 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.16 km.ƒ
max(main battery range, sea detectability 13.78 km) = 16 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 8.27 km + gun-firing bloom 5.66 km = 13.93 km. The bloom tracks main-battery caliber 283 mm × 0.020 = 5.66 km.ƒ
Sea detectability 13.78 km + 2.0 km while burning = 15.78 km.ƒ
Air detectability 8.27 km + 3.0 km while burning = 11.27 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 5 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):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party3 charges · 40 s reload · 28 s active · 7,266 HP (14% of max HP) total heal (per charge) ƒ
0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 51,900 HP = 7,266 HP: up to 14% of max HP restored per charge.ƒ
0.14 of max HP per charge × 3 charges = 0.42 × 51,900 HP = 21,798 HP: up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.005 (0.5% of max HP) × 51,900 HP = 260 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
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
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (16.0 km) with the same model as Max Horiz/Vert Disp: horizontal 182 / 143 m − 1 = +27%, vertical 109 / 86 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.(166.7 × (10 − 1.6) / 1000 + 1.6) × 30 = 90 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 × (10 − 1.6) / 1000 + 1.6) × 30 = 132 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.(500 × (10 − 1.6) / 1000 + 1.6) × 30 = 174 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16000 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 16000 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 16000 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 754.7 m/s is the shell's speed when it arrives at 5 km (from 890 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 643.5 m/s is the shell's speed when it arrives at 10 km (from 890 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 555.8 m/s is the shell's speed when it arrives at 15 km (from 890 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 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 890 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 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 890 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.3 mounts × 3 barrels = 9; all 9 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 12x1 -> 485 DPS @ 3.5 km; 120 50 Bofors M42 6x2 -> 151 DPS @ 5.2 km.@ 5.2 km: 151 from one family; @ 3.5 km: 485 + 151 = 636. 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.485 + 151 = 636 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).485 × 3.5 + 151 × 5.2 = 2483. 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.Secondary battery firepower
The only family (120 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.The only family (120 mm): 7%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 120 mm family.The only family (120 mm): 20 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: 20 mm from the 120 mm family.Ship Charts
Background
The ship is a version of the Project 1047 battlecruiser incorporating engineering solutions from the late 1940s. The initial design was created in 1939 and 1940 with the goal of developing a heavy combat unit for operations in the Dutch East Indies, where conflict with Japan was anticipated. The main battery was to comprise German 11.14-inch (283 mm) guns, but the ship project was never completed due to the German invasion of the Netherlands in May 1940.
Armor Beta
Hull HP 51,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 54+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 25 mm primary (range 25–40 mm) | 2,900 (6% of HP) | Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 16 mm primary (range 16–250 mm) | 38,900 (75% of HP) | Overmatched by 283mm+ AP (Gouden Leeuw)Angle bounces 203mm16 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–100 mm) | 2,000 (4% of HP) | Overmatched by 380mm+ AP (Alsace, Bourgogne)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 225 mm primary (range 30–250 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 | 30 mm primary (range 30–150 mm) | 2,500 (5% 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 | 26,000 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. |
| Secondary mount (120 mm mount) | separate HP pool, does not drain ship HP | 1,200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| 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 | 15,600 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.
Balance History
Balance updates affecting Gouden Leeuw. Cards are condensed; use each source link for full context.
Ministry of Balance: Anniversary Tune-Up
- Airstrike range reduced from 13 to 12.75 km.
- Airstrike reload time increased from 95 to 105 seconds.
- Airstrike accuracy reduced from 66.6% to 50%.
- Airstrike bomb damage reduced from 6,500 to 5,300.
- HE bomb fire-starting chances reduced from 39% to 29%.
- Main battery HE shell fire-starting chances reduced from 20% to 18%.
- Detectability range by sea increased from 12.4 to 13.78 km.
- Detectability range by air increased from 7.4 to 8.27 km.
- Detectability range while firing in smoke increased from 8.9 to 9.98 km.
- Gouden Leeuw: credit and XP earnings reduced by 10%.
Skins & permanent camouflages
Every custom exterior Gouden Leeuw can equip.
DefaultThe ship’s standard exterior
Royal Netherlands Navy (Gouden Leeuw)Decorative
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.
