World of Warships: Legends ship guide

Haarlem

Also called: 哈勒姆 Beta
Airstrike cruiserMain battery up front plus airstrike pressure on distant caps.
Playstyle
  • Work the islands rather than a firing line
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
SonarDefensive AAThickest plateExtra heal chargesHeavy beltPattern widens fast with range
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Community Data

Haarlem Community Stats

Across 10,000+ Standard battles from 280+ players, Haarlem averages a 65% win rate, 72,900 damage and 1.1 kills per battle, and survives 52% of them.

Community Data

Haarlem Community Stats

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

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Playstyle

Overview

Haarlem is the Tier VII 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: armor plate in T7 CAs (200 mm, 5th of 58) and best heavy citadel belt in T7 CAs (200 mm, 1st of 55). The trade is pattern widens fast with range in T7 CAs (11.4 m, 57th of 58).

Positioning

Work the islands rather than a firing line. Sonar (5 km on ships, 3.5 km on torpedoes) is the whole kit, and it only pays inside that radius, so hold the cover beside a contested cap and use it to catch destroyers and torpedoes coming around the corner: HE into the destroyer, AP into any cruiser that shows you a broadside while it sits in smoke. Firing from a friendly smoke reveals you at 7.6 km, so pick the salvo rather than holding the trigger. With 11.2 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

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

ELITE ARMOR ↗
  • Thickest plate · 200 mm
  • Heavy citadel belt · 200 mm
  • Heavy belt
  • Torpedo belt specialist
ELITE REPAIR PARTY ↗
  • Extra heal charges · 3 Repair
  • Fast heal cycle · 40 s
Long-reach AA ↗

5.2 km AA reach, top decile of T7 CAs.

Pattern widens fast with range ↗

Shell pattern widens about 11.4 m per km of range, bottom decile of T7 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).

Acquisition

How to get Haarlem

Haarlem is available in the Airstrike Cruisers branch of the Netherlands Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

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

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

Show Netherlands tech-tree branch diagram
Netherlands Tech Tree

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

Best listed chance for this ship

Official WG availability sources
  • Going Orange: Dutch Cruisers and Commanders Coming to Legends Early Access Start: 2025-02-28
    • You can try Tier III–VIII ships in Early Access during this update, while Tier I will be available in the Tech Tree right away, and you can unlock Tier II simply by playing.
    • You can find Early Access ships in Dutch Cruiser crates and the Dutch Legends random bundle in the Store, both of which can also drop Premium cruiser De 7 Provinciën.
    • Tier VII Haarlem
  • March Update: Thirst for Combat Early Access 2025-02-27
    • Tier III–VIII ships will be available in Early Access this update, starting March 3: De Ruyter, Celebes, Kijkduin, Eendracht, Haarlem, and Johan de Witt.
    • You can find them in Dutch Cruiser crates (13 of which are available for free through the campaign and Dutch Legacy Calendar) and in the Dutch Legends random bundle in the Store, which can also drop Premium cruiser De 7 Provinciën.
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Karel Doorman

Airstrike specialist

Doorman extends airstrike range, cruise speed, and plane HP via Bird's Eye View / Sea Wings / Iron Feathers so your bombers reach the target and survive AA. Cornelis van der Windt's Flame Storm trait adds bomb burning chance for more fire starts; Worf's Sky Attack trait raises damage on every projectile your aircraft drop. Treat the airstrike like a long-range torpedo: drop bombs across the path of a target rotating to cap or hiding behind an island, then use your main battery to punish whoever you've forced into the open.

Karel Doorman

Fire DoT cruiser

Same Doorman skill spine (airstrike range / cruise speed / plane HP). Furstner's Minister of the Navy trait raises fire damage from your cruiser's shells or bombs; Cornelis van der Windt's Flame Storm adds bomb burning chance on top. Each fire that lands does more DPS, and you start more of them. Pairs well with Burn It Down XXL on the main battery so HE salvos and airstrike bombs both leave heavier DoT.

Open in Build Tool →

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

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Haarlem sits among Tier VII CAs (57 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.

LongestAP fuse timer0.033 s (1 of 25 tied) BestRepair charges3 (1 of 6 tied) BestCitadel belt200 mm (1/55) Top 10%Flak damage per salvo (expected)1,944 (5/58) Top 10%Max armor200 mm (5/58) Top 25%Secondary fire chance7% (9/51) Top 25%Engine power140,000 hp (13/57) Top 25%Power / turn radius191.8 hp/m (11/57) Top 25%AA range5.2 km (7/58) Bottom 25%Smoke fire bloom7.6 km (45/58) Bottom 25%Rudder shift11.2 s (51/58) Bottom 25%Fires per minute5.4 (41/50) Bottom 25%HE DPM118,385 (40/50) Bottom 25%AP DPM199,385 (48/58) Bottom 25%Displacement19,954 t (51/58) Bottom 25%Effective HE DPM (incl. fire)158,441 (41/50) Bottom 10%Main dispersion180.7 m (55/58) WorstNo torpedoes (15 of 58 in cohort) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 31 mid-pack stats

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

Hit points40,100 HP(27/58) Max speed32.5 kt(43/58) Concealment13.15 km(42/58) Air detection7.89 km(41/58) Turning circle730 m(31/58) Main battery caliber203 mm(19/58) Main battery range15.8 km(17/58) Main battery reload13 s(44/58) Sigma2(30/58) HE shell damage2,850(16/50) HE fire chance13%(27/50) AP shell damage4,800(19/58) Secondary DPM (per side)136,000(15/51) Secondary HE alpha1,700(19/51) Secondary HE pen20 mm(26/51) AP velocity925 m/s(17/58) HE velocity925 m/s(15/50) Time to 90% speed25 s(30/57) Acceleration (0-12 kt)9.1 s(43/57) AP arming threshold34 mm(41/58) Power-to-weight7.02 hp/t(32/57) AP pen at 10 km235 mm(17/58) AA DPS435(19/58) AA threat1,477(21/58) Bow armor25 mm(35/55) Stern armor25 mm(35/55) NormSecondary dispersion bracket57(48 of 51 tied at this value) NormAP ricochet start45°(41 of 58 tied at this value) NormAP auto-bounce angle60°(41 of 58 tied at this value) NormTurn speed retained81%(54 of 58 tied at this value) NormSecondary range5 km(46 of 51 tied at this value)
Survivability
Hit PointsInitial: 36,250 → 40,100
Displacement19,954 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.
210.4 x 25.73 m
Armor range16–200 mm
Plate armor thicknesses16, 25, 27, 30, 40, 50, 60, 75, 90, 100, 175, 200 mm
Armor material/layer entries64
Fire resistance
ƒstock hull: 1 − 0.667 fire coefficient = 33.3%; top hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 33.3% → 36.6%
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 × 40,100 HP = 3,609 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 × 40,100 HP = 4,010 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.27 hull torpedo-damage coefficient / 0.333 unprotected baseline = 19%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
19%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
20,100
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.
12,000
Effective HP
ƒBase 40,100 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 40,100 HP = 5,614 HP per charge, × 3 charges = 16,842 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above.
44,556–56,942
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 × 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
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,200 = 12,400), 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.
6,200
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 × 30,100 = 60,200), 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.
30,100
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 × 1,900 = 3,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,900
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 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. 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.
1,800
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: 203 mm/60 SK C/34
Mounts / barrels3 mounts / 9 barrels
Reload time13 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverse8 °/s
Turret armor150 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.
2x ±150°, ±147°
Guns to bear
ƒ180° − 147° (the most restricted aft-facing mount's arc) = 33° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
33° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: 27% wider (worse) horizontal dispersion and 27% more vertical spread at max range (15.8 km) than a standard cruiser: about 181 m wide × 108 m tall, against 142 m × 85 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.
Improved battleship & large cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1579630·10−1.61000+1.6)·30=180.7m
180.7 m at 15.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =180.7·0.6=108.4m
108.4 m at 15.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =180.7·0.62=54.2m
54.2 m at 15.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =108.4·0.62=32.5m
32.5 m at 15.8 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 13 s base reload = 41.5. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 11.714 s (11.7 s = 82 ticks) all-upgrades reload (13 s × 0.9 Main Battery Mod. 3 = 11.7 s) = 46.1.
Initial: 41.5 → 46.1
HE shells
HE alpha2,850
HE Velocity925 m/s
Fire Chance13%
HE fire DPM vs T7 BB40056
Effective HE DPM vs T7 BB158441
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ2,850 HE damage x 9 broadside guns = 25,650.
25,650
HE DPM
ƒZero upgrades: 25,650 HE full-salvo alpha x 60 / 13 s base reload = 118,385. All upgrades (Main Battery Mod. 3 = -10% reload): 25,650 HE full-salvo alpha x 60 / 11.714 s (11.7 s = 82 ticks) all-upgrades reload (13 s × 0.9 Main Battery Mod. 3 = 11.7 s) = 131,378.
Initial: 118,385 → 131,378
Fires/min
ƒZero upgrades: 41.5 shells/min × 0.13 (13% fire chance) = 5.4. All upgrades (Main Battery Mod. 3 = -10% reload): 46.1 shells/min × 0.13 (13% fire chance) = 5.99.
Initial: 5.4 → 5.99
AP shells
AP alpha4,800
AP Velocity925 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range170 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2409·1220.69·0.203−1.07·9251.38=452.6mm.
452.6 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 454.2 m/s: P=10−7·2409·1220.69·0.203−1.07·454.21.38=169.6mm.
169.6 mm at 15.8 km
AP full-salvo alpha
ƒ4,800 AP damage x 9 broadside guns = 43,200.
43,200
AP DPM
ƒZero upgrades: 43,200 AP full-salvo alpha x 60 / 13 s base reload = 199,385. All upgrades (Main Battery Mod. 3 = -10% reload): 43,200 AP full-salvo alpha x 60 / 11.714 s (11.7 s = 82 ticks) all-upgrades reload (13 s × 0.9 Main Battery Mod. 3 = 11.7 s) = 221,268.
Initial: 199,385 → 221,268
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.
25
✈
Squadrons
Airstrike 1
Plane HP1,950
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,000 alpha
Fire chance30%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges2
Range12 km
Reload100 s
Launch arc-124° to 124°
Airstrike 2
Plane HP2,050
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,300 alpha
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges2
Range12 km
Reload100 s
Launch arc-124° to 124°
AA Defense
AA mount points24
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5.2 km
40 mm/56 Bofors Model 1936Initial: 40 mm/56 Bofors (10×1) → 40 mm/56 Bofors Model 1936 (10×2)
20 mm OerlikonInitial: 20 mm Oerlikon Mk.II (14×1) → 20 mm Oerlikon (14×2)
120 mm/50 Model 1942 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 120mm
Far aura
Guns120 mm/50 Model 1942 (DP)
Continuous DPS
ƒEffective 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 110 from dual-purpose secondaries firing as AA in this range band.
110
Range5.2 km
Medium aura
Guns40 mm/56 Bofors Model 1936
Continuous DPS
ƒInitial: 40 × 3.5 × 0.9 = 126 → 54 × 3.5 × 0.9 = 170. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 126 → 170
Range3.5 km
Total DPS in Aura
ƒFar 110 + Medium 170 = 280
280
Near aura
Guns20 mm Oerlikon
Continuous DPS
ƒInitial: 32 × 3.5 × 0.85 = 95 → 52 × 3.5 × 0.85 = 155. Raw aura damage × 3.5 × hit probability, the same in-game units as the Close-range AA DPS headline.
Initial: 95 → 155
Range2 km
Total DPS in Aura
ƒFar 110 + Medium 170 + Near 155 = 435
435
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 240 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.
2 per salvo, 4 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.
Secondary battery
Flak zone
ƒThe 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.
2.5-5.2 km
S
Secondary Battery
Mounts4
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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: 4×2 120 mm (4/side) × 60/3 s × 1700 = 136,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
136,000
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 5.6 × (1 − 0.366 fire resistance) × 60 s × 0.003 of max HP per second × 65,000 HP = 41,540. 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.
41,540
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 136,000 + secondary fire DPM 41,540 = 177,540: shell damage plus fire damage against one T7 battleship, every shell hitting.
177,540
120 mm/50 Model 1942 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 120mm
Caliber120 mm
Reload time3 s
HE alpha1,700
Muzzle Velocity850 m/s
Fire Chance7%
Secondary fires/min (per side)
ƒ4×2 barrels / 2 sides × 60 / 3 s × 0.07 (7% fire chance) = 5.6. 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.
5.6
HE Pen20 mm
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 power140,000 hp
Maximum speed32.5 kt
Turning circle radius730 m
Rudder shift timeInitial: 15.6 s → 11.2 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 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.
13.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
28.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.8 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.2 kt of 32.5 kt).
25 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
40 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 5.3°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 8 − 5.3 = +2.7°/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 (+2.7°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13.15 km x 0.955 = 12.56 km. Camouflage does not change detectability by air.
13.15 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13.15 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.56 km.
12.56 km
Detectability by air7.89 km
Smoke firing penalty7.6 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13.15 km) = 15.8 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.8 km
Detect when firing (air)
ƒAir detectability 7.89 km + gun-firing bloom 4.06 km = 11.95 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
11.95 km
Detect when on fire (sea)
ƒSea detectability 13.15 km + 2.0 km while burning = 15.15 km.
15.15 km
Detect when on fire (air)
ƒAir detectability 7.89 km + 3.0 km while burning = 10.89 km.
10.89 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Repair Party3 charges · 40 s reload · 28 s active · 5,614 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 40,100 HP = 5,614 HP: up to 14% of max HP restored per charge.
· 16,842 HP (42% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 3 charges = 0.42 × 40,100 HP = 16,842 HP: up to 42% of max HP if the whole Repair Party loadout is used.
· 200 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 40,100 HP = 200 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Module options (2)

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

HullUpgrade
  • Hit points36,250 → 40,100
  • Rudder shift15.6 → 11.2 s
  • Close-range AA DPS72 → 106
Fire controlUpgrade
  • Main battery range14,360 → 15,796 m

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiser27% wider H · 27% taller V
H = horizontal, V = vertical spread. This ship's curve against the standard cruiser curve, both evaluated at this ship's max range (15.8 km) with the same model as Max Horiz/Vert Disp: horizontal 181 / 142 m − 1 = +27%, vertical 108 / 85 m − 1 = +27%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.
Shell scatter width @ 5 km90 m
(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.
Shell scatter width @ 10 km132 m
(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.
Shell scatter width @ 15 km174 m
(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.
Shell scatter height @ 5 km35.1 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=0.5·15796=7898 m, and radiusOnMax=0.6 at 15796 m. Below the kink: k=0.2+(0.5−0.2)·50007898=0.3899, so σV=σH·k=90·0.3899=35.1m.
Shell scatter height @ 10 km69.5 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=0.5·15796=7898 m, and radiusOnMax=0.6 at 15796 m. Above the kink: k=0.5+(0.6−0.5)·10000−789815796−7898=0.5266, so σV=σH·k=132·0.5266=69.5m.
Shell scatter height @ 15 km102.6 m
How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15796=7898 m, and radiusOnMax=0.6 at 15796 m. Above the kink: k=0.5+(0.6−0.5)·15000−789815796−7898=0.5899, so σV=σH·k=174·0.5899=102.6m.
AP pen 5 km324 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 =10−7·2409·1220.69·0.203−1.07·726.81.38=324mm, where 726.8 m/s is the shell's speed when it arrives at 5 km (from 925 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 km235 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 =10−7·2409·1220.69·0.203−1.07·575.71.38=235mm, where 575.7 m/s is the shell's speed when it arrives at 10 km (from 925 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km177 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2409·1220.69·0.203−1.07·467.91.38=177mm, where 467.9 m/s is the shell's speed when it arrives at 15 km (from 925 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.02 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·0.2974·0.20328·122=3.94×10−5. That runs from a 925 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.02 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·0.2974·0.20328·122=3.94×10−5. That runs from a 925 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)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)2,409
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 mass122 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 coefficient0.2974
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity925 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity925 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius10
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.6
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 range110
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 10x2 -> 170 DPS @ 3.5 km; 20mm Oerlikon MK20 Twin 14x2 -> 155 DPS @ 2 km; 120 50 Bofors M42 4x2 -> 110 DPS @ 5.2 km.
AA DPS layered by range110 DPS @ 5.2 km, 280 DPS @ 3.5 km, 435 DPS @ 2 km
@ 5.2 km: 110 from one family; @ 3.5 km: 170 + 110 = 280; @ 2 km: 170 + 155 + 110 = 435. 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-blank435
170 + 155 + 110 = 435 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1477
170 × 3.5 + 155 × 2 + 110 × 5.2 = 1477. 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 firepower

Max HE alpha1700
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.
Max HE fire chance7%
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.
Max HE pen20 mm
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.
Open in Charting Tool

Ship Charts

Background

In 1939, Dutch authorities decided to build capital ships for their navy, prioritizing high speed to evade stronger foes like the Japanese Kongō-class battlecruisers. The design featured a 16,000-ton displacement, a maximum speed of 32–33 knots, and 8-inch (203 mm) guns. However, the naval committee deemed the armor insufficient, and the project was never completed.

Armor Beta

Hull HP 36,250 → 40,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern25 mm

Overmatched by 103+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel200 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

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
Bow25 mm primary (range 25–40 mm)2,200 (5% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)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 16–200 mm)30,100 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–90 mm)1,800 (4% of HP)
Overmatched by 380mm+ AP (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel200 mm primary (range 40–200 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.
Superstructure16 mm primary (range 16–100 mm)1,900 (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 HP20,100 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.
Secondary mount (120 mm mount)separate HP pool, does not drain ship HP1,200 per-mount HPDestroyed at 0 HPPer-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 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 HP12,000 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.

Balance History

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

Nerf ×6Buff ×2Rework ×1Airstrike ×5Concealment ×3
2026-06-25

Ministry of Balance: Skillful Adjustments

  • Detectability range by sea increased from 11.84 to 13.15 km.
  • Detectability range by air increased from 7.1 to 7.89 km.
  • Detectability range while firing in smoke increased from 6.63 to 7.6 km.
  • Replaced the "Hidden" trait with "Pyromania".
Read the full official post
2025-10-30

Ministry of Balance: Preparing for Winter

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

Ministry of Balance: Declaration of Changes

  • Stock Airstrike maximum bomb damage reduced from 5,150 to 5,000.
  • Stock Airstrike squadron restoration time increased from 90 to 100 seconds.
  • Upgraded Airstrike maximum bomb damage reduced from 5,800 to 5,300.
  • Upgraded Airstrike squadron restoration time increased from 90 to 100 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Haarlem can equip.

Primary official WG sources

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