Eenhoorn - Tier IX Dutch Battleship

Eenhoorn - Tier IX Dutch Battleship

Eenhoorn - Tier IX Dutch Battleship

With the major naval powers invoking the Escalator clause of the Washington Naval Treaty—allowing the increase in the size of their Battleships—the Dutch Koninklijke Marine may have pursued efforts to construct ships on the same level to provide a deterrence force to protect their colonial possessions. Design documentation could have been developed with significant German participation, parallel to the development of the Project 1047 battlecruisers. After the war, the battleship likely would have undergone significant modernization with British assistance, aimed at improving her fire control systems and anti-aircraft artillery.


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Work In Progress

About the ship

Key Features

  • Improved main battery accuracy at short range, but extended reload time and poor performance at long ranges
  • High-damage HE Airstrike with long reload and limited range
  • Improved Auxiliary and Torpedo Weaponry Coordination consumable
  • Good armor protection and high top speed
  • Mediocre concealment and potentially vulnerable citadel

Battle Tips

This line will please fans of close-quarters combat. The main battery accuracy of these ships follows the same principle as the Soviet battleship branch: the closer you get, the tighter your salvoes land. The ships have some features to help you get there. Good armor protection and a high top speed for their type mean you can cross open water and hold a position that many battleships would be punished for taking. Once you are within your effective range, your salvos become noticeably more accurate. However, the longer reload means that you'll have to make the most of your salvos, and not allow enemies to return fire, flank you, or use their torpedoes.

The HE Airstrike is the other half of the branch's offensive toolkit, and the nation's signature armament. It has one of the highest alpha strikes and great armor penetration available at each respective tier, with two charges. It lets you reach targets sitting behind an island or angled away from your guns. The base reload time is rather high, while the range is short, reaching 12km on the Tier X, so you need to be close to use it at all. However, the improved Auxiliary and Torpedo Weaponry Coordination consumable allows you to cut that reload down significantly and make better use of that armament.

In conclusion, to best use these new ships, you'll need to take an aggressive position, ideally, close to an island or Key Area to cover your flanks and limit the number of enemies who can engage you in a crossfire. In such engagements you'll be a tough opponent if you manage to come into relatively close proximity to your opponents. But keep in mind that your effectiveness will decline sharply if you are forced out of position and have to play in the longer range, as your accuracy and damage output will be less than modest. Due to their poor concealment and above-water citadels, they are vulnerable in the open and during maneuvers.

Ship Info

Ship Name: Dutch Battleship TT IX Eenhoorn
Level: 9
WG introduction: October 1st, 2026
Status during Testing and Early Access: Battleship Special IX Eenhoorn
Resource cost when Final: ShipXP180,000 Credits15,900,000
Estimated release: Update 16.0
Game Nation: Dutch Netherlands

How to obtain:

Early Access details will be available closer to release.
Info: WG Devs Specs, full specs will be added as soon as they become available.

Armor

Hit points: 78,300.
Fore- and aft-end plating: 32 mm.
Torpedo protection. Damage reduction: 40 %.
Fires duration: 60 s.

Main Battery Armament

3x3 406 mm:
Maximum range: 19.7 km
Reload time: 32 s
180-degree turn time: 40.0 s
Maximum dispersion: 267 m
Sigma: 1.7

Shell Types

HE Shells

9x 406 mm HE:
Maximum damage: 5,800
Ammo Type: High Explosive
Armor penetration capacity: 68 mm
Chances of causing a fire on target: 39 %
Initial velocity: 810 m/s

AP Shells

9x 406 mm AP:
Maximum damage: 12,700
Ammo Type: Armor Piercing
Initial velocity: 810 m/s

Secondaries

Maximum range: 7.0 km

6x2 120 mm
Reload time: 4.5 s
Maximum damage: 1,700
Chances of causing a fire on target: 7 %
Armor penetration capacity: 20 mm
Initial velocity: 850 m/s

Airstrike

Airstrike range: 11.0 km
Reload time: 180 s
Available flights: 2
Number of aircraft in attacking flight: 1
Aircraft HP: 2000
Bombs in payload: 3
Maximum bomb damage: 4,200

HE Bomb Airstrike

Airstrike range: 11.0 km
Reload time: 180 s
Available flights: 2
Number of aircraft in attacking flight: 12
Aircraft HP: 2110
Bombs in payload: 5
Maximum bomb damage: 8,500
Armor penetration capacity: 46 mm
Chances of causing a fire on target: 48 %

Anti Aircraft Armament

Continuous Damage: 347

Long Range

6x2 120.0 mm:
Action Zone: 3.5 6.0 km
Hit Probability: 75 %
Damage Within an Explosion: 1,680
Continuous Damage Per Second: 193
Number of Explosions Per Salvo: 8
AA Defense Priority Reinforcement: 35%
Firing Range: 6.0 km

Mid Range

10x6 40.0 mm;
6x2 40.0 mm:
Action Zone: 3.5 km
Hit Probability: 75 %
Continuous Damage Per Second: 462

Short Range

None Available

Concentrated AA Fire

Long-Press Key or
Activated Effect
Continuous AA damage increase: 50 %
Damage from AA shell explosions increase: 100 %
Instantaneous damage interval: 5.0 s
Action Time: 40.0 s
Cooldown time: 15.0 s

Progress Accumulation and Loss
Progress gain per second: 2.5 %
Time before you start losing progress: 130.0 s
Progress loss per second: 5 %

Mobility

Maximum speed: 35.0 kt
Turning circle radius: 1000 m
Rudder shift time: 16.3 s
Propulsion: soon hp

Detection

Detectability range by sea: 16.4 km
Detectability after firing a main gun shell: 19.7 km
Detectability after firing main guns in smoke: 16.4 km
Detectability when ship is on fire: 18.4 km
Detectability range by depths: 0.0-10.0 km
Detectability range by air: 10.0 km
Detectability when ship is on fire: 12.0 km

Available Consumables

Slot 1: Damage Control party

Work time: 15 s
Reload time: 80 s

Slot 2: Repair Party

Charges: 4
Action time: 28 s
Reload time: 80 s
Regeneration per second: +392 hp/s

Slot 3: Auxiliary and Torpedo Weaponry Coordination

Charges: 3
Airstrike armament reload time: 50 %
Torpedo tube reload time: 20 %
Secondary battery damage: +10 %
Concentrated AA Fire progress per second: +1.2 %
Duration time: 60 s
Reload time: 140 s
Note: All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

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