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Naval Battles

Fleet

A naval fleet is needed to:

  1. Conduct landings on enemy territory
  2. Conduct a blockade of the enemy
  3. Oppose the enemy fleet
  4. Oppose coastal artillery

The fleet is registered through Discord tickets. To do this, you need to build a Naval Headquarters building where the flotilla list is displayed.

Detailed stats for each ship are listed in the "fleet" article.

Coastal artillery is needed for:

  1. Additional protection against enemy ships during landing or passing nearby.

General Battle Rules

Fleet Formation Before Battle

  1. Before the naval battle starts, country leaders form fleet combat order in squads. Each squad = 4 ships, ship type does not matter. (For example, a squad of 2 cruisers and 2 destroyers). Aircraft carriers always move at the rear, same as the fleet flagship.

  2. Ships from squad 1 (your nation) attack matching ships from squad 1 of the enemy nation. Survivors continue fighting the next squad.


Stats

Firepower — your ship's damage. Armor — ship durability points. Defense — armor "thickness" of your ship hull. Transport — amount of LR a ship can carry for landing.

  • If firepower (FP) exceeds defense (DEF), the ship takes damage reduced by defense. Example: Cruiser (FP 18, DEF 8) attacks Destroyer (FP 10, DEF 5). Cruiser power 18 > Destroyer DEF 5 = damage dealt. Damage = 18 (Cruiser FP) - 5 (Destroyer DEF) = 13 pts. Destroyer sinks.
  • If firepower is equal to or lower than defense, a ricochet occurs with no damage. Example: Ironclad (FP 12) vs Battleship (DEF 12).

Battle Duration

  • The battle continues until:
    • the enemy runs out of ships, or
    • one side decides to retreat.

Battle Features

  1. Submarines can pass unnoticed up close to the Heavy Fleet. If a Light Cruiser or Destroyer blocks such a submarine, they detect it and engage. A submarine trades 1-for-1 with a Destroyer (both sink) and then continues against other ships. However, submarines can be kept at the very end.
  2. Aircraft carriers attack once each battle segment (segment = squad vs squad) and can target any single ship in the squad (priority targets are set by the battle warmaster).
  3. Coastal Artillery (CA) enters battle (if the defending side has it) only after all enemy fleet ships are destroyed.
  4. In that case, battle between CA and surviving ships follows the same rules.
  5. Each CA has range. Small — 7 chunks, Large — 12 chunks. Distance from artillery to ships is measured by landing location.
  6. Transport ships are recommended to be placed at the end for efficient LR transport.

Victory and Defeat in Battle

The winner is the side that:

  • destroyed all enemy ships and CA, or
  • forced the enemy to retreat (capitulate).

After victory, the attacking side may:

  • begin troop landing preparations, or
  • begin a blockade.

If the defending side wins, then:

  • blockade is impossible,
  • troop landing is impossible.

Ship State After Battle

  • Damaged ships receive manually applied structural damage by the AP side.
  • Ships destroyed during battle are not removed entirely, but receive significant damage and can be registered again after reconstruction.