Naval Battles
Fleet
A naval fleet is needed to:
- Conduct landings on enemy territory
- Conduct a blockade of the enemy
- Oppose the enemy fleet
- 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:
- Additional protection against enemy ships during landing or passing nearby.
General Battle Rules
Fleet Formation Before Battle
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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.
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Ships from squad 1 (your nation) attack matching ships from squad 1 of the enemy nation. Survivors continue fighting the next squad.
Naval Battle Process
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
- 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.
- 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).
- Coastal Artillery (CA) enters battle (if the defending side has it) only after all enemy fleet ships are destroyed.
- In that case, battle between CA and surviving ships follows the same rules.
- Each CA has range. Small — 7 chunks, Large — 12 chunks. Distance from artillery to ships is measured by landing location.
- 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.