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Battle rules and every number

No hidden multipliers: these are the very numbers the server judges by. The page is generated from the same data the game ships with, so it cannot fall behind a balance change.

The fleet

The budget is 14 points and at least 3 ships. A pricier class means fewer hulls on the water — that is the trade-off.

ClassPointsSectionsArmourShellsSpecial stockMax
Patrol Boat1215—3
Frigate2326—2
Missile Boat2215—2
Destroyer3326torpedoes — 22
Submarine331—torpedoes — 32
Minelayer3326mines — 21
Cruiser4439—2
Monitor4348—1
Drone Tender4325drones — 31
Battleship55412—1
Carrier5536sorties — 21

Ammunition and resupply

A living ship gets one shell back every 4 turns, and from turn 18 every 2, so a long battle still ends. A magazine never fills past its starting size.

Torpedoes, airstrikes, drones and mines never come back: that is the point of the classes carrying them. Sustained fire is the plain gun's job.

Time and forfeits

Damage

Armour is how much a single section absorbs. Damage beyond that spills into the neighbouring section, so a heavy shell on a small hull is never wasted. A ship sinks when every section is gone.

Rating

You start at 1000. Only online battles against live players count — a win over a bot moves nothing. You enter the leaderboard after 3 battles, so one lucky win cannot put you on top.

Weapons by the numbers

WeaponDamageUsesSpread
Deck Gun1shell3.2–8.8°
Main Battery3shell1.5–4.6°
Mortar2shell3.8–11.5°
Autocannon1shell4.5–10.0°
Torpedo4torpedo0.0–0.8°
Rocket Salvo1shell2.2–6.5°
Airstrike2sortie—
Railgun4shell0.0–0.4°
Guided Missile3shell1.0–3.0°
Depth Charge2shell4.0–10.0°
Nuclear Strike2shell—
Surface Drone3drone0.8–2.6°