Navy Combat

Ship Roster

All 38 playable warships, across 5 navies. Every figure below is read directly from the game's own ship definitions — the armour values are the belt and deck thicknesses the penetration model actually resolves against, not flavour text. See How to Play for how a shell decides between ricochet, penetration and overpenetration.

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Battleships (10)

The heaviest guns and the only armour that reliably stops them. Battleships are slow to turn and slow to reload, so every salvo has to be worth firing. They win by absorbing punishment other ships cannot — provided the captain keeps the bow angled and does not wander into torpedo water.

ShipNavyLengthSpeedHullBelt / DeckCrew
Gangut (BB)Soviet Union181 m23 kn42,000225 / 75 mm1,100
Scharnhorst (BB)Germany235 m32 kn55,000350 / 95 mm1,900
Kongō (BB)Japan222 m31 kn57,000203 / 102 mm1,400
King George V (BB)United Kingdom227 m28 kn61,000374 / 152 mm1,520
North Carolina (BB)United States222 m28 kn62,000305 / 140 mm2,340
Hood (BC)United Kingdom262 m32 kn64,000305 / 76 mm1,420
Iowa (BB)United States270 m30 kn66,000307 / 150 mm2,700
Sovetsky Soyuz (BB)Soviet Union269 m28 kn68,000375 / 155 mm2,500
Bismarck (BB)Germany251 m30 kn72,000320 / 120 mm2,200
Yamato (BB)Japan263 m27 kn88,000410 / 200 mm2,700

Heavy Cruisers (7)

The generalists. Enough gun to threaten anything short of a battleship, enough speed to choose their range, and not quite enough armour to be careless. They live at mid-range, where their accuracy is good and heavy shells are more likely to overpenetrate or skip off.

ShipNavyLengthSpeedHullBelt / DeckCrew
Kirov (CA)Soviet Union191 m35 kn6,80070 / 50 mm870
Pensacola (CA)United States178 m32 kn15,000102 / 45 mm1,100
Exeter (CA)United Kingdom175 m31 kn16,50076 / 38 mm630
Takao (CA)Japan203 m35 kn19,000102 / 35 mm770
Hipper (CA)Germany203 m32 kn20,00080 / 50 mm1,600
Mogami (CA)Japan200 m36 kn20,500100 / 35 mm850
Baltimore (CA)United States205 m33 kn22,000152 / 65 mm1,140

Light Cruisers (8)

Fast-firing and thin-skinned. Light cruisers are the answer to destroyers and aircraft, and they win by starting fires and stripping modules rather than by punching through belts. Showing a flat side to a battleship ends the game for them immediately.

ShipNavyLengthSpeedHullBelt / DeckCrew
Chapayev (CL)Soviet Union199 m32 kn8,500100 / 50 mm840
Leipzig (CL)Germany177 m32 kn10,40050 / 30 mm850
Königsberg (CL)Germany174 m33 kn10,80070 / 40 mm850
Dido (CL)United Kingdom156 m33 kn12,50076 / 25 mm480
Agano (CL)Japan174 m35 kn12,80056 / 20 mm730
Cleveland (CL)United States186 m32 kn13,500127 / 50 mm1,200
Atlanta (CL)United States165 m34 kn14,20032 / 32 mm670
Belfast (CL)United Kingdom187 m32 kn19,500114 / 50 mm850

Destroyers (9)

Fast, hard to see and made of paper. Destroyers spot, launch torpedoes and contest objectives; they do not trade gunfire with cruisers. Their concealment advantage evaporates the moment they open fire, which makes every engagement a decision rather than a reflex.

ShipNavyLengthSpeedHullBelt / DeckCrew
Gnevny (DD)Soviet Union112 m38 kn2,90012 / 10 mm250
Benson (DD)United States106 m35 kn3,00017 / 14 mm270
Fubuki (DD)Japan118 m38 kn3,00016 / 14 mm220
Fletcher (DD)United States115 m35 kn3,20019 / 16 mm280
Jervis (DD)United Kingdom109 m35 kn3,25014 / 12 mm220
Z-39 (DD)Germany127 m36 kn3,40018 / 14 mm330
Cossack (DD)United Kingdom115 m34 kn3,50018 / 15 mm190
Tashkent (DD)Soviet Union140 m43 kn3,65016 / 12 mm250
Akizuki (DD)Japan134 m36 kn5,40019 / 16 mm300

Aircraft Carriers (2)

Carriers fight at arm's length, launching strike packages that attack on their own — or that you fly yourself. The finite air group is the real resource: a carrier that has spent its wing and gets found by a destroyer is finished.

ShipNavyLengthSpeedHullBelt / DeckCrew
Shokaku (CV)Japan257 m34 kn55,00090 / 65 mm1,660
Essex (CV)United States265 m32 kn58,000102 / 76 mm2,600

Submarines (2)

Three depths, a battery that only charges near the surface, and torpedoes against targets that cannot manoeuvre. Depth is genuinely simulated, so a depth charge detonating at the wrong depth does very little — surviving the counter-attack is the whole skill.

ShipNavyLengthSpeedHullBelt / DeckCrew
U-552 (SS)Germany67 m55 kn2,20010 / 8 mm44
Gato (SS)United States95 m58 kn2,60012 / 10 mm60

Reading the numbers

Hull is raw hit points, and it is the least interesting column — ships are lost to fire and flooding at least as often as to accumulated damage. Belt / Deck matters far more: belt armour is what a flat-trajectory shell meets at close and medium range, deck armour is what plunging fire from a long lob comes down onto. A ship with a thick belt and a thin deck is safe up close and vulnerable at extreme range, and the reverse is also true.

Effective thickness rises steeply with impact angle, so these printed values are a floor, not a ceiling. A belt presented at a sharp angle behaves like considerably more armour than the number suggests — which is why angling is the most valuable habit a captain can learn.