Navy Combat
Knowing the controls will not win you a fight. These are the habits that separate a captain who trades evenly from one who walks away from a battleship duel with half their hit points intact.
Effective armour thickness is the plate thickness divided by the cosine of the impact angle. In practice this means a belt presented at 60° behaves like roughly double its printed thickness, and past about 70° from the surface normal an armour-piercing shell stops trying to penetrate and ricochets off entirely.
So do not show a broadside to a battleship. Turn your bow toward the threat and fight at an angle — around 30–45° off, far enough that your rear turrets still bear. Battleships in particular have thick bow plating specifically so this works. The cost is that angling reduces how many guns you can bring to bear, which is the trade the whole fight turns on.
The reverse is also true: when you are shooting, look for the enemy who is showing you flat sides. A broadside cruiser at close range is the best target in the game.
The AP/HE decision is not a preference, it is arithmetic against the target in front of you.
Remember the swap has a reload cost — decide before the target is in range, not after.
At 15 km a shell may be in the air for twenty seconds or more. A cruiser at 30 knots covers roughly 300 metres in that time, which is several ship lengths.
Damage control clears fires and flooding and repairs modules, and then it goes on cooldown. The mistake almost everybody makes is using it immediately on the first fire.
Torpedoes are slow. Detected early, they are almost always avoidable.
You are visible when you are within a ship's detection range, and firing your main battery gives away your position well beyond it. That makes concealment an active resource:
Fast, invisible, made of paper. Your job is spotting, torpedoes and contesting objectives, not gunfighting cruisers. Use islands, never sail in a straight line, and remember that any capital ship that sees you will delete you.
High rate of fire, weak armour. You are a fire-starting machine and the main answer to destroyers and aircraft. Stay mobile, use HE liberally, and never show a flat side to a battleship.
The generalists — enough gun to hurt anything, not enough armour to be careless. Fight at mid-range where your accuracy is good and battleship shells are more likely to overpenetrate or ricochet.
You are the anvil. Angle constantly, pick targets showing broadside, and accept that you will sometimes take a full salvo — that is what the armour is for. Your worst enemies are torpedoes and your own impatience.
Patience. Position ahead of the enemy's course, dive, wait, and fire a spread at something that cannot manoeuvre. Escaping is the hard part: go deep, change course, and let the escorts drop charges where you were.
Stand off, strike continuously, and keep fighters back. Watch the map, not just your aircraft — a carrier that loses track of the destroyer working around its flank loses the game.