When battling opposing warships, tactics are just as important as the warship employed. It has been proven that while a force may have all the technology it could have over an enemy, the inferior enemy could still fight a fight by using superior tactics. While unable to cover all situations and ships a player will encounter, these tactics should cover most situations a skipper will face in this game.


Here are general tips to fighting opposing warships

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  1. Know your ship! Fight according to design specifications. For example, if your vessel is a fast boat, employ hit and run and use speed and distance to keep them from hitting you. If you employ submarines, recognize which situations would favor underwater torpedo attacks, mine laying and surface gunfire. Tactics will vary per category and even per ship.
  2. Know your map!  Different maps favor different strategies. The Island and Night maps favor close-quarter fighting due to obstacles and hindered lines of sight between spawn points. Vessels designed for long-distance firepower will be forced to fight at closer ranges, while carriers on both maps can attack with near-impunity. Keep in mind that if a carrier is hit, the deck will go on fire, perfect for aiming at in the pitch of night. Submarines, given the fact they need to be close to their target to attack, are lethal on maps with limited visibility and opaque water, given the sufficient skill to take advantage of it. Battleships can handily operate in any map choice, regardless of visibility, water clarity and distance. Choose maps wisely for your vessel.
  3. Lead in! Shells have to fly in an arced trajectory, making aiming at extreme distances difficult. This is further impeded if the vessel is moving. Keep in mind while any said weapon could theoretically hit targets at the distance said, their effective range is only two-thirds to one-third of the said distance. An exception comes in the Mk 45 5 inch gun. Due to its much flatter trajectory, higher shell speed and rapid rate of fire, its effective range is very close to the 18.7 km theoretical range. A torpedo's effective range is no more than two miles away for the Torpedo Tube B and the Triple Torpedo Tube, while the Torpedo Tube A's effective range is essentially point-blank. This is because torpedoes are much slower and less accurate than shells and equally, if not more, visible than shellfire.
  4. Attack the Sides! The side of a warship is substantially weaker than the bow or stern, while also easier to hit. By attacking only one side, you could capsize an enemy vessel easily. This rule is especially prevalent with the Mk 45 5 inch Gun and the Oto Melera 76mm Compact, whicn relies on the strategic placement of artillery shells to deal maximum damage. Beware that a warship usually is able to unleash its full might here, but so will you. Unless engaging at short range, this is less of an issue- longer distances enable you to hit the even more vulnerable decks.
  5. Be Mobile! Moving does not decrease your accuracy greatly, while making it harder for the enemy to be able to destroy you. By being mobile, you can position yourself in an advantageous position, and then proceed to demolish enemy warships. This is why Fortresses do not fare well in battle- their massive size and the general lack of mobility compared to other vessels makes them vulnreable to any ship that has lots of firepower and high mobility such as large battleships, well-armed fast boats, cruisers, aircraft carriers and submarines. 
  6. Dodge the Shells! This applies more to faster, smaller ships. By moving in an unpredictable pattern, shells can be easy to dodge. Given that any gun that does reasonable damage has a 20-second reload time (save for the Mk 45 5 inch gun), it is possible to outmaneuver larger ships, given shell flight time. By utilizing whatever superior performance available (ex speed, turn radius, sensitivity, etc) one can minimize damage to your ship while maximizing damage to theirs. Keep in mind they will too attempt to do the same, so take care in maneuvering duels. 
  7. Ten Kilometers of Death! This is what indicates the effective range of any gun with a 20-second reload time.While able to throw a shell much farther than that, combat ranges tend to stop at this threshold. Slow shell flightime and arced trajectories tend to make shells miss at ranges beyond 10 kilometers. This is only a generalization: fortresses can be reliably engaged at the stated ranges while fast boats tend to be easier to be hit closer than the 10-kilometer line. 

Battle Tactics

Warships come in many sizes, shapes and weapons. Because of the innumerable variations, the vessels will be generalized. Such generalizations will not fit every vessel, but should cover most. Many definitions will overlap, sometimes considerably. Other vessels may be a hybrid vessel, possessing the attributes of some but not all of various categories. While some aircraft carriers may carry enough weaponry to challenge battleships in gun duels, they are better classified as aircraft carriers due to the fact that the main form of attack is via airplanes, and guns are utilized for defensive duties. 

Fast Boats:

Do not trade shots with larger ships. They neither have the protection nor firepower to do so. Instead, rely on hit-and-run tactics to chip away at health. Rely on flanking to avoid shots.

In the case of missile boats, keep your distance and devastate enemy warships while they lay helplessly far away. Once missiles are expended, function like a fast gunboat.

If fighting an aircraft carrier, remain on the move to avoid damage. Use according tactic once within range. Destroyers are trickier, since they have your speed and maneuverability, and in the perspective of a fast boat, an unholy combination of a gunboat, torpedo boat and missile boat. Corvettes and frigates can easily force you to trade shots, where their superior guns and protection will render you destroyed.

When fighting a submarine, come in from the side and deploy ASW weapons, if you have any. If ASW weapons are unavailable, then make a hasty retreat and force them to surface to engage you with deck cannon. Promptly destroy the surfaced submarine. If they do not surface, run. Watch out for mines- they are hard to see and they can sink battleships. However, your small size may be able to go through minefields, though this is a very risky tactic and should not be attempted unless there is no other option.

Fighting fast boats rely on a bit of luck. Attack when they come close, since that is when they are most vulnerable. Any modest hits will likely impair speed and maneuverability. Utilize area-denial weapons such as torpedoes and mines to make them easy targets. Alternatively, use the Mk 45 5 inch Gun to track and destroy these pests. Against missile boats, dodge missiles by simple maneuvers. For all three classes, force them to trade shots at close range- your superior firepower will demolish them.

Corvettes (Littoral Combat Ships):

Corvettes may not be very fast, but they are certainly small and maneuverable. This makes it a very hard target, and thus is its greatest asset. Since every ship it faces either is faster or more heavily armored yet with heavier firepower, long-term harassment should be attempted when in a frigate. Against heavily armored but slow ships, chip away at their health and dodge their shots. It should be noted that corvettes are not fast compared to fast boats.

Fighting against them leads to battles not unlike frigates and fast boats. It is strongly recommended to use such tactics against them. Given their superior maneuverability, coming close to them is always important, since long-distance shots will lead to an excessive amount of misses. As a submarine, deploy mines to kettle these ships and force them into a head-on pass- your inaccurate torpedoes would easily be able to hit a target moving head-on. Alternatively, if you could hit their broadside with a salvo, do so- the bow of a ship is often very strong and a much smaller target than the side of a ship.

Fighting submarines is straightforward. Utilize standard ASW tactics and never cross in front of a submarine. Never make passes from bow-stern or stern-bow, since it would be very easy for a competent submariner to lead in a target coming to or away from them in a straight line. Always make depth charge passes from the sides. Keep a sharp eye to whether they are laying mines. If they are, force them to the open ocean, where the greater space makes mines much less effective.


As the skipper, utilize long-distance armaments to chip away at their ship while moving to dodge their gunfire. Come in hard and fast with guns blazing in a series of hit-and-run attacks against bigger and slower ships. Go no closer than torpedo range, since closer targets are easier targets. Dodge their shells during attacks. Keep your distance when you can- your speed is more than capable of putting some space between you and your target. Only come close to strike and once you have fired your heavy guns, make a hasty retreat to put distance between you and the target.

As an opponent in general, pursue them since these vessels do not stay close-in for long given their low armor and hitpoints. Plus, due to their emphasis on using speed and maneuverability for protection, they will lack the durability found on other vessels. Carriers should continue to operate as normal- aircraft have unlimited strike distance, and while air attacks are inaccurate, they are devastating. Passive-aggressive attacks are vital, where they are passive since they chip away at health but are aggressive in the speed and pursuit of damage.

Due to the speed limit, no warship can outrun a fighter plane. Fighter planes can provide harassment, destroying weaker, unprotected structures and if the opposing fast boat is light in armor, can even destroy it. Due to their small size, the only hope to destroy the planes may generally be the Mk 45 5 inch gun, only effective if equipped with the SPY-1 and it engages low-flying targets. If they come close, a carrier's best bet is to use its guns to kill the boat. A battleship should rely on its rapid-fire weaponry to bring down the boat, for the fast boat will be faster and more maneuverable but weaker due to the emphasis on speed.

In the three cases above, always try to destroy the boilers- a frigate dead in the water is a dead fast boat. Submarines, while immune to their weapons at range, should still approach with caution- your torpedoes are neither accurate nor fast and fast boats may posses antisubmarine weaponry. Watch out for corvettes- these ships were built to carry ASW weapons. These nippy vessels can take down the mightiest of ships in a David and Goliath battle- if given an excellent captain who knows the ship by heart and knows how to use them effectively. These ships require the second-most amount of skill as surface vessels to use effectively- the submarine is not a surface ship since it mainly attacks underwater.


Any moderately armed, medium-sized surface vessel that possesses a high degree of maneuverability and speed relative to its armor. These ships could be said as an in-between for a fast boat and cruiser. As a skipper or opponent, treat it as a fast boat for all intents and purposes, but keep in mind that such a vessel would be slower but tougher than a fast boat and may even have the equivalent firepower of a small battleship.

Assess your opponent. If the opponent is a destroyer or fast boat capable of matching or outmaneuvering you, utilize area denial weapons such as torpedoes or mines to constrict movement. Trade shots at a distance and hope that your guns hit their ship more than their guns hitting your ship. Do not be afraid to ram vessels, but do not use it as a general tactic- only in emergencies or in cases where collision is unavoidable should ramming be attempted due to the light construction of a destroyer.

However, if the opponent is a slower vessel such as a battleship or cruiser, utilize maneuverability to dodge shells. Utilize area denial weapons to cripple their vessel, as you circle around them. Submarines should be treated like submarines in every other vessel.

Cruiser (Battlecruisers):

Any surface vessel that has a proportionately small amount of armor versus its evenly-spread firepower across the decks. They are armed like battleships and take the form of them, but their inferior armor fittings usually determine these vessels for beginner players able to afford battleship-grade weaponry but not the lightweight armor needed to maintain good speeds. A good distinction between Destroyers and Cruisers is that Destroyer armaments mimic those of Fast Boats but have more of them, while Cruiser armaments mimic those of battleships but have less of them.

As a skipper, analyze the opponent before engaging. If the opponent is a destroyer, treat your ship like a battleship, since the protection and firepower is superior but not the speed and maneuverability. If the opponent is a battleship, treat your ship like a destroyer, since now the speed and maneuverability is superior. Vice-versa applies to the respective destroyer and battleship skippers.


Any surface vessel that has a proportionate amount of armor, speed and
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evenly-spread firepower across the decks. They may be armed with any weapon, but usually use guns. These are the most common warships in the game, since the My First Battleship would be classified here. As the skipper, you would possess a general-purpose warship that can do most tasks and can be easily modified for anything. This vessel relies on armor to withstand shots, only needing maneuverability and speed to move it places. Steer your vessel in a position where it could deal the most damage, mostly attempting to deliver a broadside.

A high-risk high-reward tactic against opposing battleships is to "Cross the T", with your ship at the top of the "T", shown above. Your vessel will now provide the most amount of firepower at the cost of becoming easier to hit. The enemy will not be able to dish out as much firepower as you can, thus winning a damage race easily. In the example, the blue ships are crossing the "T" of the red ships. While both sides have the same number of ships and same amount of the same guns, red's two rear ships are out of range. All red's ships's rear guns cannot fire. The front to ships are in range but only 2 guns in total can fire at the enemy. Blue on the other hand can fire all of her guns in boardsidee at the front red ships.

However, this tactic is not recommended against submarines and battleship killers, for your firepower is redundant and you are now a submarine's easiest target, and battleship killers will simply have an easier time to kill you, for they have no firepower loss. However, your increased firepower concentrated on a smaller place can hopefully kill the battleship killer.

Engaging the enemy frontally may provide a harder target to hit, but will reduce the effective firepower your battleship has. Carriers, if they choose to engage in a gun duel, should be treated like a battleship. As an opposing battleship, you should prevent the opponent from crossing the T, though battleship killers will be at a disadvantage if the opponent is behind you. Submarines are a powerful counter, because the battleship will usually be big enough to hit, torpedo hits are lethal to them and they will not be able to destroy you due to the fact you are underwater. Beware though, for a battleship may possess antisubmarine weapons, easily lethal to any submarine. They may also possess enough armor to tank the torpedoes sent. Overall, battleships, the namesake vessel of the game, is the most versatile vessel in the game, capable of being easily modified to accomplish a variety of missions. 

Battleship Killer:

Any surface vessel that has a proportionate amount of armor and firepower and a majority of its armaments centered to fire forward. These vessels would be considered a sub-class of battleships whose main guns all fire forward. Because of the design, maneuvering is a key component of battle on both sides. As a skipper, utilize the massive forward firepower of the ship to crush enemy vessels. Always keep either the front or the sides of the vessel facing the enemy.

As an opposing surface combatant, try to attack from the rear- while providing the same target area as the front, you avoid having to face the glut of the weapons. Keep in mind that they may have some guns in the back, but with the emphasis of forward attack, your arms should be sufficient to bring any resistance here down. Boilers will most likely be here, so destroying them should disable the battleship- and ultimately destroy it.

Aircraft carriers and submarines should treat this ship as a battleship for all intents and purposes- a battleship hull could be easily modified to be a battleship killer and vice versa. Also keep in mind that battleships will generally have a slight emphasis of forward armaments, as many of its main batteries would be on the bow. Therefore, a good distinguishing factor between standard battleships and battlehship killers is that standard battleship main batteries would face both bow and stern while battleship killer main batteries would be almost exclusively face the bow. An example of this type of vessel would be the HMS Nelson, purchasable in the Build New Ship tab.

By all means, they are battleships, able to wade into gunfire and deliver massive damage. They simply sacrifice all-around firepower for heavy frontal firepower. 


Any platform-like surface vessel that possesses great armor and firepower with little or no regard to mobility. They generally have very large main batteries and Mk 45 5 inch guns. As a skipper, use your immense firepower to kill enemy vessels while accepting the massive amount of punishment delivered. The Mk 45 5 inch gun and massive 25mm antiair batteries should be employed for antiaircraft duties. Or better yet, use the massive size of the ship to deploy fighters or bombers to attack enemies beyond the range of your guns. As an opposing battleship skipper, use both maneuverability and speed to avoid their shells while firing broadsides into the fortress, since near-stationary targets are very difficult to miss.

Aircraft carriers will be extremely effective, wrecking the enemy with bombers while their guns cannot scratch you. Keep in mind some builders may incorporate fighters, complicating attack and defense. They would undoubtedly have massive anti-air batteries, purging scores of aircraft from the skies. Submarines are also at home, for the ideal target for a submarine are large, slow ships- exactly what a fortress is. Proceed with caution, as the Hedgehog and its standoff range is sitll lethal, and the sinking wreckage of a fortress would crush any unfortunate submarine underneath it. These vessels are notably ineffective unless given computer-level accuracy, and air raids can easily bring such a ship down due to the large amount of surface area presented to downward-flying munitions.


Any high-speed, high-durability surface vessel whose main form of attack is through intentionally colliding into your vessel. While ramming can be done by any vessel, these vessels are specialized to ram. Other vessels may not be properly considered rams, but have been designed to do so as an emergency weapon. Despite their name, they may possess deck weaponry in case a ramming attack is unfeasible or to disable or destroy the enemy when practical. Torpedoes may also be carried to augment the damage by ramming or to disable ships to make easy targets. As a skipper, properly executing the attack run is vital. Do not make a straight bee-line to the opponent when far away- you are asking to be shot. While zig-zagging or circling may delay when you attack, it decreases the chance of being brought down by high-firepower rapid-fire weapons.

Utilize maneuverability and speed to dodge shells. If either attack is unfeasible due to the sheer amount of firepower or speed, use fast boat tactics. As an opponent, avoid getting close. However, if speed and maneuverability forbid such, try to kill them fast with your weaponry if any are onboard. If firepower does not stop them, hope for the best and gun down the ram after collision- it will be at it's slowest and least controllable here. Survivng deck weaponry should dispatch a ram with ease, able to hit more vulnerable parts. However, because they are designed to intentionally crash into you, keep in mind that they would be very well armored and would take multiple hits to destroy. Also keep in mind that powerful weapons may be lost during the collison. Due to the near-surgical precision necessary to inflict maximum pain, they require a great amount of skill and luck to have a fighting chance.


Despite the monitor classification being synonymous with coastal usage, in the game they are capable vessels in a blue-water naval situation. Monitors are defined by their immense firepower relative to their average mobility and armor in a relatively small package. They generally have disproportionate amount of firepower compared to their size. The Battleship Capricornus is perhaps the most powerful example. It is the smallest vessel available in the store that comes with the 46cm Gun. Although it is notoriously weak against the Mk 45 5 inch Gun, monitors do not have stellar protection schemes, and the 46cm Guns alone will make heavier warships take this vessel seriously in multiplayer. The best description of these types of vessels is a box with a point at the end, the deck covered with a multitude of heavy guns.

When fighting in a monitor, utilize the superior firepower to counteract the average mobility and armor. Don't be afraid to get close- you do have firepower after all. However, if the opponent has superior armor and weapons, keep your distance- your relatively small size is an asset. Be mobile- you have no chance of surviving as much damage as you can deliver. Do not engage in drawn-out duels- your average armor and mobility will let you down.

Fighting monitors are fairly straightforward. Utilize the strengths of your ships. If you are a fast boat, use hit and run. If you are a battleship, challenge them to a drawn-out battle, if possible. If you are a carrier, spam planes and run. If you are a submarine, dive, shoot torpedoes and lay mines. Overall, treat this type of vessel as a battleship, and you should generally find this type of vesel fairly competent. If it were to have any strong point over any vessel, it would be against rams: the heavy firepower it can levy and the relatively small target it provides will make it a challenging target for rams.

Submarine Tactics

A submarine is arguably the most powerful adversary to any vessel. It can destroy the mightiest of warships while nearly immune to enemy gunfire and warplanes. Only three weapons could menace the vessel when underwater- the Depth Charge, Underwater Torpedo Tube and the Hedgehog. A skilled submarine skipper could navigate their submarine in opaque conditions. As a skipper, utilize the depth gauge to have an idea on how deep your submarine is- while it is immune from weapons, it is certainly neither preferrable to lose because the sub sank too deep, nor to have you underestimate the depth and surface, with lethal results to the submarine. It is reccomended to slow your speed before turning, and not put your engine in reverse. If facing fast ships, attempt to spam torpedoes at them, since they will be forced to dodge them. Your main strength lies in the water- no gun could sink a submarine while it is underwater. A submarine on the surface is asking itself to be shot and sunk. Your ideal target is large, slow ships, for the torpedo is not very accurate and small ships are harder to hit. Fighting another submarine is a contentious issue. Though a submarine versus submarine duel is rare, it can still happen. And when it does, simply fire torpedoes at them- you can sink submarines this way. 

While submarines are not easy to kill, they are easy to evade- a submarine's average speed in a battle is between 45-70 knots, while equivalent surface warships have speeds over 100 knots. With such a speed advantage,  a surface warship could simply make the battle unwinnable for both sides by making a retreat. A submarine is also a sluggish vessel underwater- a surface ship under skilled hands and armed with antisubmarine weaponry could outmaneuver a given sub and then sink it. Experienced opponents would have known about the dangers of submarines and would take either action against you. Fast boats could dodge, if not outrun, your torpedoes and then demolish your prized submarine with Depth Charges or Hedgehogs. Battleships may be armored heavily at the waterline, to the point of making torpedo attacks ineffective from certain angles. Engaging in a surface duel against a surface ship will certainly end in your destruction, unless significant damage has already been done, the enemy has quit the game or your vessel has a surface firepower advantage.

However, a submarine armed with mines can be a lethal combination. Mines can be successfully employed to both the finishing blow or serve to shepherd ships into a tight circle. In the first method, the submarine first attempts to disable or destroy the ship with torpedoes. Aim for the boilers as much as you can. When they are disabled, it would be very difficult for a large ship to reverse course, since steering with reduced power could still enable it to run into mines. The mass and hydronamics of a large vessel means that it will take long distances to turn or stop. If the ship is not destroyed in the torpedo attack and is continuing on forward, lay mines in front of it. Given the submarine will cross the path of a battleship before it crosses the intercept point, the submarine could lay mines, this will work with success. Emplacing mines under a vessel will be even more destructive, bypassing the glut of armor installed at the bow or any mine countermeasures.  

The other method is if the ship does not make a beeline to the mines, it is possible to circle around a larger, faster vessel to entrap them in a tight ring of explosives. Unable to leave in a timely manner, you as the skipper can then destroy the hapless ship with torpedoes. This second method usually follows a failed attempt at the first method, where the opponent, still possessing enough speed to dodge these mines, is ensnared into the ring of explosives. They are one of the great equallizers of the game- they could reliably engage and attack ships at least two levels above. Overall, submarines require greater amount of skill and luck to fight effectively versus surface ships. 

Alternatively, missiles may be carried. Fire these to inflict some long-range damage before finishing them off with torpedoes.  

Hybrid Vessels

Naturally, not all vessels in the game will match any of the said categories. Some vessels, such as destroyers and fast boats, are often found with considerable overlap in definition. Some fast boats, destroyers and cruisers are indeed more powerful than some battleships available. However the hybrid vessels mentioned here regard mixtures between three of the main categories: battleships and submarines. Some may even be a combination between all three. However, the main focus will by on the various two-type combination. 


These are rare vessels. Since submarines usually cannot hope to win a surface gun battle, most submarines are built mainly for torpedo delivery and mine laying, roles they excel in. However, submarines may carry light gun armamaments to finish off crippled or substantially weaker ships. Submarines are very vulnreable on the surface, and given the required dive-time for a submarine to be completely invulnreable to shells and the fact diving capability is compromised with damage, these are relatively clumsy vessels. If surfaced, treat it like a battleship. When underwater, treat it like a submarine. Skippers should avoid using this vessel entirely. 

moniter carriers: small ships low to the waters surface so hard to hit. this type of hybrid has a small amount of aircraft onboard with a single runway, guns are normally mounted on armour due to its relatively low surface area. These are bigger than monitors, but smaller than most aircraft carriers, making them still have a decent speed, but not as fast as a monitor. Also may have less fire power than other monitors/ aircraft carriers. Due to its size of a large monitor with a runway crammed on it. tho I'm not telling how mine appears to move without boilers, after all, if everyone knows, mine wont be so special. (Hint it appears to have boilers ;) ) 

The Super-Warship

For Super Warship Page, See Super-Warships

Such a warship is rare in general play, but vital in the VIP realm of multiplayer. Such a vessel would properly fall under Aircraft Carrier, because of the fact many carry aircraft to attack enemies at a distance. While heavily varied in design, they possess many similar features- large batteries of Mk 45 5 inch Guns, multiple 46cm Guns, large air fleets and arrays of rare-metal weaponry such as Hedgehogs, Rocket Launchers and fighter planes. Thus, they are hybrids. They are likely to have the SPY-1 radar installed too. However, there are some which don't carry aircraft and would fall under Battleship. Others simply carry massive aircraft carrier fleets so big the need for guns are redundant.

Unlike every other vessel mentioned, they have no real weaknesses- their high speed and massive firepower make them lethal to everyone. The only warship that has a real chance to survive an encounter available to players who does not use possess one is the submarine. While slow and unmatched in firepower, they reside under the surface, making them immune to the sheer surface firepower. However, even submarines are vulnreable- speed, hedgehogs, bombers in shallow water and depth charges can foil any attempt against the Super-Warship. Mines, if employed, can provide means to kettle and then pick off a warship, for even these warships could still be severely damaged by a mine strike or stray torpedo. If any other warship that is not a Super-Warship, pray that they are merciful (which they aren't). If you are a Super-Warship agaisnt another, fight it as if you were a battleship.


For Megastructures page, see Megastructures

Colossal building-like ships that are bigger than standard fortresses usually fall here. They generally have unrivaled firepower, totaling up to hundreds of the largest guns, oxygen torpedoes, and aircraft. All a player has to do in one of these is just hit the enemy ship usually. They contain enough firepower and toughness to outmatch almost anything they will fight in a duel. However, aircraft can still be a nuisance. Properly arming yourself with AA will greatly assist you against carrier players. Adding aircraft to these will help deal with fast ships.

The weakness of megastructures are dependent on the design. Since they can vary so much, there is no real counter to them. Many are immobile, but this is largely irrelevant as the speed of an attacker will usually make a negligible difference against one of these, unless their goal is to simply run away. Unfortunately for the attacker, most megastructures have far too much toughness to be sunk within the game timer, meaning you will have to win by health pool difference, if possible. If the player encounters a hyperstructure, there is little they can do to win.

Player Strategies

Players may add new sections to advise others players on additional tactics. Please state your username, which type of ship it would regard and finally explain the tactics. Diagrams and pictures can follow if desired.

pikapika55s stealth strategy: if you have a night assault ship, you sneek out of the fog/dark, ram the persons ship, then shoot them with whatever guns/torpedos you have.

Panda2344's fast battleship tactic: When having a fast battleship, go broadside and fire ALL your weapons while speeding around them. If they have planes, keep making swaps between shooting the ship and the planes. If you have AA or CIWS, let that do the work and you can just rain shots on the ship. When you're enemy is immobilized,(A.K.A: Unable to move) then ram them while firing ALL you're guns and whatever weapons you have.

ZackRoyal's tactic I suggest to use your ships shape and speed to your advantage (power is up to you) for example the top speed of your ship is 50 you can either analyze the distance of the shell and where its gonna land if your enemy fires 2 km infront of you then STOP. wait and move again the second way is to make sure you know the enemy's weapon because if their weapons are short ranged you have the advantage.

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