Ammo & the Damage Model is the story of how a ship comes apart. This page is how you keep that from happening to yours. Half of staying alive is never giving the enemy a clean shot — angling your armour, hiding your waterline, shielding your rig — and the other half is working the repair kit and the survival crew so that the damage you do take doesn’t compound into a sinking. Good captains lose far less than they should, and it is almost never luck.
The most important defensive habit in the game costs nothing: don’t show the enemy a flat, square hull when he has a broadside loaded. A hull turned toward incoming fire presents thicker effective armour, and shots that would have bitten into a square side instead glance off into the sea — the same bounce mechanic that wastes your broadside when you fire on an angled target.
So the fundamental duel is a dance: angle your bow or stern toward him while he fires, then swing parallel to return your own broadside, then angle away again before he reloads. You eat his shot on thick, sloped armour and pay him back when his guns are empty. A captain who just sits broadside-to-broadside trading flat hits is in a damage race he can lose; a captain who angles is taking far less for the same return.
Angling is not a wall, though, and the August 2026 penetration pass sharpened that point. A hull held at 45° turns away most fire at ordinary range, but at point-blank guns bite through steeper angles than that — how much steeper depends on the gun. Angling buys you the most where the range is longest; up close it buys you less, and against a ship that has laid itself alongside you it may buy you nothing at all. That is a reason to keep the distance you want as carefully as you keep the angle.
If the enemy loads chain, he is coming for your sails and masts to take your speed away — and a slowed ship can’t angle, can’t run, and can’t dictate the range. You can shrink the target before he fires:
Masts are the harder loss: knock one down and the sail it carried is gone, and masts are slow and conditional to repair (see below). Protecting the rig is mostly about denying the shot in the first place — the full interplay of sail settings, wind, and damage resistance is covered in Battle Sails & Wind Shadows.
Leaks and fires can sink or destroy a ship whose hull is otherwise sound, and both are fought by the same survival crew. Managing them is a race against the clock.
Waterline hits open leaks, and enough flooding will sink you with your planking and structure still intact. The first defence is to hide your waterline while he fires — a few seconds of anticipation with manual sailing (depowering, squaring the sails) can roll the vulnerable strip of hull away from his guns. If you are leaked anyway:
This is especially dangerous when you are the downwind ship and the enemy is upwind of you.
When your ship catches fire, survival crew automatically turn to firefighting. If you have enough hands on it and you stop taking fresh hits, the fire burns out and you live. If the crew can’t keep up — or the enemy keeps hitting you to reignite it — the fire grows until fire shock freezes the whole crew and the ship is seconds from exploding.
Since the August 2026 update, how likely you are to catch in the first place depends on the state of your armour: a battered hull ignites more readily than a fresh one. Fire is therefore not an even risk across a fight but one that climbs as you take damage, which is another argument for angling early rather than trusting to repairs later. Once your planking is well beaten in, every further broadside is more likely to start something you then have to put out.
If a burning ship (yours or an enemy’s) is close, an explosion will hurt every ship nearby. Pull away, drop to battle sails to protect your rig from the blast, and brace ([F10]) to cut how much the explosion guts your crew. Note also that turning survival off sends a burning ship toward its own explosion on purpose — a desperate captain’s way of taking someone down with him.
Repairs are not free or infinite — they are supplies you load in port and burn through in battle. Sail without them and there is nothing to fix your ship with, so stock your hold before you leave: hull repairs, rig repairs, and medicine (rum) for the crew. A sensible current-build baseline is at least ~5 of each type before you sail, and more for a long cruise or a fleet fight where you expect to burn through several repair cycles. When you run out, you fight with what the hull has left.
In battle, open the repair menu with [5] and choose what to mend:
Launching one of these repairs no longer pulls hands off your other jobs — a recent change means you can patch the hull without your guns falling silent — so what you manage isn’t a crew cost but the cooldown on each repair. Don’t burn one topping off a scratch when you’ll want it whole a minute later.
You no longer sail into a fight with a full repair kit ready to hand. Since the August 2026 update, hull and crew repairs start the battle already on cooldown — entering the instance sets their timers running, and neither becomes available until that opening wait has elapsed. Sail repair is the exception: it can be used from the first moment, and its cooldown and the amount it restores were left alone.
That reshapes the first minutes of a fight. Damage you take in the opening exchange has to be carried, not patched, so the way to survive it is the same as it ever was — angle, keep your distance, and don’t trade flat broadsides — but there is now no safety net behind those habits. It also puts a premium on the rig: your sails are the one thing you can still fix while everything else is locked, which makes early chain damage more worth answering than it used to be.
Every repair runs on a cooldown, and learning their rhythm is what separates a captain who survives a long fight from one who runs dry at the wrong moment. By default:
Those base timers can be shortened, and the August 2026 update made that far more valuable than it was. The Combat Repairs perk now takes a large bite out of the hull cooldown — enough to bring a twenty-minute wait down to a few minutes, where it used to save you eight — which makes it close to mandatory on any ship that expects a long fight. Its kill bonus changed shape too: where sinking an enemy once knocked a flat few minutes off your timers, the reduction now scales with how much of that ship’s damage was yours. Kill something big on your own and you take the whole benefit; share the kill five ways and you take your share. Chipping in a broadside at the end of someone else’s fight no longer resets your clock. The Bravery perk now also boosts how much each repair restores (alongside a handier turn rate). Beyond those, a Survivability line improves your repairs and bailing, and component-strength perks (Hull, Sail, Mast, and Crew Strength) harden the very things this page teaches you to protect. Which of these to actually slot — and how many slots you have — is its own decision, covered in Mods, Books & Perks.
Everything on this page runs on crew. Survival — the focus that pumps leaks, fights fires, and makes urgent repairs — is managed with [8], competing with sailing, gunnery, and boarding for the hands you have. When you are flooding or burning, you can feed survival by switching off gunnery or sailing for a moment; the crew shifts over (not instantly, but steadily) and clears the danger faster. (The timed hull and sail repairs themselves no longer draw crew, so firing one won’t silence your guns — but pumping and firefighting still do.) Balancing those focuses under pressure is the core skill of damage control — see Crew Management for how the allocation actually works.
Defence cuts both ways: the enemy is repairing too, and his choices open windows for you. Watch his status panel and punish the gap:
This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · Naval Action — Steam Developer Announcements · Prezeey — 2026 New & Returning Player Comprehensive Guide (Steam). Prose is original; see how this guide is made.
