Gunnery & Aiming is how you put a broadside on target. This page is what the broadside does once it lands — why one shot punches a hole and the next bounces off harmlessly, what each kind of ammunition is for, and the three different ways a ship actually dies. Understand the damage model and your ammunition choices stop being guesswork: you will know, before you fire, whether you are about to sink the enemy, slow him, or waste a reload.
A ship’s hull is not one health bar. It is layers, and where you damage them decides whether the ship floats:
A ship sinks from gunfire when one side’s planking is gone and the structure behind it is destroyed. So the standard kill is a grind: hammer one broadside’s worth of planking off, then pour shot through the breach into the structure. The status panel shows all of this — the side life bars with the structure between them, plus bow and stern — and you can read the same picture on the enemy by pointing your camera or spyglass at him. Watch which of his sides is the weakest and keep working it.
Every gun fires with a penetration value, and every stretch of hull has an armour thickness. If the shot’s penetration beats the thickness it bites into the planking and does damage; if it doesn’t, the ball simply bounces off and is wasted. Three things move that contest:
The August 2026 update put fixed side-armour thicknesses on the rates, which gives you something solid to reason from rather than a vague sense that bigger ships are tougher:
| Rate | Side armour |
|---|---|
| 1st | 100 cm |
| 2nd | 96 cm |
| 3rd | 92 cm |
| 4th | 88 cm |
| 5th | 82 cm |
| 6th | 78 cm |
Note how gentle the slope is. A first rate is not four times the wall a sixth rate is — it is under a third thicker. The enormous practical gap between shooting at a Lynx and shooting at a Victory comes from her guns, her crew and how much punishment she can absorb, not from armour you cannot get through. Woods and armour-thickness modules move these figures; the base is what the rate gives you.
Penetration now leans much harder on distance, and the model is built around three named thresholds rather than one smooth curve. For any given gun:
So a modded, well-angled ship doesn’t become invulnerable — she pulls the range at which you can hurt her a long way in, and the answer is to close rather than to keep firing hopefully from where you are. And there is a floor to how much angling saves anyone: at point-blank, guns bite through angles steeper than 45°, by up to another ten degrees depending on the gun.
The gaps between those thresholds are wide. Taking the 42-pounders as the developers’ worked example, as of the August 2026 build: long guns run out to about 1,500 m plain, 950 m against one defence, 400 m against both; medium guns 900 / 550 / 300 m; carronades 550 / 425 / 300 m. Every calibre has its own set of three, and they are tuning values that will move — but the shape holds. Notice that carronades lose the least going from plain to defended: they were already a knife-fight gun, so armour and angle take less away from them than from a long gun trying to work at distance.
Each ammunition is a different tool. The wrong one bounces, splashes, or chips at the wrong layer; the right one ends fights.
Remember the gun limits from Gunnery: carronades can’t load double shot or double charge, and the smallest 2-pounders fire ball alone. Because reloading is slow, you commit to an ammunition before the moment arrives, not during it.
Ammunition is one choice; the guns that fire it are another, made in port and much harder to undo. The families divide by how they trade range against weight of shot:
The August 2026 update moved all of them, and not evenly. Every family gained damage output, but the mediums, carronades and the premium types gained roughly twice what the long guns did — so long guns did not become better all-rounders, they stayed specialists whose speciality is reach.
Two changes matter more than the raw numbers. Long guns became genuine rig-killers: their damage to masts and sails rose sharply, to about what a medium gun does, so a long-gun ship no longer has to close to take a rig apart — and with chain now carrying at any range, that is the pairing that makes kiting work. Going the other way, Congreves lost rig damage, so if you were using them to dismast, that is no longer what they are for.
Long and Navy Long guns also had their spread reshaped rather than simply tightened: they now scatter a little wider from side to side but noticeably less in elevation. That is a real change in what they are good at. A tighter vertical spread means more shots land where you aimed in height — on the waterline, or up in the rigging — while the wider horizontal spread makes it harder to walk a concentrated group of hits along one stretch of planking. Long guns got better at the two shots that decide fights and slightly worse at grinding down a single side.
Where on the hull a ball lands changes what it ruins. The same broadside can grind armour, butcher crew, or sink a ship outright depending on elevation and angle:
Leaks are their own kill condition. Holes punched at or below the waterline let water flood in, and enough flooding will sink a ship whose planking and structure are still intact. On the status panel leaks below the surface show in red — those are the dangerous ones, actively taking on water. A ship riding low from flooding is fighting a second battle against the sea, and a captain who can’t get the pumps ahead of the water loses it. (How to fight back — heeling the wounded side clear of the water, slowing down, repairing pumps — lives in Ship Protection & Repairs.)
Fire is the third way a ship dies, and the most dramatic. Hits can set a ship alight; once it is burning, part of the crew automatically drops everything to fight the flames. From there it goes one of two ways:
How likely a hit is to start one is not fixed. Since the August 2026 update a ship in poor condition catches fire more readily than a fresh one — the more her armour has been beaten in, the higher the chance each shot sets something burning. So fire is less a random misfortune than a hazard that grows as a fight goes badly, and a ship you have already worked over is the one most likely to light up.
An explosion is not a tidy death: it damages every ship nearby, friend and foe alike. That cuts both ways. Pouring fire into a burning enemy who is well clear of his friends can tip him into the blast; but a burning enemy alongside you is a threat — pull away, drop to battle sails to protect your rig, and brace ([F10]) to limit how much the blast guts your crew. A desperate captain can even turn off survival to scuttle on purpose, exploding into whatever is close enough to hurt.
Not every target is the hull. The “soft” systems decide mobility and tempo:
The August 2026 update tied those last two together in a way worth understanding, because it changes how fights end. Splinter damage now scales with the state of the hull it comes off: the more beaten-in a ship’s planking, the more men each hit kills. That closes a loop. Take hull damage and you lose crew faster; lose crew and you sail, shoot and repair worse; do all three worse and you take more hull damage still. A ship that falls behind in a duel now falls behind at an accelerating rate, which is why the old advice to break off early is better advice than it used to be — and why finishing a wounded enemy is easier than the damage bars suggest.
Beyond the steady grind, individual hits can land a critical that briefly cripples a specific system — you will see these flagged on the ship status panel, on you and on the enemy:
These windows are short, but a coordinated team can chain them — one ship’s broadside staggering the enemy’s reload or rigging while the others land the killing fire.
Criticals that bite into a ship’s structure — the frame under the planking — used to land with a heavy multiplier behind them. The August 2026 update cut that multiplier back appreciably, so a lucky structural critical no longer takes the chunk out of a hull it once did. Fights are decided a little more by sustained accurate fire and a little less by a fortunate hit.
This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · Prezeey — 2026 New & Returning Player Comprehensive Guide (Steam) · Naval Action — Steam Developer Announcements. Prose is original; see how this guide is made.
