Ship

First attempt at an early game destroyer

C

CAC-2026  ·  78 views  ·  2026-08-14

First attempt at an early game destroyer
Basic Destroyer
Base Stats
Max Speed
Max Range
Organization
HP
Reliability
Supply Use
Manpower
Combat Stats
Light Attack
Light Piercing
Heavy Attack
Heavy Piercing
Torpedo Attack
Depth Charges
Armor
Anti-Air
Misc. Stats
Fuel Usage
Surface Visibility
Surface Detection
Sub Visibility
Sub Detection
Minelaying
Minesweeping
Weather Penalty
Not too sure how to specify for navy like i can for land or air, I understand navy, i know what each ship is for, and how to do some stuff regarding it, just not enough to be any good at it. Anyway, definitely give tips and pointers. Numbers I should reach for, and what terrain i should watch out for.

Comments

W
Walsst 2026-08-14
1
An all light guns destroyer with a radar and a dedicated anti-sub destroyer thats dirt cheap is the commonly sought after pairing. Max light guns+Torpedos is really overpowered as paradox gave them too many attack bonuses, visibility bonuses, and speed bonuses in the last doctrines update...... This made them practically invincible due to the absurd dodge rate they got. Its getting nerfed in the summer beta, alot, so normal ships with normal goals like heavy cruisers work again!
1
123 2026-08-14
0
I dont think that second gun is that important
Z
Zergling 2026-09-03
1
I would day its important for destroyers to be cheap sou can effictivly destroy subs for example is britain if they are to expensive they take to much time producing