Every weapon has a range, a speed, and a matchup
Weapons, range & projectiles
Range is in tiles. Shells, bullets, rockets, torpedoes and stings all fly, sweep for hits, and care about who they're hitting. Upgrades and boosts stack on top.
At a glance
- Reach
- Sub missiles farthest; among fielded land guns AT and Sentry outrange Maus; reserve 2B1 Oka stretches furthest — then boats, MGs, Wardens, rifles, Raiders and drones
- Radar shoot
- Small +16% inside 8 tiles of a Radar — detection is the real prize at long range
- Projectile speeds
- Stings fastest, bullets fast, shells medium, rockets and torpedoes slower
- Splash
- Tank shells splash one tile, sub torpedoes narrower, boat shells in between
Weapon matchups
Every weapon has a range, reload, and target it prefers. Sub missiles reach farthest; among fielded land guns AT and Sentry outrange Maus; reserve 2B1 Oka stretches further still. Sub missiles stay soft so four subs cannot erase an HQ instantly.
How hard they hit (unupgraded)
A fresh Maus shell does solid damage every couple of seconds. Subs hit harder but slower. Rifles pepper, MGs spray fast and light, AT rockets slam armor, drones sting infantry fast, boats sit in the middle. Veterans hit a bit harder and shoot a bit faster, up to the fastest the game allows.
| Unit | Damage / reload |
|---|---|
| Maus tank | 62 dmg / ~2.4s reload |
| I-400 sub | 105 dmg / ~3.6s reload — brutal up close |
| Sea Shadow boat | 44 dmg / ~1.8s reload |
| Cutter boat | 42 dmg / ~1.8s reload — light patrol |
| EM-2 rifle | 16 dmg / ~1.1s reload |
| Rotkäppchen AT | 78 dmg / ~4s reload — built to crack Maus |
| G11 MG | 11 dmg / ~0.5s reload — shreds infantry |
| Raider | 13 dmg / ~0.9s reload — rapid flanking |
| Sentry | 58 dmg / ~3.3s reload — long-range sniper |
| Warden | 30 dmg / ~1.2s reload — heavy anchor |
| Aquila drone | 20 dmg / ~0.5s reload — fastest projectile |
| Kugelblitz AA (reserve) | 28 dmg / ~1.1s reload — anti-air |
| 2B1 Oka mortar (reserve) | 56 dmg / ~3.2s reload — longest land reach |
| XR311 jeep (reserve) | 12 dmg / ~0.9s reload — scout, not brawler |
How damage stacks
Shots get stronger with matchup, veteran, upgrades and power-ups. Shells care about cover — roads make you take a bit more, garrisoned infantry takes a lot less. Sub missiles vs buildings and HQs are softened on purpose so four subs can't erase an HQ from offshore in seconds.
Flying metal
Every shot spawns a projectile with a kind, speed, splash and life. It sweeps along its path and hits the first thing it clips — early hits matter, thin gaps matter. Fast projectiles are harder to dodge, slow rockets can be kited.
Who hates who
The game knows matchups. Think scissors-paper: rockets punish Maus, stings punish infantry but bounce off tanks, bullets punish infantry and drones, shells punish infantry a little extra, and sub missiles are coastal annoyance vs buildings, not siege guns.
| Shot type | Loves → Hates |
|---|---|
| Bullet (rifle/MG/Raider/Warden) | Shreds infantry → tickles tanks |
| Sniper bullet (Sentry) | High single-target damage, outranges tanks |
| Rocket (AT) | Cracks Maus and buildings → weak vs infantry/drones |
| Sting (drone) | Cuts infantry → bounces off armor |
| Shell (tank/boat/Cutter) | Good all-rounder, extra vs infantry |
| Torpedo (sub vs sub/boat) | Made for sub duels and coastal defense |
| Missile (sub vs land) | Annoying at range, soft vs HQ/buildings |
Veterancy and upgrades
Veterans hit a touch harder and cycle a bit faster, up to a cap. Gyro Ballistics adds about 14% damage and ~7% faster reloads per level; at max a Maus cycles about 20% quicker and hits noticeably harder. Mobility adds about 12% speed per level. Stack them and a veteran, fully upgraded Maus feels like a different unit.