BW
OperationBrightwater
Command networkField Guide
Field guide Combat Weapons, range & projectiles

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.

UnitDamage / reload
Maus tank62 dmg / ~2.4s reload
I-400 sub105 dmg / ~3.6s reload — brutal up close
Sea Shadow boat44 dmg / ~1.8s reload
Cutter boat42 dmg / ~1.8s reload — light patrol
EM-2 rifle16 dmg / ~1.1s reload
Rotkäppchen AT78 dmg / ~4s reload — built to crack Maus
G11 MG11 dmg / ~0.5s reload — shreds infantry
Raider13 dmg / ~0.9s reload — rapid flanking
Sentry58 dmg / ~3.3s reload — long-range sniper
Warden30 dmg / ~1.2s reload — heavy anchor
Aquila drone20 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 typeLoves → 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.