Port Battles

From Naval Action-pedia

Port Battles are scheduled battle events in which a team of players from one nation has the opportunity to attack a port of another nation. If the attacking side wins the port battle, port ownership switches to the nation of the attacking team.

WARNING: Update WIP! Some Information on this page is outdated.


Before a port can be captured in a port battle, hostility must be raised on the target port. Hostility is raised by completing hostility missions, which are taken in the county capital of the port, or, if the target port is itself a county captital, an adjacent county capital.

When hostility reaches 100%, a port battle is automatically scheduled to occur 24 hours later.

When a hostility mission is taken, a patrol area is created near the target port, indicated by crossed swords on the map and in open world.

When a player enters battle, an AI ship of the same rate is spawned with the player. To complete the mission, the player must sink the AI ship. When the mission is completed, the percentage of port hostility is increased.

Other players may also enter the hostility mission. When they do, an equivalent rated AI ship also spawns for them, which they must sink to complete the mission. In this manner players can work together to complete the mission and increase hostility faster.

If a player is sunk by the AI, hostility is subtracted. It is recommended that a player exit the battle if possible, rather than sink and lose hostility.

Port Battle Types

Please note that the port battle classifications are defined by ship BR ratings. Be sure to check the BR rating of any ship you wish to use to ensure it qualifies.

Shallow Water
Deep Water
BR ≤ 80
BR ≥ 80
Shallow water port battles take place in shallow draft ports.
The heavyweight class of port battles.

Port Battle Entry

Entry Method

Port Battle Overview

There are two concentric circles (green in diagram to the right) drawn around the port that are only visible once the port battle opens and the crossed swords battle marker is active.

Defense Circle

The inner defense circle is approximately 5 km in diameter. All defending captains must have their ships inside this inner circle to activate the battle marker and enter the port battle instance.

Attack Circle

The outer attack circle is approximately 8 km in diameter. All attacking captains must have their ships outside this outer circle to activate the battle marker and enter the port battle instance. For cases where land may be obstructing a clear view of the battle marker, captains may also click on the port buildings or above them to enter the port battle instance.

Access Priority

Only members of the attacking clan and any clan on their friendlist may enter Port Battles. No order of Priority is enforced by game mechanics. Make sure you organise things in advance! Once the BR limit is reached or 25 players have entered tha battle will close for the appropriate side.

Wind Conditions

Wind conditions within the port battle instance will be the same as in the open world when the port battle opened for entry and displayed the battle marker. The wind direction shall remain static for 20 minutes and then begin to change as per usual open world behavior. Attackers will need to be especially mindful of the open world wind direction as the port battle start time nears and possibly choose their direction of approach to the attack circle perimeter so as to gain a weather gauge advantage.

Port Battle Instance

The port battle instance is an exact copy of the open world port, with all of its buildings and fortifications. Ships activating the port battle marker will enter the battle instance with the same position and heading as they had in the open world.

An alphabetical catalog of port layouts can be found on the Naval Action Map or in this Google drive:

Port Zone Maps

Land Fortifications

The port martello towers and forts will fire upon any attacking ships that get within shot range (red circles in diagram above).

Control Zones

Arranged in front of the port are three control zones (gray in diagram above) 1.5 km in diameter. They are designated as 'A', 'B' and 'C'. Their positioning for any given port will always be the same, but are very much dependent on the topography of the map immediately in front of the port. The shoreline plus inlets, islands and peninsulas may result in radically different zone arrangements from one port to the next. Some combinations of topography and zone arrangements may favor either the defenders or the attackers.

Control of a zone is accomplished by simply having more ships within the circle than the opposition, regardless of ship's rating differences. A 5th rate is equal to a 1st rate for determining zone control. The superiority in number of ships must be held for a period of time before control is established. A one ship advantage will establish control over a zone after 120 seconds, three ships in 30 seconds.


The status of the 3 zones are shown at the top of the radar window.

Grey circle = uncontrolled
Red diamond = controlled by enemy team
White square = controlled by your team

Port Battle Scoring

Control Zone Scoring

As described earlier, points are scored for controlling a zone at a rate of 2 points every 5 seconds (24 points per minute). Note that if defenders and attackers each control a zone, those zones cancel each other out and no points are awarded for either. Only controlled zones not matched by the opposition get 2 points each 5 second tick.

Capture or Destroy Ships

Whether boarded and captured or sunk and destroyed, ships are scored in proportion to their BR albeit scaled down:

Fortifications are scored as:
Forts = 150 points
Towers = 50 points

Score Display


The current score of both teams is seen to either side of the zone status indicators at the top of the radar display.

Victory Conditions

The attackers must reach 1000 points to win the battle.

If the defenders reach 1000 points, they win the battle.

If no side reaches 1000 points within 90 minutes, the defenders win.