Naval combat occurs when water-based units enter combat, either with other naval units or with land-based units or cities.
In vanilla Civilization V naval combat was always ranged. Gods & Kings introduced naval melee units, which altered and considerably enriched naval combat.
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Like land units, there are military and non-military naval units as well as ranged and melee naval units, which can respectively initiate either ranged or melee combat with other units on the water. Note that early-game naval units (the Trireme and the Galleass) may not enter Ocean tiles unless they are owned by Polynesia. This means that Triremes cannot attack targets in Ocean tiles, since they need to actually move into the target tile.
Naval ranged units may attack other naval units and any units on land within range that they can see (with the exception of submarines, which can only attack other naval units). Melee naval units may attack other units in the sea, or coastal cities. They are also the only ones that may capture cities.
There are certain late-game naval units that merit special attention: the Carrier, the Missile Cruiser, and the Nuclear Submarine. Those vessels are able to load other units in them: the Carrier can carry 2-5 aircraft (depending on promotions), while the Missile Cruiser and the Nuclear Submarine can respectively carry 3 and 2 Guided and/or Nuclear Missiles.
Civilian naval units are the Work Boat and the Great Admiral. Unlike land civilian units, they cannot be captured, and are immediately destroyed when attacked in melee by enemies.
Any embarked land units are not considered naval units. As such, they are very vulnerable to attacks, although they can absorb a hit or two. They can't attack other naval units, although they return fire in melee combat.
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Naval combat is basically similar to land combat, with some important exceptions. First, there are far fewer combat bonuses to be had, since there is no defensible terrain in the sea. Melee attacks, however, are still subject to Formation bonuses, and Great Admirals can enhance your fleet's power. Otherwise, ranged attacks damage targets without them being able to retaliate while melee attacks damage both the defender and the attacker. When a vessel is destroyed, it sinks; if the defender was destroyed by a melee attack, the attacker moves into the hex the defender occupied.
Submarine warfare[]
The most interesting thing about naval combat comes in the Modern Era, with the invention of Submarines. These unique units move underwater, and are consequently able to remain invisible to all other units (except special detector units) until they either end their turn in a tile next to an enemy or attack. They are also the only units in the game able to enter Ice tiles, which also conveys strategic advantage.
Submarines are ranged units with 2 range that receive a 100% attack bonus, making them almost one-shot killers and perfect for hit-and-run attacks. As if that weren't enough, the Nuclear Submarine is able to carry Nuclear Missiles, meaning that it can deliver a nuke right at the enemy's doorstep!
Submarines are considerably weaker when attacked, though. The catch is that you need to see them to attack. There are only a handful of units that may see Submarines normally; they will also make the Submarine visible (attackable) to all other units:
Of those, the first two also have a combat bonus when fighting Submarines. Use them to defend against Submarines by constantly patrolling the seas.
Carriers[]
These are special units designed to bring aerial units into the sea. Each Carrier may carry up to two (more with promotions) airplanes, providing a base of operations for them, and use their considerable power and operational range to attack navies or land units and cities.
Carriers become very important in modern warfare, especially when a player needs to attack a civilization on another continent. The air power brought by them can serve both to devastate the enemy army and protect against the enemy air force.
Carriers, however, cannot attack themselves. They have Combat Strength, but only for defensive purposes, and can't match later, more powerful naval or air units (although certain promotions can make them tougher). So always make sure you defend your Carriers, and attack enemy Carriers as a priority!
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Naval ranged units may attack land units on the coast if the targets are in range (also, they need to see the targets, according to the rules of ranged combat). They are quite effective when bombarding land units, especially if they've acquired the relevant promotion.
Land units are also quite the target while Embarked, as naval units can use either melee or ranged attacks against them to devastating effect. When you need to transport your army across a body of water, always make sure there are no enemy vessels nearby, or that you escort them with your own navy.
On the other hand, land ranged units may also attack naval units in the sea, if in range. They, too, are quite effective. Beware of Bombers with a special promotion - they can devastate a navy!
Naval melee units can attack and capture coastal cities, and many of them get a bonus when doing so (although, as per the rules of city combat, both the city and the vessel suffer damage). Privateers and any other unit with the Coastal Raider promotion also steal Gold from the owner of the city with each attack.
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Unlike land units, naval units cannot Heal unless they're in Friendly territory. The Supply promotion removes this restriction, permitting Healing everywhere. Also, a Great Admiral can use its special ability to Heal nearby naval units instantly.
See also[]
- Naval combat in other games