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Uncharted Waters Origin combat is a turn-based naval battle on a hex map: each ship moves and then takes an action, while mobility, positioning, supplies and fleet composition shape the fight. Artillery attacks at range, ramming needs an aligned charge, melee targets crews at close range, and support ships can repair hulls or restore crew. The Admiral commands from the flagship, so protecting it matters as much as dealing damage.
How a battle works
Before engaging, inspect the target and fleet information. Depending on the encounter, you may be able to fight, parley, retreat or surrender. Once combat begins, the game presents objectives, which can include additional goals beyond defeating the opposing fleet.
Ships take turns in an order influenced by Mobility. On its turn, a ship can move on the hex map and choose an action. Terrain, water conditions and flotsam can restrict movement, so an enemy that looks close may not be reachable by the action you want. Formation also matters: different rows have different effects, though the official guides do not provide a complete, current bonus table.
Most battles are won by sinking the enemy fleet. A duel can also decide a battle under specific conditions, but it is not a general substitute for fleet combat.
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What each fleet role does
These roles describe what the combat actions and Mate expertise support; they are not fixed assignments for every ship class. Choose roles around the ships, Mates and supplies available to you.
| Role | How it contributes | What it needs or risks |
|---|---|---|
| Flagship and Admiral | The first ship is the flagship and carries the Admiral. The Admiral can use a Combat Order during the flagship’s turn without spending that turn. | The Combat Order costs Morale. The flagship is a high-priority ship to protect; the official fleet-management guide warns that losing it can cost the battle. |
| Artillery | Attacks at range and damages enemy durability. | Uses ammunition. An enemy within range may counterfire. Artillery expertise improves attack, accuracy and critical chance, along with relevant defensive attributes. |
| Ramming | Deals durability damage by colliding with an enemy ship. | Requires a direct, aligned approach; being adjacent alone is not enough. Ramming expertise supports this approach. |
| Melee and boarding | Targets the enemy crew at adjacent range and can improve the chance of capturing a ship. | Requires close positioning and can cost your own crew. Melee expertise supports this style. |
| Support | Repair restores durability, Medicine restores crew, and tools can remove certain conditions. | Support expertise improves repair and medicine recovery. Support options help preserve the fleet but use the relevant actions, tools or materials. |
For the official explanations of actions and Mate expertise, see LINE Games’ Combat Guide and Mate guide.
How to use the Admiral and protect the flagship
The Admiral is the player character and fleet commander, stationed aboard the flagship. The Combat Order is an extra tactical option: it can be used during the flagship’s turn without consuming that turn, but it spends Morale. Consider whether the order’s immediate benefit is worth that resource cost.
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Keep the flagship’s position and exposure in mind when moving the fleet. The official fleet-management guide identifies ship 1 as the flagship and warns that its loss can defeat you. That guide dates to 2022, so treat the warning as a foundational role reminder and check current in-game descriptions for patch-sensitive details.
Prepare supplies before setting sail
Supplies are part of combat readiness, not just a voyage-planning concern. Food and water are consumed at sea; if stores run low, Morale can fall each combat turn, and allies may eventually flee. Artillery needs ammunition, while repair uses materials. These supplies also take cargo capacity, so carrying more combat resources can mean less room for other cargo.
- Carry food and water sufficient for the voyage and likely encounters.
- Bring ammunition if your fleet relies on artillery.
- Reserve materials for repairs if you expect ships to take durability damage.
- Consider whether your fleet can restore crew or clear conditions, rather than assigning every ship to damage.
The current Combat Guide describes these combat actions and supply effects. Check the game’s current item descriptions for exact quantities and costs.
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Choose movement and attacks around the map
Artillery: use range, but expect return fire
Artillery is useful when a ship can attack from a distance, but it consumes ammunition and can draw counterfire when the target is in range. Check both your firing opportunity and the enemy’s before leaving a ship exposed.
Ramming: line up the approach
Ramming depends on a direct aligned path. Plan the ship’s movement to create that line; do not assume a nearby enemy can be rammed from any angle.
Melee: close in only when crew strength justifies it
Melee requires an adjacent enemy and damages crew rather than primarily reducing hull durability. It can improve capture prospects, but your attacking crew may also suffer losses. Weigh the capture opportunity against the risk of weakening your own ship.
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Duel: a conditional challenge
A duel begins only when the two ships have matching deck height and the opponent accepts. Since those conditions are specific, treat dueling as an opportunity that may arise, not as a dependable default plan.
Support: act before a ship or crew is lost
Repair, Medicine and tools give ships ways to recover durability, crew or certain conditions. Use them when preserving a ship or crew is more valuable than taking another attack action; Support Mates improve repair and medicine recovery.
These action requirements and Mate effects are described in the official Combat Guide and Mate guide.
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Manual combat, Auto Combat and Repel Support
| Mode | What it does | Best use and limitation |
|---|---|---|
| Manual | You choose each ship’s movement and action. | Use it when positioning, target selection or the survival of a key ship matters. |
| Auto Combat | The fleet fights automatically. | Convenient when fine control is less important. The official guide cautions that ships tend to attack head-on, which can expose them to concentrated fire in difficult fights. |
| Repel Support | Instantly resolves eligible ordinary fleet combat. | Available when your Combat Power is at least 1.3 times the enemy’s. It does not apply to powerful opponents, event fleets or quest fights; it gives basic combat rewards except supplies. |
Repel Support consumes a variable number of supports based on national control in a Limited Area, and daily tasks can provide free supports. Check the current interface for eligibility and the support cost, which may change. The official fleet-growth guide explains Auto Combat and Repel Support.
Build around trade-offs, not a universal best fleet
A practical fleet balances how it deals damage with how it stays in the fight. Ranged artillery needs ammunition and can invite counterfire; ramming needs a workable approach; melee needs adjacency and sufficient crew. Repair, Medicine and tools add resilience, while Mobility, formation and map position affect tempo and access to targets.
There is no established current comparative win-rate data or patch-specific top fleet in the official guides cited here. They explain actions, Mate expertise and fleet management rather than proving that one Admiral, ship class or Mate is optimal. Use current in-game descriptions when comparing balance-sensitive choices. The official Admiral guide also covers Admiral and Company Focus context.
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