Uncharted Waters Origin combat is a turn-based naval battle on a hex map. Each ship can move and take an action, so winning depends on choosing the right attack, placing ships well, and keeping the fleet supplied. Artillery damages hull durability at range, ramming damages it with an aligned charge, and melee attacks crews at close quarters. Repair, medicine, and tools keep ships and crews fighting.
How a battle works
Before combat, inspect the target and your fleet information. Depending on the encounter, you may be able to fight, parley, retreat, or surrender. Battles take place on a hex map, and the game displays the objective, which can include goals beyond defeating the opposing fleet. The official LINE Games Combat Guide describes the core battle actions and conditions.
Ships act in an order affected by Mobility. On a ship’s turn, you can move it and choose an action. Water conditions, terrain, and flotsam can restrict movement, so a ship’s position may determine whether it can attack, provide support, or avoid exposure. Formations also have row effects; consult their current in-game descriptions because the available bonuses can change.
What each fleet role does
These roles describe the actions and Mate expertise covered in LINE Games’ combat guide and Mate guide. They are useful ways to think about a fleet, not fixed assignments that make every ship of a class serve one universal purpose.
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Flagship and Admiral
The first ship is the flagship and carries the Admiral, your player character and fleet commander. The older official fleet-management guide warns that the battle can be lost if the flagship sinks. Protecting it matters both for that risk and because the Admiral’s Combat Order is used during the flagship’s turn. The order does not consume that turn, but it costs Morale.
The Admiral and Mates are different parts of fleet command: the Admiral issues the Combat Order, while Mates contribute skills, effects, and expertise. The official Admiral guide also covers Company Focus, a separate Admiral-related system.
Artillery ship
Artillery attacks at range and deals durability damage, using ammunition. A target that is within range may return fire, so consider the exposure involved before committing a ship. Mate Artillery expertise improves attack, accuracy, critical chance, and relevant defensive attributes.
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Ramming ship
Ramming deals durability damage by striking an enemy along a direct, aligned path. Being adjacent is not enough: the approach geometry matters. Ramming expertise supports this role, while map position and movement constraints can make a charge difficult to line up.
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Melee requires an adjacent enemy and damages its crew rather than primarily damaging hull durability. It can improve the chance to capture a ship, but the attacking crew can also suffer losses. Crew strength therefore matters when deciding whether to close in; Mate Melee expertise improves this style of attack.
Support ship or Mate assignment
Repair restores ship durability, Medicine restores crew, and tools can remove certain conditions. Mates with Support expertise improve repair and medicine recovery. A fleet organized only around damage has fewer ways to recover during a fight, so consider how it will handle damaged hulls, depleted crews, and status effects.
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Duelist
A duel is a conditional one-on-one challenge, not a routine ranged or melee attack. It can begin only when the ships have matching deck height and the opponent accepts. Because those conditions are not always available, do not treat a duel as a dependable substitute for the fleet’s other attack options.
Position ships and choose attacks
Hex placement links movement to both damage and risk. Mobility affects action order; terrain, water conditions, and flotsam can constrain movement; and alignment determines whether a ramming approach works. Formation row effects add another reason to consider where ships begin and where they move.
- For artillery: check range, ammunition, and the possibility of counterfire before choosing a target.
- For ramming: look for a direct aligned route rather than moving merely to an adjacent hex.
- For melee: close only when the crew-damage and capture opportunity justify the risk to your own crew.
- For support: keep a damaged ship or depleted crew within reach of the appropriate recovery action where possible.
- For the flagship: account for its exposure as you position the fleet; it carries the Admiral and its loss can decide the battle.
Prepare supplies before sailing
Food and water are consumed at sea. The official combat guide says low stores can reduce Morale on each combat turn, and allies may flee if the situation worsens. That can undermine a fleet even when its ships are otherwise ready to fight.
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Materials support repair, while ammunition supports artillery. Both compete with other cargo for capacity, so provisioning is a trade-off between combat readiness and what else the fleet needs to carry. Check supplies before a fight rather than assuming a ship can attack or recover indefinitely.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Manual combat, Auto Combat, and Repel Support
Manual combat
Manual control lets you choose movement and actions for your ships. It is useful when a battle depends on position, target choice, protecting a key ship, or lining up a ramming attack. It gives you control over those choices, but does not guarantee a win.
Auto Combat
Auto Combat directs all ships automatically. LINE Games’ fleet-growth guide warns that ships tend to attack head-on during Auto Combat and can be sunk by concentrated fire in difficult fights. When positioning or the survival of an important ship is central, manual control gives you a chance to respond to those risks.
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Repel Support
Repel Support can immediately resolve eligible ordinary fleet combat when your Combat Power is at least 1.3 times the enemy fleet’s. The same official guide excludes powerful opponents, event fleets, and quest fights. Repel provides basic combat rewards but not supplies, and the number of supports it uses varies with national control in a Limited Area. Daily tasks can provide free supports; check the current interface for availability and cost.
Choose a fleet by trade-off, not a universal build
The official guides explain actions and expertise, but do not establish a current top fleet, comparative win rates, or a complete current formation-bonus table. A practical choice is to balance the following factors rather than assuming one Admiral, ship class, or Mate is always optimal:
- Damage method: ranged artillery, aligned ramming, or adjacent melee and boarding.
- Resilience: durability repair, crew recovery, and condition removal.
- Tempo and positioning: Mobility and action order, formation row effects, map constraints, and flagship safety.
- Readiness: ammunition, repair materials, food, and water.
- Control: manual precision when tactical choices matter, or Auto Combat’s convenience when its head-on tendency is acceptable.
Some details are patch-sensitive. The combat and fleet-growth guides are dated 2023-12-13 UTC+9; the Mate guide is dated 2023-05-24 UTC+9; the Admiral guide is dated 2024-04-24 UTC+9; and the fleet-management guide is older, from 2022. Check current in-game descriptions for formation effects, costs, eligibility, and other details that may have changed.
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