⚓ Admiralty

Browser strategy game · 1900–1940

Admiralty

Design your own battleships – displacement, speed, calibre, turrets and armour – build them in your shipyard and command them in naval battles with real ballistics. On the sea chart you fight for command of the sea, research better technology and repel enemy counter-offensives.

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Free · no name, e-mail or password · on any device

How to play

  1. 1

    Design

    In the design office you choose hull, displacement, speed, guns, torpedoes and armour. Every ton counts: what goes into the engines is missing from the armour.

  2. 2

    Build

    The shipyard builds from money and steel – a destroyer in just over an hour, a battleship in more than a day. You expand steelworks, shipyard, docks and naval school step by step.

  3. 3

    Put to sea

    On the sea chart you pick missions: conquer sea areas, protect or intercept convoys, cover landings on enemy coasts, repel counter-offensives. Then choose ships, admiral and deployment.

  4. 4

    Fight

    You command the battle yourself: course, formation, targets, fire discipline, smoke and torpedoes. Victories bring prize money, steel and prestige – which unlock larger ships and calibres.

Impressions

Design office
Design office
Sea chart
Sea chart
Deployment before battle
Deployment before battle
Battle
Battle
Fleet
Fleet

Ship types

Five hull types, each with its own size range and limits. The profiles are sample designs from the design office, with the armour belt shown.

Destroyer

Fast and cheap. With torpedoes a threat to any capital ship, but barely armoured.

Displacement
600–2,800 t
Speed
26–40 kn
Calibre
up to 15.2 cm
Belt
up to 25 mm
Torpedoes
up to 16

Example: 1,600 t · 34 kn · 3 guns 12.7 cm · Belt 15 mm

Light cruiser

Scout and destroyer hunter with quick-firing guns.

Displacement
2,500–11,000 t
Speed
24–37 kn
Calibre
up to 15.2 cm
Belt
up to 120 mm
Torpedoes
up to 12

Example: 6,300 t · 32 kn · 12 guns 15.2 cm · Belt 50 mm

Heavy cruiser

The powerful all-rounder for convoy escort and commerce raiding.

Displacement
7,000–20,000 t
Speed
24–35 kn
Calibre
up to 25.4 cm
Belt
up to 200 mm
Torpedoes
up to 12

Example: 12,900 t · 31 kn · 12 guns 20.3 cm · Belt 135 mm

Battlecruiser

Battleship calibre at high speed – paid for with thinner armour.

Displacement
16,000–50,000 t
Speed
25–34 kn
Calibre
up to 40.6 cm
Belt
up to 350 mm
Torpedoes
up to 8

Example: 31,300 t · 30 kn · 12 guns 38.1 cm · Belt 245 mm

Battleship

The heaviest guns and the thickest armour: the backbone of every fleet.

Displacement
16,000–75,000 t
Speed
18–32 kn
Calibre
up to 46.0 cm
Belt
up to 500 mm
Torpedoes
up to 4

Example: 48,500 t · 26 kn · 12 guns 38.1 cm · Belt 495 mm

Six nations

Every navy has one strength and one weakness and fights in its own theatre against its historical rival.

Imperial German Navy

Germany

Theatre: North Sea · Rival: Great Britain

+ Krupp armour steel: +8 % armour protection

− Smaller shipbuilding industry: construction takes 10 % longer

Royal Navy

Great Britain

Theatre: North Sea · Rival: Germany

+ World's largest shipbuilding industry: construction 15 % faster

− Unsafe magazines: magazine explosions 50 % more likely

United States Navy

USA

Theatre: Pacific · Rival: Japan

+ Largest economy: state budget +15 %

− Little practice in poor visibility: −10 % visual range

Imperial Japanese Navy

Japan

Theatre: Pacific · Rival: USA

+ Long Lance torpedoes: +20 % torpedo range and effect

− Small economy: state budget −5 %

Marine nationale

France

Theatre: Mediterranean · Rival: Italy

+ Quick-firing guns: reload time −8 %

− Outdated fire control: −5 % accuracy

Regia Marina

Italy

Theatre: Mediterranean · Rival: France

+ Precise Ansaldo guns: +8 % accuracy

− Light armour in favour of speed: −5 % protection

Battle tips

You can leave any battle to the auto-helm or take over at any time – even mixed, ship by ship. Press the space bar to pause and give orders at leisure.

Automatic

What the auto-helm does by itself:

  • keeps the broadside towards the enemy so that all turrets bear
  • seeks the range at which its own shells penetrate the enemy belt
  • destroyers zigzag in for a torpedo attack and then turn away
  • damaged destroyers and cruisers lay smoke and withdraw
  • shell type and damage control are set to “auto”

Good for getting started, for destroyers and when you clearly outgun the enemy. But: every ship fights on its own – the squadron spreads out, and the auto-helm never crosses the T.

Command yourself

Where you gain the edge:

  • line ahead: the ships follow the largest one and the squadron stays together
  • “cross the T” already at deployment: across the enemy line, all your turrets against their forward ones
  • concentrate fire: right-click (or long-press) an enemy – all selected ships fire at it
  • launch torpedo attacks deliberately (key T) while the enemy holds course
  • take damaged ships out of the line in time
  • at night: searchlights (L) and star shells (G) – but light gives you away

Worth it in even or unfavourable battles and whenever battleships are involved.

Our advice: mix both

  1. At deployment, put the big ships in line ahead and choose “cross the T”.
  2. Leave destroyers on the auto-helm – they handle torpedo attacks and smoke well on their own.
  3. Concentrate the fire of your line on the most dangerous ship in range. A sunk ship no longer fires back, two half-damaged ones still do.
  4. Keep fire discipline on “effective”: it saves about a third of your shells. Ammunition is limited and costs money.
  5. Armour beats speed only if you can close in – a faster enemy decides the range.
  6. For landings, secure the sea first: the transports wait until the enemy squadron is beaten. Do not send them in while the coastal batteries are still firing – or you risk a Gallipoli.
  7. If things go badly, order the retreat in time: it costs less influence than a defeat (−8 % instead of −20 %). The shipyard repairs damaged ships, sunk ones are lost.

Controls: click selects a ship, right-click on the water sets the course, right-click on an enemy sets the target, space pauses. On phones: tap, long-press, pinch to zoom.

What else awaits you

Design office

Design ships from destroyer to battleship yourself, with weight and cost calculation.

Naval battles

Shells with trajectory and dispersion, belt and deck armour, fires, flooding, torpedoes, smoke screens, mines and coastal batteries – and limited ammunition with fire discipline.

Tactics

Line ahead, line abreast and the classic manoeuvre “crossing the T”: across the head of the enemy line so that all your turrets bear.

Three theatres, six nations

North Sea, Pacific and Mediterranean – Germany, Great Britain, USA, Japan, France and Italy, each with its own strengths and weaknesses.

Night actions

Searchlights and star shells; gun flashes give your position away.

Admiralty staff

Admirals with biography and service record rise from commodore to admiral of the fleet.

Eras

From 1900 through the Great War and the naval treaties to the super-battleships.

The long game

Shipyard, economy and research carry on while you are offline – larger ships are unlocked over weeks.

Your account

To play, you create a free account. You need no name, e-mail or password: you receive an access code to sign in on any device. Your game is saved automatically after every action. Keep the code safe – without it there is no access.

Runs on computers as well as phones and tablets (best in landscape).

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