OpenFront Warships — 130-Tile Range

OpenFront warship cost, health, range, shell damage and veterancy. Levels come from capturing 25 trade ships or sinking 10 transports, straight from the source.

SOURCE-VERIFIED · df9114ee Mid Updated 2026-07-30 3 min read

The short version

  • 130-tile range, 100-tile patrol radius. The range is longer, so it reaches out past the circle it patrols
  • Shells do 250 damage every 2 seconds. Two fresh warships settle it in about 8 seconds
  • Levels come from 25 captured trade ships or 10 sunk transports — +20% health and damage each, up to level 3

A warship needs a port to build, then captures enemy trade ships and sinks transports within 130 tiles. It cuts an opponent’s economy and their amphibious options with the same unit, and almost nobody writes about it.

The numbers

ItemValue
Cost (gold)min(1,000,000, (n+1) × 250,000)
Max health1,000
Targeting range130 tiles
Patrol radius100 tiles
Damage per shell250
Shell interval2 seconds
Retreat threshold75% of max health

The range is longer than the patrol radius. It reaches 30 tiles beyond the circle it is circling, so judging safety by the patrol area alone will get your ships killed.

Warships draw no range circle. SAM launchers and defense posts show you their radius while you place them; warships do not. You have to count it on the M grid — on World Normal, 130 tiles is just over one cell. → How to Measure Distance On Screen

At 250 damage every 2 seconds, two 1,000-health warships resolve in roughly 8 seconds. Veterancy and targeting rolls shift that in practice.

Veterancy — three levels

How to level upRequired
Capture enemy trade ships25
Sink enemy transports10

Each level adds +20% max health and +20% shell damage, capped at level 3.

LevelMax health
01,000
11,200
21,400
31,600

Sinking transports levels you 2.5× faster than capturing trade ships. A warship parked on an invasion lane grows stronger on its own.

Where to park it

A warship patrols around the tile you clicked when you built it. Three good reasons to pick a spot:

1. On your own trade lanes. Stops enemy warships from taking your trade ships. If you spaced your ports into the 200–400 tile band, the midpoint is the spot.

2. On their trade lanes. Capturing cuts their income and levels your ship. Offense and defense are the same action here.

3. On the coast they will land on. Sinking a transport kills every troop aboard. One warship on the obvious landing lane shuts the whole tactic down.

The mirror of that: when you are the one landing, route around their patrols. A sunk transport is troops gone for nothing, and you only get three boats at a time.

Cost in context

The first warship is 250,000 gold — two cities’ worth. The price caps at 1,000,000 gold.

nthPrice (gold)Cumulative (gold)
1250,000250,000
2500,000750,000
3750,0001,500,000
4 onward1,000,000—

This is not an early-game purchase. Build warships once trade income is actually flowing and you have something worth protecting. Before that, the same gold buys cities, which is almost always better.

Run the totals in the Building Cost Calculator.

Further reading