loadout intermediate

Your First Naval Vehicle: How to Choose

Pick a first boat in War Thunder by role and economy — PT boats, torpedo boats, gunboats and early destroyers, what each teaches and which to avoid as a starter.

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The first naval vehicle sets your expectations for the whole branch, and the tech tree does not tell you which hull teaches the mode well. Naval splits into two separate trees — Coastal Fleet (small, fast, cheap) and Bluewater Fleet (destroyers, cruisers, battleships) — and the right first boat is almost always the smallest one your nation offers, not the biggest.

The two trees, and where to start

Coastal Fleet is where every new naval player should begin. Its vessels are cheap to repair, fast, and unforgiving in a way that teaches positioning fast. The signature Coastal starter is the torpedo boat — the American PT boat (Elco 80 ft), the German S-boot (S-100), the Soviet MPK pr. 191, the British Vosper, the Italian MAS. They carry torpedoes or light guns, teach you to use cover and speed, and lose you almost nothing when you die. A gunboat (the other Coastal type) trades torpedo power for a faster-firing gun and is the patient alternative.

Bluewater Fleet opens later and starts with early destroyers — the American Wickes / Clemson class, the Soviet Gnevny-class (Pr. 7), the German Type 1939. Destroyers are the first hulls with the guns and armor to fight head-on, but they cost far more to repair and punish mistakes harder. Start here only once Coastal has taught you the mode.

Battleships, cruisers and heavy ships (the famous Bismarck, Iowa, Yamato, Gneisenau) exist in the tree, but they are late-game hulls with repair bills that bankrupt a new account. Never make one your first boat.

The decision tree

Question 1: Does your main nation have a naval line? Not every nation has a deep tree. If yours is thin, decide whether naval is worth a second tree before researching anything.

Question 2: What kind of player are you?

If you wantStart withWhy
Fast, aggressive, torpedo playA small torpedo boat (PT boat, S-boot, MAS)Teaches positioning and nerves; mistakes are cheap
Patient, gunnery-focused playA small gunboat or early destroyer (Wickes, Gnevny)Teaches ranging, lead, and hit zones
To learn the mode cheaplyThe lowest-BR Coastal hull you can survive inRepair costs stay trivial while you learn

The mistakes that sink new naval accounts

  • Buying a high-tier ship first. Its bill alone can end your session after two losses.
  • Skipping the torpedo boat phase. Coastal is where map sense and gunnery are learned cheaply; Bluewater without it is expensive tuition.
  • Ignoring shell type. Naval guns fire multiple shell types with wildly different damage; the naval gunnery basics guide explains which to load.
  • Fighting broadside at close range in a thin-hulled boat. Angle is armor in naval — see naval movement and positioning.

Pick the smallest viable hull, learn the mode, and let the first 10 hours route and the naval lineup BR spread guide build the rest.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.