WOW CLAN BATTLE PRO

Supported launch scope

Ship Damage Trainer

The current catalog contains 1,049 entries: 893 models marked ready, 145 unavailable and 11 reference-only. These are inventory counts, not a claim that every matchup has been validated. Model delivery can also fail; unavailable geometry does not produce aim recommendations.

Aiming estimates cover main-battery shots against available battleship, cruiser and destroyer models. Destroyers have no citadel target. Other classes are inspection-only. Each entry uses one recorded hull and base statistics. AP advice requires matching range-dependent shell data; unresolved armor remains gray. Green indicates a preferred estimated target, never a guaranteed hit.

Armor exports contain thickness intervals. Layered penetration, ricochet, overmatch and sampled fuze timing are approximations. Water-entry shots, dispersion, damage saturation, module damage, commander skills and equipment effects are not fully reproduced.

Recorded replay

The included Clan Battle sample is available for playback. Public replay uploads are deferred for free and Pro accounts. Only observed positions and events are reconstructed; unseen enemy movement, missing ribbons and achievements cannot be recovered. Shell flight paths are approximations. The viewer uses exported Unreal assets in a browser; it is not a live Unreal Engine session.

Experimental battle simulation

The preview supports equal-tier V–X surface ships, 1–7 per team, across seven listed maps. It uses seeded, rule-based decisions, approximate combat and simplified terrain. Historical and approximate map layouts are labeled. Aircraft, submarine combat, detailed armor ballistics, saturation and commander/equipment effects are unsupported. Results cannot establish a team's win probability or predict human play.

Validation coverage

Representative tests cover Bismarck, Montana and Shimakaze firing at Tallinn, Des Moines, Yamato and Shimakaze at 6, 12 and 20 km and five target aspects. Tests check internal consistency and conservative armor recommendations. They are not a comparison against instrumented live-game damage measurements. Playback checks cover chunk loading, cancellation, deterministic simulation and movement bounds; hosted visual verification remains pending deployment.

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