Large Ships
Capital vessels and their crews.
Large ships are among Foxhole's most powerful and expensive assets. They project force across water — but only with a full crew, real coordination, and support. A large ship lost is a serious blow.

What this page teaches
- What large ships do
- Why they need a full crew
- The cost and risk involved
- When large ships are worth committing
What large ships do
Large ships project naval power: they can fight other vessels, threaten coastlines, support landings, and dominate sea lanes.
A capital vessel in play reshapes the naval situation of a region.
Why they need a full crew
Large ships are heavily crew-dependent. Steering, gunnery, damage control, and coordination all need players, and an undercrewed ship is slow, blind, and easy to defeat.
Never take a large ship out without the crew to run it.
Cost and risk
Large ships represent an enormous amount of logistics and facility work. Losing one is a major loss, so they should be committed deliberately, not casually sailed into danger.
Treat a large ship as a faction asset, not a personal vehicle.
Support and coordination
- Crew every essential station before sailing
- Coordinate with escorts and supporting vessels
- Plan resupply, repair, and a route home
- Have a withdrawal plan before committing to a fight
When to commit a large ship
Commit large ships for significant operations — major landings, breaking a sea lane, decisive naval engagements — with the crew and support to back them.
Do not sail a capital ship for sightseeing or solo experiments.
Related systems
Large ships tie into the Naval Overview, Landing Operations, and How to Not Waste Supplies given their cost.
Taking an expensive large ship out undercrewed or alone. It performs poorly and its loss sets the faction back badly.
A large ship is a faction asset. Crew it fully, escort it, and never commit it without a way to withdraw.