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World of Nukes Jets and Warships Guide

Unlock air pads and naval berths, then pressure rivals from sky and sea while missiles stay primary.

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Jets and Warships Guide for World of Nukes

Missiles win highlight clips in World of Nukes, but jets and warships decide who controls the map between launches. Air pads and naval berths turn cash into persistent pressure: fighters, bombers, drones, destroyers, carriers, and SSBNs that force rivals to split anti-air, coastal guns, and attention. This guide lists unlock costs, notable HQ10-scale stats from community guides, rebirth gates, and the build order that keeps expensive pads from becoming free scrap. Pair it with Getting Started for the first-hour loop, Economy Buildings before you bank for a Runway, and Island Defense so pads survive the next volley.

Health and damage scale with HQ. Treat the HP figures below as HQ10-scale reference points from guides, not fixed values on a fresh HQ5 island. Skins such as Dragonfire and other limited shop hero vehicle cosmetics exist as cosmetics—do not confuse a skin with a new unit tier.

Why fleets still matter when nukes exist

On seven-player servers, pure missile spam is readable. Rivals hear inbound alerts, stack Guided Missile Launchers, and time Iron Dome. Jets and ships arrive from different angles, soak AA focus, and punish islands that only built for ballistic arcs. They do not replace the silo loop. Keep How to Launch Missiles as your primary offense plan, then add air and navy as surplus after income and AA are healthy. Check the tier list when you choose which threats are common at your HQ, redeem codes into economy first, and watch Updates after balance patches touch pad prices or unit health.

Air and ground unlock pads

Build these pads when headquarters (and rebirth where listed) allow. Costs are cash sinks—buy only what you will sortie.

PadGateCostUnlocks / effect
BarracksHQ3$400KRifle Squad, Rocket Squad
HelipadHQ3$670KAttack Helicopter
HangarHQ4$4.6MProp Fighter
Control TowerHQ4$3.1M+1 sortie, missile warning 2s earlier
Tank DepotHQ4$3.8MTank
RunwayHQ5$20MJet Fighter
VTOL PadHQ6$88MVTOL Gunship
Bomber HangarHQ7$400MStealth Bomber
Missile CommandHQ8$1.6BSalvo of 6, 2 silos
Hypersonic LabHQ9$7.2BArrow, +10% missile speed
Runway 2HQ5, rebirth 1$40MStrike Fighter (needs Runway)
Heavy ApronHQ7, rebirth 3$700MHeavy Bomber (needs Runway 2)
Runway 3HQ6, rebirth 5$150MGunship (needs Runway)
Drone HangarHQ6, rebirth 7$120MReaper Drone
Stealth HangarHQ8, rebirth 9$3BStealth Fighter

Troop note: Rifle Squad and Rocket Squad come from Barracks; Tank from Tank Depot; Commandos unlock at HQ7. Ground units support island fights but lose value if you skip AA and income for vanity armor.

Control Tower is easy to undervalue. Extra sortie capacity and a two-second earlier missile warning help more mid-game islands than a second unused hangar. Missile Command and Hypersonic Lab sit on the missile track—fund them when your How to Launch Missiles plan needs silos and Arrow speed, not as fashion purchases.

BerthGateCostUnlocks
DockHQ4$3.8MPatrol Boat, Landing Craft
ShipyardHQ5$24MDestroyer, Landing Craft
Dry DockHQ6$98MMissile Cruiser
Sub PenHQ7$400MSubmarine
Carrier BerthHQ8, rebirth 3$1.9BAircraft Carrier
Frigate PierHQ5, rebirth 2$36MFrigate
Amphib DockHQ7, rebirth 4$650MAssault Ship
Battleship PierHQ8, rebirth 6$2.6BBattleship
SSBN PenHQ9, rebirth 8$9BSSBN

Dock and Shipyard are the sensible navy entry. Dry Dock’s Missile Cruiser adds silo pressure at sea. Sub Pen and later SSBN Pen reward stealth play. Carrier Berth is a rebirth-3 treasury project that fields Carrier Jets—buy it when income and AA can replace a wiped $1.9B pad.

Aircraft progression (short ladder)

  1. Attack Helicopter / Prop Fighter — Early air presence after Helipad and Hangar; learn sortie timing without bankrupting the island.
  2. Jet Fighter (Runway) — HQ10-scale reference: about 3.2M HP, 8×1.1M AAM, 260 speed. Core mid-game air unit once the $20M Runway is online.
  3. VTOL Gunship — About 4.1M HP at HQ10-scale; heavy loiter pressure after the $88M VTOL Pad.
  4. Stealth Bomber — About 5.5M HP with stealth at HQ10-scale; Bomber Hangar at HQ7.
  5. Strike Fighter — Rebirth 1 via Runway 2 (requires Runway).
  6. Heavy Bomber — Rebirth 3 via Heavy Apron (requires Runway 2).
  7. Gunship — Rebirth 5 via Runway 3 (requires Runway).
  8. Reaper Drone (×3) — Rebirth 7 via Drone Hangar.
  9. Stealth Fighter — Rebirth 9 via Stealth Hangar.
  10. Carrier Jet — Sortied from an Aircraft Carrier, not a land runway.

Climb the ladder only when the previous pad is earning its keep. Empty Runway 2 while income slots sit empty is a classic stall—fill them via Economy Buildings first.

Ship progression (short ladder)

  1. Patrol Boat / Landing Craft — Dock openers for coastal harassment and troop drops.
  2. Destroyer — About 6.9M HP (HQ10-scale reference) from Shipyard; workhorse surface combatant.
  3. Frigate — Rebirth 2 via Frigate Pier.
  4. Missile Cruiser — About 9.2M HP with 2 silos from Dry Dock; sea-based launch pressure.
  5. Submarine — About 5.5M HP with stealth from Sub Pen.
  6. Assault Ship — Rebirth 4 via Amphib Dock.
  7. Aircraft Carrier — About 18.4M HP, 2 jets, rebirth 3 Carrier Berth.
  8. Battleship — About 23M HP, rebirth 6 Battleship Pier.
  9. SSBN — About 12M HP with stealth, 4 Trident every 20s, rebirth 8 SSBN Pen.

Surface heavies and stealth boats solve different problems. Destroyers and cruisers trade openly; subs and SSBNs punish players who only watch the sky. Carrier plus land jets creates multi-vector air that single AA clumps struggle to cover.

Build order and strategy

  1. Economy and AA first — Saturate income and basic anti-air before Runway, VTOL Pad, or Dry Dock. Dead pads print nothing.
  2. Protect pads — Place expensive hangars and berths outside one blast core; rebuild AA arcs before vanity military after a hit. Full layout habits live in Island Defense.
  3. Cheap presence before prestige — Helipad, Hangar, Dock, then Shipyard beat jumping straight to $88M–$400M pads.
  4. Combine jets and warships — Multi-angle pressure forces rivals to spend on both air and sea coverage while you keep missiles ready.
  5. Missiles remain primary — Fleets support; silos decide. Follow How to Launch Missiles for light versus heavy, MIRV, and utilities.
  6. Respect rebirth gates — Strike Fighter, Heavy Bomber, Gunship, Reaper, Stealth Fighter, Carrier, Battleship, and SSBN all sit behind rebirth thresholds. Plan cash and multipliers with Rebirth and Doomsday and late wonders perks.
  7. Session hygiene — After patches, recheck pad costs on Updates. Spend codes on economy and AA before another unused berth.

Measuring success

A healthy fleet island looks boring: income full, AA alive, one or two pads you actually sortie, and a missile budget that still fires after a wipe. If you own a Bomber Hangar but lose every helicopter to the first light spam, your order is wrong. If Carrier Berth ate the bank that should have bought Guided Missile Launcher Mk upgrades, rebuild priorities—not more navy.

Use this page as the unlock map, the tier list for threat priority, and defense plus missile guides for the fight that happens when your jets leave the runway. World of Nukes rewards islands that threaten from silo, sky, and sea—without forgetting which one pays the bills.

FAQ

Frequently Asked Questions

Quick answers to the most common World of Nukes questions.

When should I buy a Runway in World of Nukes?

After income slots and basic AA are healthy. The HQ5 Runway costs $20M and unlocks Jet Fighter—buy it on surplus, not instead of producers or guns.

Do jet and ship health values stay fixed?

No. Health and damage scale with HQ. Guide HP numbers (for example Jet Fighter 3.2M) are HQ10-scale references, not early-HQ stats.

What does Control Tower do?

At HQ4 for $3.1M it grants +1 sortie and a missile warning two seconds earlier—strong mid-game value before prestige hangars.

Which rebirth unlocks the Aircraft Carrier?

Carrier Berth unlocks at HQ8 with rebirth 3 for $1.9B and fields an Aircraft Carrier with two Carrier Jets.

Should fleets replace missiles?

No. Keep missiles as primary offense. Combine jets and warships for multi-angle pressure while silos remain the main strike tool.