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< Battlestations: Midway
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Many ships and land installations are either neutral or are used similarly by both sides. With only two exceptions, they are not used in-game.

Land Installations

There are several different kinds of land installations: Only two are playable, and even then there isn't much to do with them.

Shipyards

File:BSM Shipyard.PNG
An American Shipyard
  • Strong Against: Sea Attack
  • Weak Against: Air Attack

Shipyards act just like aircraft carriers, only they don't move and they launch ships instead of planes. What kind of ships they launch is dependant on the level. Sometimes they can deploy only patrol boats and seaplanes. Othertimes, Battle of the Solomon Islands being the most notable example, they can deploy entire fleets, backed with cruisers, destroyers, submarines, and even battleships.

Shipyards, due to their nature, are vulnerable primarily to air attack. The hit-and-run nature of aircraft allows them to strike at odd angles and from out of reach of shipborne anti-aircraft fire.

Airfields

File:Formations.PNG
An American Airfield launching P-40s
  • Strong Against: Air Attack
  • Weak Against: Sea Attack

Ironically, while shipyards are vulnerable to air attack, Airfields can repel them easily if players act quickly. As soon as an air raid is detected, if all fighters are scrambled, oftentimes they can inflict a lot of damage to the enemy formation and nullify most of its attacking power. Against enemy warships, however, particularly battleships - dive bombers and even torpedo bombers rarely cause enough damage to sink enemy warships quickly enough to save the airfield.

Therefore, strangely enough, sea power is best countered with air and air power is best countered with mastery of the sea.

Note that when attacking an airfield all that must be disabled is the hangar which spawns the planes. All other buildings, including exposed aircraft on the ground, are useless and are merely there for decoration.

Neutral Vessels

These ships are never controllable to the player.

Cargo Ship

Cargo Ship
  • Armament:
    • AA Weapons: AA Machine Gun x2
  • Class: AK (Cargo Ship)
  • Speed: 20 knots (estimate)
  • Strong Against: Nothing
  • Weak Against: Everything

They are weak against everything, and have no weapons themselves. All it takes is two torpedoes or a few rounds of machine gun ammo in their cargo containers to send them to the bottom. Both sides use this model of cargo ship, and they are identical in all respects. Machine gun fire to the superstructure does not damage them at all, however - torpedoes or cannonade is the only thing that can sink them there.

Tanker

File:Battlestations Tanker.JPG
Tanker/Fleet Oiler
  • Armament:
    • AA Weapons: AA Machine Gun x2
  • Class: AK (Cargo Ship)
  • Speed: 20 knots (estimate)
  • Strong Against: Nothing
  • Weak Against: Everything

These ones are even worse than the cargo ships. Carrying oil, their huge decks are prone to flame, and all it takes is a few machine gun rounds right in the middle to cause a catastrophic explosion. Fortunately you'll never have to protect them, nor will the game penalize you for their loss. Some players intentionally destroy them just for fun.

Troop Transport

File:Battlestations Troop Transport.JPG
Troop Transport
  • Armament:
    • AA Weapons: AA Machine Gun x2
  • Class: AK (Cargo Ship)
  • Speed: 20 knots (estimate
  • Strong Against: Nothing
  • Weak Against: Everything

The toughest to destroy of the above cargo ships, troop transports can still be sent to the bottom via machine gun fire, but only to their decks. This makes them immune to machine gun fire from sea level, as well as anti-aircraft. They can easily be sunk by a PT boat's twin torpedoes, however. Enemy invasion fleets, most notably in Invasion of the Phillipines, contain a few troop transports coupled with LCP landing craft and the larger LSTs for landing armoured units. Troop transports are never a threat to any kind of warship, however.