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| <div class="hf-relpage"> | | <div class="hf-relpage hf-naval-page"> |
| {{Release_page_header|title=Naval Combat}} | | {{Release_page_header|title=Naval Combat}} |
| <div class="hf-relpage-body"> | | <div class="hf-relpage-body"> |
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| <div>[[#overview|Overview]]</div> | | <div>[[#overview|Overview]]</div> |
| <div>[[#ship-classes|Ship Classes]]</div> | | <div>[[#ship-classes|Ship Classes]]</div> |
| <div>[[#sailing|Sailing Mechanics]]</div> | | <div>[[#command|Command & Orders]]</div> |
| <div>[[#sail-management|Sail Management]]</div> | | <div>[[#sailing|Sailing & Wind]]</div> |
| <div>[[#steering|Steering]]</div>
| |
| <div>[[#ammo|Ammunition Types]]</div> | | <div>[[#ammo|Ammunition Types]]</div> |
| <div>[[#gunnery|Tactical Gunnery]]</div> | | <div>[[#gunnery|Gunnery & Ballistics]]</div> |
| <div>[[#aiming|Aiming Tactics]]</div> | | <div>[[#damage|Damage & Repairs]]</div> |
| <div>[[#damage|Damage, Repair & Boarding]]</div> | | <div>[[#boarding|Boarding & Capture]]</div> |
| | <div>[[#ramming|Ramming]]</div> |
| <div>[[#crew-roles|Crew Roles]]</div> | | <div>[[#crew-roles|Crew Roles]]</div> |
| }} | | }} |
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| |title=Naval Combat Guide | | |title=Naval Combat Guide |
| |content= | | |content= |
| Naval combat in Holdfast: Nations At War focuses on realistic sailing mechanics, crew roles, and cannon ballistics from the Napoleonic era. Victory is achieved through coordinated teamwork, strategic sailing, and accurate broadsides to sink the enemy ship before they sink yours. | | Naval combat in Holdfast: Nations At War is built around coordinated ship handling, broadside gunnery, repairs, boarding actions, and resource control. The [[Game Version 4.X#4.00|Age of Sail]] update greatly expanded naval play with Naval Conquest, ship repairing, resource boxes, timed capture contests, ramming damage, new captain and midshipman orders, revised ship physics, and rebalanced ship cannons. |
| | |
| | '''The modern naval loop is simple to understand but hard to master:''' |
| | |
| | # Keep the ship moving with good wind and sail management. |
| | # Use orders to coordinate gun crews, repairs, boarding, and evasive manoeuvres. |
| | # Damage enemy hulls, masts, guns, and crew before committing to a capture. |
| | # Repair intelligently, because every ship has a finite resource pool. |
| | # Board only when the numbers, ship position, and respawn situation favour the attack. |
| }} | | }} |
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| |title=Ship Classes & Classifications | | |title=Ship Classes & Classifications |
| |content= | | |content= |
| Ships are categorised by their size, firepower, manoeuvrability, and the number of '''tickets''' they cost in the Naval Battlefield game mode. Generally, the larger the ship, the more points the enemy team gains upon its destruction. | | Ships are categorised by size, firepower, manoeuvrability, crew capacity, resource value, and score impact. Larger ships usually carry heavier batteries and more crew, but they are harder to turn, more expensive to lose, and more dependent on disciplined repairs. |
| | |
| | Score values and capture behaviour can vary by game mode or server configuration. Age of Sail added configuration for ship score, resources, ramming, capture timers, captured-ship spawning, and whether captured ships are scuttled or remain usable. |
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| {{{!}} class="wikitable" | | {{{!}} class="wikitable" |
| ! Ship Type !! Primary Role !! Key Features & Armament !! Sink Value (Points) | | ! Ship Type !! Primary Role !! Key Features !! Notes |
| | {{!}}- |
| | {{!}} '''50-Gun Frigate''' {{!}}{{!}} Flagship / line ship {{!}}{{!}} Heavy broadside, chase guns, large crew, strong durability. {{!}}{{!}} High-value ship. Current base sink value on the Ships page is '''300'''. |
| | {{!}}- |
| | {{!}} '''17-Gun Brig-Sloop''' {{!}}{{!}} Medium cruiser {{!}}{{!}} Balanced speed and armament, with 6-pounder cannons and a bow carronade. {{!}}{{!}} Current base sink value on the Ships page is '''100'''. |
| | {{!}}- |
| | {{!}} '''8-Gun Schooner''' {{!}}{{!}} Light cruiser / escort {{!}}{{!}} Agile, low profile, armed with 4-pounder cannons and swivel guns. {{!}}{{!}} Current base sink value on the Ships page is '''50'''. |
| | {{!}}- |
| | {{!}} '''2-Gun Schooner''' {{!}}{{!}} Long-range support {{!}}{{!}} Two heavy 24-pounder long guns on rotating platforms. {{!}}{{!}} Current base sink value on the Ships page is '''30'''. |
| {{!}}- | | {{!}}- |
| {{!}} '''50-Gun Frigate''' {{!}}{{!}} Line Ship / Flagship {{!}}{{!}} Heavily armed with 18-pdr (lower deck) and 9-pdr (upper deck) cannons. Includes chase guns (forward/rear). Slowest turning, but most resilient. {{!}}{{!}} '''300''' | | {{!}} '''8-Gun Corvette''' {{!}}{{!}} Age of Sail warship {{!}}{{!}} Added with Age of Sail. {{!}}{{!}} Default HP 2500. Full default stats are listed on the [[Ships]] page. |
| {{!}}- | | {{!}}- |
| {{!}} '''13-Gun Brig-Sloop''' {{!}}{{!}} Medium Cruiser {{!}}{{!}} Balanced speed and armament. Features 6-pdr cannons and a powerful Carronade at the bow for close-range punch. {{!}}{{!}} '''100''' | | {{!}} '''Landing Schooner''' {{!}}{{!}} Coastal / landing support {{!}}{{!}} Added with Age of Sail. {{!}}{{!}} Used around naval and coastal objectives. |
| {{!}}- | | {{!}}- |
| {{!}} '''8-Gun Schooner''' {{!}}{{!}} Light Cruiser / Escort {{!}}{{!}} Fastest and most agile. Equipped with 4-pdr cannons and swivel guns. Its low profile makes it a difficult target to hit. {{!}}{{!}} '''50''' | | {{!}} '''Gunboat''' {{!}}{{!}} Port spawn / scout craft {{!}}{{!}} Small craft with forward firepower. {{!}}{{!}} Dynamic port spawns now use gunboats instead of rowboats. |
| {{!}}- | | {{!}}- |
| {{!}} '''2-Gun Schooner''' {{!}}{{!}} Artillery Ship {{!}}{{!}} Features two 24-pdr long guns on rotating platforms (fore and aft). High range and damage, but very low crew capacity. {{!}}{{!}} '''30''' | | {{!}} '''Rocketboat''' {{!}}{{!}} Support craft {{!}}{{!}} Mobile rocket platform with fragile hull. {{!}}{{!}} Spawner limits and cooldowns can be configured by servers. |
| {{!}}- | | {{!}}- |
| {{!}} '''Rocketboat''' {{!}}{{!}} Support {{!}}{{!}} Features a single Rocket Launcher and swivel guns. Devastating at long range but extremely vulnerable to any return fire. {{!}}{{!}} '''10''' | | {{!}} '''Rowboat''' {{!}}{{!}} Boarding / lifeboat {{!}}{{!}} Oar-powered craft used for boarding, evacuation, and ship-to-shore movement. {{!}}{{!}} Rowboat assisting was fixed in a later update. |
| {{!}}} | | {{!}}} |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=sailing | | |id=command |
| |title=Sailing Mechanics (The Captain's Role) | | |title=Command & Orders |
| |content= | | |content= |
| Sailing in Holdfast is a balancing act between wind direction and the specific sails you choose to deploy.
| | The Captain is responsible for the ship's course, sail state, broadside timing, and survival priorities. Age of Sail added a dedicated set of naval orders so the Captain can coordinate the crew without relying only on voice chat. |
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| {{{!}} class="wikitable" | | {{{!}} class="wikitable" |
| ! Action !! PC Control !! Console Equivalent | | ! Captain Order !! Use |
| | {{!}}- |
| | {{!}} '''Load Guns''' {{!}}{{!}} Tells gun crews to prepare the battery. |
| | {{!}}- |
| | {{!}} '''Fire Guns''' {{!}}{{!}} Calls for a coordinated broadside. |
| | {{!}}- |
| | {{!}} '''Fire Guns At Will''' {{!}}{{!}} Allows gunners to fire as targets appear. |
| | {{!}}- |
| | {{!}} '''Cease Gun Fire''' {{!}}{{!}} Stops wasteful fire or prevents friendly hits during boarding. |
| | {{!}}- |
| | {{!}} '''Brace''' {{!}}{{!}} Warns the crew before impact, ramming, heavy fire, or rough manoeuvres. |
| | {{!}}- |
| | {{!}} '''Boarding Action''' {{!}}{{!}} Signals the crew to prepare for close-quarters combat. |
| {{!}}- | | {{!}}- |
| {{!}} '''Raise/Lower Specific Sails''' {{!}}{{!}} 1–9 Keys {{!}}{{!}} Hold LB/L1 (Radial Menu) | | {{!}} '''Wet Sails''' {{!}}{{!}} Helps manage fire risk and sail survivability. |
| {{!}}- | | {{!}}- |
| {{!}} '''Raise/Lower All Sails''' {{!}}{{!}} W / S {{!}}{{!}} D-Pad Up / Down | | {{!}} '''Hoist Flag''' {{!}}{{!}} Naval command ability that can be enabled or disabled by server configuration. |
| {{!}}- | | {{!}}- |
| {{!}} '''View Compass/Wind''' {{!}}{{!}} UI (Bottom Left) {{!}}{{!}} UI (Bottom Left) | | {{!}} '''Repair''' {{!}}{{!}} Directs the crew to prioritise damaged sections. |
| {{!}}} | | {{!}}} |
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| '''Wind Direction & The Compass'''
| | The Midshipman replaces the older Adept Sailor role and acts as a second-in-command for naval play. |
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| Your primary tool for navigation is the '''Compass''' located in the bottom-left corner of the HUD. It displays a dotted line and an arrow indicating the wind's source.
| | {{{!}} class="wikitable" |
| | | ! Midshipman Order !! Effect |
| * '''Sailing "Large" (With the Wind):''' Position the wind at your stern (behind you) or broadside (to the side) for maximum speed.
| | {{!}}- |
| * '''Sailing "Close-Hauled" (Against the Wind):''' Steering directly into the wind arrow will cause your ship to lose momentum and eventually "iron" (stop completely). Larger ships like Frigates are more susceptible to this than smaller Brigs.
| | {{!}} '''Rally Gun Crew''' {{!}}{{!}} Improves gun crew work around the battery. |
| | {{!}}- |
| | {{!}} '''Improve Ship Handling''' {{!}}{{!}} Supports ship handling and manoeuvring. |
| | {{!}}- |
| | {{!}} '''Rally Repair Gang''' {{!}}{{!}} Improves repair work during damage control. |
| | {{!}}} |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=sail-management | | |id=sailing |
| |title=Sail Management | | |title=Sailing & Wind |
| |content= | | |content= |
| Different sails serve different tactical purposes. You can toggle individual sails to fine-tune your speed or turning circle.
| | Sailing is a balance between wind direction, sail state, ship size, and the Captain's timing. Larger ships carry more power, but their mass makes them slower to answer the helm. |
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| {{{!}} class="wikitable" | | {{{!}} class="wikitable" |
| ! Sail Type !! Role !! Best Usage | | ! Action !! PC Control !! Console Equivalent |
| | {{!}}- |
| | {{!}} '''Raise/Lower Specific Sails''' {{!}}{{!}} 1-9 keys {{!}}{{!}} Hold LB/L1 for the radial menu |
| | {{!}}- |
| | {{!}} '''Raise/Lower All Sails''' {{!}}{{!}} W / S {{!}}{{!}} D-Pad Up / Down |
| {{!}}- | | {{!}}- |
| {{!}} '''Square Sails''' {{!}}{{!}} Power & Speed {{!}}{{!}} The "engine" of the ship. Lower these when sailing with the wind for maximum thrust. Raise them when sailing against the wind to reduce drag. | | {{!}} '''Switch View''' {{!}}{{!}} Ctrl {{!}}{{!}} R3 |
| {{!}}- | | {{!}}- |
| {{!}} '''Lateen Sails''' {{!}}{{!}} Manoeuvrability {{!}}{{!}} These triangular sails provide better agility. Essential for maintaining some speed when forced to sail "close to the wind" (angled toward the wind source). | | {{!}} '''Read Wind''' {{!}}{{!}} Compass / HUD {{!}}{{!}} Compass / HUD |
| {{!}}} | | {{!}}} |
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| '''Tactical Sailing Tips''' | | '''Wind and Sail Handling''' |
| * '''Anticipate the Turn:''' Because larger ships have significant mass, start your turn and adjust sails before you reach your target heading.
| |
| * '''Toggle Perspective:''' Use Ctrl (PC) or R3 (Console) to switch between first-person (precision steering) and third-person (situational awareness).
| |
| * '''Manage the Crew:''' Coordinate with your Cannoneers and Carpenters. A ship is only as fast as its sails and as buoyant as its hull repairs.
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| '''Captain's Tip:''' When engaging in a broadside duel, try to keep the wind at your "Quarter" (diagonally behind you). This gives you enough speed to manoeuvre while keeping your gun deck stable for the Cannoneers. | | * '''Sailing with the wind:''' Keep the wind on the stern or quarter for speed and broadside control. |
| }}
| | * '''Sailing close to the wind:''' Avoid pointing directly into the wind, especially on larger ships, or the ship can lose momentum. |
| | * '''Square sails:''' Strong for power and speed when the wind is favourable. |
| | * '''Lateen sails:''' Useful for manoeuvring and maintaining control at sharper wind angles. |
| | * '''Dynamic wind:''' Server configuration can enable changing wind direction over the round. |
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| {{Release_section
| | '''Helm Tips''' |
| |id=steering
| |
| |title=Steering
| |
| |content=
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| Larger ships (such as the Frigate) possess significant mass. There is a '''noticeable delay''' between turning the wheel and the ship's actual change in heading.
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| * '''Anticipation:''' Begin your turns well in advance of obstacles or intended broadside alignments.
| | # Start turns early. A frigate's mass means the hull will keep carrying through the turn. |
| * '''Counter-Steer:''' To stop a turn, begin centering the wheel before you reach your desired heading.
| | # Counter-steer before you reach the desired heading to avoid overshooting. |
| * '''Third-Person View:''' Ideal for general navigation, checking sail orientation, and tracking nearby vessels.
| | # Use third-person view for awareness and sail checks. |
| * '''First-Person View:''' Use Ctrl (PC) or R3 (Console) for precise steering through narrow straits or lining up a perfect broadside.
| | # Use first-person view for narrow passages, docking, or precise broadside alignment. |
| }} | | }} |
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| |title=Ammunition Types | | |title=Ammunition Types |
| |content= | | |content= |
| Effective gunnery requires close coordination with the Captain and a thorough understanding of ammunition types. Ammunition is reloaded from the '''Ammo Boxes''' located on the ship's deck. | | Effective gunnery requires the Captain, Artillerymen, Sailors, and Midshipman to work together. Ammunition is loaded from ammo boxes on the ship's deck, and Age of Sail rebalanced ship cannons and cannonballs. |
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| {{{!}} class="wikitable" | | {{{!}} class="wikitable" |
| ! Ammunition !! Primary Effect !! Target !! Notes | | ! Ammunition !! Primary Effect !! Target !! Notes |
| {{!}}- | | {{!}}- |
| {{!}} '''Round Shot''' {{!}}{{!}} High Hull Damage {{!}}{{!}} Ship Hull {{!}}{{!}} Standard cannonball. Best for sinking ships and destroying enemy artillery (cannons explode if hit while loaded). | | {{!}} '''Round Shot''' {{!}}{{!}} Hull and gun damage {{!}}{{!}} Hull, guns, masts, artillery {{!}}{{!}} Standard cannonball. Strong for sinking ships and disabling loaded guns. Cannonballs can penetrate soft wood such as masts and rear hull panels. |
| {{!}}- | | {{!}}- |
| {{!}} '''Chain Shot''' {{!}}{{!}} High Rigging Damage {{!}}{{!}} Masts & Sails {{!}}{{!}} Two balls connected by a chain. Minimal hull damage but highly effective at demasting and crippling a ship's speed. | | {{!}} '''Chain Shot''' {{!}}{{!}} Rigging damage {{!}}{{!}} Masts and sails {{!}}{{!}} Best for slowing, demasting, or trapping a ship before boarding or finishing it with round shot. |
| {{!}}- | | {{!}}- |
| {{!}} '''Grape Shot''' {{!}}{{!}} Anti-Personnel {{!}}{{!}} Crew on Deck {{!}}{{!}} A bag of small pellets (like a giant shotgun). Devastating at close range against boarding parties. Does not damage the hull. | | {{!}} '''Grape Shot''' {{!}}{{!}} Anti-personnel {{!}}{{!}} Crew on deck, boarding parties, small boats {{!}}{{!}} Devastating at close range. Grapeshot can produce lethal splinters when it hits ship hull panels. |
| {{!}}} | | {{!}}} |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=gunnery | | |id=gunnery |
| |title=Tactical Gunnery | | |title=Gunnery & Ballistics |
| |content= | | |content= |
| '''Strategic Target Selection'''
| | Ship gunnery changed significantly with Age of Sail. Cannonballs now inherit the firing ship's velocity, projectile visuals were improved, and hit detection was improved on moving ships. Loaded cannons can still explode when destroyed, but infinitely chained cannon explosions were prevented. |
| * '''The "Crippling Blow":''' Use '''Chain Shot''' as your opening salvo if chasing a faster ship or being pursued by a larger one. Once the enemy is demasted, they lose the ability to turn, making them an easy target for Round Shot.
| | |
| * '''Counter-Battery Fire:''' Aim for the enemy's gun ports with '''Round Shot'''. If you hit a loaded cannon, it will explode, killing nearby crew and permanently disabling that gun.
| | '''Target Priorities''' |
| * '''Sweeping the Decks:''' If an enemy ship is attempting to board or is "crossing your T" (sailing perpendicular across your bow), switch to '''Grape Shot''' to clear their top deck.
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| '''Ballistics & Physics''' | | {{{!}} class="wikitable" |
| * '''Raking Fire:''' Firing into the bow (front) or stern (rear) of a ship causes significantly more damage because the shot travels the entire length of the ship.
| | ! Target !! Best Ammunition !! Why It Matters |
| * '''Reload Efficiency:''' Cannoneers reload faster than any other class. Ensure the Cannoneer performs the "Load" and "Ram" actions to maximise rate of fire.
| | {{!}}- |
| | {{!}} '''Hull below the waterline''' {{!}}{{!}} Round shot {{!}}{{!}} Creates leaks and forces repair crews to spend resources. |
| | {{!}}- |
| | {{!}} '''Masts and rigging''' {{!}}{{!}} Chain shot / round shot {{!}}{{!}} Reduces speed and manoeuvrability, making the target easier to board or rake. |
| | {{!}}- |
| | {{!}} '''Gun deck''' {{!}}{{!}} Round shot / grape shot {{!}}{{!}} Disables loaded guns, kills crews, and slows return fire. |
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| | {{!}} '''Open deck''' {{!}}{{!}} Grape shot {{!}}{{!}} Clears boarders, repairs, and exposed officers. |
| | {{!}}- |
| | {{!}} '''Small craft''' {{!}}{{!}} Grape shot / swivel guns {{!}}{{!}} Rowboats, gunboats, and rocketboats are fragile but dangerous if ignored. |
| | {{!}}} |
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| '''The Captain-Gunner Bond''' | | '''Ballistics & Aiming''' |
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| A great Captain will "turn into the recoil." As the gun deck fires a broadside, the ship will naturally rock. Communicating when a broadside is ready allows the Captain to stabilise the ship or turn to bring the opposite battery of fresh, loaded guns to bear.
| | * '''Raking fire:''' Firing through the bow or stern can travel through more of the ship and punish crew clustered along the deck. |
| | * '''Moving ships:''' Lead targets and remember that your own ship's movement affects shot velocity. |
| | * '''Counter-battery fire:''' Aim at gun ports and loaded cannons to stop a broadside before it fires. |
| | * '''Soft wood penetration:''' Masts and some hull panels can be penetrated, so shots may damage more than the first surface they hit. |
| | * '''Rocket and mortar damage:''' Later fixes improved rockets and mortars not always damaging ships. |
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| '''Gunner Checklist:''' | | '''Gunner Checklist''' |
| # '''Check Range:''' Adjust elevation using W/S or the Left Thumbstick. | | |
| # '''Select Ammo:''' Choose Round, Chain, or Grape based on target distance and health. | | # Select ammunition before the ship turns into broadside position. |
| # '''Fire & Observe:''' Exit cannon and use Spyglass to see where the shot landed. | | # Call when a side is loaded so the Captain can hold or swing the ship. |
| # '''Communicate:''' Tell the Captain when your side is "Hot" (loaded and ready) or "Dry" (reloading). | | # Watch the splash or impact, then correct elevation. |
| | # Switch targets if repairs, boarders, or enemy gun crews become the bigger threat. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=aiming | | |id=damage |
| |title=Aiming Tactics | | |title=Damage & Repairs |
| |content= | | |content= |
| Mastering the long-range cannons of a ship-of-the-line requires understanding trajectory, gravity, and perspective.
| | Damage control is now one of the defining naval systems. Ships can repair hull damage and masts, but repairs consume a finite pool of ship resources. When ships sink, they can drop resource boxes that other ships can recover. |
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| {{{!}} class="wikitable" | | {{{!}} class="wikitable" |
| ! Action !! PC Control !! Console Equivalent | | ! Damage Type !! Effect !! Repair Priority |
| {{!}}- | | {{!}}- |
| {{!}} '''Adjust Elevation/Angle''' {{!}}{{!}} W / A / S / D {{!}}{{!}} Left Thumbstick / D-Pad | | {{!}} '''Hull damage''' {{!}}{{!}} Creates leaks and causes the ship to take on water. {{!}}{{!}} Highest priority if the ship is flooding. |
| {{!}}- | | {{!}}- |
| {{!}} '''Exit Cannon''' {{!}}{{!}} E {{!}}{{!}} B (Xbox) / Circle (PS) | | {{!}} '''Mast damage''' {{!}}{{!}} Reduces sail power and handling. {{!}}{{!}} Critical if the ship needs to escape, chase, or avoid boarding. |
| {{!}}- | | {{!}}- |
| {{!}} '''Use Spyglass / Interact''' {{!}}{{!}} F {{!}}{{!}} X (Xbox) / Square (PS) | | {{!}} '''Gun damage''' {{!}}{{!}} Disables firepower and can kill nearby crew if a loaded gun explodes. {{!}}{{!}} Repair or shift crews depending on the fight. |
| {{!}}- | | {{!}}- |
| {{!}} '''Fire Cannon''' {{!}}{{!}} Left Click {{!}}{{!}} Right Trigger (RT/R2) | | {{!}} '''Fire and deck pressure''' {{!}}{{!}} Forces crew off guns and repairs. {{!}}{{!}} Use crew orders and positioning to stabilise. |
| {{!}}} | | {{!}}} |
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| '''Angle & Elevation''' | | '''Repair Notes''' |
| * '''Horizontal (A/D):''' Align the barrel with the centre of the enemy ship's hull.
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| * '''Vertical (W/S):''' Determines your range. Even at "flat" angles, the cannonball will begin to drop almost immediately.
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| '''Compensating for Distance''' | | * Ship repairs consume limited resources, so do not repair cosmetic or low-impact damage during a decisive broadside. |
| * '''Short Range (<100m):''' Aim directly at the waterline to cause leaks. | | * Sailors and Carpenters received repairing hammers with Age of Sail. |
| * '''Long Range (250m+):''' Aim significantly above the target. At extreme distances, the enemy ship may be completely obscured by your cannon barrel. | | * The Midshipman's '''Rally Repair Gang''' order improves repair work. |
| | * Later updates made ship resource levels clearer and fixed mast damage while being repaired. |
| | * Captured ships can start with a configurable percentage of resources, depending on server settings. |
| | }} |
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| | {{Release_section |
| | |id=boarding |
| | |title=Boarding & Capture |
| | |content= |
| | Boarding is no longer just a melee brawl on deck. Age of Sail added a timed contest period for enemy ship capture. If attackers hold the advantage long enough, the ship is captured. |
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| '''The "Notch" Sighting Method''' | | {{{!}} class="wikitable" |
| | ! Boarding Phase !! What Happens |
| | {{!}}- |
| | {{!}} '''Approach''' {{!}}{{!}} The attacking ship closes distance, often after damaging the target's sails, guns, or crew. |
| | {{!}}- |
| | {{!}} '''Contact''' {{!}}{{!}} Boarders cross by hull contact, deck fighting, or small craft such as rowboats. |
| | {{!}}- |
| | {{!}} '''Contest''' {{!}}{{!}} Attackers must hold the numbers advantage through the capture timer. |
| | {{!}}- |
| | {{!}} '''Capture Result''' {{!}}{{!}} Depending on mode or server settings, the captured ship may immediately sink and award resources, or its helm may become usable. |
| | {{!}}} |
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| The small notch on the top of the cannon barrel is your primary iron sight.
| | '''Boarding Tips''' |
| * '''Standard Sighting:''' Line the top notch up with your target.
| |
| * '''Extreme Elevation:''' For very long shots, lower the cannon barrel until the notch is '''below''' the target ship, allowing the ship to remain visible above the metal of the barrel. This prevents "blind firing."
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| '''The Feedback Loop ("Quick Look")''' | | * Use '''Boarding Action''' before contact so Marines, Sailors, Surgeons, and repair crews know the plan. |
| # '''Fire''' the cannon.
| | * Clear decks with grapeshot before sending boarders across. |
| # '''Quickly Exit''' (E or Circle/B).
| | * Stop firing into the target once friendly boarders are committed. |
| # '''Equip Spyglass''' (F or X/Square).
| | * Captains count as 2 crew members when defending their ship from boarders. |
| # '''Observe''' the splash. If the splash is in front of the ship, increase elevation. If it passes over the masts, decrease it.
| | * Respawning on contested or captured ships can be controlled by server configuration. |
| | * Rowboats are useful for stealth boarding, evacuating a sinking ship, or moving survivors to a captured objective. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=damage | | |id=ramming |
| |title=Damage, Repair & Boarding | | |title=Ramming |
| |content= | | |content= |
| Damage is localised. Targeting specific areas of an enemy vessel can change the tide of battle:
| | Age of Sail added ship ramming damage. Ramming can finish a crippled target, interrupt repairs, or knock players around on the impacted ship, but it is risky because it can expose your own hull, slow your movement, and put your crew in boarding range. |
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| * '''Hull Damage:''' Creates leaks below the waterline. If not repaired, the ship fills with water and sinks.
| | '''When Ramming Helps''' |
| * '''Masts & Sails:''' Reduces or removes the ability to sail. A demasted ship is a sitting target.
| |
| * '''Rudder Damage:''' Impairs the ship's ability to steer.
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| '''Boarding and Retreat'''
| | * The enemy is already demasted or trapped. |
| | * Your crew is ready to board immediately after impact. |
| | * The target is low enough that impact damage may finish it. |
| | * You need to force an enemy ship off a spawn area, objective, or friendly vessel. |
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| When cannons aren't enough, close-quarters combat becomes necessary.
| | '''When To Avoid It''' |
| * '''Rowboats:''' Available on larger ships (Frigates/Brigs). Can be deployed while the ship is stopped. Use them as lifeboats or for stealthy boarding actions (holds up to 7 crew).
| | |
| * '''Melee Combat:''' The '''Sailor''' (Cutlass) and '''Marine''' (Musket/Bayonet) classes excel at boarding. The Cutlass provides faster swings in the cramped quarters of a ship's deck. | | * Your own ship is flooding or low on resources. |
| | * Your gun deck has a better shot than your bow. |
| | * The enemy has more boarders ready than you do. |
| | * The collision will leave you stuck under enemy guns. |
| | |
| | Servers can configure ramming values such as base damage, reflected damage, minimum impact velocity, slowdown, and knockback force. |
| }} | | }} |
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| ! Class !! Naval Role !! Essential Duty | | ! Class !! Naval Role !! Essential Duty |
| {{!}}- | | {{!}}- |
| {{!}} '''Captain''' {{!}}{{!}} Navigation {{!}}{{!}} Steers the ship, manages sails, and coordinates broadsides. | | {{!}} '''Captain''' {{!}}{{!}} Command and navigation {{!}}{{!}} Steers the ship, manages sails, calls orders, chooses targets, and decides when to repair, ram, disengage, or board. |
| | {{!}}- |
| | {{!}} '''Midshipman''' {{!}}{{!}} Second-in-command {{!}}{{!}} Uses naval orders to improve gun crews, ship handling, and repairs. Replaces the older Adept Sailor name. |
| | {{!}}- |
| | {{!}} '''Artilleryman / Cannoneer''' {{!}}{{!}} Gunnery {{!}}{{!}} Loads, rams, aims, and fires ship cannons. Later class changes folded the old rocketeer role into the artillery role. |
| {{!}}- | | {{!}}- |
| {{!}} '''Cannoneer''' {{!}}{{!}} Gunnery {{!}}{{!}} Musters ammo, rams, and fires cannons with increased speed. | | {{!}} '''Carpenter''' {{!}}{{!}} Damage control {{!}}{{!}} Repairs hulls, masts, and ship systems. Key to surviving long fights. |
| {{!}}- | | {{!}}- |
| {{!}} '''Carpenter''' {{!}}{{!}} Repair {{!}}{{!}} Essential for fixing hull leaks using their specialised hammer. | | {{!}} '''Sailor''' {{!}}{{!}} Deck crew and boarding {{!}}{{!}} Handles repairs, boarding, swimming, and close-quarters fighting. |
| {{!}}- | | {{!}}- |
| {{!}} '''Sailor / Marine''' {{!}}{{!}} Manpower {{!}}{{!}} Rigs sails and fights. Sailors swim better; Marines fight better. | | {{!}} '''Marine''' {{!}}{{!}} Boarding and defence {{!}}{{!}} Provides musket fire, bayonets, and deck security during boarding actions. |
| | {{!}}- |
| | {{!}} '''Surgeon''' {{!}}{{!}} Sustain {{!}}{{!}} Keeps gun crews, officers, and boarders alive during long engagements. |
| | {{!}}- |
| | {{!}} '''Musician''' {{!}}{{!}} Morale support {{!}}{{!}} Can buff nearby ship crew-mates after the later musician changes. |
| {{!}}} | | {{!}}} |
| | |
| | '''Survival Basics''' |
| | |
| | # Do not cluster around loaded cannons under enemy fire. |
| | # Keep repair crews alive, especially when resources are low. |
| | # Use the ship's structure for cover, but remember cannonballs can penetrate some soft wood. |
| | # If the ship is sinking, launch or reach a rowboat before the deck goes under. |
| }} | | }} |
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