Naval Combat Guide

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.

Ship Classes & Classifications

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.

Ship Type Primary Role Key Features & Armament Sink Value (Points)
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
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
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
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 Features a single Rocket Launcher and swivel guns. Devastating at long range but extremely vulnerable to any return fire. 10

Sailing Mechanics (The Captain's Role)

Sailing in Holdfast is a balancing act between wind direction and the specific sails you choose to deploy.

Action PC Control Console Equivalent
Raise/Lower Specific Sails 1–9 Keys Hold LB/L1 (Radial Menu)
Raise/Lower All Sails W / S D-Pad Up / Down
View Compass/Wind UI (Bottom Left) UI (Bottom Left)

Wind Direction & The Compass

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.

  • 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.

Sail Management

Different sails serve different tactical purposes. You can toggle individual sails to fine-tune your speed or turning circle.

Sail Type Role Best Usage
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.
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).

Tactical Sailing Tips

  • 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.

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.

Steering

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.

  • Anticipation: Begin your turns well in advance of obstacles or intended broadside alignments.
  • Counter-Steer: To stop a turn, begin centering the wheel before you reach your desired heading.
  • Third-Person View: Ideal for general navigation, checking sail orientation, and tracking nearby vessels.
  • First-Person View: Use Ctrl (PC) or R3 (Console) for precise steering through narrow straits or lining up a perfect broadside.

Ammunition Types

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.

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).
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.
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.

Tactical Gunnery

Strategic Target Selection

  • 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.
  • 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.

Ballistics & Physics

  • 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.
  • Reload Efficiency: Cannoneers reload faster than any other class. Ensure the Cannoneer performs the "Load" and "Ram" actions to maximise rate of fire.

The Captain-Gunner Bond

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.

Gunner Checklist:

  1. Check Range: Adjust elevation using W/S or the Left Thumbstick.
  2. Select Ammo: Choose Round, Chain, or Grape based on target distance and health.
  3. Fire & Observe: Exit cannon and use Spyglass to see where the shot landed.
  4. Communicate: Tell the Captain when your side is "Hot" (loaded and ready) or "Dry" (reloading).

Aiming Tactics

Mastering the long-range cannons of a ship-of-the-line requires understanding trajectory, gravity, and perspective.

Action PC Control Console Equivalent
Adjust Elevation/Angle W / A / S / D Left Thumbstick / D-Pad
Exit Cannon E B (Xbox) / Circle (PS)
Use Spyglass / Interact F X (Xbox) / Square (PS)
Fire Cannon Left Click Right Trigger (RT/R2)

Angle & Elevation

  • Horizontal (A/D): Align the barrel with the centre of the enemy ship's hull.
  • Vertical (W/S): Determines your range. Even at "flat" angles, the cannonball will begin to drop almost immediately.

Compensating for Distance

  • Short Range (<100m): Aim directly at the waterline to cause leaks.
  • Long Range (250m+): Aim significantly above the target. At extreme distances, the enemy ship may be completely obscured by your cannon barrel.

The "Notch" Sighting Method

The small notch on the top of the cannon barrel is your primary iron sight.

  • 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."

The Feedback Loop ("Quick Look")

  1. Fire the cannon.
  2. Quickly Exit (E or Circle/B).
  3. Equip Spyglass (F or X/Square).
  4. Observe the splash. If the splash is in front of the ship, increase elevation. If it passes over the masts, decrease it.

Damage, Repair & Boarding

Damage is localised. Targeting specific areas of an enemy vessel can change the tide of battle:

  • Hull Damage: Creates leaks below the waterline. If not repaired, the ship fills with water and sinks.
  • 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.

Boarding and Retreat

When cannons aren't enough, close-quarters combat becomes necessary.

  • 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.

Crew Roles & Survival

Class Naval Role Essential Duty
Captain Navigation Steers the ship, manages sails, and coordinates broadsides.
Cannoneer Gunnery Musters ammo, rams, and fires cannons with increased speed.
Carpenter Repair Essential for fixing hull leaks using their specialised hammer.
Sailor / Marine Manpower Rigs sails and fights. Sailors swim better; Marines fight better.