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:
- Check Range: Adjust elevation using W/S or the Left Thumbstick.
- Select Ammo: Choose Round, Chain, or Grape based on target distance and health.
- Fire & Observe: Exit cannon and use Spyglass to see where the shot landed.
- 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")
- Fire the cannon.
- Quickly Exit (E or Circle/B).
- Equip Spyglass (F or X/Square).
- 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. |