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VII. Links | VII. Links | ||
</pre> | </pre> | ||
==Strategy and Tactics== | ==Strategy and Tactics== | ||
===Naval Combat=== | ===Naval Combat=== | ||
The best ships to use are Military Corvettes and Bonus Ships. The reason is speed: you will often fight several powerful ships with just one ship, so you'll need to stay ahead of them if you want to win. Ships of the Line are sometimes useful because they can hold 200 sailors and are fast going with the wind. Military Frigates are nearly as fast as Military Corvettes, but they're tougher and better against slow ships. You should stick mostly with Military Corvettes, though. | The best ships to use are Military Corvettes and Bonus Ships. The reason is speed: you will often fight several | ||
powerful ships with just one ship, so you'll need to stay ahead of them if you want to win. Ships of the Line | |||
are sometimes useful because they can hold 200 sailors and are fast going with the wind. Military Frigates are | |||
nearly as fast as Military Corvettes, but they're tougher and better against slow ships. You should stick mostly | |||
with Military Corvettes, though. | |||
Your convoys should have 1-5 escort ships. If you're using them to attack military convoys, avoid adding | |||
non-escort ships because you will lose those if you lose a battle. An all-Military Corvette convoy works well | |||
because it travels as fast as any other convoy on the Caribbean map and can therefore chase down other convoys. | |||
They can also execute hit-and-run attacks because they're fast enough to escape. With some practice, you may be | |||
able to destroy military convoys without taking any damage. | |||
====One vs. One==== | ====One vs. One==== | ||
<pre> | |||
- Rocks | |||
If your opponent's ship has a medium or deep draft, you can try to lead them over rocks so that they slow down. | If your opponent's ship has a medium or deep draft, you can try to lead them over rocks so that they slow down. | ||
- "Crossing the T" | |||
If your opponent is headed directly toward your ship, and your ship is traveling in a perpendicular direction, | |||
your cannons on one side of your ship are in a position to hit your opponent while your opponent's cannons can't | |||
do anything. Take advantage of this situation by firing and turning away. This tactic is useful at the start of | |||
battles when you and your opponent approach each other. | |||
- "Fish-tailing" or "Leading" | |||
This is essentially a series of "Crossing the Ts" strung together. If your opponent is following about a ship's | |||
length (e.g. a Ship of the Line) behind and traveling in a parallel direction, turn to your ship's right until | |||
the angle between your ships is about 90 degrees. Fire and turn left until your ships are parallel again. Your | |||
ship will be positioned a bit to the right of your opponent, or left if you had turned left initially. Now turn | |||
left until you see the red crosshairs. You might only need a 45 degree angle for this. Fire and turn right | |||
until your ships are parallel again. Repeat as long as you can maintain enough distance to avoid your opponent's | |||
fire. If your opponent is as fast as or faster than you, use the wind to your advantage if possible or use | |||
chain balls to slow your opponent down. Since your opponent is following you, you have a greater effective | |||
range, so you can be fairly close without being hit. | |||
- Chasing | |||
If your opponent is | If you understand Fish-tailing, this will be simple. If your opponent is fleeing, and your ship is faster, follow | ||
it and use Fish-tailing attacks from behind. You may want to use chain balls to slow your opponent down. Avoid | |||
pulling up alongside your opponent because it can still fire. If your ship is much faster than your opponent, | |||
use Fish-tailing to avoid getting too close. | |||
- Circling | |||
If your opponent is more cautious, as often happens in one vs. one battles, it will not approach your ship | |||
closely enough for either the Crossing the T or Fish-tailing to work. Your opponent will usually only approach | |||
your ship if it can fire on you, but its maneuvering isn't perfect. Speed is an advantage here. Make sure your | |||
opponent is somewhere near you. Turn so that your ship is moving in a direction opposite your opponent's | |||
direction, but keep your opponent on your side. Stay as close as possible without causing your opponent to | |||
fire. What happens now is that you and your opponent will start to circle each other. You both want to stay | |||
somewhat close to each other, so you will turn toward each other instead of moving away. You both also want to | |||
avoid being hit, so you won't turn straight into each other. Continue turning while staying close but not too | |||
close. When the angle between your ship's direction and the wind's direction is 90 degrees and decreasing, start | |||
turning directly toward your opponent. As soon as your opponent fires, turn away slightly, but only enough to | |||
avoid the cannon balls. Turn toward your opponent again, and move only as close as necessary. Fire at your | |||
opponent, then turn away and avoid your opponent's next shots. | |||
- Capturing | |||
If you want to capture your opponent's ship, start by using chain balls to slow it down. Then rake it with grape | |||
If you want to capture your opponent's ship, start by using chain balls to slow it down. Then rake it with grape shot to kill off its sailors. Finally, board it while avoiding its cannon balls. If your opponent is running away by now, boarding should be easy. If it is still following you closely, sail against the wind, then turn around and ram your opponent head-on. | shot to kill off its sailors. Finally, board it while avoiding its cannon balls. If your opponent is running | ||
away by now, boarding should be easy. If it is still following you closely, sail against the wind, then turn | |||
around and ram your opponent head-on. | |||
</pre> | |||
====One vs. Many==== | ====One vs. Many==== | ||
<pre> | <pre> |