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VII. Links
VII. Links
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==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.


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====
;Rocks
<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"
- "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 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.  
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.  


;"Fish-tailing" or "Leading"
- Circling
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 more cautious, as often happens in one vs. one battles, it will not approach your ship
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.  
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.  


;Circling
- Capturing
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>
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