Difference between revisions of "Naval Combat"

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= 🚢 Naval Combat Guide: Holdfast: Nations at War =
 +
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.
 +
----
  
 +
== ⚓ The Vessels of War ==
 +
Ships are categorized by their size, firepower, maneuverability, and the number of tickets they cost (Naval Battlefield game mode). The larger the ship, the greater the point value to the enemy team upon sinking.
 +
{| class="wikitable"
 +
|Ship Type
 +
|Primary Role
 +
|Key Features & Armament
 +
|Sink Value (Points)
 +
|-
 +
|'''50-Gun Frigate'''
 +
|Line Ship / Flagship
 +
|Heavily armed with '''18-pounder (lower deck)''' and '''9-pounder (upper deck)''' cannons. Features chase guns (forward/rear firing). Slowest turning, but the most resilient.
 +
|300
 +
|-
 +
|'''13-Gun Brig-Sloop'''
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|Medium Cruiser
 +
|Balanced speed and armament. Features '''6-pounder cannons''' along the sides and a powerful '''Carronade''' at the bow (front).
 +
|100
 +
|-
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|'''8-Gun Schooner'''
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|Light Cruiser / Escort
 +
|Fastest and most agile warship. Equipped with '''4-pounder cannons''' and '''swivel guns''' (anti-personnel) for close-range defense. Low profile makes it a smaller target.
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|50
 +
|-
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|'''2-Gun Schooner'''
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|Artillery Ship
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|Armed with only two but very powerful '''24-pounder long guns''' situated on rotating platforms (fore and aft). High range and damage, but low crew capacity.
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|30
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|-
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|'''Rocketboat'''
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|Support / Harassment
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|Features a single '''Rocket Launcher''' and swivel guns. Uses Long-Range rockets. Extremely vulnerable.
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|10
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|}
 +
----
 +
 +
== 💨 Sailing Mechanics (The Captain's Role) ==
 +
Sailing is governed by the direction of the wind and the type of sails deployed.
 +
 +
=== Wind Direction ===
 +
 +
* The '''compass''' in the bottom-left corner displays the current wind direction with a dotted line and an arrow.
 +
* '''Always sail with the wind (at your stern or broadside) for maximum speed.'''
 +
* Sailing '''into the wind''' (directly at the arrow) will slow the ship significantly, especially larger vessels.
 +
 +
=== Sail Management ===
 +
Ships have different types of sails that must be managed to maintain speed and maneuverability. You can raise and lower specific sails using the number keys (1-9) while at the wheel.
 +
{| class="wikitable"
 +
|Sail Type
 +
|Role
 +
|Best Usage
 +
|-
 +
|'''Square Sails'''
 +
|Power / Speed
 +
|'''Lower''' them when sailing '''with the wind''' for maximum thrust. '''Raise''' them when sailing '''against the wind''' to reduce drag and maintain limited speed.
 +
|-
 +
|'''Lateen Sails'''
 +
|Maneuverability
 +
|Triangular sails that provide better agility and are less affected when sailing close to the wind.
 +
|}
 +
 +
=== Steering ===
 +
 +
* Larger ships have a significant '''steering delay'''. Anticipate turns well in advance.
 +
* You can switch between the third-person and first-person view while at the wheel by pressing '''<code>CTRL</code>'''.
 +
 +
----
 +
 +
== 🔥 Gunnery & Ammunition ==
 +
Effective gunnery requires close coordination with the Captain (to position the ship) and a thorough understanding of ammunition types and ballistics.
 +
 +
=== Ammunition Types ===
 +
Naval cannons generally have three types of ammunition. Ammunition is reloaded from the '''ammo boxes''' on deck.
 +
{| class="wikitable"
 +
|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 cannonballs connected by a chain. Deals minimal hull damage but is highly effective at '''demasting''' and crippling a ship's speed and steering.
 +
|-
 +
|'''Grape Shot'''
 +
|Anti-Personnel
 +
|'''Crew on Deck'''
 +
|A bag filled with small pellets (like a giant shotgun). Devastating at close range against '''boarding parties''' or enemy crew exposed on deck. '''Does not damage the ship hull.'''
 +
|}
 +
 +
=== Aiming Tactics ===
 +
 +
# '''Angle:''' Use the WASD keys (or equivalent) while manning the cannon to adjust the elevation and angle.
 +
# '''Distance:''' Naval combat relies on judging distance. At longer ranges, aim the cannon well '''above''' the target ship to compensate for severe cannonball drop.
 +
# '''Sighting:''' Generally, line up the '''top sight''' (the small notch on the cannon barrel) with your target. For longer shots (250m+), you will need to elevate the cannon so the top sight is below the target and the target is visible above the barrel.
 +
# '''Feedback:''' After firing, quickly press '''<code>E</code>''' (to exit the cannon) and then '''<code>F</code>''' (to use the spyglass, if equipped as Captain or Cannoneer) to track the cannonball's trajectory and adjust your next shot.
 +
 +
----
 +
 +
== 🛠 Damage, Repair, and Boarding ==
 +
 +
=== Damage & Sinking ===
 +
Damage is localized and affects ship performance:
 +
 +
* '''Hull Damage:''' Creates '''leaks''' below the waterline. If leaks are not addressed, the ship will slowly fill with water and sink.
 +
* '''Masts & Sails Damage:''' Reduces or removes the ability to sail efficiently. A demasted ship is a sitting target.
 +
* '''Rudder Damage:''' Impairs the ability to steer the vessel.
 +
 +
=== Crew Roles and Survival ===
 +
{| class="wikitable"
 +
|Class
 +
|Naval Role
 +
|Essential Duty
 +
|-
 +
|'''Captain'''
 +
|Navigation
 +
|Steers the ship, manages sails, and coordinates broadsides.
 +
|-
 +
|'''Cannoneer'''
 +
|Gunnery
 +
|Musters ammo, rams, and fires the cannons with increased speed. Often carries a '''Spyglass''' for sighting.
 +
|-
 +
|'''Carpenter'''
 +
|Repair
 +
|Essential for fixing '''hull leaks''' using their specialized hammer.
 +
|-
 +
|'''Sailor / Marine'''
 +
|Manpower
 +
|Rigs, fights, and assists the Captain. '''Sailors''' are stronger swimmers; '''Marines''' are better fighters.
 +
|}
 +
 +
=== Boarding and Retreat ===
 +
 +
* '''Rowboats:''' Available on larger ships (Frigate, Brig-Sloop). Can be deployed while the ship is stopped and afloat. Used as lifeboats for crew to escape a sinking ship, or as a stealthy means to approach and board an enemy vessel. They can carry up to 7 crew members.
 +
* '''Melee:''' When boarding, the '''Sailor''' (Cutlass) and '''Marine''' (Musket/Bayonet) classes excel in close-quarters ship fighting.

Latest revision as of 00:56, 12 October 2025

🚢 Naval Combat Guide: Holdfast: Nations at War

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.


⚓ The Vessels of War

Ships are categorized by their size, firepower, maneuverability, and the number of tickets they cost (Naval Battlefield game mode). The larger the ship, the greater the point value to the enemy team upon sinking.

Ship Type Primary Role Key Features & Armament Sink Value (Points)
50-Gun Frigate Line Ship / Flagship Heavily armed with 18-pounder (lower deck) and 9-pounder (upper deck) cannons. Features chase guns (forward/rear firing). Slowest turning, but the most resilient. 300
13-Gun Brig-Sloop Medium Cruiser Balanced speed and armament. Features 6-pounder cannons along the sides and a powerful Carronade at the bow (front). 100
8-Gun Schooner Light Cruiser / Escort Fastest and most agile warship. Equipped with 4-pounder cannons and swivel guns (anti-personnel) for close-range defense. Low profile makes it a smaller target. 50
2-Gun Schooner Artillery Ship Armed with only two but very powerful 24-pounder long guns situated on rotating platforms (fore and aft). High range and damage, but low crew capacity. 30
Rocketboat Support / Harassment Features a single Rocket Launcher and swivel guns. Uses Long-Range rockets. Extremely vulnerable. 10

💨 Sailing Mechanics (The Captain's Role)

Sailing is governed by the direction of the wind and the type of sails deployed.

Wind Direction

  • The compass in the bottom-left corner displays the current wind direction with a dotted line and an arrow.
  • Always sail with the wind (at your stern or broadside) for maximum speed.
  • Sailing into the wind (directly at the arrow) will slow the ship significantly, especially larger vessels.

Sail Management

Ships have different types of sails that must be managed to maintain speed and maneuverability. You can raise and lower specific sails using the number keys (1-9) while at the wheel.

Sail Type Role Best Usage
Square Sails Power / Speed Lower them when sailing with the wind for maximum thrust. Raise them when sailing against the wind to reduce drag and maintain limited speed.
Lateen Sails Maneuverability Triangular sails that provide better agility and are less affected when sailing close to the wind.

Steering

  • Larger ships have a significant steering delay. Anticipate turns well in advance.
  • You can switch between the third-person and first-person view while at the wheel by pressing CTRL.

🔥 Gunnery & Ammunition

Effective gunnery requires close coordination with the Captain (to position the ship) and a thorough understanding of ammunition types and ballistics.

Ammunition Types

Naval cannons generally have three types of ammunition. Ammunition is reloaded from the ammo boxes on 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 cannonballs connected by a chain. Deals minimal hull damage but is highly effective at demasting and crippling a ship's speed and steering.
Grape Shot Anti-Personnel Crew on Deck A bag filled with small pellets (like a giant shotgun). Devastating at close range against boarding parties or enemy crew exposed on deck. Does not damage the ship hull.

Aiming Tactics

  1. Angle: Use the WASD keys (or equivalent) while manning the cannon to adjust the elevation and angle.
  2. Distance: Naval combat relies on judging distance. At longer ranges, aim the cannon well above the target ship to compensate for severe cannonball drop.
  3. Sighting: Generally, line up the top sight (the small notch on the cannon barrel) with your target. For longer shots (250m+), you will need to elevate the cannon so the top sight is below the target and the target is visible above the barrel.
  4. Feedback: After firing, quickly press E (to exit the cannon) and then F (to use the spyglass, if equipped as Captain or Cannoneer) to track the cannonball's trajectory and adjust your next shot.

🛠 Damage, Repair, and Boarding

Damage & Sinking

Damage is localized and affects ship performance:

  • Hull Damage: Creates leaks below the waterline. If leaks are not addressed, the ship will slowly fill with water and sink.
  • Masts & Sails Damage: Reduces or removes the ability to sail efficiently. A demasted ship is a sitting target.
  • Rudder Damage: Impairs the ability to steer the vessel.

Crew Roles and Survival

Class Naval Role Essential Duty
Captain Navigation Steers the ship, manages sails, and coordinates broadsides.
Cannoneer Gunnery Musters ammo, rams, and fires the cannons with increased speed. Often carries a Spyglass for sighting.
Carpenter Repair Essential for fixing hull leaks using their specialized hammer.
Sailor / Marine Manpower Rigs, fights, and assists the Captain. Sailors are stronger swimmers; Marines are better fighters.

Boarding and Retreat

  • Rowboats: Available on larger ships (Frigate, Brig-Sloop). Can be deployed while the ship is stopped and afloat. Used as lifeboats for crew to escape a sinking ship, or as a stealthy means to approach and board an enemy vessel. They can carry up to 7 crew members.
  • Melee: When boarding, the Sailor (Cutlass) and Marine (Musket/Bayonet) classes excel in close-quarters ship fighting.