Difference between revisions of "Naval Combat"

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(Filled in information)
(Updated with console controls)
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== ⚓ The Vessels of War ==
+
== ⚓ Ship Classes & Classifications ==
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.
+
Ships in ''Holdfast: Nations At War'' are categorized by their size, firepower, maneuverability, 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.
 +
 
 +
=== Vessel Statistics ===
 
{| class="wikitable"
 
{| class="wikitable"
|Ship Type
+
|'''Ship Type'''
|Primary Role
+
|'''Primary Role'''
|Key Features & Armament
+
|'''Key Features & Armament'''
|Sink Value (Points)
+
|'''Sink Value (Points)'''
 
|-
 
|-
 
|'''50-Gun Frigate'''
 
|'''50-Gun Frigate'''
 
|Line Ship / Flagship
 
|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.
+
|Heavily armed with 18-pdr (lower deck) and 9-pdr (upper deck) cannons. Includes chase guns (forward/rear). Slowest turning, but most resilient.
|300
+
|'''300'''
 
|-
 
|-
 
|'''13-Gun Brig-Sloop'''
 
|'''13-Gun Brig-Sloop'''
 
|Medium Cruiser
 
|Medium Cruiser
|Balanced speed and armament. Features '''6-pounder cannons''' along the sides and a powerful '''Carronade''' at the bow (front).
+
|Balanced speed and armament. Features 6-pdr cannons and a powerful '''Carronade''' at the bow for close-range punch.
|100
+
|'''100'''
 
|-
 
|-
 
|'''8-Gun Schooner'''
 
|'''8-Gun Schooner'''
 
|Light Cruiser / Escort
 
|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.
+
|Fastest and most agile. Equipped with 4-pdr cannons and swivel guns. Its low profile makes it a difficult target to hit.
|50
+
|'''50'''
 
|-
 
|-
 
|'''2-Gun Schooner'''
 
|'''2-Gun Schooner'''
 
|Artillery Ship
 
|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.
+
|Features two 24-pdr long guns on '''rotating platforms''' (fore and aft). High range and damage, but very low crew capacity.
|30
+
|'''30'''
 
|-
 
|-
 
|'''Rocketboat'''
 
|'''Rocketboat'''
|Support / Harassment
+
|Support
|Features a single '''Rocket Launcher''' and swivel guns. Uses Long-Range rockets. Extremely vulnerable.
+
|Features a single Rocket Launcher and swivel guns. Devastating at long range but extremely vulnerable to any return fire.
|10
+
|'''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.
 +
 
 +
=== Updated Control Reference ===
 +
{| class="wikitable"
 +
|'''Action'''
 +
|'''PC Control'''
 +
|'''Console Equivalent'''
 +
|-
 +
|'''Raise/Lower Specific Sails'''
 +
|<code>1</code> - <code>9</code> Keys
 +
|<code>Hold LB/L1</code> (Radial Menu)
 +
|-
 +
|'''Raise/Lower All Sails'''
 +
|<code>W</code> / <code>S</code>
 +
|D-Pad Up / Down
 +
|-
 +
|'''View Compass/Wind'''
 +
|<code>UI (Bottom Left)</code>
 +
|<code>UI (Bottom Left)</code>
 
|}
 
|}
 
----
 
----
  
== 💨 Sailing Mechanics (The Captain's Role) ==
+
=== Wind Direction & The Compass ===
Sailing is governed by the direction of the wind and the type of sails deployed.
+
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.
  
=== Wind Direction ===
+
* '''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.
  
* 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 ===
 
=== 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.
+
Different sails serve different tactical purposes. You can toggle individual sails to fine-tune your speed or turning circle.
 
{| class="wikitable"
 
{| class="wikitable"
|Sail Type
+
|'''Sail Type'''
|Role
+
|'''Role'''
|Best Usage
+
|'''Best Usage'''
 
|-
 
|-
 
|'''Square Sails'''
 
|'''Square Sails'''
|Power / Speed
+
|'''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.
+
|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'''
 
|'''Lateen Sails'''
|Maneuverability
+
|'''Maneuverability'''
|Triangular sails that provide better agility and are less affected when sailing close to the wind.
+
|These triangular sails provide better agility. They are essential for maintaining some speed when you are forced to sail "close to the wind" (angled toward the wind source).
 
|}
 
|}
 +
----
 +
 +
=== Summary of Tactical Sailing ===
 +
 +
# '''Anticipate the Turn:''' Remember the '''Steering Delay'''. Because larger ships have significant mass, you must start your turn and adjust your sails before you reach your target heading.
 +
# '''Toggle Perspective:''' Use <code>CTRL</code> (PC) or <code>R3</code> (Console) to switch to first-person at the wheel for precision steering in narrow channels, or third-person for broad situational awareness.
 +
# '''Manage the Crew:''' As Captain, use your voice or text commands to 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 maneuver while keeping your gun deck stable for the Cannoneers.
  
 
=== Steering ===
 
=== Steering ===
 +
Larger ships (such as the 2-Decker or 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, you must begin centering the wheel before you reach your desired heading.
 +
 +
While manning the wheel (the helm), your field of view is vital for avoiding collisions and aligning broadsides.
  
* Larger ships have a significant '''steering delay'''. Anticipate turns well in advance.
+
* '''Third-Person View:''' Ideal for general navigation, checking the orientation of your sails, and tracking the movement of nearby friendly and enemy vessels.
* You can switch between the third-person and first-person view while at the wheel by pressing '''<code>CTRL</code>'''.
+
* '''First-Person View:''' Use <code>CTRL</code> (PC) or <code>R3</code> (Console) to snap into first-person. This is highly effective for precise steering through narrow straits or lining up a perfect parallel line with an enemy ship for a broadside.
  
 
----
 
----
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=== Aiming Tactics ===
 
=== Aiming Tactics ===
 +
Mastering the long-range cannons of a ship-of-the-line requires understanding trajectory, gravity, and perspective. Use the following guide to calibrate your shots effectively.
 +
 +
=== Control Reference ===
 +
{| class="wikitable"
 +
|'''Action'''
 +
|'''PC Control'''
 +
|'''Console Equivalent'''
 +
|-
 +
|'''Adjust Elevation/Angle'''
 +
|<code>W</code> / <code>A</code> / <code>S</code> / <code>D</code>
 +
|Left Thumbstick / D-Pad
 +
|-
 +
|'''Exit Cannon'''
 +
|<code>E</code>
 +
|<code>B</code> (Xbox) / <code>Circle</code> (PS)
 +
|-
 +
|'''Use Spyglass / Interact'''
 +
|<code>F</code>
 +
|<code>X</code> (Xbox) / <code>Square</code> (PS)
 +
|-
 +
|'''Fire Cannon'''
 +
|<code>Left Click</code>
 +
|<code>Right Trigger</code> (RT/R2)
 +
|}
 +
----
 +
 +
=== Key Tactics for Success ===
 +
 +
==== 1. Angle & Elevation ====
 +
Use your movement controls to adjust the cannon's position.
 +
 +
* '''Horizontal (A/D or Left/Right):''' Align the barrel with the center of the enemy ship's hull.
 +
* '''Vertical (W/S or Up/Down):''' This determines your range. Even at "flat" angles, the cannonball will begin to drop almost immediately.
  
# '''Angle:''' Use the WASD keys (or equivalent) while manning the cannon to adjust the elevation and angle.
+
==== 2. Compensating for Distance ====
# '''Distance:''' Naval combat relies on judging distance. At longer ranges, aim the cannon well '''above''' the target ship to compensate for severe cannonball drop.
+
Holdfast utilizes realistic projectile gravity.
# '''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.
+
* '''Short Range (<100m):''' Aim directly at the waterline to cause leaks.
 +
* '''Long Range (250m+):''' You must aim significantly above the target. At extreme distances, the enemy ship may be completely obscured by your cannon barrel.
 +
 
 +
==== 3. 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" where the gun itself blocks your view of the impact.
 +
 
 +
==== 4. The Feedback Loop (The "Quick Look") ====
 +
To improve your accuracy, you must see where your previous shot landed. Because the smoke from the blast often obscures your view while mounted, use this sequence:
 +
 
 +
# '''Fire''' the cannon.
 +
# '''Quickly Exit''' (<code>E</code> or <code>Circle/B</code>).
 +
# '''Equip Spyglass''' (<code>F</code> or <code>X/Square</code>) if playing as a Captain or Cannoneer.
 +
# '''Observe''' the splash. If the splash is in front of the ship, increase elevation. If it passes over the masts, decrease it.
  
 
----
 
----
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=== Damage & Sinking ===
 
=== Damage & Sinking ===
Damage is localized and affects ship performance:
+
Damage is localized. 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.
  
* '''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 ===
 
=== Crew Roles and Survival ===
 
{| class="wikitable"
 
{| class="wikitable"
|Class
+
|'''Class'''
|Naval Role
+
|'''Naval Role'''
|Essential Duty
+
|'''Essential Duty'''
 
|-
 
|-
 
|'''Captain'''
 
|'''Captain'''
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|'''Cannoneer'''
 
|'''Cannoneer'''
 
|Gunnery
 
|Gunnery
|Musters ammo, rams, and fires the cannons with increased speed. Often carries a '''Spyglass''' for sighting.
+
|Musters ammo, rams, and fires cannons with increased speed.
 
|-
 
|-
 
|'''Carpenter'''
 
|'''Carpenter'''
 
|Repair
 
|Repair
|Essential for fixing '''hull leaks''' using their specialized hammer.
+
|Essential for fixing hull leaks using their specialized hammer.
 
|-
 
|-
 
|'''Sailor / Marine'''
 
|'''Sailor / Marine'''
 
|Manpower
 
|Manpower
|Rigs, fights, and assists the Captain. '''Sailors''' are stronger swimmers; '''Marines''' are better fighters.
+
|Rigs sails and fights. Sailors swim better; Marines fight better.
 
|}
 
|}
 +
----
  
 
=== Boarding and Retreat ===
 
=== Boarding and Retreat ===
 +
When cannons aren't enough, close-quarters combat becomes necessary.
  
* '''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.
+
* '''Rowboats:''' Available on larger ships (Frigates/Brigs). These can be deployed while the ship is stopped. Use them as lifeboats or for stealthy boarding actions (holds up to 7 crew).
* '''Melee:''' When boarding, the '''Sailor''' (Cutlass) and '''Marine''' (Musket/Bayonet) classes excel in close-quarters ship fighting.
+
* '''Melee Combat:''' When boarding, the '''Sailor''' (Cutlass) and '''Marine''' (Musket/Bayonet) classes excel. The Cutlass provides faster swings in the cramped quarters of a ship's deck.

Revision as of 13:34, 20 January 2026

🚢 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.


⚓ Ship Classes & Classifications

Ships in Holdfast: Nations At War are categorized by their size, firepower, maneuverability, 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.

Vessel Statistics

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.

Updated Control Reference

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 Maneuverability These triangular sails provide better agility. They are essential for maintaining some speed when you are forced to sail "close to the wind" (angled toward the wind source).

Summary of Tactical Sailing

  1. Anticipate the Turn: Remember the Steering Delay. Because larger ships have significant mass, you must start your turn and adjust your sails before you reach your target heading.
  2. Toggle Perspective: Use CTRL (PC) or R3 (Console) to switch to first-person at the wheel for precision steering in narrow channels, or third-person for broad situational awareness.
  3. Manage the Crew: As Captain, use your voice or text commands to 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 maneuver while keeping your gun deck stable for the Cannoneers.

Steering

Larger ships (such as the 2-Decker or 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, you must begin centering the wheel before you reach your desired heading.

While manning the wheel (the helm), your field of view is vital for avoiding collisions and aligning broadsides.

  • Third-Person View: Ideal for general navigation, checking the orientation of your sails, and tracking the movement of nearby friendly and enemy vessels.
  • First-Person View: Use CTRL (PC) or R3 (Console) to snap into first-person. This is highly effective for precise steering through narrow straits or lining up a perfect parallel line with an enemy ship for a broadside.

🔥 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

Mastering the long-range cannons of a ship-of-the-line requires understanding trajectory, gravity, and perspective. Use the following guide to calibrate your shots effectively.

Control Reference

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)

Key Tactics for Success

1. Angle & Elevation

Use your movement controls to adjust the cannon's position.

  • Horizontal (A/D or Left/Right): Align the barrel with the center of the enemy ship's hull.
  • Vertical (W/S or Up/Down): This determines your range. Even at "flat" angles, the cannonball will begin to drop almost immediately.

2. Compensating for Distance

Holdfast utilizes realistic projectile gravity.

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

3. 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" where the gun itself blocks your view of the impact.

4. The Feedback Loop (The "Quick Look")

To improve your accuracy, you must see where your previous shot landed. Because the smoke from the blast often obscures your view while mounted, use this sequence:

  1. Fire the cannon.
  2. Quickly Exit (E or Circle/B).
  3. Equip Spyglass (F or X/Square) if playing as a Captain or Cannoneer.
  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, and Boarding

Damage & Sinking

Damage is localized. 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.

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 cannons with increased speed.
Carpenter Repair Essential for fixing hull leaks using their specialized hammer.
Sailor / Marine Manpower Rigs sails and fights. Sailors swim better; Marines fight better.

Boarding and Retreat

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

  • Rowboats: Available on larger ships (Frigates/Brigs). These can be deployed while the ship is stopped. Use them as lifeboats or for stealthy boarding actions (holds up to 7 crew).
  • Melee Combat: When boarding, the Sailor (Cutlass) and Marine (Musket/Bayonet) classes excel. The Cutlass provides faster swings in the cramped quarters of a ship's deck.