Difference between revisions of "Artillery"

From Holdfast: Nations At War
Jump to navigation Jump to search
(Added new content)
(Revamped // Added controls.)
Line 1: Line 1:
<big>This page will cover the basics on how to use artillery</big>
+
<big>Artillery is the most devastating long-range force in the Napoleonic and Naval theaters. Whether you are shattering an infantry line or demasting a Frigate, mastering the physics and coordination of the big guns is essential for victory.</big>
<h1>Ammunition types</h1>
+
----
 +
 
 +
== '''1. THE ARTILLERY CLASSES''' ==
 +
To operate at peak efficiency, you must select a specialized class. Non-specialists can fire guns, but they lack the priority and speed necessary for competitive play.
 +
{| class="wikitable"
 +
|'''Class'''
 +
|'''Specialization'''
 +
|'''Priority Access'''
 +
|'''Essential Ability'''
 +
|-
 +
|'''Cannoneer'''
 +
|'''Cannon Spec:''' +15% ramming/pushing speed.
 +
|Field Guns, Siege Guns, Mortars.
 +
|Can override any non-artillery class currently aiming a gun.
 +
|-
 +
|'''Rocketeer'''
 +
|'''Rocket Spec:''' +15% loading speed.
 +
|Rocket Launchers.
 +
|High mobility; carries the portable Rocket Ladder.
 +
|-
 +
|'''Sapper'''
 +
|'''Engineering:''' Repairs & Constructs.
 +
|Swivel Gun Stands.
 +
|Only class able to build '''Ammo Boxes''' and repair disabled guns
 +
|}
 +
 
 +
== '''UNIVERSAL CONTROLS''' ==
 +
V4.01 ensures full parity for console players. Note the improved interaction range for naval ammo boxes.
 +
{| class="wikitable"
 +
|'''Action'''
 +
|'''PC'''
 +
|'''Xbox Series X/S'''
 +
|'''PlayStation 5'''
 +
|-
 +
|'''Mount / Interact'''
 +
|<code>E</code>
 +
|<code>X</code>
 +
|<code>Square</code>
 +
|-
 +
|'''Aim (Move Barrel)'''
 +
|<code>WASD</code>
 +
|<code>Left Stick</code>
 +
|<code>Left Stick</code>
 +
|-
 +
|'''Precision Zoom'''
 +
|<code>Right Click</code>
 +
|<code>LT</code>
 +
|<code>L2</code>
 +
|-
 +
|'''Fire'''
 +
|<code>Left Click</code>
 +
|<code>RT</code>
 +
|<code>R2</code>
 +
|-
 +
|'''Push Gun (Wheels)'''
 +
|Hold <code>E</code>
 +
|Hold <code>X</code>
 +
|Hold <code>Square</code>
 +
|-
 +
|'''Equip Ramrod'''
 +
|<code>5</code>
 +
|<code>D-Pad Right</code>
 +
|<code>D-Pad Right</code>
 +
|}
 +
 
 +
== '''CANNONS: THE BATTLEFIELD BACKBONE''' ==
 +
Cannons are the most reliable direct-fire weapons. Mastery comes from understanding how to reposition and "zero" your shots.
 +
 
 +
=== '''Loading & Firing''' ===
 +
 
 +
* '''The Loading Cycle:''' Grab a Round or Grapeshot from an Ammo Box and hold <code>E</code> (PC) / <code>X</code> (Xbox) / <code>Square</code> (PS) at the barrel.
 +
* '''The Ramming Buff:''' Anyone can ram a shot, but a '''Cannoneer''' who equips their '''Ramrod''' (Slot 5 / Radial Menu) before ramming provides a '''+5% speed increase'''.[[File:Cannon Aiming.jpg|247x247px|thumb|Aiming a cannon]]'''Aiming:''' Interact with the rear of the gun. Use <code>WASD</code> or the <code>Left Stick</code> to move the barrel. Press <code>Mouse1</code> / <code>RT</code> / <code>R2</code> to fire.
 +
* '''Class Priority:''' Cannoneers and Rocketeers can '''override''' any non-artillery class currently aiming a gun.
 +
 
 +
=== '''Repositioning (Pushing)''' ===
 +
 
 +
* '''Manual Movement:''' You can push any '''unloaded''' cannon by interacting with the wheels.
 +
* '''Speed Buff:''' Two players pushing the wheels simultaneously will significantly increase movement speed.
 +
* '''Cannoneer Override:''' During the move, a Cannoneer can override a non-artillery player to take control of the gun's direction.
 +
 
 +
=== '''Ranging & Accuracy''' ===
 +
 
 +
* '''The 100m Rule:''' Under 100 meters, bullet drop is negligible. At '''100m to 500m''', you must compensate for drop.
 +
* '''The Sighter:''' If you cannot hit a target, don't waste ammo—'''move the gun.''' Ensure a Sapper builds a fresh Ammo Box near your new position, as boxes do not move with the gun.
 +
 
 +
----
 +
 
 +
== '''2. ROCKET LAUNCHERS: VOLATILE POWER''' ==
 +
Rockets are notoriously unreliable for beginners but become deadly long-range tools in the hands of a veteran.[[File:RocketLauncherandcannon.jpg|thumb|a cannon (left) and a rocket launcher (right)]]
 +
 
 +
=== '''Key Mechanics''' ===
 +
 
 +
* '''Dual Loading:''' You can load '''two rockets at once''' (one on the left rail, one on the right).
 +
* '''The "Swirl" Factor:''' Rockets randomly swirl left and right in mid-air, making precise aiming nearly impossible. You often need a bit of luck to land a "perfect" hit.
 +
* '''The Consistency Secret:''' Rockets will usually hit the '''same spot''' if fired from the same side of the launcher. Use the first shot to "range" and the second to confirm the kill.
 +
* '''Destructive Power:''' Rockets can destroy enemy artillery pieces. A direct hit causes the same explosion as a cannonball hitting a loaded gun.
 +
 
 +
=== '''Mobility & Setup''' ===
 +
 
 +
* '''Packing Up:''' Interact with the '''bucket''' at the front of the launcher to pack it into a "ladder" state. This can only be initiated by a '''Cannoneer'''.
 +
* '''Deployment:''' When launchers spawn, they are "unpacked" for quick relocation. You can move them like a standard ladder (performable by 1 or 2 people). Hold <code>E</code> / <code>X</code> / <code>Square</code> on the bucket to rebuild it.
 +
 
 +
----
 +
 
 +
== '''3. SPECIALIZED PIECES (HOWITZERS, MORTARS & SWIVELS)''' ==
 +
 
 +
=== '''The Howitzer (Air-Burst)''' ===
 +
 
 +
* '''Fuses:''' Use <code>Shift</code> + <code>Scroll</code> or <code>D-Pad</code> to set fuse timers.
 +
* '''Strategy:''' Aim to explode the shell '''above''' infantry clusters. A shell that hits the ground before exploding loses most of its lethality.
 +
 
 +
=== '''The Mortar (Indirect Fire)''' ===
 +
 
 +
* '''V4.01 Camera:''' Use the '''Overhead Camera''' in the bottom-right UI to track where your shells land.
 +
* '''Nudging:''' Tap the controls for range. One tap equals roughly 20 meters of distance.
 +
 
 +
=== '''Swivel Cannons (Grapeshot Only)''' ===
 +
 
 +
* '''Role:''' Primarily anti-personnel. Use them to defend breaches or ship railings.
 +
* '''Simplicity:''' No bullet drop at close range; aim directly at the target's chest.
 +
<h1>'''AMMUNITION & TARGETING'''</h1>
 
[[File:Ammoboxinsides.jpg|thumb|Grapeshot and round shot, found in every ammo box]]
 
[[File:Ammoboxinsides.jpg|thumb|Grapeshot and round shot, found in every ammo box]]
[[File:RocketStackInsides.jpg|thumb|A rocket stack with Long-range and Short-range rockets]]
 
There are 4 types of ammunition (not including chain shots in naval combat) and they each have their uses.
 
<h2>Round Shot</h2>
 
Often called the cannonball this ammunition is used in cannons and mortars.<br>
 
The most commonly used type of ammunition is the round shot, this is a solid iron ball used mostly for long-range to medium-range combat. <br>
 
This ammunition is almost always used in line battles, it has the potential to wipe out entire lines due to the shot being able to '''pierce''' players and defenses.<br>
 
This ammunition can destroy sapper built defenses and enemy artillery, if it strikes upon a loaded artillery piece, the piece will blow up which can often result in the death of the entire crew manning it.
 
<h2>Grape Shot</h2>
 
Sometimes called canister shot this ammunition is used in cannons and swivel guns.<br>
 
This ammunition shoots a bag of small metal pellets which can shred through any close-range infantry or cavalry.<br>
 
It is an ammunition used almost exclusively in short ranges due to the inaccuracy, it is effective up to 50 meters but can be shot to 100 meters. <br>
 
Though not often used it still has the potential to wipe entire lines in one shot and can be incredibly useful to a cornered cannoneer.
 
<h2>Long Range Shell Rocket</h2>
 
This ammunition can only be used inside of a rocket launcher, and can shoot incredibly far.<br>
 
They have a range of about 100-250m  and explode upon impact when hitting any surface (includes trees so watch out)<br>
 
When fired from the rocket launcher, they usually don't fly straight, they will go left and right in the air and can because of that be inaccurate and often fly into trees or buildings that stand in the way.<br>
 
They are referred to as "Shell Rocket(L)" ingame.
 
<h2>Short Range Shell Rocket</h2>
 
This is a long-range rocket but only useful from about 35-55 meters and can be useful to defend artillery or friendly lines.<br>
 
They are also rumored to have a larger exploding radius than long-range rockets.
 
<h1>Cannons</h1>
 
[[File: French cannoneer.jpg|thumb|French Cannoneer aiming a cannon in a grassy map]]
 
Cannons are the backbone of the artillery, they are the most versatile and most used artillery pieces. <br>
 
They can be loaded with either grapeshot or round shot from an ammo box.
 
<br><br>
 
You can '''load a cannon''' by holding the desired ammunition type and holding "E" on the barrel.<br>
 
When the ammunition is loaded hold "E" again to ram the shot, any class can ram the shot, but equipping a ramrod as a cannoneer before ramming will provide a +5% speed increase.
 
*You can '''aim the cannon''' by first pressing "E" when you are looking at the cannon from behind and then moving the barrel using the WASD keys.<br>
 
*To fire press mouse1 or the fire firearm button. <br> Keep in mind that a cannoneer or rocketeer can override your aiming procedure if you are firing as a different class.
 
[[File:Cannon Aiming.jpg|200px|thumb|Aiming a cannon]]
 
<h2>Aiming a cannon</h2>
 
When aiming a cannon you will only have to worry about bullet drop when you are firing at a distance above 100+ meters.<br>
 
Though 100 meters definitely isn't the maximum range (around 500 meters), it will prove difficult to find the best position to aim your cannon.<br>
 
<br>
 
If you find it too difficult you can always '''move up your cannon''', this is done by pressing "E" on the wheels of an '''unloaded''' cannon.<br>
 
You can move up the cannon with 2 people for increased speed which can prove useful in tense situations.<br>
 
Keep in mind you will probably have to move up an ammo box as well, this can only be done by a cannoneer but a sapper can build one for no material cost if he is available.<br>
 
During the moving process, a cannoneer can override the person moving it so they can move it wherever they want. <br>
 
If 2 non-artillery classes or 2 artillery classes move up the cannon at the same time the first that started moving the cannon will always be favored.
 
<h1>Rocket Launchers</h1>
 
[[File:RocketLauncherandcannon.jpg|thumb|a cannon (left) and a rocket launcher (right)]]
 
Rockets are very unreliable as a beginner but with time can be learned and can be turned into a deadly long-range and short-range weapon.
 
They can be loaded with 2 types of ammunition from a rocket stack (see the ammunition tab for more info) and can be loaded with 2 rockets at the same time(one on the left one on the right).<br>
 
Rocket launchers can be used for short-range combat and for long-range combat with both of the rocket types.<br>
 
The thing that makes rockets unreliable is their tendency to swirl from the left to the right in the air randomly, this can make precise aiming with the rockets difficult as it is nearly impossible to hit. This also means you just have to be lucky to hit a price shot.<br>
 
Fortunately, the rockets will usually go to the same spot if fired from the same side of the rocket launcher.<br>
 
Rockets also have the ability to destroy enemy artillery and can perform the same explosion that cannonballs will have on a loaded artillery piece.<br>
 
You can '''move up''' a rocket launcher by holding "E" on the bucket in the front of the launcher, you can only perform this action as a cannoneer.<br>
 
When you've moved up the launcher (the same way as you would move a ladder, also performable by 2 people) you can build it up again by holding "E" on the bucket.<br>
 
When rocket launchers spawn they will always spawn unpacked allowing cannoneers to move it up quickly.<br>
 
There isn't that much to say on the aiming front of rocket launchers since it is best learned if you try it out yourself, it will take a while to learn but if done properly you can perform amazingly well with it.
 
<h1>Mortars</h1>
 
[[File:Mortars.jpg|thumb|Multiple mortars]]
 
These incredible artillery pieces are notoriously difficult to master but can shoot incredible distances (50- around 850 meters) and can be incredibly dangerous in the right hands.
 
Mortars can be loaded with round shot alone, but they have a few interesting perks over cannons.
 
Perks of a mortar over a cannon include:
 
* you can literally rain down cannonballs on enemy encampments, so you don't have to cry about people behind walls trees mountains or houses.
 
* The explosion of a mortar is bigger than that of a cannon.
 
* Shoot anyone '''anywhere''' on the map with enough precision (and if they don't have a roof above them).
 
* You don't have to ram the shot in the mortar.
 
You can also destroy enemy artillery with it.<br>
 
Of course, there are some drawbacks though. You can't aim grapeshot, you can shoot only further than 50 meters so you can't defend yourself from close range troops or cavalry with it and a mortar takes a while for a shot to land.<br>
 
When you shoot the mortar a 15 second countdown will take place before you can shoot it again, you can take advantage of this countdown to see where your cannonball landed and you can adjust your shot using that info.<br>
 
You can '''not''' move the mortar up, so if the map has a bad mortar spot, you can't do anything about it.<br>
 
Like rocket launchers, the mortars are difficult to aim since you have to purely guess where your shot is going to land, unlike rockets however the shot lands exactly where you aim it.<br>
 
A few things to keep in mind that if a mortar is shot or rebuilt by a sapper after it being destroyed it will still retain its aiming position.<br>
 
In conclusion, it can be a useful tool to an experienced cannoneer but it highly depends on which maps.
 
<h1>Swivel guns</h1>
 
  
 +
=== '''Direct Fire (Cannons)''' ===
 +
 +
* '''Round Shot:''' Solid iron ball.
 +
** '''Land:''' Target '''Tents''' (150 XP) and infantry files.
 +
** '''Naval:''' Aim for the '''waterline''' of enemy hulls to cause flooding.
 +
* '''Grape Shot:''' Anti-personnel "shotgun" blast.
 +
** '''Range:''' Effective up to '''50m'''.
 +
** '''Tactics:''' Clear enemy decks or stop a bayonet charge. Does zero hull damage.
 +
* '''Chain Shot (Naval Only):''' Two balls connected by a chain.
 +
** '''Target:''' '''Masts and Rigging'''.
 +
** '''Goal:''' Immobilize the enemy ship so they cannot turn or flee.
 +
 +
[[File:RocketStackInsides.jpg|thumb|A rocket stack with Long-range and Short-range rockets]]'''Indirect Fire (Mortars & Howitzers)'''
 +
 +
* '''Mortar:''' Uses an '''Overhead Camera''' (Bottom-Right).
 +
** '''Pro Tip:''' Range is extremely sensitive. A "single nudge" of the stick/key shifts impact by ~20m.
 +
* '''Howitzer:''' Time-fused explosive shells.
 +
** '''Land:''' Set fuses (<code>Shift</code> + <code>Scroll</code> or <code>D-Pad</code>) to explode '''above''' enemy lines to bypass cover.
 +
 +
----
 +
 +
== '''4. THE "TRIAD" SYSTEM (CREW ROLES)''' ==
 +
A professional battery operates in a continuous loop to maximize Rounds Per Minute (RPM).
  
The "Swivel guns" section on that page is currently empty. You can replace it with the following:
+
# '''The Gunner:''' Never unmounts. Maintaining the "seat" preserves your range setting and horizontal lead.
 +
# '''The Loader:''' Fetches ammo. In V4.01, use the widened interaction range on the '''17-Gun Frigate''' to grab shot without clumping on the gun deck.
 +
# '''The Rammer:''' Must be a '''Cannoneer'''. Equips the '''Ramrod''' to seat the shot. They then assist the Loader in '''Pushing''' the gun forward after recoil.
  
Swivel guns are small, versatile cannons that can be built by the '''Sapper''' class. They are placed on a "Swivlegun_Stand" and are most effective at close-quarters defense.
+
== STRATEGIC TIPS FOR NEW PLAYERS ==
  
* '''Ammunition:''' Swivel guns exclusively use '''Grape Shot'''.
+
=== '''The "Notch" Method''' ===
* '''Primary Use:''' They are excellent defensive tools for repelling infantry charges, such as at the top of ladders or in fortified positions.
+
Don't rely solely on the UI crosshair. Look at the physical barrel.
  
== Operating Artillery ==
+
* '''Under 100m:''' Aim the "lip" of the barrel at the enemy's feet (due to the initial upward arc).
 +
* '''250m+:''' Align the top "notch" of the barrel with the target. If the target is obscured by the gun, you are at extreme range; ask an Officer for a '''Spyglass (G)''' spot.
  
==== '''PC Controls''' ====
+
=== '''Recoil & Reset''' ===
 +
Land guns kick back after every shot. You '''must''' hold the push button on the wheels to move the gun back to its "battery" position, or your next shot will land significantly shorter than the first.
  
* '''Interact (Mount, Load, Ram):''' <code>E</code>
+
=== '''V4.01 Naval Resource Management''' ===
* '''Aim:''' <code>WASD</code> (to move the barrel)
+
Watch the new UI indicators. If the ship's '''Hold''' is empty, you cannot reload. Coordinate with '''Midshipmen''' or '''Captains''' to ensure the ship is resupplying at a friendly port or from a supply ship.
* '''Zoom (Fine Aim):''' <code>Right Mouse Button</code>
 
* '''Fire:''' <code>Left Mouse Button</code>
 
* '''Move Artillery Piece:''' Hold <code>E</code> on the wheels
 
  
==== '''Console Controls (Xbox / PlayStation)''' ====
+
=== '''Counter-Battery Priority''' ===
 +
Your target list should always be:
  
* '''Interact (Mount, Load, Ram):''' <code>X</code> (Xbox) / <code>Square</code> (PS)
+
# '''Enemy Artillery:''' Neutralize their big guns so your infantry can advance.
* '''Aim:''' <code>Left Analog Stick</code> (to move the barrel)
+
# '''Enemy Tents:''' Destroying a mobile spawn point halts an entire enemy wave.
* '''Zoom (Fine Aim):''' <code>Left Trigger (LT)</code> (Xbox) / <code>L2</code> (PS)
+
# '''Command Clusters:''' Target Officers and Musicians to remove their reload/accuracy buffs.
* '''Fire:''' <code>Right Trigger (RT)</code> (Xbox) / <code>R2</code> (PS)
 
* '''Move Artillery Piece:''' Hold <code>X</code> (Xbox) / <code>Square</code> (PS) on the wheels
 

Revision as of 06:57, 15 March 2026

Artillery is the most devastating long-range force in the Napoleonic and Naval theaters. Whether you are shattering an infantry line or demasting a Frigate, mastering the physics and coordination of the big guns is essential for victory.


1. THE ARTILLERY CLASSES

To operate at peak efficiency, you must select a specialized class. Non-specialists can fire guns, but they lack the priority and speed necessary for competitive play.

Class Specialization Priority Access Essential Ability
Cannoneer Cannon Spec: +15% ramming/pushing speed. Field Guns, Siege Guns, Mortars. Can override any non-artillery class currently aiming a gun.
Rocketeer Rocket Spec: +15% loading speed. Rocket Launchers. High mobility; carries the portable Rocket Ladder.
Sapper Engineering: Repairs & Constructs. Swivel Gun Stands. Only class able to build Ammo Boxes and repair disabled guns

UNIVERSAL CONTROLS

V4.01 ensures full parity for console players. Note the improved interaction range for naval ammo boxes.

Action PC Xbox Series X/S PlayStation 5
Mount / Interact E X Square
Aim (Move Barrel) WASD Left Stick Left Stick
Precision Zoom Right Click LT L2
Fire Left Click RT R2
Push Gun (Wheels) Hold E Hold X Hold Square
Equip Ramrod 5 D-Pad Right D-Pad Right

CANNONS: THE BATTLEFIELD BACKBONE

Cannons are the most reliable direct-fire weapons. Mastery comes from understanding how to reposition and "zero" your shots.

Loading & Firing

  • The Loading Cycle: Grab a Round or Grapeshot from an Ammo Box and hold E (PC) / X (Xbox) / Square (PS) at the barrel.
  • The Ramming Buff: Anyone can ram a shot, but a Cannoneer who equips their Ramrod (Slot 5 / Radial Menu) before ramming provides a +5% speed increase.
    Aiming a cannon
    Aiming: Interact with the rear of the gun. Use WASD or the Left Stick to move the barrel. Press Mouse1 / RT / R2 to fire.
  • Class Priority: Cannoneers and Rocketeers can override any non-artillery class currently aiming a gun.

Repositioning (Pushing)

  • Manual Movement: You can push any unloaded cannon by interacting with the wheels.
  • Speed Buff: Two players pushing the wheels simultaneously will significantly increase movement speed.
  • Cannoneer Override: During the move, a Cannoneer can override a non-artillery player to take control of the gun's direction.

Ranging & Accuracy

  • The 100m Rule: Under 100 meters, bullet drop is negligible. At 100m to 500m, you must compensate for drop.
  • The Sighter: If you cannot hit a target, don't waste ammo—move the gun. Ensure a Sapper builds a fresh Ammo Box near your new position, as boxes do not move with the gun.

2. ROCKET LAUNCHERS: VOLATILE POWER

Rockets are notoriously unreliable for beginners but become deadly long-range tools in the hands of a veteran.

a cannon (left) and a rocket launcher (right)

Key Mechanics

  • Dual Loading: You can load two rockets at once (one on the left rail, one on the right).
  • The "Swirl" Factor: Rockets randomly swirl left and right in mid-air, making precise aiming nearly impossible. You often need a bit of luck to land a "perfect" hit.
  • The Consistency Secret: Rockets will usually hit the same spot if fired from the same side of the launcher. Use the first shot to "range" and the second to confirm the kill.
  • Destructive Power: Rockets can destroy enemy artillery pieces. A direct hit causes the same explosion as a cannonball hitting a loaded gun.

Mobility & Setup

  • Packing Up: Interact with the bucket at the front of the launcher to pack it into a "ladder" state. This can only be initiated by a Cannoneer.
  • Deployment: When launchers spawn, they are "unpacked" for quick relocation. You can move them like a standard ladder (performable by 1 or 2 people). Hold E / X / Square on the bucket to rebuild it.

3. SPECIALIZED PIECES (HOWITZERS, MORTARS & SWIVELS)

The Howitzer (Air-Burst)

  • Fuses: Use Shift + Scroll or D-Pad to set fuse timers.
  • Strategy: Aim to explode the shell above infantry clusters. A shell that hits the ground before exploding loses most of its lethality.

The Mortar (Indirect Fire)

  • V4.01 Camera: Use the Overhead Camera in the bottom-right UI to track where your shells land.
  • Nudging: Tap the controls for range. One tap equals roughly 20 meters of distance.

Swivel Cannons (Grapeshot Only)

  • Role: Primarily anti-personnel. Use them to defend breaches or ship railings.
  • Simplicity: No bullet drop at close range; aim directly at the target's chest.

AMMUNITION & TARGETING

Grapeshot and round shot, found in every ammo box

Direct Fire (Cannons)

  • Round Shot: Solid iron ball.
    • Land: Target Tents (150 XP) and infantry files.
    • Naval: Aim for the waterline of enemy hulls to cause flooding.
  • Grape Shot: Anti-personnel "shotgun" blast.
    • Range: Effective up to 50m.
    • Tactics: Clear enemy decks or stop a bayonet charge. Does zero hull damage.
  • Chain Shot (Naval Only): Two balls connected by a chain.
    • Target: Masts and Rigging.
    • Goal: Immobilize the enemy ship so they cannot turn or flee.
A rocket stack with Long-range and Short-range rockets

Indirect Fire (Mortars & Howitzers)

  • Mortar: Uses an Overhead Camera (Bottom-Right).
    • Pro Tip: Range is extremely sensitive. A "single nudge" of the stick/key shifts impact by ~20m.
  • Howitzer: Time-fused explosive shells.
    • Land: Set fuses (Shift + Scroll or D-Pad) to explode above enemy lines to bypass cover.

4. THE "TRIAD" SYSTEM (CREW ROLES)

A professional battery operates in a continuous loop to maximize Rounds Per Minute (RPM).

  1. The Gunner: Never unmounts. Maintaining the "seat" preserves your range setting and horizontal lead.
  2. The Loader: Fetches ammo. In V4.01, use the widened interaction range on the 17-Gun Frigate to grab shot without clumping on the gun deck.
  3. The Rammer: Must be a Cannoneer. Equips the Ramrod to seat the shot. They then assist the Loader in Pushing the gun forward after recoil.

STRATEGIC TIPS FOR NEW PLAYERS

The "Notch" Method

Don't rely solely on the UI crosshair. Look at the physical barrel.

  • Under 100m: Aim the "lip" of the barrel at the enemy's feet (due to the initial upward arc).
  • 250m+: Align the top "notch" of the barrel with the target. If the target is obscured by the gun, you are at extreme range; ask an Officer for a Spyglass (G) spot.

Recoil & Reset

Land guns kick back after every shot. You must hold the push button on the wheels to move the gun back to its "battery" position, or your next shot will land significantly shorter than the first.

V4.01 Naval Resource Management

Watch the new UI indicators. If the ship's Hold is empty, you cannot reload. Coordinate with Midshipmen or Captains to ensure the ship is resupplying at a friendly port or from a supply ship.

Counter-Battery Priority

Your target list should always be:

  1. Enemy Artillery: Neutralize their big guns so your infantry can advance.
  2. Enemy Tents: Destroying a mobile spawn point halts an entire enemy wave.
  3. Command Clusters: Target Officers and Musicians to remove their reload/accuracy buffs.