Naval Combat
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.
โ 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 |
๐จ 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
- 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
CTRL(PC) orR3(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
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) orR3(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.
๐ฅ 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:
- Fire the cannon.
- Quickly Exit (
EorCircle/B). - Equip Spyglass (
ForX/Square) 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.
๐ 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.