Beruflich Dokumente
Kultur Dokumente
COMPLETE GUIDE
VERSION ONE EDITON ONE
-Mr. Doran
Edited by Balck
Ninth February 2015
PREFACE
This manual is meant to explain and examine as objectively as
possible the underlying game mechanics and the undeniably solid metagame that Naval Action is laid in or has consequently formed. The basis
of the meta-game is written around objective there is never a wrong
move and always one correct move to make thought processing. The
frigate duel is the essence of every aspect and principle of the Age of Sail
and most during the Napoleonic Wars so we will start there and move
our way forwards to group fighting. For the sake of clarity and in order
to make this a short and readable guide, the information therein is
condensed as much as possible. If every permutation were included and
analyzed this would be nothing shorter than a small book. Even at the
current length of the document I am currently unsatisfied with the level
of explanation and would like to go further in later editions and
versions. The topic covered here will also be covered in the form of video
in due time if you too are unsatisfied with what is here.
Fundamental Skills
This guide will ignore basic gunnery because it should go without
saying one needs to be able to hit any target at any range consistently
within in the means his armament and circumstance force him too.
Instead, this section will cover yard and sail management, energy
economy, and when to covert energy to turn rate.
The basic settings for yards are: full turn yards, the invert of turn
yards (which are tacking yards), exit tacking, and enter broad reach
yards. These settings only apply to square rigged ships; with the current
sailing model of anything not manual yard usage is an unnecessary
management to have to make.
For a larboard-to-starboard full rotation with our point of reference
running with the wind at any speed:
1. Fore yards at a 20 degree offset starboard and aft yards full offset
larboard. We do not offset the front yard at anything higher because it
will lose wind too quickly and stop applying forward acceleration to our
turn. With a 15 to 20 degree offset the fore yard will nullify itself as we
enter beam reach. The aft yards being at their most extreme point will
give us the highest amount of thrust to the turn.
2. As we are about to enter beam-reach the aft yards remain the same
and the fore yard are adjusted to be parallel to the wind. We do this
because we do not want it to apply a negative thrust vector to our turn
and so the change to tacking yards is faster. The back yards remain at
their most extreme angle for the same reason as the first step.
3. As we are about 15 degrees away from close-haul we transition into
tack yards. The fore yard goes full larboard and the aft yards goes full
starboard. If you ever get confused during the tack remember that the
fore yard will always carry you out of the tack and the aft yard will
always carry you into the tack.
4. As we approach around 45 degrees out of the tack and in larboard
close haul our front yard goes full starboard and back yards are
dynamically adjusted to remain parallel with the wind. It is important
that we switch to this setting only when our fore yard has enough angels
on the wind to catch enough of it so it is a higher through vector than
the one currently being produced by our staysails and fore yard facing
the wind. It is imperative that the aft yards stay parallel to the wind so
they do not provide a negative thrust vector slowing our turn and
acceleration.
5. As we pass beam reach our fore yard remains the same and our aft
yards are incorporated with the wind slowly to their maximum point
until we are once again running with the wind. Once we are running
with the wind the fore yard goes back to at 15 degree offset and the aft
yards remain the same.
For a starboard to larboard turn make the inverse movements.
Remember to set yards to DEFUALT when not turning.
Reverse tacking is the last essential maneuver necessary to learn
which simply involves going x amount degrees (usually a minimum of
30 degrees) starboard through the wind and then larboard through the
wind and vice versa. The maneuver is simply performed by switching
between the according sides tacking yard settings.
These yards settings will give the highest energy-economy which
essentially means we will have the highest turn rate, speed, and
From these four situations arise two modes of attack and defense
the player will find him in: stern camping and spin to win. If he is found
without the weather gauge his best option is to always close distance
exchange fire and flip starboard to larboard; if he has the weather gauge
his best option is to always make separation and stern camp/rake his
opponent.
From the most unavoidable situation and arguably most common
situation in Naval Action we have derived two maneuvers that are
correct 100% of the time and two that are incorrect 100% of the time.
INITIATIVE
INTIATIVE= POTENTIAL DPS+ PRE DPS+ POST DPS+ ENERGY+ PRE-POST DPS
Lets look at the objective four with this in mind. In figure 1-1 the
belligerent on the windward side starts with the highest potential
damage by default because he has the gauge. As he exchanges fire and
the belligerent does not he starts with an automatic lead on post damage.
As they both turn in their energy economies are going to be similar so
we dont factor that into the situation. The leeward belligerent turns
into rake the windward ship usually causing minimal damage for it is an
extremely difficult and fast shot to make. This will bring them both close
to equilibrium in initiative but usually not by much for the post DPS
given is usually minimal.
The belligerent who was originally windward that is now leeward
was already in the process of turning while being fail raked and is about
to pass the belligerent who originally leeward who is now windward. He
pours his broadside into him with minimal separation between the two
increasing his post DPS on the target by 2:1 nullifying the fact that he is
now leeward.
The potential DPS is in the favor of ship A (A to which I will now
call the belligerent who originally starts windward and ship B who
starts leeward) for if he continues on his current rate of turn will be able
to 3:1. Ship B is now at a post DPS deficient that entirely outweighs the
fact that he has wind along with the over-all initiative reduction of not
having wind. In figure 1:2 the reverse happens.
So lets look at situation that recently happened in one of my duels
with Balck that further puts some more light to this in making a decision
that may be contrary to the four in a post-game scenario. I have the
gauge on him with 4/5 armor on both sides, pre post DPS on his sails
from a boom and zoom after a rake, a post DPS of 2:1 on his starboard
side, a 1:1 damage on his larboard side, and previous incurred raking
damage brining him to about 220 crew with a possibly broken rudder,
the energy economy in my favor because he is coming out of a tack with
a decently disabled ship and I am bearing on him at full speed. Balcks
armor is at about on his starboard side and I am sure he only has one
repair left so I forfeit the gauge for the lee gauge.
I close the separation on the lee side and then perform a 2:1 faster
than he can deal with given the status of his ship insuring victory on my
end. This is an instance in a pass to which not holding onto the gauge
would be an acceptable decision as it ended the fight faster than it would
have holding onto the gauge. In practice and reality in a post-game
scenario one can forfeit gauge at will anytime if he knows his opponent
cannot respond to properly with gauge. But do not confuse breaking the
rules when appropriate and when in a 1:1 environment. On the initial
pass the objective four will always remain as a constant.The
permutations of figures 1:3 and 1:4 will keep both belligerents initiative
as close to equilibrium on both gauges on an initial pass. By default the
windward ship will always have the potential DPS factor on its side
make it imperative to retake wind if on the lee-gauge.
I implore you to start using this system of though if you do not
already. It cannot be stressed enough how important it is to approach
Naval Action from this school of thought should you truly wish to
understand its meta-game.
The above results are drawn from the conclusions and charts
preceding to produce the logical progression from the two correct
opening move sets into the idealized progressions.
In a perfect scenario with two perfect players who make the perfect
moves 100% the windward belligerent will achieve one rake on the
leeward belligerent; the leeward belligerent will be raked while he was
retaking wind via a tack. *The leeward belligerent may make a full tack
or reverse tack* but he must tack in order to retake wind. As the
windward belligerent completes his rake he will zoom out (this being
colloquially called boom and zooming) to pull distance while loading
either ball or chain on the opposite side to put down pre post DPS. As
the windward belligerent completes his rake the once leeward belligerent
will now have definitive wind and becomes the windward belligerent;
the process cycles.
*Note*As mentioned and for the sake of thoroughness the usual result is
a full tack and then a pursuit of the target; the diagram displays a
reverse tack because it would be the idealized scenario if both players
were fast enough on their executions.
So far we have only covered what is the correct thing to do and the
reasoning behind why it is the correct thing to do. To further prove the
point of why the idealized two progressions and two correct passing
moves are correct we will now review the primary permutations that
occur when the belligerent is not abiding by the rules and is asking to
get beaten to death. The following also strides to prove the point to why
park and bark tactics/cutting sails is the incorrect thing to do in almost
every circumstance imaginable and visually show that there are
physically more ways to kill your opponent while we have the gauge
hence why we take advantage of the gauge via raking fire and stern
camping.
Above are the two primary permutations that end up in rakes if the
belligerent cuts his sails as a counter to being on the lee-gauge in an
effort to mitigate his opponents raking ability. In both situations the
leeward belligerent is several punished for cutting sails. Remember that
if we have no energy to convert into turn rate which we can convert into
DPS we might as well be a dead man.
My personal favorite is the point blank rake and rage-board as it
ends the fight rather quickly and leaves my opponent very little time to
properly react. If I am going too quickly to turn the point blank rake into
a rage-board the preferred move is to correct the overshoot with a tack
and repeat the primary cycles. The initiative value favors the windward
belligerent in every category.
If the belligerent ever presents himself too hard to get a raking shot
because he is using anti stern camping tactics (converting lots of energy
to turn rates to minimize your firing time) I advise going bow to stern
with him. There are too many ways a poor soul can accidently put
themselves in this position that I care to diagram so we shall use the one
above as our primary reference. In order to properly pull this off it is
imperative that you do not go for the raking fire until they are about to
or preferably entering the wind. If the belligerent is also being
uncooperative in this case one can fill his stern with grape/double until
his crew numbers convince him otherwise or cripple him to the point
that you may rake him at will without being countered by any defense
because of his crippled state.
Contrary to popular belief you will not shake off your opponent
putting you in bow to stern no matter how much you wiggle unless he is
a fucking idiot. Cutting sails down is a mostly fruitless endeavor to
pursue as well for he can easily match your deceleration by paying
attention and cutting his sails once he sees your topgallant furl. The
worse that can happen to the windward belligerent is the loss of his
bowsprit because he did not decelerate in time or a grapple if he ends up
too close when sails have been cut that at worse lets him rake and then
tack away. If you are impatient while in pursuit of someone in the bow
to stern position one can generally break the stalemate by angling
themselves at a five to ten degree offset and let the distance build
between the two ships before turning in. If your opponent counters in
time the process can be repeated until you gain enough angular leverage
to turn in and rake force him to turn in with you. Being put in bow to
stern is also known as a dead mans position. Once you are put into bow
to stern you must
via a raking or what not while the target responds to the direction his
opponent has chosen.
In its proper form pedestal should be used as previously mentioned
should be used to close as much separation as possible for as previously
derived it will give use the best odds at the opening shot while on the lee
gauge. If the opponent with the gauge does not respond properly to a
pedestal defense bearing at him the result is either being put into bow to
stern or being raked by the defender.
6. Position of the reticle of the stern of their ship slightly offset to the
direction they are turning and fire.
7. Correct position quickly turning energy into turn rate by cutting
sails and re-approach the target; they will likely be able to turn fast
enough to get a shot on your bow again. If they waste fire on your
bow repeat the process.
B. Opponent remains at battle sails and holds fire for broadside shot.
1. Use the same approach method for a target that wastes fire.
2. Use 1.a/1.b
C. Opponent remains at full sails and holds for broadside shot.
1. Use the same approach method for a target that wastes fire.
2. Use 1.a/1.b
If the opponent is fighting properly and tacking to retake wind and
is not trading damage while being raked you should approach the enemy
at full sail for he will be able to escape from the rake in the tack if you do
not close distance in time; make sure they are about to or are entering
the wind before you commence fire. After you rake boom and zoom out
put pre post DPS on the target and repeat the established fighting
process.
When raking with rates use the same approach processes but dont
bother rolling your fire. Align the bow ends bound of the firing are with
the end if their stern so it travels the length of their ship with the reticle
on the stern and offset to the direction they are turning and fire.
Generally speaking enough shots land to cause enough crew damage and
rudder break almost every time making rolling fire unnecessary.
GROUP FIGHTING
Group fighting is an abstracted or dumbed down version of the
duel. This manuals take on group fighting will be solely be focusing on
the principle of local superiority and how it controls every group
fighting situation coupled with the weather gauge. The demonstrations
and principles like the preceding sections will examine the situations
primarily from a 1:1 force ratio; the tactics and principles involved still
apply in a lower or higher strength ratio environment.
Precepts of Group Fighting:
A. Two ships of the same tier should always defeat their opponent.
B. Two ships of one lesser tier of their opponents tier should always
defeat their opponent.
C. Any target(s) should be isolated and engaged as an individual by two
or more ships of the same tier or one lesser tier.
D. Tight group cohesion on all scales should be kept at all times
E. Any group of belligerents, regardless of ship class or tier, should
always try to obtain the weather gauge before a fight commences.
F. Line fighting is an inferior tactic because it results in 1:1 trades of
DPS giving neither side an advantage.
G. Any group of belligerents should always try to break the enemys line
in order to separate and spike out the segments broken.
H. Never pursue line astern in line astern; always pursue line astern in
line abreast
I. Always break the line in line(s) astern never line abreast.
J. Forfeiting wind in a fleet engagement is paramount to suicide.
breaking down our force so targets may be called and fired upon by
the smallest to largest unit of organization that can support itself
very easily, efficiently, and in a cooperative manner when making
aggressive plays. The group headings and targets are easily
maintainable when doing this.
In a public situation this kind of thinking and organization is still
maintainable and still necessary to success for breaking the line or
causing any decisive action; all that is necessary to do so though is
decent leadership and a constant call of group headings and primary
targets.