a treatise on naval action-mr. doran

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A TREATISE ON NAVAL ACTION: A COMPLETE GUIDE VERSION ONE EDITON ONE -Mr. Doran Edited by Balck Ninth February 2015

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A Treatise on Naval Action-Mr. Doran

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  • A TREATISE ON NAVAL ACTION: A

    COMPLETE GUIDE

    VERSION ONE EDITON ONE

    -Mr. Doran

    Edited by Balck

    Ninth February 2015

  • KEY TERMS DONT SKIP THIS SHIT

    Running with the wind- wind directly behind you.

    Broad reach- or known as best angel, fastest speed for square riggers

    135.

    Beam reach- 90 degrees to the wind.

    Close haul- (or close hauled) 45 degrees to the wind.

    Into the wind- facing into the wind, 0 degree heading.

    Weather gauge- the advantageous point also known as being windward.

    Windward- Having the weather gauge on the target.

    Definitive wind- behind the target.

    Gauge- shortened for weather gauge

    Leeward- not having the weather gauge.

    Separation- The distance between the windward belligerents broadside

    to the leeward belligerents broadside while they close distance; the

    distance between the windward belligerents bow and the leeward

    belligerents stern after they have passed and exchanged fire.

    High lee-gauge- having a leeward position where your opponent is far

    away windward meaning you are very far downwind.

    Upwind- on the windward gauge.

    Downwind- on the leeward gauge.

  • PREFACE

    This manual is meant to explain and examine as objectively as

    possible the underlying game mechanics and the undeniably solid meta-

    game 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

  • acceleration for our turns at full sail. Ideally we always want to be

    turning at full sail because it will give us the highest turn rate and

    acceleration therefore the highest energy-economy and one should

    ONLY turn bellow full sail if he does not have enough room to complete

    the turn. The exception of this rule becomes a ships high speed

    performance. A good example of this in the current build of the game is

    the Trincomalee. The high speed performance turning on it was recently

    changed to match closer to its classs purpose. In order to turn effectively

    as it used to we must cut sails down via battle sails or just hammer the

    S key and then raise our shroud once more once the turn is near

    complete to regain the lost energy and to stop the energy bleed.

    Maintaining a good energy-economy is of the utmost importance in any

    situation and can often be the determining factor of any duel. He who

    has the highest energy economy at any given moment has the edge over

    his opponent that if used properly is extremely lethal. When to covert

    energy to turn rate and when to maintain the highest energy economy

    and utilization of such will be discussed in the following sections.

  • THE OBJECTIVE FOUR

    Naval Actions entire Meta-Game can be broken down in its most

    basic form into four situations with objectively correct answers for each

    situation no matter the circumstance. For the purpose of simplicity we

    will be using the same of tier of ship as the two belligerents. These four

    situations are most clearly recognized in the initial yard- arm-to- yard-

    arm- pass.

    The initial passes can be broken down to the belligerent on the

    windward with separation to the his opponent exchanging fire as the

    belligerent on the leeward side turns in attempt to stern rake holding his

    fire; the windward player will able to recognize this quickly and tack to

    meet him with a 2:1 broadside which may easily turn into a 3:1 almost

    guaranteeing a loss on his opponent

    causing the balance of power to be

    in the total favor of the belligerent

    who was originally windward

    (figure 1-1), the windward

    belligerent with no separation

    turning into his opponent forfeiting

    wind after exchanging fire resulting

    in a 2:1 because the leeward

    belligerent spun into the target

    which easily may turn into a 3:1

    almost guaranteeing a loss on

  • his opponent causing the balance of

    power to be in the total favor of the

    belligerent who was originally leeward

    (figure 1-2), the belligerent who is

    windward with separation exchanges

    fire with the belligerent leeward and

    turns larboard to starboard and goes

    for the stern rake in attempt to smash

    the belligerents rudder and crew

    resulting in a net damage so far of 1:1

    but the potential damage in the favor of the windward belligerent giving

    him a higher initiative and therefore the balance of power in his favor

    (figure 1-3), and finally the

    leeward belligerent closes

    separation with the windward

    belligerent exchanging fire and

    goes for the starboard to larboard

    turn while the windward

    belligerent tacks to make

    separation which will cause both

    parties to exchange fire once more

    result in 1:1 damage(figure 1-4).

  • 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

    Before we can fully understand the diagrams above and how to

    deviate from what was derived previously we must first understand the

    simple addition of initiative and how translates it into in game concepts

    into an objective decision maker.

    Having the weather gauge or have definitive wind as I call it

    simply means you are behind the target or are in a position to which

    your opponents only way to regain wind is through a tack therefore you

    are in a position to hit his stern and he is not. This simple fact gives the

    belligerent who has the gauge immense power over his opponent that can

    only be nullified by the belligerent with the lee-gauge to retake wind.

    This is how having the wind translates into potential DPS and source of

    potential DPS. Potential DPS also comes in the form of situation figure

    1-1 and figure 1-2 out of the mistakes of your target which then

    materializes themselves into post DPS.

    Pre DPS comes in the form of any free damage off of your opponent

    via chain or round before he has a chance to effectively return fire. Pre

    DPS tactics, timings, and opportunities, will be discussed later down

    the line. Pre post DPS may seem to be redundant of a name but is

    classified as any damage taken after the Post DPS has started that like

    pre DPS cannot be responded to effectively by the opponent in time.

    Energy can be converted into turn rate which can be converted into

    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.

  • WHAT WE DERIVE FROM THE FOUR AND INITIATIVE

    Ten conclusions come out of the two preceding sections.

    A. From the four primary possibilities of the opening pass we can

    piece together the next set of moves to form a complete cycle.

    B. Stern camping and or stern raking should be our primary approach

    to any duel (frigates and higher) to hedge our bets as much as we

    can against our opponent before finishing him off.

    C. Stern raking is the only way to break the DPS stalemate if both

    belligerents play correctly.

    D. If you are presented with the weather gauge you must take action

    and seize the initiative

    E. Not retaking wind on the lee-gauge is death after the opening

    exchanges because our potential DPS will always be lower than the

    belligerent windward if we both play our cards correctly our post

    DPS will be 1:1 or near 1:1.

    F. Ones best option is to always flip on the leeward side.

    G. Ones best option is to always close as much separation as possible

    on the leeward side.

    H. One needs at least one ship length, a ship length and a quarter

    preferably to stern camp his opponent.

    I. If we can we want to put pre-post DPS on the target at any given

    opportunity.

    J. There are more ways to kill your opponent while on the wind gauge.

  • 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.

  • The perpetual S-Rake is what it states; there is not much

    explaining to do on this one other than the execution. One generally

    should approach at half sails once at 150m of the target. If the target

    maintains half/full sails then you shall gradually lower your settings to

    slow at 100m, dead slow at 50m, etc. It is important to note one should

    always go bow into the target with the bow pointed directly at the center

    of their broadside. If they choose to waste their fire via full broadside you

    will be granted free rights to raking. Even if they roll their fire the

    general result is not significant enough or comparable to what is about

    to happen to their crew and rudder. Generally speaking if you have good

    separation after the first rake you repeat the process with their being

    little opportunity to defend themselves if any opportunity; the initiative

  • value for the windward belligerent in position to make a perpetual S-

    Rake.

    It should also be noted a proper or perfect rake is not a fucking

    proper or perfect rake unless the majority of the shots are rolled into

    their stern and then the last pocket of shots aligned to stern to be fired

    simultaneously via a full broadside causing simultaneous significant

    crew damage. The peculiarities of proper raking such as speed

    management, hit box, and timing will be explained in

    peculiarities section of this manual.

  • 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.

  • Above demonstrates the primary opportunity 2:1 permutation that

    one can inflict on a belligerent who cut sails. Anytime an opponent

    entirely cut sails to park and bark or to fail counter stern raking it can

    easily be turned into a 2:1; use your imagination.

    The two diagrams above illustrate the last two primary

    permutations of opportunity shots which are self-explanatory in cause

    and reason.

  • 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

    The last general maneuver that will be covered by this section is

    seen above. In recent weeks pedestal has been becoming a more and more

    popular move to use in duel. Issue with it though being most people

    dont utilize it properly so we will examine it in improper use. The

    maneuvers general purpose is to force the windward belligerent to react

    in such a way that he loses the wind advantage by closing separation as

    rapidly as possible at close hauled which mind you is the proper thing to

    do. The problem arises at around 250-300m of distance between the two

    belligerents. If the windward belligerent plays correctly he can keep

    switching between larboard or starboard attack directions forcing the

    leeward opponent to constantly reverse tack bringing his energy down to

    near zero; the same can also be achieved by not picking a direction at all.

    Once the target has no energy the windward belligerent can exchange

    fire however he wants and pull distance then put pre post DPS on target

  • 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.

  • The chart and summaries above are breakdowns of the cycles in an

    easily referable form produced by Balck.

  • PECULARTIES OF RAKING AND SPEED/SAIL MANAGEMENT

    It is not a perfect rake unless a third of the crew is dead and they

    no longer have their rudder. This section will be reviewing how to setup

    rakes that appear in the maneuver set of this manual starting from the

    easiest shots moving on to full broadside pot shots killing 150 crew.

    Starting with frigates:

    A. Opponent cutting sails and wastes fire on bow.

    1. Approach at half sails bow into the targets broadside.

    2. After they fire start making for their stern at a minimum of a 30

    degree angle and cut sails down to dead slow to full stop as you

    approach.

    3. Ideally try to gain at least 30m-50m of separation from your bow

    to their stern.

    4. Fire shot form quarter deck before the bow starts to cross their

    stern; make sure shot travels the ship length of their ship.

    5. As you begin the pass cancel out the quarter deck via f1.

    6. Start pouring shots out as quickly as possible into the gun deck

    crew hit boxes at either the starboard or larboard crew depending

    on pass direction.

    7. As soon as you get through of the gun decks battery switch the

    quarter deck on again with f1 and align the right/left bound of the

    arc with the end of the stern so the bound line travels down their

    ship length and fire. This will kill a shit load of crew if aligned

    properly.

    8. Begin correcting your approach using dead slow then full sail to

    close distance preferably staying out of their arc.

    B. Opponent using battle sails and wastes fire on bow.

    1. Approach at half sails bow into the center of the targets broadside.

  • 2. After they fire start making for their stern at a minimum of a 35

    degree angle as you will need separation quickly because you will

    have less time to rake.

    3. Fire shot form quarter deck before the bow starts to cross their

    stern; make sure shot travels the ship length of their ship.

    4. Ideally try to gain separation of 40-60m as quickly as possible;

    more distance will leave more time for raking.

    5. Stay at slow or half sails as you will have to reposition after the

    rake and will need energy to do so.

    6. As you begin the pass cancel the quarter deck via f1.

    7. Start pouring shots out as quickly as possible into the gun deck

    crew hit boxes at either the starboard or larboard crew depending

    on pass direction.

    8. As you get through of the gun decks battery switch the quarter

    deck on again and align the right/ bound of the arc with the end of

    the stern so the bound line travels down their ship length and fire.

    9. Correct course quickly and approach stern again at full sail;

    preferably stay out of gun arc but if you cannot go bow into them

    C. Opponent stays at full sails and wastes fire on bow.

    1. Approach at half sails bow into the targets broadside.

    2. After they fire start making for their stern at a minimum of a 40 to

    50 degree angle at half sails; you will need to get into a firing

    position quickly because they will be able to flip very quickly

    leaving little time to rake.

    3. Fire shot from the quarter deck before the bow starts to cross their

    stern; make sure shot travels the ship length of their ship.

    4. Ideally try to gain around 50m of separation; 50m tends to gives a

    good spread of for full broadside pot shot rakes.

    5. Stay at slow or half sails as you will have to reposition after the

    rake and will need energy to do so.

  • 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.

    It is important to note you should always to approach the target

    from an offset angle biased toward the stern of their ship; this is vital for

    the next set of raking situations.

    A. Opponent cutting sails and holds fires for broadside shot.

    1. Use the same approach method for a target that wastes fire

    a. If you are at enough of an offset angle the target will not have

    a firing solution.

    b. If you do not have enough of an initial offset angle give up

    some your broadside exposure to gain offset angle; if

    opponent fires when you give exposure get ready for rake and

    repeat usual steps.

    c. If you choose you may point blank rake and then angle

    towards them, approach at dead slow, and rage board the

    opponent pulling him into the wind so he cannot escape.

  • 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.

  • THE META WITH DIFFERENT SHIPS

    The Meta remains the same for all ships but is less pronounced in

    lighter boats and becomes much more evidently there the heavier down

    the line we go. Through the lynx and brig carronade 2:1 spin to win

    opportunities are all that are actually necessary. Proper stern camping

    and rakes in the lynx through the brig will hedge bets of victory though.

    Through the Surprise-Constitution the rules are very evidently clear as

    the effective Meta to use; particularly with the Trincomalee and

    Constitution with ignoring the rules leading to hard punishment in

    almost all situations. In the Surprise one has decent leeway for making

    mistakes and going freeform but is still bound to the Meta. Constitution

    v Constitution fights epitomize the importance of having the gauge with

    stern camping being easily performed in a duel.

    As soon as we get to the Bellona if you are forced on the lee-gauge

    you are almost as good as fucked if your opponent even adheres to the

    rules sloppily. The amount of damage crew damage caused by the sheer

    volume of fire coming in coupled with a broken rudder makes actually

    performing a tack that cannot be followed into very difficult to perform.

    If your opponent is determined enough and even has the slightest clue he

    can stay and will stay on your stern. The described is only multiplied in

    the first rates. Now this does not mean it is impossible to win from an

    initial lee position but I can assure it is not an easy initial position to

    fight out of.

  • 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.

  • The idea of the principle of local superiority is that we always want

    to have more guns and poundage at any specific area of engagement

    than the enemy can effectively return fire against. This is most

    effectively achieved in all situations by splitting the enemy force. In

    order to effectively split the enemy force we need to have wind on

    them. Once any force of equal or more strength of their opponents has

    wind on the battle group they can be then be broken into smaller

    pieces by closing distance. Once distance is closed target(s) can be

    isolated and spike out. Isolated targets will naturally have a hard time

    being effectively supported by their comrades because they will be

    upwind and near impossible to reach. The belligerents with the wind

    gauge can simply repeat the process until the lee gauge opponents

    retake wind.

    A perfect example of this happening is in most Trafalgar matches I

    have played. The opposing side starts the match by organizing their

    force into a straight line traveling downwind; I get everyone to turn

    in and form one or multiple lines astern and start calling heading

    markings to where the line will be broken. On approach targets are

    called in preparation to break the line while simultaneously front

    ships are peppered by ineffective fire. As the division(s) start breaking

    the line the according targets upon contact are almost instantly

    spiked out and are unable to receive support because they are cut off

    upwind or their comrades are simply not compelled to do so. The fight

    either branches off into a pursuit and the line is broken once more or

    they immediately turn off to fire again and the line is again broken

    once more. Given Trafalgar matches at the moment are in a public

    environment and are liable to have inexperienced players on both

    teams but the described is the epitome of what to do incorrectly. As

    soon as the line is broken they immediately loose the local superiority

  • fight and cannot effectively respond to what is happening simply

    because we closed distance and had the gauge.

    It is important to note that raking is not the primary reason as of

    this build of Naval Action to break the line; the reason for it is to spike

    out targets with a higher level of local superiority. Raking currently

    does not do enough hull damage to justify doing in a large group

    fighting situation. If a morale system where a player was force to

    strike their colors after x amount of damage it could be plausible but

    the raking shot in a fleet, large, or even medium engagement should

    only be reserved as a last ditch only shot if the target(s) does not

    present itself in any other fashion. Raking however in 2v2s, 3v3s,

    4v4s, or just generally smaller engagements (more likely 2v2s and

    3v3s) still has its place as a means of doing damage as in the low scale

    battles a heavily disabled ship can be a guaranteed defeat for side

    inflicted on.

    In an ideal situation for any group fighting situation we need to

    have wind and we want to close distance rapidly once we have wind.

    From there we chose what target(s) to isolate and spike out and repeat

    the process. If we have a higher strength ratio than them or equal it is

    a matter of time before they lose unless they manage to retake wind

    and proceed to do the same. Long range gunnery/line fighting is

    inferior because of this process; unless the opponents decide to trade

    fire to, at which point it becomes a one to one exchange of fire, no

    decisive edge is gained and a relatively equal amount of ships are

    generally sunk on both sides. Dynamic tactics and isolating targets

    to individually spike out because we have local superiority will

    always be preferable and more effective in a 1:1 environment and an

    equalizer in in lower to high strength ratio environments.

  • For the matter of how we choose to 4:1 the isolated target,

    how/when to flip, figure eights, etc is entirely irrelevant. At close

    quarters when unloading into an isolated target in a group fight

    situation it can be generalized down to flip fire in most scenarios or

    passes for larger engagements as it becomes unnecessary to flip as if

    the volume of fire going by is high enough they will obviously just

    inevitably spiked out by sheer volume. There are too many

    permutations to chart small/medium encounters in a timely/effective

    manner. If you wish to seek diagrams on fleet engagements go

    research the Nile, Trafalgar, etc really any encounter at which one

    of the opposing sides decided to break the line. As long as you decide

    to take the initiative in and organized and cohesive fashion you can do

    no wrong.

    The only problem with taking the initiative, taking the wind,

    splitting the enemy force, isolating a target, and spiking out that

    target is the fundamental requirement of discipline, cohesion,

    individual skill, leadership, and communication. On all scales of

    group fighting the entire above listed are tasked constantly to put up

    a proper and aggressive offensive.

    Lets look at from a point of view of a clan/society. In order to be

    an effective group fighter you must first become an effective duelist

    and know the Meta game in small scale situations. Once you are an

    effective duelist your comrades need to be effective at dueling as well.

    Once a set of players are proficient in individual combat group

    combat can begin: divide those people into sections of five individuals,

    one section leader and four people under his command. From here we

    get two pairs of people per section that can call targets, block, and

    support each other supervised by the NCO. A division could be

    comprised of four sections or more sections and a fleet comprised of

    two or more divisions. From here we have a very efficient way of

  • 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.

  • WHAT COULD CHANGE THE META?

    Nothing; later additions to gameplay might add more variables to

    play with and consider but the general Meta stands in solid. The extent

    to which ship modifications go to might shake things up if there are any

    significant damage/speed mods or if boarding actions turns into some

    fucked mini game or god forbid avcom might have their consequential

    effects but the general maneuvering and ship lengths involved in those

    maneuvers will remain the same.

    Damage 4.0 inevitably works out in the Metas favor with crew

    raking potentially become more potent depending if the calculation

    currently is an average of crew deaths per hit or the maximum a hit can

    kill; if there is room to kill more crew then all the better. Even if 4.0

    decreases overall crew damage the Meta will remain the same with the

    best possible position always being at the stern. Any possibilities of a

    morale system will also further concrete the Meta in place with rakes

    ending the fight far sooner than they already do.

    If ball lolmasting or chain shroud cutting from a high-lee position

    is not nerfed it could potentially spiral into the default scum meta as it is

    currently nearly impossible to stop such behavior in duel or small scale

    group fights if your opponents can consistently hit the target. As it

    stand if you have enough distance you can consistently make turns

    covering large portions of your energy into turn rate to deliver fast DPS

    burst of chain that if make contact with target can easily bring a

    belligerents sails down to 70% making it impossible to catch the enemy.

    This kind of activity might change as it has been said long range

    gunnery will become less efficient in upcoming builds.

  • This guide is a work in progress. As we move forward and should

    the opportunity present itself, this document will be amended to reflect

    new found knowledge or further examples and tactics.