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  1. #1
    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Naval guide help

    There are strategical/tactical guides that span the entire game (not just one nation) for all the TW games but this. Most veterans of the TW series know by now how to fight a land war but ETW brought something new: sea battles. I think a naval guide would be a worthwile adition to the guide forum (and to be entirely honest I really suck at them and need some help).

    This thread could form the base for a helpful and clear guide.

    Proposed format of the guide:

    Tactics
    Description tactic + initial deplyment + things to beware of while doing said tactic

    Type of ship(merchant ships, galleys, frigates, SOLs)
    Description of the shiptype + role + tactics
    Unit by unit short description + anything peculiar or different
    I'm not asking people to write me a whole guide. Just one part at a time would be great (credits given of course).
    I'm sure this will be much more handy to everybody than another "help me with ..." thread.

    Thanks in advance.
    Quote Originally Posted by Drone
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    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  2. #2
    Member Member Hermann the Lombard's Avatar
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    Default Re: Naval guide help

    There are some very helpful guides around, here are a couple "elsewhere." All need 1.4 updates...perhaps including instructions in editing some of the ridiculous new values.

    Gravy's Naval Guide
    http://shoguntotalwar.yuku.com/topic/61290

    Darthey's Advanced Naval Strategy Guide
    http://www.twcenter.net/forums/showthread.php?t=272341&highlight=chasers

    Both have been very helpful to me. I'm getting the hang of "6th Rate vs Many" fights...which are appallingly easy with the chain shot changes.
    Last edited by Hermann the Lombard; 09-28-2009 at 16:51.
    I have a mind like a steel sieve.

  3. #3

    Default Re: Naval guide help

    One very small piece of information in those guides has just revolutionised my game:
    The fact that you can Alt+click to tell your ship to target a specific ship while still retaining control of movement.

    Yet another necessary piece of information which simply isn't in the game manual. Allowed me to take out an entire stack of Brigs and Sloops with 1 fifth rate.

  4. #4
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Naval guide help

    I believe the alt+click was in the game tutorial.

    I had toyed with doing a guide but I can't do better than the two posted above.

    I will add a few of notes on specific situations though.

    First; when you have a single sloop or a couple, but not a mixed fleet of different speed ships, and you are attacked be a much more powerful fleet it is usually better to run out the clock by running away for the most part. This gives you a victory and may prevent a port from being blockaded but leaves the enemy fleet to return and try again. I have also used it when transporting agents and troops. Don't get sucked in to exchanging fire with the enemy though, first thing you know you have lost sails and become an easy target.

    Second; is a trap of sorts. When you have a strong fleet and the enemy is in port and can’t be attacked directly position your fleet well outside of their zone of control/interception but still where your interception area overlaps and send a single light ship into that area. Usually they can not see the supporting fleet and will intercept. It is the only way to clear a blockade of a trade partner! It is also good when you are just after prize money.

    Lastly; I much prefer to capture ships than to sink them. Therefore, I seldom use round shot but use chain to slow or dismast them and then finish them with grape shot. It never hurts to have a bit more money.


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
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  5. #5
    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
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    Default Re: Naval guide help

    I've been reading Darthey's guide on my lunch break. It's very informative but offers mostly general and theoretical info.
    I haven't been able to read Gravey's guide as it seems that my workplace blocks that site.


    I'm playing the Ottomans and I'm facing the Venetian and Maroccan navies in 1703. I can built a lot of ships really quickly but only galleys, brigs and sloops. What should I built?
    And in the case of galleys how should I fight with them and/or against them?
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  6. #6
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Naval guide help

    The best light ships are the sloops. They have speed and maneuverability and pack a slightly better punch than brigs.

    Use them out ahead of the enemy fleet and with chain shot to dismast them.

    If you have galleys then they are slower than in previous versions and the firepower is less, but you can still use them, especially going directly up wind. Keep them near maximum range to their intended target and use two or more on one ship at a time.

    If you have brigs, don't build any more. They are only good as fire ships if you get them very close to the enemy so they explode. This is not a very reliable way to use them either.

    As soon as you can up grade your dry-dock and build Xebecs . Add in some 5 rates and maybe one 4th rate. You will rule the seas.


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

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