Results 1 to 14 of 14

Thread: The State of Naval Combat in 1.5

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #4
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: The State of Naval Combat in 1.5

    Quote Originally Posted by Fisherking View Post
    That was my experience in 1.4. I had one sloop capture an 8 ship fleet of brigs, sloops and Indiamen.

    In 1.5 I have fought several battles and yes I have always used chain shot to defeat the enemy and get the cash, but it is much less effective.

    About 3 volleys were enough to cripple most ships in 1.4. I poured on 3 ship multiple volleys and they were still sailing. Meanwhile I was losing guns to round shot.

    Sloops don’t last long in this environment either. A good broadside from a 6th rate will take out 4 to 6 guns.

    In some ways it is easier to fight with one or two ships than it is with half a dozen. Just be advised that things are different.

    But hay! don’t take my word for it, go in and try it out.
    I've noticed that point about one ship versus many. That's why I usually sail my weaker ships around in support role, why my main ship leads the AI's fleet on a geese chase across the sea. Maybe 1.4 and 1.5 have slowed down the turns, but it's still possible to swing to side, unload a salvo of chainshot and continue "fleeing" while remaining out of round-shot range. This kiting 'tactic' was way harder to pull off in 1.3 when chain-shot had range disadvantage versus the round shot (as it should have).
    Last edited by Slaists; 10-06-2009 at 21:44.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO