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Thread: agibaer's small warship warfare tutorial!

  1. #1

    Arrow agibaer's small warship warfare tutorial!

    By (one ) popular demand: The guide to winning every battle and (if wanted) ending the game by 1550.

    The key to success is speed, maneuverability and fear!

    Essentially you only need to build one ship: A cutter!

    You already have your starting fleet, with which you can transport colonists to and goods from your colonies. No other ships have to be built.

    I usually use a fleet of 5 cutters to raid any enemy daring enough to cross my paths.


    1.) Selecting the captain

    You should chose a captain with the trait "Feared". It reduces the enemy moral by 20%, which is essential for the enemy ships fast surrender. You don't want to destroy the enemy ships, you want to take them as a prize (especially when they have valuable cargo). You can get the fitting captain for free by assign your cutter to a new fleet until you have the captain with the desired trait!

    When your captain gets experience and can upgrade, the following traits should be picked (in this order):
    - Rout: reduces the enemy morale by a further 25 points. With that and the "Feared" trait, the enemy surrenders faster.
    - Navigator: +20 speed on the strategic level. This is important to overtake the enemy on the map and attack it with the wind in your back (read further down).
    - Ride the Wind: +25% sailing speed. This let's you turn your ship around faster, which is invaluable to stay out of the larger warships cannon range.

    That's all you really need. "Unsinkable" is a good trait to add, if you have added all of the above.


    2.) Select upgrades for your ships

    NEVER chose "Hull strength", it slows your ship down by 5%, and in a game, where speed is the key to winning, it is not a good idea to slow yourself down willingly.
    Choose the following three upgrades:
    - "Improved Rigging": It gives you +5% Speed (which is vital) as well as +5% HP on the rigging.
    - "Better Handling": Gives you another +5% Speed PLUS +10 maneuverabilty, making you much faster and agile than the enemy.

    The third upgrade is not that important, I normally chose "cannon accuracy" to extend the range of my weaponry.

    Thanks to delra for the infos on ship upgrades!

    3.) Specialists:

    You can hire Specialists in the population window of the port your fleet is in. I would recommend the following:
    - Surgeon: Reduces casualtiesin battle. Useful for the small crew in the cutters.
    - Navigator: Increases speed in strategic level.
    - For colonial vessels "Cook" increases the range you can travel without resupplying; useful if you have no friendly ports in the vicinity, if you don't need that, chose "gunnery" specialist, increases cannon accuracy.
    Also, stuff the empty cargo space full of soldiers, they pick off enemy crew when close enough to the enemy ship.


    4.) Strategic map:

    On the strategic map, make sure that you always approach your intended target from the front. If you attack them from the rear, they will be hard to catch if they decide to flee.
    Also I noticed, that if you attack them frontal, you more often have the wind gage, meaning the wind is in your back, making you faster.


    5.) Tactical map - the battle!

    You might start with convoys consisting of 1 warship and 2 (or more) transports.
    (When you gain experience and get used to this tactic, you can take on 5 warships with 5 cutters.)

    In battle, the transports in the convoy will run, so you don't have to care about them.

    The enemy warship will either run as well or attack you
    .
    If it runs, just follow it (you're faster) and rake it every now and then from the rear with chain shot, till the rigging is gone, finish them off with grape.

    If it attacks you, sail directly towards it. Wait till it turns to show you its broadside, turn as well but make sure you stay out of cannon range. Also make sure you don't lose your wind advantage.
    Repeat as often as necessary to get behind the enemys stern, then proceed as mentioned above.

    When the warship has surrendered, you can go after the transports. I suggest you are patient, it can take some time to reach the transports (at 4x speed).
    If the transport is armed, proceed as with the warship. When you run out of chain shot, use grape.
    If it is unarmed, you can get as close to it and possible and use grape shot on it.

    Enemy ships when fleeing run from you in a straight line, then at some time split up, some going to larboard, some to starboard. You can head them off there. Just let your AI ships pursue them straight line, and you sail in either direction; the gap will close "quickly".

    6.) Conclusion

    My best result so far: Capturing 5 carracks with 5 cutters, losing none.

    You can build up a huge navy this way. The captured enemy warships, mainly carracks, can be used to take enemy colonies.
    If you want, by 1550 all of the new world is yours!

    If you want to play on (I do), just change from cutters to the newer small warships that become available, like the Xebec!

    Have fun!
    Last edited by agibaer; 12-08-2010 at 10:48.
    Commander: Conquest of the Americas:
    agibaer's NEW NATIONS mod
    agibaer's historical names mod
    agibaer's "Play as Sweden" mod
    agibaer's small warship warfare tutorial

    Europa Universalis III:
    In Development: HRE mod for WWM on hold!
    __________________________________________
    "Ach, was schießt's Ihr schlecht!" Andreas Hofer

  2. #2
    Thanks for sharing these! Hope you don't mind if we use some parts of your tutorial on our Commander's Handbook on the official site?

    Juho

  3. #3
    Master of Orion delra's Avatar
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    I'd make a few changes before it hits the HB. Guide needs updating for the new patch.

    - Pick Heavier Cannons for ships and Ride the Wind for the captain.
    - Hire Gunner specialists and maybe Cook too if hunting far away from own waters.
    - Send chase after running away transports right away (including flag ship) and use just the last ship (or two) in my formation to beat enemy escort.
    - Possibly use Sloops instead of Cutters very early on because they can be reused for Hub deliveries after Piracy gets old - and are only a tiny bit weaker and slower.
    - I'd use grape right away rather than bother to bring sails down. Why defeat same ship twice?
    - I'd load some Marines on my ships, they protect crew from being shot down - and when chasing they fire at Caravel's crew which often makes them surrender long before they are boarded with a proper expert improving marine range. This evens the playing field for Sloops - because they might be a bit slower and weaker - but you can pack way more soldiers on them.

    My best result is losing 4 Cutters against 2 Carracks because they had marines on and I got close for boarding like a noob I am. :-| Shot my crew to pieces, grabbed all my ships from me. Was a mini-quest for me to take ALL of them back. (I wrote down the names!)
    "Our officers of cavalry have acquired a trick of galloping at everything. They never consider the situation, never think of manoeuvring before an enemy, and never keep back or provide a reserve."

  4. #4
    Yep, Heavier cannons is definitely the choice for a war fleet.
    There's a great amount of good advices here and we'll try to pick a good set of them for the handbook.

  5. #5
    - Pick Heavier Cannons for ships and Ride the Wind for the captain.
    "Ride the Wind" I already have in the tutorial; I don't have the patch (GamersGate doesn't have it yet) so I don't know if heavier cannons
    - slow down your ship
    - work on all cannons or only balls
    - how much the damage inflicted increases
    - Hire Gunner specialists and maybe Cook too if hunting far away from own waters.
    Hm, seems I forgot to add the specialists to the tutorial. Edited.
    - Send chase after running away transports right away (including flag ship) and use just the last ship (or two) in my formation to beat enemy escort.
    I found that that is no use, as they will pursue the enemy in a straight line and cannot catch up to them. Better finish the warships quickly and then concentrate on heading the transports off.
    - Possibly use Sloops instead of Cutters very early on because they can be reused for Hub deliveries after Piracy gets old - and are only a tiny bit weaker and slower.
    I don't like sloops, the seem to get damaged much faster than cutters.
    - I'd use grape right away rather than bother to bring sails down. Why defeat same ship twice?
    You have to get much closer to use grape effectively, thus it takes longer and the risk of getting in cannon range of the enemy is higher, better play it safe.
    - I'd load some Marines on my ships, they protect crew from being shot down - and when chasing they fire at Caravel's crew which often makes them surrender long before they are boarded with a proper expert improving marine range. This evens the playing field for Sloops - because they might be a bit slower and weaker - but you can pack way more soldiers on them.
    Forgot to add that to the tutorial, done. Though the number of marine on sloop or cutter don't seem to make much of a difference, they seem to pick off the same amount of enemy crew. More marines probably are just useful for boarding. But boarding is unnecessary, never do it. You can finish the ship safely with this tutorial without having to board any ships.
    Commander: Conquest of the Americas:
    agibaer's NEW NATIONS mod
    agibaer's historical names mod
    agibaer's "Play as Sweden" mod
    agibaer's small warship warfare tutorial

    Europa Universalis III:
    In Development: HRE mod for WWM on hold!
    __________________________________________
    "Ach, was schießt's Ihr schlecht!" Andreas Hofer

  6. #6
    Fleet Admiral FAdmiral1's Avatar
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    OK, I just built a Sloop & a Cutter at the colony.
    The Sloop guns are listed as 8/8 which means it
    has a limit of 8 guns and has 8 aboard. The Cutter
    has a listing of 8/12. What happened to the other
    4 guns a Cutter can carry??? Is it somehow tied
    to goods at the colony? Or maybe something else?

    JIM

    Noticed something else: My Carrack guns are listed
    as 8/4, whats up with that??? This is a saved game
    before the patch 1.03 was applied. Is the marine officer
    new? I don't see him mentioned in the tips & tactics...
    Last edited by FAdmiral1; 12-09-2010 at 03:50.
    If you're not taking losses, you're not doing enough.
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