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Grim DeGrim

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Blog Entries posted by Grim DeGrim

  1. Grim DeGrim
    As noted previously, there has been a treatise on Naval Action compiled by Mr. Doran, edited by Mr. Balck. You can find the link HERE, and a dropbox account HERE for download. As I believe my gaming time offsets a bit with Mr. Doran, I'll instead look at the Treatise mid week in anticipation of the weekend.
    CREDIT: The material herein is not mine. Credit to the above mentioned gentlemen. And additional credit to Schuetzengel for flipping the Treatise diagrams into .GIFs (link here, I modified them slightly). The notes are based on their work, though I caution that my interpretations could be wrong. Speak with the Master, Mr. Doran, if clarification needed.
    My writing this out is my way of forced learning...as I have done previously with tacking. Bear in mind that I am not an expert, I find the sailing language clumsy (due to my lack of familiarity), and that I'm prone to interchanging words... so please read THE TREATISE! It is noteworthy to point out that these pictures are on page 10 of the guide, so plenty of theory & notes come before this material.
    FIGURE 1-1:

    This figure demonstrates three key points:
    First, the Black ship approaches and takes a leeward (not having the weather gauge) position. This is incorrect. Always try for the weather gauge (recognizing that it not always possible, still try).

    Second, the correct maneuver, is the White ship taking the windward position (upwind). While doing so, ensuring 1 ship length between on the initial pass, allows the White ship 2 broadsides (certainly 2, though 3 is the goal as depicted in the gif) to the Black ship's 1 broadside volley. The damage will be spread ... one potential on each of your broadside, whereas your 3 are all against a single broadside, causing critical damage and potentially the use of a repair. As Mr. Doran explains, a rake on the 3rd pass maybe possible...killing crew...and thereby breaking the DPS & ship sailing characteristics stalemate,

    The ship length is important as it allows the white ship the room required to complete tack through the wind and be able to land another broadside on the damaged black ship. Otherwise, White runs the risk of nothing having the room required for the 3 volley into Black.

    FIGURE 1-2:

    This figure demonstrates two key points:
    First, the Black ship realizes that the windward tack will not realize getting the gauge advantage. Two notes:Black closes tight to White, in order to remove the 1 ship separation (limits potential maneuvers of White).
    In this instance, Black will always flip from right to left (relative to the wind, flips downwind). This leaves the stern open for a rake. However, if White also turns downwind, this gives Black the opportunity to apply 3 broadsides (certainly 2, though 3 is the goal as depicted in the gif) to the 1 of White, and opportunity to take weather gauge advantage. Same as in Figure 1-1, Black might take 2 volleys, but they will be spread across each broadside, whereas White will receive all the damage on a single side. As Mr. Doran explains, a rake on the 3rd pass maybe possible...killing crew...and thereby breaking the DPS & ship sailing characteristics stalemate,

    [*]White did not tack for enough separation. White also did not take advantage of the weather gauge and turned downwind, essentially giving up the wind.

    I'll stop there for today. There are 2 more accompanying GIF with these, and I'll post on them next, and that should take us into the weekend. Be sure to read Mr. Doran's guide first hand.
  2. Grim DeGrim
    Intent is to capture my progress with duels. at this juncture, there is really only 1 opponent to fight regularly...however, he would also be consider "the" opponent. None other than Mr. Doran.
  3. Grim DeGrim
    I fought Mr. Doran 3 times this weekend. All in Trincomales.
    Battle #1:
    Loss. I gave up wind immediately. Was stern raked. Battle essentially went like this....I'd rake nose, he'd rake stern. The crew loss differential was pronounced... Mr Doran was very effective. No repairs used by Mr.D.
    Battle #2:
    Loss. I did better in the start. Took wind, and for maybe 3 passes, kept it. However, his counter maneuvers ensured I did not take stern. We essentially went broadside to broadside. However, I lost wind and was raked. Crew loss....repeat of battle #1. Doran used 1 rep.
    Battle #3:
    Loss. He wanted to something new. tbh...I don't think I ever had wind. Horrible fight. He used his nose cannons (x4 cannonade) very effectively to rake my crew (we were running bow to stern, and I did not make a turn). He did not use any repairs.
    *Footnote: I am aware of the guide. I need to dedicate additional time to it... in short, I am still struggling with the language, despite the excellent glossary provided - which is by no means a discredit to either of Mr. Doran or Mr. Balck.
  4. Grim DeGrim
    It has been busy, but irl. Entire household had come down with a "bug". That's a week best forgotten
    But, over the preceeding weekend, I did have the opportunity to duel. Alas, results are consistent:
    0 / 7 versus Doran. No real progress or highlights, though we did discuss lots and I recorded some. His tricks are ever evolving, and had added a volley or 2 of bar, and of grape... With the intentions of honing the art of ship capture for open world. It seems I'm the ideal kind of target.
    I also had the benefit of combat with JeeF. That makes it 0 for 1 with him. JeeF had been tutoring under Mr Doran and is pretty exceptional. I will say or match went the distance (3 reps each) but that he really had control the whole match.
    Until then.
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