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Found 8 results

  1. Hi, Just approaching Naval Warfare (coming from 30 years of real life flight and flightsym) I wonder if there are some sources where to study naval tactical warfare to apply then in game. Thx.
  2. This german dude made some pretty cool relevant vids many here would like. Here is one of them:
  3. I know you can disable specific decks in order to dedicate more gunners to the active cannons, but is there a way to designate a specific side? It would be extremely useful sometimes to have all gunners dedicated to either port or starboard cannons.
  4. I came across this article today that attempts to de-bunk some of the myths and inaccuracies about Civil War tactics. Can any of the buffs/historians on here weigh in with their opinions? http://johnsmilitaryhistory.com/cwarmy.html Thanks!
  5. Does anybody feel like the third day scenarios are slanted towards the Confederacy? Even when playing against "Risky" AI and absolutely crushing the confederates in the first 2 days in terms of casualties (like ~24,000 to ~12,000 in my favor) I still struggle to repel the rebels on the third day. The defensive line along the stone wall doesn't seem to do much considering how monstrous the confederate artillery is. I have tried staying put and hunkering down as well as counter attacking but the sheer number of rebel guns can shred entire corps. I would have thought that after out fighting the rebels by the third day they would be in worse shape than in the real battle but Pickett's charge is often successful which seems like an issue. It also seems like the game places union guns in horrible positions, either way out in front of the line or way behind the ridge forcing you to reposition them. Meanwhile the confederate canons which are lined up perfectly along the ridge, can fire 4 volleys before my guns are even set up. Am I just really bad or is there something to this? I feel like this should be easier, anybody have any tips for a total noob?
  6. From the album: HMS Avenger

    Used to compare the map photos of the attack on Sant Iago (aka Trafalgar 2.0).

    © HMS Avenger

  7. Since I am an obedient and well behaved kind of a guy... I'll start off by reinforcing what's been said by many elsewhere: Devastating rakes. It could be argued that even ridiculously well angled, aimed and timed rakes aren't devastating enough to enable 1 vs 2-3. Things have gotten better with the penalties of low crew. We discussed raking gun loss earlier, that sure would help. I've tried my best with gun loss, but I'm no programmer. I wouldn't know if you could slap a multiplier on balls coming from a given stern sector of a ship, nor if we want that? It could get gamey real fast. Crew loss penalties could be tweaked too. If your frigate has lost 100 guys and you stay in gunnery focus, maybe we could increase yard speed penalties? Rudder "shock". How would increased down time for damaged rudder work? Maybe make damaged rudder due to damage of the actual rudder "blade" take longer to fix than damage to the other parts? I can't tell if this is a good idea, tho.
  8. I don't know if this idea was already ingame or planned but i just had this idea of a tactic board you know in these movies , when there's scene in the captains hut you can see a big table with a map with pawns etc on it these represent either enemies or points of interest i would love to see a tactical board like that in game so you or you and your guild can use this as a tactical map when you are about to attack or making a plan for traveling . if this is already ingame i would like to know thanks! dutchdouche
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