Gunnery & Aiming is
how you put a broadside on target. This page is what the broadside does once it
lands — why one shot punches a hole and the next bounces off harmlessly, what each
kind of ammunition is for, and the three different ways a ship actually dies. Understand
the damage model and your ammunition choices stop being guesswork: you will know, before
you fire, whether you are about to sink the enemy, slow him, or waste a reload.
How a ship is built to be broken
A ship’s hull is not one health bar. It is layers, and where you damage them decides
whether the ship floats:
Side planking — the outer armour, with a separate health bar for
the port side, the starboard side, and the bow
and stern. This is the wall your shot has to get through first.
Structure — the ship’s internal skeleton, sitting between the
two sides. You generally can’t hurt it until the planking in front of it is beaten down
— or until you fire past the planking by raking the bow or stern.
A ship sinks from gunfire when one side’s planking is gone and the structure
behind it is destroyed. So the standard kill is a grind: hammer one broadside’s
worth of planking off, then pour shot through the breach into the structure. The status panel
shows all of this — the side life bars with the structure between them, plus bow and
stern — and you can read the same picture on the enemy by pointing your camera or
spyglass at him. Watch which of his sides is the weakest and keep working it.
Penetration, armour, and bounces
Every gun fires with a penetration value, and every stretch of hull has an
armour thickness. If the shot’s penetration beats the thickness it bites
into the planking and does damage; if it doesn’t, the ball simply bounces off and is
wasted. Three things move that contest:
Range. Penetration falls the farther a ball flies. Long guns hold their
punch out to great distances; carronades hit ferociously up close but lose penetration fast and
are near-useless at long range. Match your gun to your range — or close the distance to
bring your penetration back up.
Hull angle. A hull turned toward your guns presents thicker effective armour,
so shots glance off. This is the single most important defensive trick in the game — and it
works against you too, which is why firing on an enemy angled at 45° throws your broadside into
the sea.
Ammunition. Double charge adds penetration; double shot removes it (see
below). The wood a ship is built from also changes how thick and how resistant its planking is.
The five shot types, and what they break
Each ammunition is a different tool. The wrong one bounces, splashes, or chips at the wrong
layer; the right one ends fights.
Ball (round shot) — the all-purpose default. Solid iron that drives
into hull and masts, with only minor effect on sails and crew. It keeps its penetration at range
better than anything else, so it is your bread-and-butter from first contact to the killing blow.
Chain — anti-rigging. Each length of chain can tear through several
sails at once, bleeding the enemy’s speed away. Its range is short, and it is most
devastating fired across his sails when they are spread broadside to you.
Grape — anti-crew. A spray of small shot that slaughters sailors, but
only once that side’s armour is thin or gone — against fresh planking it does little.
Very short range; a finishing-and-boarding ammunition, not an opener.
Double shot — two balls per gun for heavier hull damage at close
range. The doubled load leaves the muzzle slower, so penetration drops and the shots bounce more
easily — only worth it when you are close and his armour is already soft.
Double charge — extra powder for roughly 20% more
penetration at a slight cost to damage. It is the answer to thick, “tanky”
hulls and the best ammunition for knocking masts down. Short range only.
Remember the gun limits from
Gunnery: carronades can’t
load double shot or double charge, and the smallest 2-pounders fire ball alone. Because reloading
is slow, you commit to an ammunition before the moment arrives, not during it.
Hull damage and leaks
Where on the hull a ball lands changes what it ruins. The same broadside can grind armour, butcher
crew, or sink a ship outright depending on elevation and angle:
Square-on, mid-hull — maximum planking and structure damage. This is
how you grind a side down toward the sinking condition above.
High on the hull — trades hull damage for crew kills and tears up the
upper works.
At the waterline — opens leaks.
Leaks are their own kill condition. Holes punched at or below the waterline let water flood in,
and enough flooding will sink a ship whose planking and structure are still intact.
On the status panel leaks below the surface show in red — those are the dangerous ones,
actively taking on water. A ship riding low from flooding is fighting a second battle against the
sea, and a captain who can’t get the pumps ahead of the water loses it. (How to fight back
— heeling the wounded side clear of the water, slowing down, repairing pumps — lives in
Ship Protection & Repairs.)
Fire and explosions
Fire is the third way a ship dies, and the most dramatic. Hits can set a ship alight; once it is
burning, part of the crew automatically drops everything to fight the flames. From there it goes
one of two ways:
If enough crew are firefighting and no fresh shots keep feeding it, the fire burns out
after a while and the ship is saved.
If the crew can’t keep up — or an enemy keeps hitting the burning ship to reignite
it — the fire grows, chewing through structure and sails until it reaches fire
shock: the entire crew is frozen, able only to steer, and the ship is moments from
blowing up.
An explosion is not a tidy death: it damages every ship nearby, friend and foe alike.
That cuts both ways. Pouring fire into a burning enemy who is well clear of his friends can tip him
into the blast; but a burning enemy alongside you is a threat — pull away, drop to
battle sails to protect your rig, and brace ([F10]) to limit how much the blast
guts your crew. A desperate captain can even turn off survival to scuttle on purpose, exploding into
whatever is close enough to hurt.
Masts, sails, and crew
Not every target is the hull. The “soft” systems decide mobility and tempo:
Sails carry their own health, and a tattered rig is a slow rig. Chain is the
specialist here, but ball degrades sails a little too. A slowed enemy can’t run, can’t
hold his angle, and can’t dictate the range — which is why sail damage so often decides
who controls the fight.
Masts can be shot down entirely. Lose a mast and you lose the sail it carried
and a chunk of speed; lose enough and you are a sitting target. Double charge and chain on the masts
are the dismasting tools. Masts are also slow and conditional to repair, so a dismasting often sticks
for the rest of the battle.
Crew are attrition, and they bleed more easily than the old guides suggest.
Grape, raking fire, and high broadsides are the dedicated crew-killers, but any hit that
strikes planking now sends splinters into the crew — so a captain pounding your hull
is thinning your sailors at the same time, whether he means to or not. Carronades and obusiers throw
especially vicious splinters. And there is no longer any safety in a small crew: a ship’s
company can be wiped out entirely by grape and splinter damage, where it once tailed off as numbers
fell. Crew is what loads your guns, trims your sails, and fights your fires, so bleeding it slows
everything the enemy does at once. How crew is divided across those jobs is covered in
Crew Management.
Critical hits and shocks
Beyond the steady grind, individual hits can land a critical that briefly cripples
a specific system — you will see these flagged on the ship status panel, on you and on the
enemy:
Rudder damaged or destroyed — steering goes sluggish or fails. A
rudder-shot enemy can’t hold his angle; protect your own and you keep your manoeuvres.
Pump damaged or destroyed — cripples his ability to clear flooding,
which turns leaks from a nuisance into a death sentence.
Magazine damage — a hit to the powder store, the kind of critical that
can have catastrophic consequences.
Crew shock — the crew freezes for a few seconds, doing nothing.
Reload shock — the guns stop reloading for a few seconds. A well-timed
heavy broadside can buy you a free volley while his guns are stunned.
Rigging shock — sail settings lock for a few seconds, so he can’t
adjust trim to escape or turn.
These windows are short, but a coordinated team can chain them — one ship’s broadside
staggering the enemy’s reload or rigging while the others land the killing fire.