Sailing gets you into the fight; gunnery is how you win it. A frigate that handles
beautifully will still lose to one that picks the right ammunition, waits for the
enemy hull to square up, and lands one heavy broadside on the waterline. The golden
rule of Naval Action gunnery is exactly that: one good volley beats two bad
ones. This page is how you make your volleys count. If your ship won’t
go where you point it yet, read
Manual Sailing
first — aiming a broadside is half steering the hull that carries it.
The aiming view
In open battle your guns won’t fire from the normal sailing camera. To aim,
look toward the side you want to shoot from and right-click: the
camera drops into the aiming view, sighting down that battery.
Right-click again to return to the normal view and keep your eyes on the wider
fight. You will spend a battle flicking between the two.
In the aiming view, two things on screen do all the work:
The dispersion area — a shaded oval showing where your
shot will actually scatter. Guns are not laser-accurate; each one falls somewhere
inside that spread, and the oval grows with range. Close the distance and the oval
tightens until nearly every ball finds the hull.
The elevation bar — a small red marker showing how high
the guns are laid. Move your aim up and the shot climbs into the rigging and upper
hull; bring it down and it walks toward the waterline. Where you put that bar is the
whole difference between tearing sails and opening leaks.
Choosing a battery and loading it
Your guns are grouped into four batteries, each selected with a number key:
[1] — the port (left) broadside
[2] — the starboard (right) broadside
[3] — the stern chasers (rear-facing guns)
[4] — the bow chasers (forward-facing guns)
Pick a battery, then press an ammunition key to load it. So to put grape into the
starboard broadside you press [2] then [3]. The
point of selecting batteries separately is that you can load each one differently
— chain in the bow chasers for a runner ahead of you, ball in the broadside for
whoever comes alongside.
Loading takes time, and a half-loaded gun fires nothing. Decide your
ammunition before you need it, not when the enemy is already in your sights;
switching ammo mid-reload throws away the shells already going down the barrels. Keep
cold blood, as the old guides put it.
Ammunition types
Five kinds of shot, each loaded with the keys [1]–[5]
after you select a battery. What you load decides what your broadside does:
[1] Ball (round shot) — the default. Solid iron that
damages hull and masts and does a little to sails and crew. This is what your guns
carry at the start of a fight and what they fall back to when fancier ammunition runs
out. When in doubt, ball.
[2] Chain — slashes through rigging and sails to slow the
enemy down. Best fired when his sails are spread broadside to you — a single
chain can cut several sails at once — but its range is short, so close in
before you loose it.
[3] Grape — a cloud of small shot that shreds crew. It only
bites once that side’s armour is thin or already gone, and its range is very
short, so it is a knife-fight ammunition: hull the enemy down first, then rake him
with grape up close.
[4] Double shot — two balls per gun for extra hull damage
at short range. The heavier load leaves the muzzle slower, so penetration drops and
shots bounce more easily off armour — strictly a close-range tool.
[5] Double charge — extra powder for roughly 20% more
penetration, at a slight cost to raw damage. It is the answer to thick-sided,
“tanky” ships and the best ammunition for knocking masts down. Short range
only.
Firing: tracking shots, broadsides, convergence
Once you are in the aiming view with loaded guns, you have two ways to fire:
Tracking shot — [Spacebar] fires one gun at a time. Use it
to range the target: watch where the single splash lands and adjust your elevation
before you commit. It is also how you pick off a precise target gun by gun.
Full broadside — left-click fires the whole battery at
once. This is your knockout punch — the concentrated volley you have been
setting up.
Two settings shape how that broadside lands. Convergence, cycled with
[R], sets the distance at which your guns’ aim crosses:
100 m and 250 m — the guns angle inward to
concentrate on a point that far away. Match it to your actual range and the whole
broadside lands in one spot.
Water — the guns converge at whatever distance your
elevation bar is set to, letting you walk the convergence point in and out by aim
alone.
Parallel — the guns fire straight out, never crossing.
Useful when you are very close and right alongside, so converging would waste shots
past the target.
Firing order, cycled with [V], sets the sequence the
guns go off in — from the bow back, from the stern forward, or in random order.
Firing bow-to-stern or stern-to-forward lets you walk the fall of shot along a target
as it passes; random spreads the timing.
Where to aim on the enemy
The angle you catch the enemy at matters as much as the ammunition. The same broadside
can devastate a ship or splash harmlessly into the sea depending on where it lands:
Side-on (broadside to broadside) — when the enemy hull is
square to your guns, almost every ball strikes planking and drives damage into the
hull. This is the bread-and-butter killing shot.
Raking (across bow or stern) — firing down the length of
the ship. A rake butchers crew, dismounts cannons, and can punch straight into the
ship’s internal structure without having to grind through the side armour first.
It is the great equaliser when you are in the smaller ship — cross an enemy’s
stern and a single rake can decide the fight.
Hull angled at 45° — the worst shot you can take. Balls
glance off the sloped armour and bury themselves in the water. Hold your fire and wait
for the hull to square up rather than waste a loaded broadside.
And elevation decides what your hits do once they land:
Aim high on the hull to kill crew and chew up the upper works,
for less damage to the hull itself.
Aim at the waterline to open leaks. Enough leaks
will sink a ship outright, even one whose armour and structure are otherwise intact
— flooding does the job the guns couldn’t.
Aim for the masts — usually with double charge or chain
— to dismast him and take away his speed and the wind that drives it.
Picking the moment
Patience is a weapon. Spreading constant fire at a target keeps your guns empty when
the good shot finally appears; a captain who waits, loaded, for the enemy to square up
will out-damage one who fires at every fleeting angle. Hold for the volley that counts.
How you apply that depends on which way the fight is running:
If you are chasing a fleeing ship, you have to land damage before
the battle timer lets him escape. Put ball into his stern, or — once you are
close enough to read his name — chain into his sails to slow him so you can close
the rest of the way.
If you are running, there is no shame in breaking off. Don’t
fire if a quiet timer is about to set you free — every shot you take can reset
the clock that keeps you trapped. If you are hit and the timer resets anyway, answer
with chain into his topmasts and sails to take his speed and widen the gap.
Managing the guns mid-fight
Sometimes you want only part of your armament firing. If your decks carry different
guns — long guns below, carronades above — their ranges differ, and at long
range the carronades only waste shot. You can shut individual decks down:
[F1]–[F4] toggle each deck of the active
broadside on or off, top deck downward. A deck switched off finishes loading but holds
its fire until you switch it back on — handy for saving scarce ammunition or
firing only the guns that can actually reach.
[F5] pulls the crew off the entire broadside. The guns already
loaded can still fire, but they won’t reload — freeing those hands for
sailing, repairs, or boarding.
That last point is the real constraint on your gunnery: guns need crew to load
them. Gunnery is one of the crew focuses (managed with [7]),
competing with sailing, survival, and boarding for the hands you have. Run short on the
gunnery focus and your broadsides reload slowly and partially — you fire seven
guns where you wanted twenty. Balancing crew across those jobs is its own skill; see
Crew Management.
Focus fire in a group
When you fight alongside clanmates, the single biggest force-multiplier costs nothing:
everyone shoots the same target. Three ships each hammering a
different enemy spread their damage thin and sink no one; the same three concentrating
on one hull put it under in a fraction of the time, then move to the next. Call a
target, sink it together, repeat. A divided broadside is a wasted one.