Every ship in Naval Action runs on the wind and nothing else. How fast you move — and often whether you catch your prey or slip away from a hunter — comes down to one thing: the angle between your hull and the wind. Reading that angle is the first real skill of the age of sail, and the rest of the game gets easier once it becomes instinct.
A “point of sail” is simply your heading measured against the direction the wind is blowing from. Imagine the wind arriving from straight ahead and work your way around:
Every hull has a different speed at every angle, and the game shows this as a polar diagram — think of it as a speedometer that changes with your heading. Veteran captains carry their ship’s polar in their head, so they always know which way to turn to gain on a chase or open distance from one.
Which way your ship leans depends on its rig:
Knowing which camp your ship belongs to tells you, before a shot is fired, whether you want to fight upwind or downwind.
Sail is set in steps — stop, slow, half, battle, full — and more canvas means more drive, though each extra sail adds a little less than the one before. A ship also needs time to gather speed, so think a few seconds ahead of where you are. Taking sail in again is slow, roughly twice as long as setting it, so when you need to shed speed in a hurry you usually leave the sail set and work the yards instead — angling them to spill the wind, or even to help swing the bow.
To reverse direction you have to cross the wind, and there are two ways to do it.
Not all of the wind’s force becomes forward motion. Some of it heels you over, leaning the masts; pile on too much sail with too little stability and a tender ship can roll dangerously far. Heel also tilts your guns — a help when you are reaching for a distant target up to windward, a hindrance when you are trying to strike something low and close to leeward.
The rest of that sideways push becomes leeway: your hull crabs slightly downwind, so your real track over the water sits a little below where your bow is pointed. Big, slow ships make the most leeway, and it bites hardest when you are beating upwind near a lee shore. The fix is simple — aim a touch higher into the wind than the course you actually want.
Whoever holds the upwind side — the weather gage — holds the initiative: they decide when to close and when to break off, while the downwind ship can only react. That advantage is often won before the fighting starts, at the battle-entry wind gate, where the side you enter on sets your opening position. As a rough rule, when both ships are square-rigged the upwind captain has the edge; between two fore-and-aft ships it flips to the downwind one.
There is more to it once cannons, heel, and wind shadows come into play — see Battle Sails & Wind Shadows and Types of Battles.
Get the angles into your bones — where your ship is fastest, where it stalls, and which side of the wind you want — and every other skill in the game has firmer ground to stand on.
This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · Naval Action Wiki · FearAndLoathing — Fear's Comprehensive Guide to Naval Action (Steam). Prose is original; see how this guide is made.
