Ships and how you use them (2024)

posted 07-24-13 10:31 AM EDT (US)

Well i looked around on the site and only found two threads relating to navy stratiges let alone tactics. Ships and how you use them (2) Here is a guide to each catagory of ship and some basic to advanced know how on them.

"The Raiders"

Carnvals, galleys, funes, privateers, canoes, and war junks. With the execption of the privateer all can fish. Therefore if they are not raiding the enemy fishing boats then they should be fishing. Also you might want a few hackapells if you have them to help attack vills on land.

"The Meatshield"

Made up of canoes/war canoes (sheer numbers), galleons, atakabune and fluyts (sheer bulk). (note: the chinese fire junk which I would call the terror group is the closest thing they have which can blow up your navy, a simple trick is to run as the fire junk can sometimes go ka boom before it hits a fleeing target meaning you do not suffer damage) these should be located in the direction you expect to find your enemy. Their job is to protect the fighters and persision strike group. Their best traits of the sheer bulk ones is a high hp and 75% range resist, along with the abilty to train troops. A curcial thing to have for attacks exucutied upon well defended areas. A spanish galleon is extremely durable more so then any other ship avaiable.

"The Fighters"

Frigates, Tialoc canoes, tekkousen, and fuchuans make up this class designed for ship to ship combat. behind the meat shield they are a force to be reckoned with. The chinese Fuchuans being the most prominent of this class. Powerful broadsides from these naval crafts are apt to have enemy navys take a permanent vacation in the briny depths of Davy Jones's locker.

"The Presision Strikers"

The only two ships in this small but important class the ironclad, and the monitor. almost useless in ship to ship combat they fill a diffrent role. When it comes to where the combat biuldings are a naval attack would be very costly to the attacker with out this ship capable of felling forts in a few strikes the only fortfitions capable off resisting such an barrage is aztec, and iriquious defences buffed by a town dance.

"The Combat Buildings"

Forts, Town Centers, Outposts, Blockhouses, Warhuts, Noblehuts, and Castles can be deadly to ships traveling near them with the heated shot advanced aresenal upgrade and the costal defenses will beef those deadly shots even more, making many sink. A crucial thing to protect defenceless docks.

Tactics

as chinese a fire ship should idealy dash in to weaken or destroy the enemy navy/docks before an attack is executed. (and hopefully get rebuilt to cover a retreat)

learn the terrian and use it (ex. luring a enemy navy into cannon or turrent/culverian range and if you are playing with unction missionarys use them stay at the shoreline with them unloaded to boost your warships' attacks.) DO NOT GET TRAPPED!

get small islands fortifed with turrents, housing, tc(s) and an artillery foundry or two. docks should be numerous and protected. don't waste space with rax and/or stables use galleons to train troops and garrasion them as soon as they come out. The artillery foundry serves a dual purpose as training a defensive force and galleons can't train heavy artillery units (which is everything except greandiers) which helps an attack tremendously. Plus it really helps to have a easy retreat path.
one time i was booming on new england with the french against some a.i. players and this german comes in with a fair sized army. i was near the coast with 2 galleons which i loaded 30-36 cdbs on as i did not have an army and made a dash to the two islands which i had built 1 tc and dock on each island. leting 11 go off down on a diffrent part of the mainland to chop wood while pumping out cdbs, fishing boats (on whales), mills(more of these)/plantions some houses, outposts, a foundry, 3 forts, 2 factorys on wood, shiped the small wood trickle card. leaving me with a really good duo of fortified island eco centers. later on i went imperial and crushed the german and dutch players as they were the only other major forces left. no one even attempented to attack my new island bases.

Repair those ships Wood is the most valuable resource in a long game, conserve it! plus some ships can get exspensive.

set the factorys to wood if you have them a navy is wood dependent.

if there is water use it! not as a defensive barrier like cliffs but rather filled with ships. also wall a short distance away not too close though or troops can be unloaded past your defences.

use fishing boats to boost your eco especially if you are playing as dutch

use water like a gate to bypass land based defensces. (sadly ES did not include sea walls) Ships and how you use them (3)

push by land and sea at the same time vs natives (a native fire pit is like a gear shift <Terra based attack-Defense-Recover-Ocean based attack-Whatever else> they are in capable of doing multiple dances/gears. (Sniping a fire pit with a monitor can help a bit)

Culverins are the best anti ship cannon despite being out ranged by mortars, as mortars miss more then they hit

Send like 2 or 3 frigates each with one not needed unit on one side of his colony with your main force sneaking up on the other side. (or get devious and send a medium/large force with galleons on the oppisite side from his eco with monitors and hackapells on the other)

MORE COMING SOON

The chubby bunny
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[This message has been edited by Warion (edited 07-27-2013 @ 06:48 PM).]

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