Should I solo Galleon - Basic tactics of Galleon seamanship.

  • My goal is to solo Galleon, but not just to get a-to-b, but to fight and win. This task seems daunting, but knowing gamers, there must be some who already do it!

    I'll write some of my thoughts to get conversation and imagination flowing. But, everything is just...experiment, trial and error. You can only have fun and sink. There's no shame in defeat so long as the soul remains unconquered.

    I don't know if this can be done. But I want it to be done!

    Now, it looks like for gameplay, the fit test is riding the storm. That storm is brutal on the Galleon and I think I kept it afloat for a max of 15 minutes, but I lost all steerage and advantage of the wind....the seamanship required to keep the Galleon in a storm AND to bail/plank just was too much at my current game-play efficiency level.

    Sailing the Galleon for me has been about efficiency. Everything is triplicate and delayed, so to take full advantage of the Galleon requires planning. Handling the ship can be done. I was able to get a true taste for this with a friend where I duo sailed the Galleon and basically managed the sails/helm while the crew member battled. We were able to maneuver fairly well without needing a lot of his assistance on sails, though that still did help.

    How to best get advantage of operating the Galleon seems to come in the form of preparation, so first thing!

    When you're on the hunt and you're closing in, I raise the sail to half.

    You don't need a lot of speed, you don't need to pass and correct. So I start and finish most of my maneuvers in what I call half-sail (lower sheet-loops raised to the yardarm).

    I may also raise foresails to quarter (sheets raised to almost a furl).

    This allows me to avoid having to correct the foresail when needing more or less speed.

    I rely upon the mizzen sail for the most power adjustments. It's the first I lower to full, it's the first I correct to the wind.

    The next tactic is keeping a proper heading. I've been wanting to get better at this. The ONLY way I think I will be able to solo Galleon in battle is to keep distance and be a better cannon-sniper.

    Boarding is too detrimental to my skill level right now that I want to avoid it entirely. Furthermore, my style of play is most enjoyable when I am master of the waves, not master of the deck.

    So keeping your heading requires constant course correction. That means standard solo sloop routine but on a much bigger scale.

    I often find myself "nibbling" at the sails, or doing a bail/plank then back to the helm.

    The nibbling the sails is the most important part and where you need the sails in the quarter to half position most of the time.

    You nibble them by positioning the main and fore sails for the wind for your next heading, while focusing on the helm.

    Helm is priority, followed by bail/planking.

    Edit - I want to emphasize that HOWEVER counter intuitive this seems, keeping sails at half or quarter is BETTER, I feel it, I've done it. The principle works even when crewing. I always see full sail out of sheer laziness but the MATH of the game proves me right.

    The penalties of headwind are more severe than the gains of full sail. As such you want to reserve full sail for ONLY when you have long runs of weathergage (wind advantage).

    Otherwise if you have to tack into the wind you will lose a lot of gain getting hit by full sail penalties.

    For this reason whenever maneuvering I always take up some sail.

    I have intuitively felt this with headway in storm...where situation is more severe. My 8 hour marathon in a storm in a solo sloop served me well on this point. I don't know how others feel, but I stand by this statement and think all good seamanship in this game starts and ends with amount of sail. :)

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  • @idneon

    Imho everybody, even solo on another ship will beat you relatively easy.
    Honestly too many disadvantages and zero to no advantages to do so except to taunt or attract others to then get bested.

    What are the advantages in your opinion?
    Or is it only because of the challenge?

    Ok i get that and if you meet an inexperienced solo Slooper or solo Brigantine, ok, but even then... Solo Brigantine is what i would also never recommend when you want to fight, you have only disadvantages en masse.
    I know some solo Brigantine, i did so when they were implemented, just because they are fast, i even could win some fights, but if a solo sloop knows what to do, not that much if a chance if you miss additional pirates, you just cannot use the advantages of these ships.

    From maneuvering, turning circles, sails, more far way to supplies to need to leave the helm for ladder protection, general oversight, hiding space for attackers....
    Not to mention Duos and Trios or full manned Galleones.
    In a sloop there are chances to outmaneuver, outrun and more versus larger crews, in a Galleone solo?
    Trapped imho, no way to get away, no way to save it from sinking within the next 45 seconds.

  • @idneon

    As a beta tester when all that existed was galleons i had spent hours soloing a Gally do to frequent connection issues and lobby bugs.

    So i have alot of experience in this regards.

    I have done many things soloing a galleon i even once chase down a sloop full i treasure and a fort vault key he manged to pilfer from a couple of ship contesting a fort. He was a sneak and sly devil that could sail well but i still manged to keep up with him till i got a crew to come in and sink him.

    Anyways the only method i know that can be used to sink a ship while soloing a galeon with out sinking would be the original fire boat strat. Where you place a bunch of kegs in front of the boat on the bow sprit then ram into a ship a detonate the kegs. With all the. kegs being at the very front will do limited damage to your ship while doing maximum damage to the opposing ship if you manged to pull it off. This would have to be a sneak attack and you would need full wind but it could be done.

  • @bugaboo-bill Thanks for the reply.

    It's entirely the challenge. I love sailing the Galleon. Frankly, I caught on to the sloop amazingly fast and feel bored piloting it. THIS does not mean I'm great at PVP by any means. But the sailing of the sloop got kinda...boring, only for me. I recognize that the sloop feels easy to handle and has great options in a pvp fight...it is obviously good at what it's built for. Solo'ing. And I love that this game, no ship is disadvantaged to the other if piloted right.

    Now, to be fair. The solo sailing of the Galleon is tedious. I just don't know if I care to pilot the Brigantine as a "compromise".

    Sensibly it would make sense, but now I just enjoy the challenge of the Galleon...it's quite challenging.

    I think its only advantage would be long range shot. But, if I were better pvp'ing it might be better to just ram/board enemy ship? Maybe use keg and firebombs?

    There's stuff I definitely haven't tried. But mastering the long-shot seems fun too.

  • @enf0rcer said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @idneon

    As a beta tester when all that existed was galleons i had spent hours soloing a Gally do to frequent connection issues and lobby bugs.

    So i have alot of experience in this regards.

    I have done many things soloing a galleon i even once chase down a sloop full i treasure and a fort vault key he manged to pilfer from a couple of ship contesting a fort. He was a sneak and sly devil that could sail well but i still manged to keep up with him till i got a crew to come in and sink him.

    Anyways the only method i know that can be used to sink a ship while soloing a galeon with out sinking would be the original fire boat strat. Where you place a bunch of kegs in front of the boat on the bow sprit then ram into a ship a detonate the kegs. With all the. kegs being at the very front will do limited damage to your ship while doing maximum damage to the opposing ship if you manged to pull it off. This would have to be a sneak attack and you would need full wind but it could be done.

    This is an interesting concept, thanks for that!

    How was your handling of the Galleon over-all while solo?

    I enjoy the conversation and this game keeps me really wanting to try and master it....make it look like it's piloted by 3 or 4 when really only one, even if I can never truly outgun someone or repair enough in damage.

  • The problem i see is it only works with crews or players who dont watch the Horizon.
    Most experienced crews know you are there, they are aware of you coming and if you plan to ram into another ship.
    Well the last 10 or even 20 ships that tried to ram us sunk before their bowsprit tipped our hull.
    In some situations it will work for sure, but you will be kegged or boarded or sniped before you get even close to make the explosions waves spill my Tea 😁

    Try it, it will work some times for sure, but i would guess it will get old Very quick and many crews know how to deal with this.

    Not to mention a skeleton ship accidently take it away in 2 seconds.

  • @bugaboo-bill You seem right in that regard.

    I am very good at seeing ships, lanterns or none, on the horizon. It feels second nature to constantly be scanning horizon. :)

  • @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    This is an interesting concept, thanks for that!

    Np, your weclome.

    How was your handling of the Galleon over-all while solo?

    In the beginning very poor. But as i learned the mechnics and few little trick i became quite decent. It help alot when you understand that most of your speed comes from mid main sail while the rear sail gives you the least at about 15 percent. This is something i didn't learn to much later. So when soloing for travel just use the main sail which you can easily get to by jumping in front of the helm and get back to the helm by jumping on the staircase banner and jumping agin grabbing the helm. For combat or tight situations its best to use the rear sail. And for the sharpest turns use the front sail. You always have to prep in advance to use all sails which i would only do in a chase with full billow. But all moves have to be anticipated and readyed for as the gally has the worst reaction time.

    I enjoy the conversation and this game keeps me really wanting to try and master it....make it look like it's piloted by 3 or 4 when really only one, even if I can never truly outgun someone or repair enough in damage.

    I'm glad to hear you enjoy these kinds of convos it's truly enjoyable to hear someone enjoying a challange. You'll make a fine pirate. Any other question feel free to ask.

    Althou the biggest issue you will have soloing a Gally is the PvE treats as they are scaled based on ship size not crew size so meg and karen are best avoided and skelly ships can be dealt with by making them get stuck on a rock or forcing them circum navgate a large island to attack.

  • @idneon if watching the horizon dont become ones second nature he will suffer in the Sea of Thieves.

    The most important tip you can give to a new player / pirate is

    WATCH THE HORIZON

    then learn from your mistakes

    If you get caught in the act, ok happens, next round.

    If you saw them and made decisions and sunk, you can learn from that and next time make other decisions, or the same but half a minute earlier.

    Experience is what turns the tide.
    Some days ago i said we dont want to have these ghostships between us and them.
    Another day i said we dont want that Skeleton Ship between us and them.

    PvE threats need to be on their side only, if ever.

    I'm mostly the helmsman, they often tell me sail left and i dont, because of the wind, because of forseeable stuff in the world and because i have a rough Plan in my mind to outmaneuver them.
    I hear them shout, bad, bad, wrong side. Then nothing, ok good, good, right side XD
    I do mistakes for sure or i misinterpreted others and such, but often i do thw right things in the right moment regarding ship maneuvering 😉
    Coming from other sailing games like Naval Action, although i didnt play that a lot. But i'd say its my quality if i ever have one 😁

  • @enf0rcer Thanks to both who have taken an interest in this thread so far.

    As you will see from my "Galleon speed" thread, I love this kind of stuff....and this game just lets me get so OCD in such a good and satisfying way.

    I love your experience with the masts. I intuitively thought the main would have the most power, so I also intuitively set it the least knowing once set it would be harder to drive the ship, committing more power to the ship. But where did you get the numbers such as 15%?

    I haven't considered yet which mast provided the most steerage, so thanks for that! (I wrongly assumed it was the mizzen like rear wheel drive)

    I want to adopt your knowledge to my methods of evening out the load with partial sail....

    Because then I have to operate the sails less fully to change the ship handling.

    For instance I can sense (and will try) that to steer better I should be raising sail on main and rear.

    Which as a maneuver would look like this in steps:

    1. set helm.
    2. raise main from half to none/quarter
    3. check helm.
    4. raise mizzen from full to half.
    5. check helm, if more steerage needed then
    6. raise mizzen from half to quarter.

    That to me makes a lot of sense but I'm not sitting on one mast for 20 seconds or thereabouts to get it from full to quarter then another mast (fore mast) having to be set to get the extra steerage.

    These "steps" are the kind of guide I want to actually build someday for "Solo Galleying" which really just means "better piloting" so would benefit ALL crews.

    Especially entry level gamers wanting to really get into this game and not be bogged down or failing to have fun.

  • @bugaboo-bill

    I liked when you mentioned as helmsman the crew tells you things...

    I am IRL friend with my crewmate I sailed with and he'd always ask last night when we hunted together for first time: "Which side?"

    Then I'd pause...gauging, whatever that feel is when you just pay attention and focus...then

    "Left side" and I make my decision and follow through on the piloting. (I want to mention here that we are into the roleplay so actually I say the pre-1850s term "Larboard" to refer to the left side. Port refers to direction of heading...originally.)

    That feel of teamwork has literally never happened in any other game, amazing, really.

    The ability to have to think a few thousand yards ahead and make adjustments on the fly.

    Not to put down any other crews, but only to make a seeming point...

    All crews should take direction from the helmsman on what side...he will determine it based on all the factors. Not based only on the fight right in front. Any other way and the helmsman is just steering, someone else is piloting, which is confusion??

  • @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    "Left side" and I make my decision and follow through on the piloting. (I want to mention here that we are into the roleplay so actually I say the pre-1850s term "Larboard" to refer to the left side. Port refers to direction of heading...originally.)

    The term "port" was used as early as the 17th century. But you're correct that "larboard" was more common until it was popularly replaced in the early 19th century. It was changed for clarity's sake, as "larboard" and "starboard" sound too similar and can cause mishaps. My crew and I stick with "port" and "starboard" for the same reason the terms are used in real life. They're unambiguous and leave zero chance of confusion. We use all proper naval terminology (to the best of our abilities).

    That feel of teamwork has literally never happened in any other game, amazing, really.

    Absolutely agree.

    The ability to have to think a few thousand yards ahead and make adjustments on the fly.

    Thinking ahead and having a plan makes all the difference. Naval warfare is chess on water. My crew excels at naval combat because it allows us to use our best qualities to full advantage. We're an efficient crew and we all know our jobs. As the captain, I'm responsible for making sure we have every strategic advantage. Close-up PvP is our weak area, so we stick to naval tactics whenever possible. We seldom board other ships unless the opportunity presents itself. We rarely lose. The key is to fight the battle on our own terms. It's all about position and timing.

  • @genuine-heather

    Nice, I really want to get better at the long-cannon shot because I feel this is where the most unique advantage lies for me.

    A ship receiving damage from a large distance would, I imagine, infuriate another crew to no end lol....to constantly be out maneuvered and juts having to repair and miss their shots, then to try and get closer but unable because of your ship's superior seamanship.

    That'd be great to get down....

  • @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @genuine-heather

    Nice, I really want to get better at the long-cannon shot because I feel this is where the most unique advantage lies for me.

    It's a great feeling to devastate an enemy ship while they struggle to land a shot anywhere near you. Cannon mastery is essential for those of us who aren't so good at close combat. It's a skill unique to Sea of Thieves and can only be improved through practice.

  • @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @enf0rcer Thanks to both who have taken an interest in this thread so far.

    As you will see from my "Galleon speed" thread, I love this kind of stuff....and this game just lets me get so OCD in such a good and satisfying way.

    I love your experience with the masts. I intuitively thought the main would have the most power, so I also intuitively set it the least knowing once set it would be harder to drive the ship, committing more power to the ship. But where did you get the numbers such as 15%?

    I haven't considered yet which mast provided the most steerage, so thanks for that! (I wrongly assumed it was the mizzen like rear wheel drive)

    I want to adopt your knowledge to my methods of evening out the load with partial sail....

    Because then I have to operate the sails less fully to change the ship handling.

    For instance I can sense (and will try) that to steer better I should be raising sail on main and rear.

    Which as a maneuver would look like this in steps:

    1. set helm.
    2. raise main from half to none/quarter
    3. check helm.
    4. raise mizzen from full to half.
    5. check helm, if more steerage needed then
    6. raise mizzen from half to quarter.

    That to me makes a lot of sense but I'm not sitting on one mast for 20 seconds or thereabouts to get it from full to quarter then another mast (fore mast) having to be set to get the extra steerage.

    These "steps" are the kind of guide I want to actually build someday for "Solo Galleying" which really just means "better piloting" so would benefit ALL crews.

    Especially entry level gamers wanting to really get into this game and not be bogged down or failing to have fun.

    This would be great. I would love to see a full and detailed instruction guide on navel ship manuevers such as the Killing Circle (aka Shark spin) when a Ship is disabled or otherwise stationary to set the attacking ship into a perfect circle around the target. I have successful manage this a handfull of times when i set the helm and sail perfectly to allow my ship to ensnare my prey allowing me to freely operate the cannons, repair and guard from boarders without losing my target or having to adjust the helm. If i could get a detailed guide to help increasing my chance of this closer to 100 percent it would be invaluable.

  • @idneon

    It can be done, yet any decent pirate will wipe the floor with you. I have sailed each of the ships solo at some point, the galleon is to much work with no real benefits and a true ability that you are just not able to keep up as a solo at all with damage, fire, etc. that it can endure otherwise.

    If you want to do it, go ahead, be the pirate you want to be... but know you must out class your opponents by a large margin if you want to fight.

  • @genuine-heather sagte in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @genuine-heather

    Nice, I really want to get better at the long-cannon shot because I feel this is where the most unique advantage lies for me.

    It's a great feeling to devastate an enemy ship while they struggle to land a shot anywhere near you. Cannon mastery is essential for those of us who aren't so good at close combat. It's a skill unique to Sea of Thieves and can only be improved through practice.

    @IDNeon in fact you will be able to sink 9/10 crews this way, because most crews are only good with boarding, but bad with ship combat.

    The problem and risk is, if they are good and quick they can mostly repair quick enough to not sink.
    Then you need to get in close combat. But when you have made them beeing in trouble your chances are good.

    For the Galleone it's the middle Mast who gives you the most speed, then rear and last is the front Mast.
    If you want to turn around, middle, rear, front if front is needed anyway.

  • I have sailed Galleon Solo many, many times. Mostly for a laugh. But sometimes because my totally worthless (random) crew quit, so I locked the crew and just finished the mission on my own.

    Solo Galleon is fine sailing until....

    Skellie Ships and PvP crews "attack" you.

    The distances on the Galleon are just too far to steer, fire and repair effectively. Especially with the new Fire mechanic.

    Storms are also a problem. You pretty much have to drop anchor and just ride them out.

    Tips:

    1. Keep a wooden planks crate down in the bilge and a cannonball crate up on deck.

    2. Carry a few powder kegs (mega kegs) to explode PvPers that chase you. It's worth the risk having them onboard. You aren't going to be winning any fights any other way.

    3. Don't use the front sail unless you really need the extra 30% speed.

    4. Only drop anchor in emergencies (kind of goes for all the ships!)

    5. Always keep a full stock of balls, planks, fruit in your inventory.

    6. Keep your front 3 cannons loaded with CC's (purple one's) since you'll be using your back cannon for everything else.

    To be perfectly honest. Except for the fact that people tend to harass you less, there is no advantage to solo-ing the Galleon. Brigantine and Sloop are just better options for solo.

  • @bugaboo-bill said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    The problem and risk is, if they are good and quick they can mostly repair quick enough to not sink.

    We have several tools to address this problem. An effective combination of cursed and regular cannonballs, chainshot, fire, and blunderbombs can quickly turn the tide of battle. We almost never need to resort to boarding. Sometimes it takes some patience to develop a strategic advantage. But when you've got them on the ropes, you need to keep the pressure on until they're overwhelmed. Good crews are hard to sink no matter what, but slow and steady wins the race.

  • @genuine-heather fully agree thing is if you have found the ccb's, chainshots you need to do so.
    Sometimes you just havent.
    It's also depending on the length of your session a lot.
    After an hour and some event we are mostly fully stocked.
    But when you just logged in, well :-)

  • @enf0rcer said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @enf0rcer Thanks to both who have taken an interest in this thread so far.

    As you will see from my "Galleon speed" thread, I love this kind of stuff....and this game just lets me get so OCD in such a good and satisfying way.

    I love your experience with the masts. I intuitively thought the main would have the most power, so I also intuitively set it the least knowing once set it would be harder to drive the ship, committing more power to the ship. But where did you get the numbers such as 15%?

    I haven't considered yet which mast provided the most steerage, so thanks for that! (I wrongly assumed it was the mizzen like rear wheel drive)

    I want to adopt your knowledge to my methods of evening out the load with partial sail....

    Because then I have to operate the sails less fully to change the ship handling.

    For instance I can sense (and will try) that to steer better I should be raising sail on main and rear.

    Which as a maneuver would look like this in steps:

    1. set helm.
    2. raise main from half to none/quarter
    3. check helm.
    4. raise mizzen from full to half.
    5. check helm, if more steerage needed then
    6. raise mizzen from half to quarter.

    That to me makes a lot of sense but I'm not sitting on one mast for 20 seconds or thereabouts to get it from full to quarter then another mast (fore mast) having to be set to get the extra steerage.

    These "steps" are the kind of guide I want to actually build someday for "Solo Galleying" which really just means "better piloting" so would benefit ALL crews.

    Especially entry level gamers wanting to really get into this game and not be bogged down or failing to have fun.

    This would be great. I would love to see a full and detailed instruction guide on navel ship manuevers such as the Killing Circle (aka Shark spin) when a Ship is disabled or otherwise stationary to set the attacking ship into a perfect circle around the target. I have successful manage this a handfull of times when i set the helm and sail perfectly to allow my ship to ensnare my prey allowing me to freely operate the cannons, repair and guard from boarders without losing my target or having to adjust the helm. If i could get a detailed guide to help increasing my chance of this closer to 100 percent it would be invaluable.

    I have successfully done across the bow turns where I come across and rake the bow with cannon as I turn to rake the side. Then break off and sail to some distance.

    I took down 2 brigantines in separate engagements last night solo.

    Had a good interesting distance cannon exchange with another brigantine.

    I went back to sloop for a bit. Didnt like its handling....too slow. Felt under powered when I did get hits.

  • @viperishemu2992 said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    I have sailed Galleon Solo many, many times. Mostly for a laugh. But sometimes because my totally worthless (random) crew quit, so I locked the crew and just finished the mission on my own.

    Solo Galleon is fine sailing until....

    Skellie Ships and PvP crews "attack" you.

    The distances on the Galleon are just too far to steer, fire and repair effectively. Especially with the new Fire mechanic.

    Storms are also a problem. You pretty much have to drop anchor and just ride them out.

    Tips:

    1. Keep a wooden planks crate down in the bilge and a cannonball crate up on deck.

    2. Carry a few powder kegs (mega kegs) to explode PvPers that chase you. It's worth the risk having them onboard. You aren't going to be winning any fights any other way.

    3. Don't use the front sail unless you really need the extra 30% speed.

    4. Only drop anchor in emergencies (kind of goes for all the ships!)

    5. Always keep a full stock of balls, planks, fruit in your inventory.

    6. Keep your front 3 cannons loaded with CC's (purple one's) since you'll be using your back cannon for everything else.

    To be perfectly honest. Except for the fact that people tend to harass you less, there is no advantage to solo-ing the Galleon. Brigantine and Sloop are just better options for solo.

    Just fyi I was able to plow through a storm for the first time solo in a Galleon. Granted I left the helm a lot. But I checked on it to be sure to avoid obstacles. Was chasing brigantine. Caught up to them through storm so consider it an actual success and not just hands off rudderless etc. Just didnt micromanage the ships course.

    1. yep adopted this.

    2. havent started kegging but I feel I should figure out a method of boarding while letting galleon sail into open sea.

    3. I actually rely upon front sail at full. That way when I need more steerage I raise the main...it has made my combat maneuvers basically competitive. Adjusting just the main allows you to get a lot of power so once course is being reset I fix the main to the wind and drop it again..adjust course. Then begin fixing the front. If I want more speed but need to do other tasks that means raising the front some.if it isnt set right.

    4. I need to get better with. I been doing regular shot because I worry about my aim an wasted shots.

  • @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @enf0rcer said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @idneon said in Should I solo Galleon - Basic tactics of Galleon seamanship.:

    @enf0rcer Thanks to both who have taken an interest in this thread so far.

    As you will see from my "Galleon speed" thread, I love this kind of stuff....and this game just lets me get so OCD in such a good and satisfying way.

    I love your experience with the masts. I intuitively thought the main would have the most power, so I also intuitively set it the least knowing once set it would be harder to drive the ship, committing more power to the ship. But where did you get the numbers such as 15%?

    I haven't considered yet which mast provided the most steerage, so thanks for that! (I wrongly assumed it was the mizzen like rear wheel drive)

    I want to adopt your knowledge to my methods of evening out the load with partial sail....

    Because then I have to operate the sails less fully to change the ship handling.

    For instance I can sense (and will try) that to steer better I should be raising sail on main and rear.

    Which as a maneuver would look like this in steps:

    1. set helm.
    2. raise main from half to none/quarter
    3. check helm.
    4. raise mizzen from full to half.
    5. check helm, if more steerage needed then
    6. raise mizzen from half to quarter.

    That to me makes a lot of sense but I'm not sitting on one mast for 20 seconds or thereabouts to get it from full to quarter then another mast (fore mast) having to be set to get the extra steerage.

    These "steps" are the kind of guide I want to actually build someday for "Solo Galleying" which really just means "better piloting" so would benefit ALL crews.

    Especially entry level gamers wanting to really get into this game and not be bogged down or failing to have fun.

    This would be great. I would love to see a full and detailed instruction guide on navel ship manuevers such as the Killing Circle (aka Shark spin) when a Ship is disabled or otherwise stationary to set the attacking ship into a perfect circle around the target. I have successful manage this a handfull of times when i set the helm and sail perfectly to allow my ship to ensnare my prey allowing me to freely operate the cannons, repair and guard from boarders without losing my target or having to adjust the helm. If i could get a detailed guide to help increasing my chance of this closer to 100 percent it would be invaluable.

    I have successfully done across the bow turns where I come across and rake the bow with cannon as I turn to rake the side. Then break off and sail to some distance.

    I took down 2 brigantines in separate engagements last night solo.

    Had a good interesting distance cannon exchange with another brigantine.

    I went back to sloop for a bit. Didnt like its handling....too slow. Felt under powered when I did get hits.

    Good job. Yeah the gally quite slow. And its durabioty only comes from the fact that secons deck holes thake no water in the begining but 1 balast ball and that gally is done.
    I wait for a detailed report in the debrief.

  • @enf0rcer I pull away wide enough that I probably can keep all holes planked.

    My goal still remains to be good enough that when I get a shot
    ...I want to be able to land a bunch of hits.

    I got noticeably better. But not good enough yet and not at enough range.

    I feel like that kill zone exchanges a lot of shots...I want to be more like...60 or 75% range and still be landing hits. I've gotten some...but not well yet.

    So satisfying though when you get that long shot waterline hit.

    But I know I need like 3 or 4 solid water line hits to really threaten them with sinking.

    I also want to be better at hitting top deck so can damage the other goodies.

    Sigh. So much want....lol

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