1 Combat
Basics
There are several important ship properties that will help you understand
the basic principles of combat in Salvo.
a) Ships in Salvo can only fire to their right and left, not forward
or backward. The Starboard Battery can fire to the right in a limited
ark of file, and the Port Battery can fire to the left. This means
that the ship can not move directly towards an enemy and shoot at
the enemy at the same time, often allowing an enemy ship to get in
several broadsides before the advancing ship is able to return fire.
b) Reloading takes time and lots of crewmen. Under ideal conditions
there will probably be enough crew to reload one broadside each turn.
However, if the ship is sailing, then a large portion of the crew
will be called away to man the rigging, resulting in slower reloading.
Disruption also affects the reloading ability of a ship. Each round,
the gun crews reload as many cannons as they can, but the full battery
may not be reloaded before the next round.
c) Maneuvering, or specifically - changes in direction and speed
- require sailors to man the rigging. Sails must be trimmed, let
out or adjusted for the wind. If there are not enough sailors allocated
to sailing, or there is significant disruption, then the ship will
not be able to maneuver, and will maintain the same course from the
turn before.
2 Evaluate
Enemy
Find out as much as you can about the enemy vessel. Only information
that is directly observable is available, but that information will
help.

Left Click on the ship to select it, and focus the display on the enemy
ship. You should see the ship's name, number of guns, Country, rating
and current activity.

For more information you can Right Click on the enemy ship to display
the ship's damage report
Name, # Guns
Port Battery: Number Active, (Original # Guns)
Starboard Battery: Number Active, (Original # Guns)
Marines: Approximate Number Active (Original)
Crew: Approximate Number Active (Original)
Sailing Ability: Approximate Percentage Undamaged |
 |
3 Plan
Attack
Before you come into shooting range of the enemy vessel, plan your approach
and strategy. In this case, there are only the two ships, and both
are approximately evenly matched. This means you will need to be careful.
Take your time, following this general plan:
Phase 1) Maintain your distance and attempt to cripple the enemy's
sailing ability.
Phase 2) Close in to medium range when you have superior maneuverability.
Phase 3) After the enemy is significantly damaged, move to close
quarters and reduce the enemy ship with double shot.
These steps are Detailed more thoroughly in the remainder
of this section, C), and in the next two sections, D) and E).
4 Crew Allocations
Prepare the crew for battle by checking the crew allocations. Crew
Allocation is normally handled by the ship, but the player can make
modifications and even totally overrule the computer. Switch between
'Auto' and 'User' modes for crew allocation by clicking
on the top of the panel of arrows on the right of the Crew Allocation
screen. You can alter the settings, even when the mode is set to 'Auto'
but your changes will not be permanent unless you set the mode to 'User'
as shown below.
a) Right Click on the Hood To open the Ship UI

b) Open the Crew Allocation Panel by clicking on the crew button
to the left of the Hood's name.

This will open the Crew Allocation Panel.

c) Remove some of the crew that are allocated to Sailing and Damage
control. This will add them to the Idle catagory.

d) Increase the number of sailors who are allocated to the gun batteries
5 Set the
Initial Ammunition Type
Because your goal is to first cripple the enemy ship, you should set
the ammunition type to Link/Chain shot for the maximum Rigging Damage.
Switch to the Ammunition panel by clicking on the button to the right
of the Hood's name. As with Crew Allocation, ammunition selection is
controlled by the computer, unless you change the ammunition type deliberately
or set the ammunition selection to 'User'.
a) Right Click on the Hood To open the Ship UI

b) Open the Ammunition Selection Panel

c) Set both the Port and Starboard Gun Loads to Link Shot by clicking
on the Chain/Link ammunition type for each gun.

Done:

6 Combat
When the enemy ship is within range, and within the firying ark of
your guns - you can fire by clicking on the target marker which will
be placed on the enemy ship. the Target mareker is placed when you select
your ship, and indicates the current ramge of the shot.
1 Select the Hood
2 Click on the Target Marker
3 Your firing message will be shown
4 The damage message will be shown

7 Combat
Distance
The distance between two ships is shown in the bottom center of
the screen when one ship is selected, and the other is under the mouse.
- Select the Hood by left or right clicking on her.
- Move the mouse over the Nancy, and you should see a docked Ship
Tip for Nancy, along with the Distance.

8 Maneuvering
Keep the Hood 6-9 spaces away, and upwind from the French ship, but
also try to find opportunities to shoot when the enemy cannot return
fire. This will be much easier if you achieve a critical mast hit, or
even if you just do a lot of rigging damage. After you have crippled
the French ship's ability to maneuver, move in to medium Range

Notes:
Wind Advantage
Because ships travel at different speeds depending on the wind, there
is a significant advantage to being up wind of your enemy. Being
up wind gives you more options for movement, and lets you choose how
to engage.
Disruption
Disruption is anything that interrupts or impedes the ability of your
crew to perform their functions, from clearing wounded sailors off
the gun decks to removing debris from major rigging damage, or even
just undertaking difficult sailing maneuvers. Disruption is incurred
when the vessel takes damage, or from sailing related actions.
Disruption
- Half-Life
Disruption is a temporary interference, and the amount of disruption
is halved each turn. So even a highly disrupted ship (75% or more)
will quickly sort it's self out - unless it incurs more disruption.
Change Ammo Load Time
Changing the type of ammunition that a battery has loaded can
involve actually removing the shot that is in the guns, and this has
an adverse effect on the load level of that battery. Changing from
a battery fully loaded with Grape/ Canister to Link/Chain shot will
result in a less than fully loaded battery. Going from Ball to double
shot Ball causes less of a penalty. If you change the ammunition
just after the battery has fired, then you will have a smooth transition
to the next ammunition type.
Critical Mast
Hits
A single lucky hit can remove or cripple a mast by hitting it near
it's base. This will directly impact the ship's sailing ability for
the rest of the scenario, and will also cause a lot of immediate disruption
as the wreckage is cleared away.
Gun Crews
(Port and Star.)
Each Battery, Port and Starboard, has a designated gun crew, but these
crews will both work to reload ether side that needs to be reloaded.
If both batteries fire in the same round, then the designated crews
will reload their own battery first, and help out the other side when
their cannons are 100% loaded.
Link / Chain
Shot
Link or Chain shot is specifically designed to expand after being
fired from a cannon. This increases the likelihood of hitting something,
but somewhat reduces the damage done. Most rigging elements are fragile
enough that they will not stand up to Link /Chin Shot, which can even
take out a mast.
Reload Time
Under optimal conditions, and with sufficient crew, the Port and Starboard
gun crews should be able to load a single battery in a single round.
So - if both batteries fire, they will not both be able to be fully
reloaded in the next round. Disruption and the number of allocated
crew can have a dramatic impact on how many guns are loaded each round.