Salvo Tutorial 2
Squadron Introduction: Advanced Combat & Movement

Introduction: This tutorial covers the more advanced aspects of movement and combat, as well as an introduction to squadrons.  After finishing this tutorial you will have a better understanding of moving your ship(s) in difficult circumstances, such as shallows and adverse wind conditions.  You will also know the rudiments of squadron control in Salvo, including how to make a new squadron, and how to setup automatic movement.  Additionally, you will learn more about the Salvo interface functions and have a better understanding of combat, including capturing enemy ships by boarding. 

In this Tutorial you will:

  • Move your ship, the Hood, in Adverse Circumstances.
  •  Engage 2 Enemy Ships
  • Create and Use Squadron Controls
  • Use Advanced Elements of the Salvo Interface

 

 

Key:     = Action Sections    = Information Sections     = Important Information


A) Orientation
Start Salvo and Select the second Tutorial.

1 Start Salvo      
Click on the Salvo Icon, or start Salvo from the start menu:

       START/Programs/SprueGames/Salvo


2 Open the Help Screen
Click on the Rolled up maps on the table to open the Help screen.


3 Start the Salvo Tutorial
The Salvo Help Screen provides links to the QuickStart, User Guide, SprueGames Webpage, and the four tutorials.

Click on the 'Start Tutorial 2' button to start both the Tutorial 2 Battle and the HTML Tutorial 2 Document. If you already have the HTML Document open, you can just start the battle by clicking on the 'Battle' button. Likewise, if you only want to view the documentation, you can click on the 'Documentation' button.



4 Initial Screen
The Hood is on the left of the screen, facing two white flags.         


5 Read The Mission Text
Each Battle in Salvo has a "mission text.  The mission text for the built in campaigns is visible as you page through the missions.  After a battle is started, you can read the mission text, and check your score by clicking on the mission button.

Click on the Mission Button and you should see:

Salvo Ship Tutorial 2

British vs French
Caribbean Sea
Fair Weather

With Good Visibility The Hood, 52, has arrived in the Caribbean, somewhat south of Jamaica. Continuing northward she encounters two French vessels as she is rounding a small island known to have extensive shoals on it's West side.

The enemy ships seem to have become separated, presenting you with the opportunity to deal with them one at a time, if you act immediately.

Try to prevent the Nora,26, from escaping to the other side of the shoals. If you can achieve this, then you should be able to capture her before the Royal, 34, joins battle.

 

 

Also note the 'score'  section on the right. 



 


4 Evaluate Enemy and Situation
There are two enemy ships, the Royal (34) and the Nora (26). Together, they outgun you, but independently neither could stand up for long against the Hood's broadside. Fortunate for you, the two enemy vessels have been take by surprise, with the weaker Nora considerably closer to you and almost cut off from the Royal.  Your strategy should be to attack the Nora as soon as you can and capture her before the Royal can join battle.  This can be accomplished by reaching the gap (marked with a Victory Flag) before the Nora does. After dealing with the Nora, you can then engage the Royal with whatever plan seems appropriate at that point.


5 Choose Course of Action
In order to block the Nora's easy escape route, you will need to act fast.  Although the Nora is farther away from the channel, she has the wind advantage that should make the race about even. Because you do not have an advantageous wind, you will need to tack several times to cut off the Nora by reaching the closest Victory Flag first.

  


6 Advanced UI Tools
For steps 4 and 5 above, the Battle Map is an important tool for finding the locations of ships and their relative placement in regards to each other, prevailing winds, and also land features.  But the Battle Map's usefulness goes way beyond this, allowing you to change ship's control modes, create and direct squadrons, and setup automated movement.  Another useful tool in the UI is the Ship List.  The ship list gives you immediate access to all the ships in the scenario. You can view important information, or jump directly to any ship.

a) Ship List

Click on the Ship List button or press the 'L' key to open the Ship List. The Ship List provides fast access to ship information for all the vessels involved in a scenario. Additionally, clicking on a ship' name or data selects that ship and closes the Ship List screen, providing a way to quickly jump to any ship

Ship List Info:
Country
Ship Name
Guns
Squadron
Condition
Action
Can Move
Has Target

b) Battle Map

Press the 'M' key or click on the Map button to open the battle map. The battle map displays the location of ships, control flags, land and victory markers in the current battle. Additionally, the Battle Map provides several ship and squadron tools that help with deployment.

Battle Map Features

Wind Direction

Displays the current wind direction.

Compass

North is always up on the Battle Map, and the Compass provides a constant reminder.

Map Elements

A) Current View
This blue marker indicates the last view of the battlefield before the Map was opened. Clicking on the Current View marker will return the display to the same place and view in the battle

B) Ship (Friendly and Selected)

C) Squadron Control Flags
Position these flags to fine tune squadron commands.

D) Land and Shallows
The lighter color is Shallow or Dangerous water, and the Darker territory is land

E) Way Points

F) Victory Flag .

Selected Ship

A) Country Flag
B) Captain Image and Name
C) Ship Information
D) Squadron Assignment
E) Ship Control Buttons (From Top)

Self Control Mode
Player Control Mode
Squadron Control Mode
Add to Current Squadron
Make New Squadron
Return to Battle View
Select and Return
Select Control and Return
Select Crew and Return
Select Armament and Return
Select Damage and Return

 

Squadron Controls

A) Selected Squadron
B) Unused Squadrons
C) Display Waypoints
D) Create Waypoints
E) Delete Waypoint
F) Select Squadron and Return
G) Squadron Command Mode


B) Movement in Adverse Circumstances
The first phase of your plan involves moving into the wind to the closest Victory Flag.  This will involve indirect movement and tacking. Also watch out for the reef and shallows on either side of the Victory Flag, if the Hood runs aground, you will be at the mercy of the Nora and the Royal.


1 Wind
Direct movement straight to the Victory Flag is not possible because that is the direction from which the wind is coming.  Therefore the Hood will need to approach indirectly, sailing at an angle to the left or right of the direct course. This will take her away from the Victory Flag, but by tacking she can work her way back and forth to achieve her goal.  The Royal will be undertaking similar maneuvers, but will be several rounds behind.


2 Crew Allocations
It will be several turns before you engage the Nora or the Royal, and you have some difficult sailing ahead of you.  So - it is wise, but not necessary, to increase the number of crew who are assigned to sailing. To do this, you will probably need to take the men away from the gun crews.

a) Right Click on the Hood To open the Ship UI

b) Open the Crew Allocation Panel

c) Free some crew from the port and/or starboard gun crews

d) Increase the number of sailors who are allocated to Sailing in order to make sure you have more than just 'sufficient' crew on hand for tacking. 


3 Sailing Errors
Tacking is a difficult operation, and if it is not done properly, the ship can stall and loose it's momentum, or even get in a position where the sails are blown backwards.  This can cause damage, and at the least causes significant disruption.  Quality and the number of crew allocated to sailing are the main factors, so the Hood should not have any problem.  But, luck is also involved, so be aware of the possibility.


4 Shallows
The death of water at any location was not known to a ship in the age of sail.  Charts indicate roughly where you can expect shallows, and visual information and on location sounding are limited tools.  Therefore, ships did the best they could to avoid shallow areas.  In Salvo, shallows are noted in the Battle Map, and may also be represented in the battle by a reef or sandbar.  Shallows are also indicated by the 'Shallow' movement marker.  Any movement though one of these spaces can result in the ship running aground.  The larger the ship - the more likely it is to run aground. First Rate ships will seldom make it though, but sloops  and smaller frigates should not have much to fear.  After a ship runs aground, it is assumed that the ship will attempt to free it's self unless it is actively engaged in combat.  If a ship is freed it can then move again, but may become trapped again.


5 Land
Land is indicated in the Battle map by the darker color terrain.  In the game, land is depicted graphically, and has a rim of shallow around it.  Unlike shallows, contact with Land results in automatic running aground that cannot be corrected.  Avoided Land at all costs.

 


6 Complex or Tedious

The indirect movement needed to reach the first marker may take as many as 10 turns to reach the not so distant Victory Flag. But, you do not need to tack each turn, or even directly control the ship's movement.  By setting the ship on 'Player Control' mode you can move through the turns a little faster by just controlling the hip when it needs to tack, and allowing it to move automatically on other turns. The next step up is to setup a squadron for the single ship, and use squadron functions to control the Hood.  In more advanced battles, you will use a combination of techniques to make the control of your fleet more manageable. 

Also, there sill be times when part of the battle is less active and part is more engaging.  Setting up automatic movement for the ships who will not make it to the battle for several more rounds can allow you to concentrate on the ships which are already engaged.


C) Setup a Squadron

There are three primary ways to setup a squadron, from the Ship UI's Information Panel, and in the Battle map, using either the ship's 'Start New Squadron' button or by clicking on the next empty squadron and adding ships. Each of these techniques is also matched by similar ways to add the ship to an existing squadron.  The first ship in a squadron (or the ship at the top of the list) is the squadrons flag ship, and the captain of that ship is the squadron commander. After creating a squadron for the Hood, read the overview of squadron elements and functions and then setup waypoints to guide the Hood to the Victory Flag.


1 Create a Squadron With the Hood
Use any one of the following 3 ways to create a new squadron that only has one ship, the Hood.  The effect is the same for each.

Ship UI

a) Right select the Hood in the main game screen and select the first panel of the Ship UI.

b) Click the 'Make New Squadron' button:

d) A squadron Command avatar should popup in the upper left corner of the screen, and depending on what command mode the squadron is in, there may be some squadron flags on the screen.

Battle Map 1 (Ship)

a) Open the Battle Map.

b) Find the Hood by moving the mouse over all the ships present until you see the hood in the docked Ship Tip.

c) Select the Hood by left clicking on the ship one time.

d Click the 'Make New Squadron' button:

e) Return to the main view and verify the squadron's existence.

f) A squadron Command avatar should popup in the upper left corner of the screen, and depending on what command mode the squadron is in, there may be some squadron flags on the screen.

Battle Map 2 (Squadron)

a) Open the Battle Map.

b) Click on the top Squadron Button in the bottom left section of the map screen. This activates the squadron, provided that you add a ship.

c) Right Click on the Hood to assigning her to the squadron.

d) Return to the main view and verify the squadron's existence.

e) A squadron Command avatar should popup in the upper left corner of the screen, and depending on what command mode the squadron is in, there may be some squadron flags on the screen.


2 Squadron Elements
The new squadron has the same elements all squadrons in Salvo share, whether they are single ships or squadrons of 10 or more ships:

   

Avatar
The squadron Avatar floats in the upper left corner of the display, giving you quick access to the controls for that squadron.  When there are more than one squadrons, the leftmost is the first squadron, and the rest stack to the right.

    Command Mode
When the squadron is selected in the main view, additional squadron UI elements will appear below the squadron avatar. The most important of these elements is the Command Mode button, which shows what mode the squadron is in.  (See section 3 below for more information on Command Modes.)
    Ship List
Below the Command Mode button, there are controls to show, select and manipulate the list of ships that are in the squadron.  The ship list does not have any relationship to actual locations in the game, or the distribution of orders. Only the first position is significant, because the ship at the top of the list is the Flagship.
    Ship Insignia
Each ship in a squadron flies a second flag, just below and smaller than the country flag, which indicates the squadron to which the ship belongs.  Additionally, if the squadron is selected, then a larger squadron marker is placed under each ship in the squadron.
    Squadron Flags
Also in both the main view and Battle Map, there are squadron flags that can be used with various command modes. 
    Battle Map Presence
Existing squadrons are also accessible in the Battle Map.  Click on the corresponding squadron marker (the first/top one) in the bottom left of the battle Map to select that squadron.  You can then move all three of the squadron Flags, add ships, or even setup waypoints. (See # 4 Below)

 


3 Command Modes
The Command Modes available to the squadron commander (and therefore to the squadron) are limited by the squadron's quality. The full range of modes will be covered in Tutorial # 3, but for now the Hood, squadron can be set to 4 modes

The Free Command Mode allows the ships to choose their own destinations and actions, while maintaining the squadron's presence so it can be used later.
Hold mode positions the ships of the squadron evenly between the two square squadron flags, provided that there is room. Setting the flags too far from each other will result in a wide distance between each ship in the squadron.

The Maintain and Follow commands are provided because there are often times when a squadron commander wants the vessels under his command to simply follow his lead. When Maintain is selected, the ships in the squadron will each attempt to travel in the same direction and speed as the flag ship: maintaining the same respective positions. Follow is different in that the ships attempts to form a line or column following the flag ship.
The Engage command utilizes the squadron's third flag. When this command is issued, each ship will attempt to engage enemy vessels within the vicinity of the third squadron flag.
Close Action requires no flag: each vessel will choose an enemy ship to engage in close action.
Line is similar to Hold, with one major distinction, line mode uses the two squadron flags to describe a line rather than to set the exact position for each ship. The ships will form a line starting at the square squadron flag and continuing in the direction toward the second flag, but the ships will not be evenly spaced between the flags, they will be spaced as closely as their quality levels will allow, creating the best defensive formation.
The Patrol command uses the same flags as the line commands, but instead of forming a stationary line of ships, the patrolling ships continually move between he two locations.

 


4 Setup Waypoints
Waypoints are the best way to automate a squadron's movement, but they can only be created, deleted and viewed in the battle map.

Preliminaries
Before you setup waypoints, you will need to make sure that you have a squadron, and that it is set to the 'Follow' Command Mode. 'Follow' is the only mode that uses waypoints, but it is not actually necessary for their creation and viewing.

Battle Map
The following steps will guide you though setting up Waypoints for your Hood Squadron.

a) Press M to go to the battle map. (Or click on the 'Map' button.)

b) Select the first squadron in the Bottom Left.

c) Turn on the "Display Waypoints" button.

d) Click the "Add Waypoint" button.

e) Right click on the battle map anywhere there is empty sea. A blue Waypoint flag should appear.

f) Right click to add more waypoints, till you have about 10.  The points should fade out as the total number increases, leaving the first ones dark and graduating to pail blue.

g) Turn off  "Display Waypoints" and then turn it back on.

h) Remove the last added way point with the "Remove Waypoints" button.

i) Remove all the waypoints that you added in experimentation.

j) Add 1 to  3 waypoints that will take the Hood to the location that you desire. Remember the need to tack in traveling upwind and avoid placing waypoints that will cause the Hood to backtrack. 

 


Note

Flagship
The first ship in the squadron's ship list is the controlling ship of the squadron, the Flagship.  The captain of the flagship is commander of the squadron.  Therefore, the quality level of the flagship is an importaant factor to consider when creating multi ship squadrons.


 

D Automatic Movement

With the Hood in a squadron set to the 'Follow' command mode, you are ready to allow the Hood to choose it's own specific course as she follows your waypoints. 


1 Space Bar

Press the spacebar to progress from the player phase to the automatic movement phase. If you moved the Hood in the player phase, she will not move in the automatic movement phase, but if you did not move the Hood, she will move at the same time as the computer controlled ships do. Press the space bar again when the player phase comes back around, and so on to speed up slow periods of the game.


2 Mermaid Avatar
Much like the Space Bar, clicking on the Mermaid Avatar during the player phase allows the game to progress to the automatic movement phase.


3 Ship Mode
There are three core ship Control Modes, Self Controlled, Player Controlled and Squadron Controlled.  Ship control modes overrule other ship directions, so a ship that is in a squadron but is set to player control (or self control) will ignore squadron orders. Ship Modes are accessible from the Ship UI and from the battle map, but they are also automatically set by some actions, such as:  adding a ship to a squadron changes that ship to the 'Squadron' control mode.

Ship Self Mode
The ship acts in it's best interests. It will attempt to capture 'struck' enemy ships, claim Victory Flags, and engage enemy ships that are not significantly larger than itself.  If there is no evident action to undertake, ships in 'Self' mode will tend to group together.

Player Controlled
Directly Setting a ship to the 'Player' control mode deactivates the ship's own AI to some extent.  The ship will still try to avoid running aground, but will not instigate a change of direction on it's own.

Squadron Mode
Squadron mode allows the ship to function at the squadron commander's direction.

Temporary Player Control
When a ship is in the 'Self' or 'Squadron' control modes, the player can still manipulate the ship during the player phase.  Any movement action on the player's part will place the ship in a temporary player control mode that will last for 2 rounds after the player's last movement direction. After that, the ship reverts to its original control mode and gets back on course. For Example: A ship in squadron mode is heading north to follow its Flagship.  The player diverts the ship by selecting it and clicking on one of its movement markers.  This action places the ship in temporary 'Player' mode, and the ship will continue to move in it's new direction for two more rounds. Then the ship will remember that it is in a squadron and return to following it's Flagship.

Temporary Self Control
It is also possible for a ship to deviate from it's command mode when it fails a Morale or Quality check. These deviations can be as simple as veering off course to claim a victory marker or 'struck' enemy ship, or they can entail the ship's withdraw from the battle.


E Contact
With the Hood in a squadron, that squadron set to 'Follow' and waypoints in place, its time to get on with the action. Press the Spacebar or click on the game avatar to advance through several turns and watch the Nora and the Hood as they approach.  When the Hood starts to come into range you will need to choose your actions based on how far the Nora has gotten.

For good measure, when you come into range of the Nora and become engaged, you may want to set the Hood to the 'Player' ship control mode.  That way the Hood will remain at your control.


1 Evaluate Nora
There is a good chance that the Nora got ahead of you and will join forces with the Royal, but there is an equally good chance that she did not, and is ether close or has pulled away.  In each case your strategy is a little different.

a) Got Away
If the Nora made it though the channel ahead of you, or looks like she is then your best chance may be to try to cripple her sailing ability with long range broadsides of link or chain shot. If the Nora is so far ahead of you that she is out of range then you will need to face both the Nora and Royal at the same time.

b) Close
If you are ahead of the Nora, or the Nora is close then you can try to hit her with a broadside or two of ball shot and then go in for close action.

c) Holding Back
There is also the possibility that the Nora chose not to approach, in which case you will need to formulate a new strategy.  Ether you can turn your attention to the Royal, or you can continue perusing the Nora.

2 Allocate Crew Back to Guns
As you engage, you will want to reallocate the crew that you set to sailing duty.  Release those men and add them back to your gun batteries.  But remember that you are still in dangerous waters, so try to keep an 'Adequate' number of sailors.


F Combat with the Nora
This section presumes that you are able to engage the Nora in the general vicinity of the first Victory Flag.  If you spend too many rounds experimenting with the movement options and squadron control, you may have missed the Nora, and you may want to start over and move the Hood along a little faster next time.


1 Engage
When you come into combat range of Nora the Hood may still be tacking in order to reach the Victory Marker, but you can still fire your batteries as opportunities present themselves.  If you have the Nora blocked, then load your guns with Ball shot, but if the race is still on - Link/Chain shot may help to slow the enemy down.  Place the Hood between the Nora and the channel (Victory Flag) if you can.


2 Closing
The passage is too wide for the Hood to actually block it, so the Nora may still try to get around on one side or the other.  However, that should allow you to engage the Nora for several rounds, and should bring the Nora into considerably closer range.


3 Close Action
If the Nora does come into close quarters with the Hood, then you can load your broadsides with Double Ball (or Ball and Grape) shot to increase the damage that you inflict at close range.


4 Prepare to Board
The Nora is  a smaller ship, but it could still take many rounds to wear her down to the point that she strikes her colors.  To speed things up, you can grapple and board the Nora, provided that you can catch her.  If the Hood has sustained more rigging damage than the Nora, and the Nora has slipped past, then boarding may not be an option.  If it looks like the Hood can reach the Nora, then prepare for boarding.

a) Close in to Board
Maneuver the Hood to a position that will allow you to move alongside, or to bump into the enemy ship.  Remember that the enemy will also be moving, and plan carefully.

b) Plan Boarding Party
Allocate between 50 to 100 men for a boarding party, depending on how bad the Nora is hurt.  The men allocated to boarding will not be able to performer other duties, and will be at greater risk to enemy fire, so keep the number of boarders down to a reasonable level. The boarding party needs to be allocated at least a round before you actually board.

c) Load Canister/Grape Shot
The best plan is to fire on the enemy ship with Grape shot or 'Double: Ball and Grape' before you board.  This will cause maximum crew damage at close range, provided that you are able to reload and shoot before you board


G Fouling & Un Fouling
Ships in the Age of Sail were seldom designed for ramming,  and the massive structure of their rigging was substantially larger than the footprint of the hull.  So, ships in close quarters will not damage each other's hulls if they bump into one anther, but the rigging can be damaged, and the ships may be locked together, or 'fouled.'  Fouling is essentially the same thing as grappling,  but it is an automatic effect of a crash, whereas grappling is a voluntary act.


1 Collision & Fouling
Move the Hood as close as you can to the Nora, or into a position that will place you close to where the Nora will be next round.  Then in the next round, select the Hood and look at the movement markers.  If you can collide with the Nora there will be a 'Hazzard' marker in the Nora's location.  Click on this marker to move the Hood in to bump the Nora. Fouling is not automatic, but there is a good chance you will be able to grapple, even if the two ships do not become fouled.


2 Grappling
Two ships that are side by side, or within 1 space of each other can attempt to grapple by clicking on the Grappling Marker. <image> Each ship can have only one grappling attempt a turn. Regardless of who initiates the grappling, if it is successful, both ships are equally fouled, and can initiate boarding operations against each other.


3 Un-fouling
Selecting a friendly ship that is fouled  will show the un-fouling marker <image> which is an ax in a circle.  Clicking on this marker will cause the ship to use it's one chance to become un-fouled for that round.  It the attempt is successful, the ship can move, and can not be boarded. 


H Boarding    
After the Nora is fouled, the Hood can board her on the next turn. If you can fire one of your batteries on the Nora, then it is a good idea to do that prior to boarding. The canister/grape shot will cause casualties in the enemy crew and improve your chances of capturing the ship. When you are ready to board, follow these steps:

 

1 Boarding
Select the Hood, and then click on the Boarding Icon on the Nora to start the boarding process.

2 Setup your Assault Group
Click on the number allocated from each category to increase the assault group, and click on the number available (on the left) to reduce the Assault Group allocation.

3 Cancel
Click Cancel to forfeit your opportunity to board this turn.

4 Board
Click on the 'Board' button to resolve the boarding attempt.

 


5 Check Mission & SCORE


I Combat Two
When the Nora is captured, the next task is to take care of the Royal, which should be approaching with hopes of finishing off the Hood in her weakened condition.  You have the choice of engaging the Royal head on, or attempting to get away with your prize.


1 Evaluate own damage
The Royal is larger than the Nora, but still smaller than the Hood, so if your damage is not too significant, you should be able to capture the Royal as well, unless they decline to fight.  Check the Ship Information panel of the Hood's Ship UI to see what shape your vessel is in so you can start to formulate a plan for the rest of the battle.

Hull
The Hood is a big enough ship that it is unlikely that the Nora did significant structural damage.  However if the hull damage for the hood is more than 50 points (out of the original 200) then there may be some cause for concern.

Crew
The original complement for the Hood is 418, and in any engagement there is the likelyhood of casualties.  Unless the casualties (as well as any crew lost in boarding and for the Nora's prize crew) exceed 60 then the Hood will do fairly well against the Royal

Marines
Marine Casualties hare often higher when there is boarding involved, but they are not truly essential for the ship to function in combat.  So if the Hood's 59 marines have suffered significant casualties, you may not want to allow the Royal to board the Hood.  Likewise, do not plan to board the Royal until you have been able to inflict significant damage.

Guns
The Hood started the scenario with 52 guns in two batteries of 26.  If one of those batteries is hurt more than you may want to engage on the other side.  If the total number of guns is less than the Ronal's 34 then you should not engage, if you have a choice.

Rigging
Last of all, check your rigging and see if you have enough maneuverability to prevent the Royal from taking advantage of your weak spots.  If there is only minor damage, then you should be in good shape.  Moderate to heavy damage will not only hamper your combat maneuverability, it also removes the option of escape, because the Royal will be faster than the Hood.  If the Hood is demisted, then you can only hope to anchor and fight as well as you can.


2 Choose Plan
There are too many variables involved to predict how the Hood will engage the Royal, so you will need to choose your strategy and implement it on your own.  However, here are some basic guidelines, based on what condition the Hood is in.

a) Undamaged
If the Hood subdued the Nora with little or no damage (or if the Nora simply ran away) then she can take on the Royal with little to fear.

b) Moderate Damage
If the Hood's damage evens the odds a little, then you may want to be a little more careful.  Begin the engagement with Link/Chin shot so the Royal will not have a maneuvering advantage. Then try to maneuver for a raking shot,  to finally engage a close range with Double Shot.

c) Heavy Damage
If the damage is significant enough that the Hood is equal or weaker than the Royal, then your best bet is to be defensive.  Maintain your position in the channel between the reefs so that the Royal will face your strongest broadside as she approach the Hood. The shallows will cut down on the Royals maneuverability.

d) Dismasted
With no masts, there will be no movement, but you can drop the Hood's anchor so you can at least rotate to choose the best angle to fire on the Royal.  Several solid broadsides fired at the Royal as she approaches may bring victory within your grasp.  Grappling and boarding the Royal is your only real chance of victory, so do not miss any chances when the Royal comes in close.


3 Immediate Repairs

If the Hood has suffered repairable rigging damage, or a hit to the rudder or helm, then you may want to undertake repairs before the Royal arrives.  There may not be enough time, but if there is - allocate crew to Damage Control so they can get to work.


Notes:

Fouling
Any time that two sailing ships collide; there is the likelihood that their rigging will become fouled.  The spars, masts, sails, stays and guides of a ship's rigging are all under pressure from the wind, and will lock into one another when they make contact.

No Ramming
One reason that there is no ramming in Salvo, as well as in much of the age of fighting sail is because all the ships are driven by the wind, and are essentially going in the same direction.  This makes the collision of two ships much less violent than that of oar driven galleons traveling in opposite directions.  Ramming reappeared in the American Civil War when Steam powered ironclads resoundingly ended the age of fighting sail.

Self Fouling
It is also possible for a ship to be fouled to itself.  This happens when a catastrophic mast hit causes a entire mast to fall into the water while it is still connected.  The wreckage of the lost mast must be cleared before the ship is un-fouled and can move normally again.


 

J Engage Royal George

Pursue your selected strategy and engage the Royal.



F Scenario Conclusion Win/Lose
When you have captured or sunk the enemy ship, you have won the battle, but you may still need to claim the Victory Marker in order to advance to the victory screen, or next battle.

Click on the Mission Button to view your score.

Several factors determine the score, and different scenarios have different thresholds for victory and defeat. In this Scenario, you will need to sink or capture the enemy vessel, and also control both victory markers, for a total score of 250 or more. Elimination of all enemy ships automatically counts as a total victory, but it is also possible to win before all goals are accomplished. It is also possible to withdraw from a battle that is going poorly, but if the Computer's score gets too great, you will loose.

Exit Options

Total Victory

All struck ships will count as captured, and you are the unquestioned master of the battlefield.

Assured Victory

There is no doubt that you can win and achieve your goals. This option is available earlier then the Total Victory Exit Option, allowing you to go ahead and quit a battle that you have won - without the requirement of tedious moping up. However, enemy vessels that have struck, but are not captured will escape.

Withdraw

When things are not going well, and do not look to be improving - you can take this option to cut your losses. Withdrawing counts as a defeat, and you loose all your struck ships.

Defeat

When the computer's side has a sufficient score for victory, you are defeated.