Naval gunnery was still in its infancy during this era and as such ship engagements tended to happen at extremely close ranges. Technically most cannon were capable of sending a ball of iron out a thousand feet (300m) if not more. However, due to "windage," gaps between the projectile and barrel, it was all but impossible to hit a target accurately or with enough punch left to be of any value unless the range were a fraction of that distance. Rates of fire averaged out to about 2-3 volleys every five minutes, an eternity for FPS fans, but from gameplay standpoint I think it's fine since the long interludes between broadsides allow the player time to plan their next move.
Ammunition types also varied considerably. Aside from cannonballs, chains or bars of spikes were used to damage rigging and sails. Other than that "grape shot" was used to inflict harm on the crew while "fire arrows" could keep crews busy dumping buckets of water on anything combustible. "Double shot," loading two balls in the gun at once, was sometimes employed as well since it essentially increased the weight of the broadside twice over. Although it was really only viable at point-blank rages. On rare occasions whatever happened to be on hand (referred to as "langrage") ended up getting loaded into cannons, effectively turning them into oversized blunderbusses. Seaside fortresses, having the advantage of being predominantly made out of stone, could make use of "hot shot" by heating cannonballs glowing red before loading and firing them in the hopes that they would ignite flammable materials should they hit a wooden target. Toward the very end of the age of sail explosive shells were introduced although this type of ammo could only be used in mortars found on land or in special "bomb ketch" ships.
Despite all the deadly weaponry brought against sailing ships and the men that inhabited them, sinking as the result of enemy fire was a fairly rare occurrence. Wood, after all, is naturally buoyant and patching a hole in the hull quickly enough to prevent catastrophic flooding was well within the ability of a skilled ship's carpenter. Because of this inherent resilience, and relatively safe placement of powder magazines, a much more common outcome was crippling caused by the destruction of masts or rudder control. A warship that can't maneuver is like a soldier who has his hands and feet lashed together. In such cases the only sensible course was "striking the colors" or more simply put - surrender.
A popular tactic for fast ships that were outgunned was to attempt a boarding action. Pirates were especially keen on this since taking the opposing ship (and its cargo) for a prize was how they made a living. While close quarters combat with cold steel was an essential part of capturing another ship, gunpowder weapons still held an important role. Swivel mounted guns on the forecastle and poop deck were used to "sweep" the decks of enemies, sharpshooters would fire down from high above in the crow's nest, and primitive grenades could be used to gain a foothold on the enemy's decks. Flintlock pistols tended to quite popular too since they neutralized threats quickly. Long reload times meant that these single handed weapons tended to be one-shot affairs. However, as a partial solution to this limitation, boarders could carry several loaded pistols with them. The notorious English pirate captain "Blackbeard" was famously described as wearing a bandolier of "three brace" (six!) pistols in battle.
So, overall there are a lot of layers to this onion, from the strategic decisions made by the admirals to the tactical ones made by individual sailors, game designers have a wealth of material available to them. Some might look and cry that the time period is a huge knotted mess, but to me it's a wealth of opportunities as deep as the sea. You just got to grab a piece of thread and go from there.
No comments:
Post a Comment