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Table of Contents
Chapter I - Introduction
Chapter II - 'The Pillar of Doctrine' Crews, Provisions and Morale
Chapter III - Natural Geography and Knowledge of The Region
Chapter IV - Cannons, Equipment, Types of Shot and When to Use Them
Chapter V - Offensive Tactics - Breaking the Half
Chapter VI - Defensive Tactics - Down and Dismantle
Chapter VII - Post-Battle Procedure
Chapter VIII - Conclusions
Chapter II - 'The Pillar of Doctrine' Crews, Provisions and Morale
Chapter III - Natural Geography and Knowledge of The Region
Chapter IV - Cannons, Equipment, Types of Shot and When to Use Them
Chapter V - Offensive Tactics - Breaking the Half
Chapter VI - Defensive Tactics - Down and Dismantle
Chapter VII - Post-Battle Procedure
Chapter VIII - Conclusions
Chapter I
Introduction
While the progression of both naval and conventional war doctrine morphs and changes as technological breakthrough and new adaptations are taken on board, a similar set of principles and methods- dubbed the 'Pillar of Doctrine' stays true in all regard. This usually stems away from combat manoeuvres or weaponry- of which fluctuate with the aforementioned adoption of new technology: new rigging methods allowing ships to sail faster and breakthroughs among the weapon-smiths to allow cannons to both be lighter and shoot further.
This 'Pillar of Doctrine' is described in depth within the second chapter of this thesis, elaborating on mechanisms built into the Ailor mind which will not change or wander- the issues of morale and experience, provisions and command-structure. The third chapter encompasses a rarely examined aspect of naval doctrine, physical geography. The characteristics of a region, if it be the rocky-inlets of the Kintyr Straits or the vast expanse of the open ocean can make all the difference in combat. Knowing how to exploit or navigate restricted spaces, prevailing wind direction and natural hazards like icebergs can tip the tide in one's favor.
Encompassing the forth chapter are the inclusions of cannon technology and it's operation and care on the field. Types of cannon befitting to each warship is important to keep in mind when designating ships to fleets as is the use of specific types of shot depending on the situation at hand. The decision on which shot to use in a given situation is by far the most important aspect of a battle a cannon-master can hope to impact.
Both offensive and defensive combat tactics are outlined and detailed within chapters five and six- by far the most lengthy chapters in this script. Elaborations on pre-battle placement, maneuvering, boarding procedures, communication and rules of engagement are included in chapter five. Chapter six details only defensive strategy, formations, flees, pre-battle preparations and positioning. Both of these chapters detail a number of real-world examples of when such tactics were adopted successfully alongside common mistakes. While they serve as a good reference point, as with any doctrine it should be used in fluctuation. The best decision comes from on-the-spot thinking and personal competency in reading your situation, the exact path to victory often never comes from the pages of books long memorised but a combination of knowledge from those before you and witty thinking.
Finally, chapter seven details the post-battle procedure from immediately after the cannons fall silent. The knowledge of when it's best to begin repairs or abandon ship, accept prisoners and combatants from ships that have been sunk, jotting a journey to the nearest port for repairs and caring for the wounded. Often more damage can be done to a ship due to misaction after a battle than that of even the largest cannon, a multitude of moral tests and challenges are more evident after a skirmish than during it.
With that said, I bid you fond reading. May my writings inform and guide those with keen interest in the ways of naval warfare and doctrine.
Chapter II
The Pillar of Doctrine: Crews, Provisions and Morale
As mentioned, naval doctrine changes like the tides alongside advances in technology. One cannot expect the same tactics to be adopted if revolutions in cannon or propulsion technology occurs. There does however be a set of general rules and observations that have been constant for the past few hundred years and will likely continue to be so indefinitely. The nature of the Ailor mind. If the ship were to be a sword then the crew would certainly be the knight that wields it- even the most expensive and well-crafted of blades would perform awfully in combat if a commoner with no training were to wield it. Because of this fact- the correct management, training and care of a vessel's crew is indeed the main pillar of any naval doctrine.
Crews
First and foremost, the question of crews. Often times a veteran crew in a small vessel can out-perform and on occasion sink vessels twice their size. Larger ships carry more cannons for the exact reason letting off more shots per minute, if a well-trained crew can cut down the usual time it takes to fire from one minute to forty seconds it can garner a huge increase in firepower, allowing one's vessel to dish out more damage while retaining their speed and maneuverability. For this face, new recruits (especially those of criminal backgrounds) should be grouped with two veterans- usually in a cannon-trio (the single unit responsible for caring and firing for one individual cannon). Not only does this allow for such recruits to learn from more experienced minds but it also shares the benefits of splitting them from similar men of criminal backgrounds, keeping them in the company of more disciplined souls to refine their own.
Crew structure should of course follow the set-standard of the Regalian Admiralty. Privileged Military Positions on a vessel are to maintain a 'professional distance' from that of their lower Privilege-Free Military Positions. The mingling of both parties will create unwanted comradery, distracting those of lower rank and breaking down the barrier of discipline and respect needed in order for orders to be followed and morale to be maintained. Officers will eat in different quarters or at different times with higher-quality meals. They will be free from more menial tasks on board the ship and will receive differing and often lesser punishment to the bulk of the crew- anything to illustrate the physical and social barrier between officer and ship-hand. The moment a crewman sees an officer as anything more than a commanding officer is the moment breakdowns in social barriers occur, while a crew may come to hate their leadership for it- discipline must be enforced and the barrier maintained.
Disputes among lower-crew are to be handled by the ship's Master-At-Arms (Most experienced non-privileged position sailor). Often enough these do not warrant the attention of higher ranks and are usually sorted among the lower-crew. However some crimes be so great that they require the attention of a Captain of Commission or Wing Admiral. These usually include mutiny, desertion or treason charges. Due to the strict discipline rulings aboard vessels in accordance to the many ex-convicts on-board vessels, typically harsher punishments are delivered than that of similar crimes on dry land. Lashings, lynching, hanging and on occasion keelhauling are applied at the discretion of the Captain of Commission or Wing Admiral.
Thus to conclude, the main goals of an admiral in regards to his crew are to ensure martial and operational superiority to that of his enemy, conducted through a mix of thorough drill, discipline, peer-training and experience. Similarly one must ensure the 'professional distance' is maintained between officer and crew-mate and at all costs ensure mutiny, piracy and treason are prevented- ensured by only the most ruthless of punishments to dissuade any lesser souls of repeating the offense.
Provisions
As with any military institution, food and provisions should be one of the most important maintenance secured with supply lines, second only to armaments. A stock of clothing, blankets, ale, wine and hardtack are the bare essentials of any stock-room. Typically cotton is to be avoided by any aboard- save for medical use due to the tendency to soak in sea-water and set-in the processes of freezing among crewmen. While wool still suffers this flaw, the addition of tar or on occasion leather atop allows a crewman to keep warm while still being for-the-most-part waterproof, making it an optimal choice.
Food quality among the navy is notoriously but necessarily bland. The need to keep mold and rot at fray often means foods must be either double-baked or salted to ensure a long shelf-life. Because of this hard-tack (double-baked dough), salt-pork, dried beans, salted-fish and chickpeas are the best choice for any long-voyage or operation. To wash this down a sailor can expect a standard one litre of water and wine per day- however wine rations may be increased as incentive to maintain or increase morale- as is with any increase in provisions. The issue of tooth-rot has become a large problem strangely for ships operating in the northern-seas and waterways, it's expected this has something to do with the reliance on more salt-stored food such as salt-pork and the colder conditions. Ships operating in southern seas suffer less from this- especially those with captains who encourage the practice of foraging among their men- sending rowboats to the many islands of the Rim Isles to collect wild berries, oranges, grapes and wild-game to supplement depleted food stocks. Captains who adopt this tactic usually see the death rate due to infection decrease by upwards of 60% among vessels they captain.
Morale
The concept of crew morality is something that must be checked and monitored alongside every ration in the store-room or shot in the powder-room. While the concept is a complicated one, it can and is usually dumbed down for the sake of simplicity, with the understanding that positive event or amenity will garner increased crew cheers while long voyage, poor weather and rations or defeat can garner ill-intent and strife among the crew, usually taken out on the officers of a given vessel.
A decrease in morale has a number of exceptionally evident sources. Defeat in battle not only chips away at a ship's self-confidence in future skirmishes- with repeated defeats on occasion garnering an inferiority complex among combatants. The tie-in effect of dead comrades, injury, infection and sickness leads only to further decreases. However this is not expressly limited to defeat. Poor weather, particularly the freezing cold or terrible heat amplifies discomfort in general on-board any raft, increasing death where the ship does journey. In times of victory the rescuing of enemy sailors of ships destroyed can chip away at a crew's moral, particularly if they themselves have injured being treated alongside past rivals. While naval war may be a gentleman's game- this does not apply to the mind of the lower-classes, seeing them as a rival dog being fed at their own dinner-bell. Because of this Captain of Commissions or Wing Admirals usually favor treating their own men first to preserve the morale of those who have served faithfully.
Victory of course is perhaps the greatest generator of morale among crew-mates, the belief that they excel at their jobs would make any man clad a smile for a day. The celebrations that follow- usually the following day off or with laxed duties to allow for the side-effect of the previous night's celebrations be the best way to further garner increased content among the crew. Similarly a captain or admiral that inspires those under him- while of course maintaining the professional distance required can do wonders. A militaristic and inspiring rhetoric in times of speech, post and pre-battle uttering of greatness will make the men fight harder and serve with all the loyalty that clads the interiors of their souls. Incompetence be the rival ship to increased morale, while crews can usually work fine under a stuttering and lispful captain so long as he does his job well, such a cretin who performs poorly in combat will surely make the men believe they themselves could select a better leader, mutiny to soon follow surely.
It's the question of mutiny which is why morale is so important. While mutiny and deserting of course are the worst-case scenario of an unhappy crew, unhappiness warrants thought as to the source of their strife and this leads to a loss of focus on shiply duties. To briefly conclude, a crew's morale is a dynamic affair, it must be regularly assessed and amended to ensure mutiny, desertion and disregard of duties is avoided.
Chapter III
Natural Geography and Knowledge of The Region
Waves
Any good admiral or captain should harvest knowledge from all sources. There is a reason many of Regalia's finest astronomers found employment among the Regalian Admiralty in their younger days. Knowledge of the stars can aid in navigation when tracking by map and landmarks are impossible. However as any decent sailor should study astronomy, the Regalian Admiralty too recognises that a need for education in the world around us can prove just as necessary.
Waves size and speed is not just determined by the grips of the the moon. Wind speed, duration and fetch (the distance for which a wave travels for) effect the height of a wave. What this means in practice is that smaller Yacht-tier vessels may find more trouble navigating the coastal waters of the Rim Isles or North-West Anglian Sea than they would in regions surrounded by land such as the Straits of Kintyr or the sea north of Pays-Sud. While this presents a danger of capsizing among even frigates if captained by a particularly incompetent individual, it can also be made into an advantage. An admiral used to particularly hostile waves can utilize the presence of rogue and rough waves by selecting certain weather conditions when orchestrating an attack on an admiral less used to these conditions. Knowing how to correctly navigate rogue waves, (sailing bow-first into the wave as opposed to port/starboard) means your opponent will be taking more time dealing with alien weather conditions as opposed to formulating a proper defense. They may well even lose a ship or two if the conditions are particularly violent.
This is a particularly risky tactic however, nature is a friend of no man and as such what one perceives as an advantage can just as quickly dismantle your own fleet. The ideal conditions be a strong or light-rainy day with winds of fourteen to twenty knots to allow for speed while maintaining
maneuverability and preventing the issues of violent waves.
Coastal Features
Hailing from the Kintyr Straits, the largest cliffsides, smallbays and fjords can present terrible hazards to even the most experienced of sailors. Strong winds- particularly those of the typical stormy nights of which Kintyr is known for can drive warships into the many wave-cut platforms (plates of rock beneath cliffs, sometimes concealed by the tide)- presenting a huge risk to low-hulled vessels such as Anglian Nautknights which is why they have rarely ever navigated the region close to shore. Because of this fact and the presence of narrow fjords (which provide ample locations to hold defensive positions or hide vessels for an ambush on an unsuspecting convoy.) The region is far more pleasant for lighter frigates and two-deckers which can handle the steep currents while avoiding the risk of tearing their hulls from the rocks below.
A similar, though less risky hazard comes in the form of sand-bars, (ranges of sand near the coast, decreasing the depth of water than what is typically present.) This information is rarely if ever recorded by non-local sources, giving advantage to a local admiral if they be defending their home territory. Coordinating a battle to begin near a known sand bar can see one's opponent beach their front-ship in their line-of-battle, stopping the line in it's tracks and forcing the ships behind the frontship to navigate around the trapped vessel, allowing more time for a defender to engage or withdraw.
Finally islands can be utilized by smaller wing-fleets in both offensive and defensive operations. Particularly common in the Rim Isles- small swaths of humid land provides ideal conditions for towering trees to grow, meaning even the smallest of these islands can mask the sight of a sail's-mast. It has been common in the past for pirates to utilise such islands to hide single or groups of ships in order to ambush bypassing vessels, however this trick need not only be used by such criminals. If one were to position themselves up-wind and in the cover of an island it would allow a surprise unlike any other to descend upon a passing fleet of ships while utilising the benefit of the top-wind. Similarly such terrain can be used on the defensive, to hide from larger fleets or ambush single ships. Similarly one can re-locate a fleet out of an area swiftly even during daylight if they take it slow and utilise the inlets and bays of medium sized islands. The final benefit too includes plentiful locations to resupply, hunting local game, collecting wood, hide and wild-berries to fill up a stockroom.
Thus to conclude, before any conflict one must ensure they collect the necessary maps, testimonies and records of the seas and nearby terrain they intend to sail in. I've come to find that collecting this information from nearby fishing villages to be the best source of more isolated information about local weather and sea-features however this may not always be an option. Having access to this can turn a battle in your favor, even minor damages and beachings can divert an opposing admiral's attention away from the battle at hand and allow one to engage further or withdraw. Preparation is key in this department and thus one should never second-guess the confidence a local admiral will have when doing war in his home waters.
The round-shot 'cannonball' is by far the most common form of shot found aboard a ship numbering at about one hundred and twenty rounds being stored per cannon after a ship leaves port. This is mainly due to it's cheap production- really only requiring an iron ball formed by clay mold and some labourwork in rounding and polishing it. The simple shape allows it to glide through the air and hit targets from great distances- albeit to limited effect at some of the longer ranges. Usually saved for mid-to-close range distances, these rounds are capable of tearing through enemy hulls, masts and any soul unfortunate enough to find themselves wondering in front of them.
The chain-shot is another keen choice in the eyes of the marine. Used at close range to flail around the masts and rigging of enemy vessels- these rounds can be used both offensive and defensively. On the attack they allow one to tear down an enemy mast- preventing a flee or allowing you to outmaneuver as they find themselves unable to turn in the water to present their broadside. However few recognise the defensive capabilities, allowing you to dismantle attacking ships while you make your escape or re-locate. As mentioned, the ability to kill a ship in the water brightens the eyes of many marine's, allowing a safe and still boarding of enemy vessels. Typically if one manages to take down all masts of an enemy ship the crew will almost always surrender- recognising they are helpless and at your mercy. One issue remains however, should you take a ship after dismantling it you will either be forced to scuttle it yourself (after all valuables are relocated safely withing your own ship's stores) or await civilian vessels to lug it back for repairs- not ideal when in hostile waters.
Grape shot is the half-way point between a typical round shot and canister shot. Comprise of a tightly bound bag of iron balls, about the size of grapes. This projectile is shot at close range- offering fantastic close range damage on enemy sailors aboard an opposing vessel and even capable of penetrating unarmored parts of the hull. Similar in many ways to canister shot- this round is typically used before boarding as it can only be utilised to it's full effect when in close range and offeres limited to no damage upon an opposing vessel's hull. Because of these weakness the round is typically kept in small supply, often only five to ten rounds per cannon being stocked when each warship is to leave port and almost never stored on larger vessels like the Anglian Nautknights.
Finally canister shot operates as the ideal anti-personnel round for any ship. Typically cladding the cannons of lighter ships such as Calemberg first or second lines or Frigates. These rounds are simply metal shells encasing many pellets or bullets of steel or iron. Once shot they burst out into a fairly large spread thus making them useless at larger ranges. Ideally used as close as possible, reports have been made of a a single broadside of this shot wiping out an entire enemy crew in one call to fire- dismantling the enemy's morale as though it were as spineless as the flag they flew on topmast. Such rounds should be carried in few numbers, perhaps at most three per cannon due to the rarity in which they're used. Despite this they provide brilliant defensive cover-fire if you're trying to prevent an enemy boarding due to the need for the enemy to crew all of their marines on the top-deck before they would attempt to board. One broadside could well wipe out half their boarding party- allowing you to slip away in the onslaught of your doing.
Thus the use of the correct rounds is pinnacle in order to garner success in any skirmish. Use the wrong shot at the wrong distance and you'll find you've wasted valuable fire-minutes while the enemy rains void upon you and your men. Understanding the need to not only fire accurately but quickly is one of the most important lessons any aspiring admiral must learn. For every round you miss or under-fire is another minute dedicated to reloading. A minute in which the enemy can swoon in close and deliver a decisive blow. Be aware of your stocks before engaging, ensure your crew is quick to the reload and your cabin boys fast in bringing powder and rounds from the powder room.
Doubling
By far the preferred method of engagement, doubling is the complex act of getting your fleet into position as a sandwhich- with an enemy line of vessels between your own ships. There are two methods in which this can be achieved. The first method is called 'Crossing the T' in which your fleet, sailing with the wind and in a Line Ahead formation will cut off an enemy blockade by sailing between two ships in the line at a 90 degree angle (hence T). From here your own fleet will divide in two, each group sailing to meet the same enemy vessel at both it's port and start-board sides, sandwiching themselves in the middle.
The second method is detailed as 'Chasing' and can typically only be done with faster vessels or the favor of the wind. An admiral's formation will chase behind the enemy blockade's formation and again divide into two, sandwhiching the latter group of an enemy formation and replicating the 'Crossing the T' tactic from here. This has the benefit of being much safer as it negates the chance of an enemy ship ramming one's broadside, however it requires the advantage of speed and prevents the enemy blockade from halting thus making accuracy of cannons much lower.
Doubling as mentioned presents the best conditions for the ideals of Rhyfel Mawr- this being overwhelming firepower and the desire to do as much damage in as short an amount of time as possible to encourage the enemy to flee in a weaker state than of which they joined. Doubling enables an enemy ship to be fired upon from two sides- destroying gun crews, rearing hulls and tearing through masts. The sight of such destruction in such a short space of time will usually force the non-doubled side to flee while allowing the attacking fleet to dish out huge swaths of damage to those of the enemy that as sandwiched, preventing a flee while doubling down on the damage. Should the un-opposed enemy half-fleet attempt to break the Doubling, they must first take the many moments to turn, often enough being forced to turn into the wind and thus allowing the majority of the battle to be fought with only half the number of ships while facing double the firepower.
Conclusions on Offensive Doctrine
The Rhyfel Mawr Doctrine thus differs from the ideas and writings of other admirals in it's staunch conviction to uniformity and top-down order command. Small, needless skirmishes are not sought out as they put to risk necessary resources from what could otherwise be a larger and more decisive victory. Rhyfelists believe that battles should be fought in a grand scale and thus all eggs should be put into one basket. The moral effects an enemy will face if they are to be defeated in a fifty on fifty warship skirmish on the high seas is much more detrimental to their war effort than the loss of a single smaller skirmish.
For this reason the 'Doubling' tactic is encouraged. The ability to quickly dismantle half of a defending fleet in such explosive fashion not only ensures the enemy faces high casualties, it also ensures that the other half of their fleet almost always flee- a balancing act of destruction and moral attrition at the cost of a risky advance. For this reason- unlike the thesis' defensive doctrine, when engaging on the offense the cannons are aimed for the hull as opposed to the mass, hellbent on delivering as much structural damage as possible- this however also prevents the chance of over-shooting and hitting an allied ship on the other side of the enemy vessel when engaged in Doubling.
Firm, deadly and unforgiving are words uttered by the sailors of any ship when describing the sea, what better a master to learn from when making war upon it's terrible waves?
Chapter VI
Defensive Tactics - Down and Dismantle
The issue with defending properly in any given situation is that one will usually be with a lesser number of ships than the attacker. Typically an enemy admiral will only attack with the benefit of superior numbers on his side. Because of this- as detailed in this doctrine the practice of training your gun crews to shoot, load and repeat faster (essentially giving you more firepower) can help lessen the blow being outnumbered usually entails. Gun crews should aim round shot for the masts as opposed to the typical hull of a ship as a means to dismantle oncoming vessels quickly and do as much damage to on-deck gun crews as possible. Similarly from mid-to-short range the use of chain shot is preferred for this task. The enemy will be unable to pursue further if their ships are too heavily damaged from mast attacks and thus will need to make a retreat should continued damage be sustained.
Additionally, there is the question of movement. Defending ships should first take position and dish out the brunt of their attacks as the enemy fleet starts to move into range. The ability to take the first shots means the enemy will be unable to return fire to the fullest of their abilities, allowing you a window to potentially dismantle a ship before the fight has even began. From here a tactic of half-retreat is used if the numbers are so evidently not in your favor. Your ships should make an effort to move away from oncoming manouveres while targeting the enemy mast with chain and round shots, thus potentially dismantling an enemy warship without the need of lengthy and continuous firepower. Once at a further range a fleet should then re-organise it's Line of Fire and continue as before until either forced to make a complete withdraw or your enemy flees.
Do note an admiral has two choices when defending: to target enemy troop transport vessels if they are active on the waters or to target fire on enemy war vessels. This decision is usually made by the Marshal or leading Nobleman of the war at large, sometimes it is more strategically viable to sacrifice more ships in order to prevent or greatly weaken an amphibious invasion than it would be to otherwise preserve your own ships. Troop transports are weighed down by the weight of their men and supplies and thus carry few if any cannons. Because of this they make ample and easy targets for your own warships however one must keep in mind that the more time spent attacking transport ships is time not returning fire to attacking enemy vessels.
Targeting
Not only is the selection of ship in which your own vessels should focus fire on important, so is the location on said ship. For example targeting the masts, sails and rigging will dismantle an opponent's mobility, preventing and potentially blocking an enemy fleet's ability for formulate. This comes at the cost of limited structural damage. The other option is to carry out attacks in normal fashion, aiming for the center of the hull in an attempt to deliver out as much damage as physically possible. The second option thus follows the general rule of Morale Warfare, in which an enemy fleet can be defeated by only needing to sink a limited number of their warships due to the effect a single ship has on enemy morale, causing a route. In contrast to typical doctrine beliefs in ruthless warfare, while on the defensive it is much better to save such targeting to transport ships and smaller combat vessels. Due to the nature of the half-flee tactic it pays a lot more to 'Down and Dismantle' enemy masts as to prevent them from engaging anti-blockade tactics, such as Crossing the T.
The targeting of masts, rigging and sails is initiated at long range, due to the increased area of target (unlike typical warfare in which only the hull can be targeted, this method increases the target area to the whole ship). This is done simply by cannon crews pivoting their cannons to a greater elevation, increasing the range and window in which you may attack while your enemy is unable to due to moving into range. Some admirals have been known to use chain-shot at such distances to limited effect- such rounds are far more viable in medium to short range.
Finally the choice in vessel targeting- be it either transport ships or warships is a key decision in the sphere of battle. To sacrifice one's ships in favor of the marshalry and to prevent additional troops from landing and compromising the common folk on the land. This is the burden of the Navy- a gentleman's theater in which almost all present in it's towering waves are combatants. Ultimately the choice in targeting is usually that of the governing noble, it may be more viable to target enemy vessels to ensure future Claim of the Sea (Naval Superiority) at the cost of some transport ships slipping through. Alternatively, such as in Kintyr- the limited scale of the island means that any addition of enemy troops could spell disaster for the grand command located on the island- as such troop transports should be downed with increased priority.
Ruthlessly speaking, downing transport vessels has the added advantage of creating a moral dilemma among the remaining enemy warships. Do they continue the frey and neglect their drowning brothers, do they half the cannon fire to focus on rescuing their kin? The waves are not a place for the weak of heart as will be covered in the following chapter. Taking advantage of one's moral obligations can be the difference between a hundred souls drowned at sea, or ten thousand put to the sword on the mainland, the waves favor the bold and decisive.
Introduction
While the progression of both naval and conventional war doctrine morphs and changes as technological breakthrough and new adaptations are taken on board, a similar set of principles and methods- dubbed the 'Pillar of Doctrine' stays true in all regard. This usually stems away from combat manoeuvres or weaponry- of which fluctuate with the aforementioned adoption of new technology: new rigging methods allowing ships to sail faster and breakthroughs among the weapon-smiths to allow cannons to both be lighter and shoot further.
This 'Pillar of Doctrine' is described in depth within the second chapter of this thesis, elaborating on mechanisms built into the Ailor mind which will not change or wander- the issues of morale and experience, provisions and command-structure. The third chapter encompasses a rarely examined aspect of naval doctrine, physical geography. The characteristics of a region, if it be the rocky-inlets of the Kintyr Straits or the vast expanse of the open ocean can make all the difference in combat. Knowing how to exploit or navigate restricted spaces, prevailing wind direction and natural hazards like icebergs can tip the tide in one's favor.
Encompassing the forth chapter are the inclusions of cannon technology and it's operation and care on the field. Types of cannon befitting to each warship is important to keep in mind when designating ships to fleets as is the use of specific types of shot depending on the situation at hand. The decision on which shot to use in a given situation is by far the most important aspect of a battle a cannon-master can hope to impact.
Both offensive and defensive combat tactics are outlined and detailed within chapters five and six- by far the most lengthy chapters in this script. Elaborations on pre-battle placement, maneuvering, boarding procedures, communication and rules of engagement are included in chapter five. Chapter six details only defensive strategy, formations, flees, pre-battle preparations and positioning. Both of these chapters detail a number of real-world examples of when such tactics were adopted successfully alongside common mistakes. While they serve as a good reference point, as with any doctrine it should be used in fluctuation. The best decision comes from on-the-spot thinking and personal competency in reading your situation, the exact path to victory often never comes from the pages of books long memorised but a combination of knowledge from those before you and witty thinking.
Finally, chapter seven details the post-battle procedure from immediately after the cannons fall silent. The knowledge of when it's best to begin repairs or abandon ship, accept prisoners and combatants from ships that have been sunk, jotting a journey to the nearest port for repairs and caring for the wounded. Often more damage can be done to a ship due to misaction after a battle than that of even the largest cannon, a multitude of moral tests and challenges are more evident after a skirmish than during it.
With that said, I bid you fond reading. May my writings inform and guide those with keen interest in the ways of naval warfare and doctrine.
Spirit protect and spirit prevail,
Wolvard Harhold
Admiral of the Regalian Admiralty
Wolvard Harhold
Admiral of the Regalian Admiralty
The Pillar of Doctrine: Crews, Provisions and Morale
As mentioned, naval doctrine changes like the tides alongside advances in technology. One cannot expect the same tactics to be adopted if revolutions in cannon or propulsion technology occurs. There does however be a set of general rules and observations that have been constant for the past few hundred years and will likely continue to be so indefinitely. The nature of the Ailor mind. If the ship were to be a sword then the crew would certainly be the knight that wields it- even the most expensive and well-crafted of blades would perform awfully in combat if a commoner with no training were to wield it. Because of this fact- the correct management, training and care of a vessel's crew is indeed the main pillar of any naval doctrine.
Crews
First and foremost, the question of crews. Often times a veteran crew in a small vessel can out-perform and on occasion sink vessels twice their size. Larger ships carry more cannons for the exact reason letting off more shots per minute, if a well-trained crew can cut down the usual time it takes to fire from one minute to forty seconds it can garner a huge increase in firepower, allowing one's vessel to dish out more damage while retaining their speed and maneuverability. For this face, new recruits (especially those of criminal backgrounds) should be grouped with two veterans- usually in a cannon-trio (the single unit responsible for caring and firing for one individual cannon). Not only does this allow for such recruits to learn from more experienced minds but it also shares the benefits of splitting them from similar men of criminal backgrounds, keeping them in the company of more disciplined souls to refine their own.
Crew structure should of course follow the set-standard of the Regalian Admiralty. Privileged Military Positions on a vessel are to maintain a 'professional distance' from that of their lower Privilege-Free Military Positions. The mingling of both parties will create unwanted comradery, distracting those of lower rank and breaking down the barrier of discipline and respect needed in order for orders to be followed and morale to be maintained. Officers will eat in different quarters or at different times with higher-quality meals. They will be free from more menial tasks on board the ship and will receive differing and often lesser punishment to the bulk of the crew- anything to illustrate the physical and social barrier between officer and ship-hand. The moment a crewman sees an officer as anything more than a commanding officer is the moment breakdowns in social barriers occur, while a crew may come to hate their leadership for it- discipline must be enforced and the barrier maintained.
Disputes among lower-crew are to be handled by the ship's Master-At-Arms (Most experienced non-privileged position sailor). Often enough these do not warrant the attention of higher ranks and are usually sorted among the lower-crew. However some crimes be so great that they require the attention of a Captain of Commission or Wing Admiral. These usually include mutiny, desertion or treason charges. Due to the strict discipline rulings aboard vessels in accordance to the many ex-convicts on-board vessels, typically harsher punishments are delivered than that of similar crimes on dry land. Lashings, lynching, hanging and on occasion keelhauling are applied at the discretion of the Captain of Commission or Wing Admiral.
Thus to conclude, the main goals of an admiral in regards to his crew are to ensure martial and operational superiority to that of his enemy, conducted through a mix of thorough drill, discipline, peer-training and experience. Similarly one must ensure the 'professional distance' is maintained between officer and crew-mate and at all costs ensure mutiny, piracy and treason are prevented- ensured by only the most ruthless of punishments to dissuade any lesser souls of repeating the offense.
Provisions
As with any military institution, food and provisions should be one of the most important maintenance secured with supply lines, second only to armaments. A stock of clothing, blankets, ale, wine and hardtack are the bare essentials of any stock-room. Typically cotton is to be avoided by any aboard- save for medical use due to the tendency to soak in sea-water and set-in the processes of freezing among crewmen. While wool still suffers this flaw, the addition of tar or on occasion leather atop allows a crewman to keep warm while still being for-the-most-part waterproof, making it an optimal choice.
Food quality among the navy is notoriously but necessarily bland. The need to keep mold and rot at fray often means foods must be either double-baked or salted to ensure a long shelf-life. Because of this hard-tack (double-baked dough), salt-pork, dried beans, salted-fish and chickpeas are the best choice for any long-voyage or operation. To wash this down a sailor can expect a standard one litre of water and wine per day- however wine rations may be increased as incentive to maintain or increase morale- as is with any increase in provisions. The issue of tooth-rot has become a large problem strangely for ships operating in the northern-seas and waterways, it's expected this has something to do with the reliance on more salt-stored food such as salt-pork and the colder conditions. Ships operating in southern seas suffer less from this- especially those with captains who encourage the practice of foraging among their men- sending rowboats to the many islands of the Rim Isles to collect wild berries, oranges, grapes and wild-game to supplement depleted food stocks. Captains who adopt this tactic usually see the death rate due to infection decrease by upwards of 60% among vessels they captain.
Morale
The concept of crew morality is something that must be checked and monitored alongside every ration in the store-room or shot in the powder-room. While the concept is a complicated one, it can and is usually dumbed down for the sake of simplicity, with the understanding that positive event or amenity will garner increased crew cheers while long voyage, poor weather and rations or defeat can garner ill-intent and strife among the crew, usually taken out on the officers of a given vessel.
A decrease in morale has a number of exceptionally evident sources. Defeat in battle not only chips away at a ship's self-confidence in future skirmishes- with repeated defeats on occasion garnering an inferiority complex among combatants. The tie-in effect of dead comrades, injury, infection and sickness leads only to further decreases. However this is not expressly limited to defeat. Poor weather, particularly the freezing cold or terrible heat amplifies discomfort in general on-board any raft, increasing death where the ship does journey. In times of victory the rescuing of enemy sailors of ships destroyed can chip away at a crew's moral, particularly if they themselves have injured being treated alongside past rivals. While naval war may be a gentleman's game- this does not apply to the mind of the lower-classes, seeing them as a rival dog being fed at their own dinner-bell. Because of this Captain of Commissions or Wing Admirals usually favor treating their own men first to preserve the morale of those who have served faithfully.
Victory of course is perhaps the greatest generator of morale among crew-mates, the belief that they excel at their jobs would make any man clad a smile for a day. The celebrations that follow- usually the following day off or with laxed duties to allow for the side-effect of the previous night's celebrations be the best way to further garner increased content among the crew. Similarly a captain or admiral that inspires those under him- while of course maintaining the professional distance required can do wonders. A militaristic and inspiring rhetoric in times of speech, post and pre-battle uttering of greatness will make the men fight harder and serve with all the loyalty that clads the interiors of their souls. Incompetence be the rival ship to increased morale, while crews can usually work fine under a stuttering and lispful captain so long as he does his job well, such a cretin who performs poorly in combat will surely make the men believe they themselves could select a better leader, mutiny to soon follow surely.
It's the question of mutiny which is why morale is so important. While mutiny and deserting of course are the worst-case scenario of an unhappy crew, unhappiness warrants thought as to the source of their strife and this leads to a loss of focus on shiply duties. To briefly conclude, a crew's morale is a dynamic affair, it must be regularly assessed and amended to ensure mutiny, desertion and disregard of duties is avoided.
Natural Geography and Knowledge of The Region
Extensive knowledge and recollection of geographical areas are key to military doctrine, be it on the land or on the sea. While typically more important on the former given the fact that most skirmishes among vessels occur 90% of the time over three miles from the coast, notes should still be taken on the features of the sea's geography. Cliffs, coves, islands, ice-bergs, ice-sheets and sand-bars can present hazards or opportunities to be utilized in combat. Additionally, the general direction of wind, size of waves (of which depends on which area of the continent you are sailing in) and the isolation of a region (distance from nearest port with facilities for repairs). All of these factors and more must be taken into consideration when deciding supply lines, patrols and blockades.Waves
Any good admiral or captain should harvest knowledge from all sources. There is a reason many of Regalia's finest astronomers found employment among the Regalian Admiralty in their younger days. Knowledge of the stars can aid in navigation when tracking by map and landmarks are impossible. However as any decent sailor should study astronomy, the Regalian Admiralty too recognises that a need for education in the world around us can prove just as necessary.
Waves size and speed is not just determined by the grips of the the moon. Wind speed, duration and fetch (the distance for which a wave travels for) effect the height of a wave. What this means in practice is that smaller Yacht-tier vessels may find more trouble navigating the coastal waters of the Rim Isles or North-West Anglian Sea than they would in regions surrounded by land such as the Straits of Kintyr or the sea north of Pays-Sud. While this presents a danger of capsizing among even frigates if captained by a particularly incompetent individual, it can also be made into an advantage. An admiral used to particularly hostile waves can utilize the presence of rogue and rough waves by selecting certain weather conditions when orchestrating an attack on an admiral less used to these conditions. Knowing how to correctly navigate rogue waves, (sailing bow-first into the wave as opposed to port/starboard) means your opponent will be taking more time dealing with alien weather conditions as opposed to formulating a proper defense. They may well even lose a ship or two if the conditions are particularly violent.
This is a particularly risky tactic however, nature is a friend of no man and as such what one perceives as an advantage can just as quickly dismantle your own fleet. The ideal conditions be a strong or light-rainy day with winds of fourteen to twenty knots to allow for speed while maintaining
maneuverability and preventing the issues of violent waves.
Coastal Features
Hailing from the Kintyr Straits, the largest cliffsides, smallbays and fjords can present terrible hazards to even the most experienced of sailors. Strong winds- particularly those of the typical stormy nights of which Kintyr is known for can drive warships into the many wave-cut platforms (plates of rock beneath cliffs, sometimes concealed by the tide)- presenting a huge risk to low-hulled vessels such as Anglian Nautknights which is why they have rarely ever navigated the region close to shore. Because of this fact and the presence of narrow fjords (which provide ample locations to hold defensive positions or hide vessels for an ambush on an unsuspecting convoy.) The region is far more pleasant for lighter frigates and two-deckers which can handle the steep currents while avoiding the risk of tearing their hulls from the rocks below.
A similar, though less risky hazard comes in the form of sand-bars, (ranges of sand near the coast, decreasing the depth of water than what is typically present.) This information is rarely if ever recorded by non-local sources, giving advantage to a local admiral if they be defending their home territory. Coordinating a battle to begin near a known sand bar can see one's opponent beach their front-ship in their line-of-battle, stopping the line in it's tracks and forcing the ships behind the frontship to navigate around the trapped vessel, allowing more time for a defender to engage or withdraw.
Finally islands can be utilized by smaller wing-fleets in both offensive and defensive operations. Particularly common in the Rim Isles- small swaths of humid land provides ideal conditions for towering trees to grow, meaning even the smallest of these islands can mask the sight of a sail's-mast. It has been common in the past for pirates to utilise such islands to hide single or groups of ships in order to ambush bypassing vessels, however this trick need not only be used by such criminals. If one were to position themselves up-wind and in the cover of an island it would allow a surprise unlike any other to descend upon a passing fleet of ships while utilising the benefit of the top-wind. Similarly such terrain can be used on the defensive, to hide from larger fleets or ambush single ships. Similarly one can re-locate a fleet out of an area swiftly even during daylight if they take it slow and utilise the inlets and bays of medium sized islands. The final benefit too includes plentiful locations to resupply, hunting local game, collecting wood, hide and wild-berries to fill up a stockroom.
Thus to conclude, before any conflict one must ensure they collect the necessary maps, testimonies and records of the seas and nearby terrain they intend to sail in. I've come to find that collecting this information from nearby fishing villages to be the best source of more isolated information about local weather and sea-features however this may not always be an option. Having access to this can turn a battle in your favor, even minor damages and beachings can divert an opposing admiral's attention away from the battle at hand and allow one to engage further or withdraw. Preparation is key in this department and thus one should never second-guess the confidence a local admiral will have when doing war in his home waters.
Chapter IV
Cannons, Equipment, Types of Shot and When to Use Them
Starting this thesis' journey into actual ship combat, what better to lay the foundations than by detailed overview of cannon technology, navigation aids and types of shot. These items illustrate a key pillar of ship combat, any captain can order the firing of round, chain or grape shot- but a great one knows when and when not to fire each. Cannons in general are in one of two forms; Regalian Cannons- the typical to adorn the decks of ships, higher caliber shots clad decks closer to the water-line while lighter ones the top-decks. Second to this, the Greifkanone- a lighter cannon specifically designed to shoot a grapple or harpoon in order to strike at the masts of enemy ships and reel them in- allowing for a full barrage of cannon-fire or marine boarding.
The types of shot that adorn these fine Regalian Cannons are also important to bare in mind. Grouped into three main types: Rounds Shot (A standard cannon-ball), Chain Shot (Used to bring damage and wrath to masts, rigging and sails) and finally Grape Shot (anti-personnel shot, typically utilised in close range.) Each has their place on a ship, but none can be used in every situation. There comes a time when a ship is simply too far for grape shot or lingering too close for round, hence a good captain will always know when to use each.
Then comes the tools of navigation, maps, anemometers, sextants, volvelles and armillary sphere. While these key tools take many hours of practice each to fully utilise- they provide the edge necessary for safe and most importantly fast transportation on the high seas. An anemometer can unlock the exact speed at which the wind travels- allowing a knot calculation to better orchestrate the sails to your advantage. A sextants is a metal instrument used to locate yourself in the world's seas. Spectating the moon and horizon, one can compare the two together to calculate latitude and longitude. A volvette is simply a parchment disk with the markings of stars atop- used to calculate one's position on the sea by use of the stars above- though some say a small group of ailor are able to do this by simple eyesight. Finally the armillary sphere is a metal model of the heavens, used by few admirals though can aid in the location of one's location by use of the sun and moon. Other key instruments of course include the telescope- used to enhance one's vision to peer out details on the horizon. Similarly maps and other sea-charts allow a birds-eye-view of the sea and landscape around, enabling better location of hazards, routes and important landmarks.
Each of these tools must be utilised appropriately, regularly inspected and maintained in order to function when one needs it most. One cannot bring more attention to the phrase; "It be better to have something and not need it, than to find yourself in a situation where you need it and don't have it."
Cannons
As mentioned, cannons come in two forms in the Regalian Navy; Regalian Cannons and the Greifkanone. Regalian Cannons come in a small scale of caliber, heavy cannons such as those that clad the lower decks Anglian Nautknights are used to fire larger round shots. Though rarely used for anti-ship combat these rounds are perfect for making attacks on stationary targets like coastal defenses or sea-forts. Lighter armaments however typically clad the decks of any Regalian Warship- Ship of the Lines to Frigates. The rounds that are used for such cannons are ideal for penetrating the hulls of these lighter ships while maintaining their low weight and recoil to make them practical on the decks of these smaller ships- at the sacrifice of firepower and range.
Standard cannons can be raised to an arc from 0 to 45 degrees- a set from closest to furthest range with naturally increased to decreased penetration and damage as a result. While these cannons can also swivel from right to left in order to better meet this target- this typically requires much effort in the form of crow-bars and on occasion rails- though such cumbersome labor often means it's better to move the vessel as a whole to better make aim.
The Greifkanone is a more ornate and expensive weapon- not typical on many vessels of the Regalian Navy but infinity useful in it's tactical ability. A modified light cannon that shoots a round of grapple as opposed to shell- connected with a large chain link. This allows the user to completely obliterate the masts of opposing ships- preventing a flee or counter-monouvere and enabling easy pickings as you shell them from afar. This may also be used on the defensive to dismantle attacking ships for similar reasons as mentioned previously. Alternatively, one can adopt this tactic by striking at their hull- allowing one to grapple and reel in the enemy vessel in order to deliver a devastating short-range grape or roundshot to sink said ship. Should your own vessel posses a competent force of marines then you may also do well to attempt a boarding- seizing a vessel for yourself can often be the ideal outcome of any naval confrontation. While such boardings can be done conventionally- there is no doubt that it becomes much easier when utilising the might of a Greifkanone.
Types of Shot
The typical range of rounds for any Regalian Warship is usually limited to round shot, chain shot, grape shot and canister shot. The former two being use mainly for anti-ship combat, tearing through both deck and hull and collapsing masts in their wake. The latter two however tailored more to short range anti-personnel shots, limited in any structural damage to the enemy vessel. While some admirals and captains may opt to have more specific types of round available to their sailors- such as 'spider shot'- an enhanced but expensive version of chain-shot. Despite this due to the limited uses of such specific rounds and their mounting price these tend to rarely if ever be used by most admirals.
Cannons, Equipment, Types of Shot and When to Use Them
Starting this thesis' journey into actual ship combat, what better to lay the foundations than by detailed overview of cannon technology, navigation aids and types of shot. These items illustrate a key pillar of ship combat, any captain can order the firing of round, chain or grape shot- but a great one knows when and when not to fire each. Cannons in general are in one of two forms; Regalian Cannons- the typical to adorn the decks of ships, higher caliber shots clad decks closer to the water-line while lighter ones the top-decks. Second to this, the Greifkanone- a lighter cannon specifically designed to shoot a grapple or harpoon in order to strike at the masts of enemy ships and reel them in- allowing for a full barrage of cannon-fire or marine boarding.
The types of shot that adorn these fine Regalian Cannons are also important to bare in mind. Grouped into three main types: Rounds Shot (A standard cannon-ball), Chain Shot (Used to bring damage and wrath to masts, rigging and sails) and finally Grape Shot (anti-personnel shot, typically utilised in close range.) Each has their place on a ship, but none can be used in every situation. There comes a time when a ship is simply too far for grape shot or lingering too close for round, hence a good captain will always know when to use each.
Then comes the tools of navigation, maps, anemometers, sextants, volvelles and armillary sphere. While these key tools take many hours of practice each to fully utilise- they provide the edge necessary for safe and most importantly fast transportation on the high seas. An anemometer can unlock the exact speed at which the wind travels- allowing a knot calculation to better orchestrate the sails to your advantage. A sextants is a metal instrument used to locate yourself in the world's seas. Spectating the moon and horizon, one can compare the two together to calculate latitude and longitude. A volvette is simply a parchment disk with the markings of stars atop- used to calculate one's position on the sea by use of the stars above- though some say a small group of ailor are able to do this by simple eyesight. Finally the armillary sphere is a metal model of the heavens, used by few admirals though can aid in the location of one's location by use of the sun and moon. Other key instruments of course include the telescope- used to enhance one's vision to peer out details on the horizon. Similarly maps and other sea-charts allow a birds-eye-view of the sea and landscape around, enabling better location of hazards, routes and important landmarks.
Each of these tools must be utilised appropriately, regularly inspected and maintained in order to function when one needs it most. One cannot bring more attention to the phrase; "It be better to have something and not need it, than to find yourself in a situation where you need it and don't have it."
Cannons
As mentioned, cannons come in two forms in the Regalian Navy; Regalian Cannons and the Greifkanone. Regalian Cannons come in a small scale of caliber, heavy cannons such as those that clad the lower decks Anglian Nautknights are used to fire larger round shots. Though rarely used for anti-ship combat these rounds are perfect for making attacks on stationary targets like coastal defenses or sea-forts. Lighter armaments however typically clad the decks of any Regalian Warship- Ship of the Lines to Frigates. The rounds that are used for such cannons are ideal for penetrating the hulls of these lighter ships while maintaining their low weight and recoil to make them practical on the decks of these smaller ships- at the sacrifice of firepower and range.
Standard cannons can be raised to an arc from 0 to 45 degrees- a set from closest to furthest range with naturally increased to decreased penetration and damage as a result. While these cannons can also swivel from right to left in order to better meet this target- this typically requires much effort in the form of crow-bars and on occasion rails- though such cumbersome labor often means it's better to move the vessel as a whole to better make aim.
The Greifkanone is a more ornate and expensive weapon- not typical on many vessels of the Regalian Navy but infinity useful in it's tactical ability. A modified light cannon that shoots a round of grapple as opposed to shell- connected with a large chain link. This allows the user to completely obliterate the masts of opposing ships- preventing a flee or counter-monouvere and enabling easy pickings as you shell them from afar. This may also be used on the defensive to dismantle attacking ships for similar reasons as mentioned previously. Alternatively, one can adopt this tactic by striking at their hull- allowing one to grapple and reel in the enemy vessel in order to deliver a devastating short-range grape or roundshot to sink said ship. Should your own vessel posses a competent force of marines then you may also do well to attempt a boarding- seizing a vessel for yourself can often be the ideal outcome of any naval confrontation. While such boardings can be done conventionally- there is no doubt that it becomes much easier when utilising the might of a Greifkanone.
Types of Shot
The typical range of rounds for any Regalian Warship is usually limited to round shot, chain shot, grape shot and canister shot. The former two being use mainly for anti-ship combat, tearing through both deck and hull and collapsing masts in their wake. The latter two however tailored more to short range anti-personnel shots, limited in any structural damage to the enemy vessel. While some admirals and captains may opt to have more specific types of round available to their sailors- such as 'spider shot'- an enhanced but expensive version of chain-shot. Despite this due to the limited uses of such specific rounds and their mounting price these tend to rarely if ever be used by most admirals.
The chain-shot is another keen choice in the eyes of the marine. Used at close range to flail around the masts and rigging of enemy vessels- these rounds can be used both offensive and defensively. On the attack they allow one to tear down an enemy mast- preventing a flee or allowing you to outmaneuver as they find themselves unable to turn in the water to present their broadside. However few recognise the defensive capabilities, allowing you to dismantle attacking ships while you make your escape or re-locate. As mentioned, the ability to kill a ship in the water brightens the eyes of many marine's, allowing a safe and still boarding of enemy vessels. Typically if one manages to take down all masts of an enemy ship the crew will almost always surrender- recognising they are helpless and at your mercy. One issue remains however, should you take a ship after dismantling it you will either be forced to scuttle it yourself (after all valuables are relocated safely withing your own ship's stores) or await civilian vessels to lug it back for repairs- not ideal when in hostile waters.
Grape shot is the half-way point between a typical round shot and canister shot. Comprise of a tightly bound bag of iron balls, about the size of grapes. This projectile is shot at close range- offering fantastic close range damage on enemy sailors aboard an opposing vessel and even capable of penetrating unarmored parts of the hull. Similar in many ways to canister shot- this round is typically used before boarding as it can only be utilised to it's full effect when in close range and offeres limited to no damage upon an opposing vessel's hull. Because of these weakness the round is typically kept in small supply, often only five to ten rounds per cannon being stocked when each warship is to leave port and almost never stored on larger vessels like the Anglian Nautknights.
Finally canister shot operates as the ideal anti-personnel round for any ship. Typically cladding the cannons of lighter ships such as Calemberg first or second lines or Frigates. These rounds are simply metal shells encasing many pellets or bullets of steel or iron. Once shot they burst out into a fairly large spread thus making them useless at larger ranges. Ideally used as close as possible, reports have been made of a a single broadside of this shot wiping out an entire enemy crew in one call to fire- dismantling the enemy's morale as though it were as spineless as the flag they flew on topmast. Such rounds should be carried in few numbers, perhaps at most three per cannon due to the rarity in which they're used. Despite this they provide brilliant defensive cover-fire if you're trying to prevent an enemy boarding due to the need for the enemy to crew all of their marines on the top-deck before they would attempt to board. One broadside could well wipe out half their boarding party- allowing you to slip away in the onslaught of your doing.
Thus the use of the correct rounds is pinnacle in order to garner success in any skirmish. Use the wrong shot at the wrong distance and you'll find you've wasted valuable fire-minutes while the enemy rains void upon you and your men. Understanding the need to not only fire accurately but quickly is one of the most important lessons any aspiring admiral must learn. For every round you miss or under-fire is another minute dedicated to reloading. A minute in which the enemy can swoon in close and deliver a decisive blow. Be aware of your stocks before engaging, ensure your crew is quick to the reload and your cabin boys fast in bringing powder and rounds from the powder room.
Chapter V
Offensive Tactics - Breaking the Half
When engaging an enemy fleet or blockade on typically has two options when it comes to making the offensive approach, this being the positioning of one's advance. The first advance, the 'Line Ahead' formation shows warships following each-other, bow to stern while maintaining a distance of around one hundred yards from each-other. The second formation- the 'Line Abreast' formation differs in that ships travel together side-by-side port and starboard of each other, maintaining the same speed.
Both of these approaching formations have their own positives and negatives, however the Doctrine of Rhyfel Mawr in which this writing documents will always declare that of the Line Ahead formation superior in every manner of battle.
Next, after the approaching formation has been carried out, one must then consider an engagement tactic. For this there are two options suggested in Rhyfel Mawr to be carried out by the best judgement of the overseeing admiral. The 'Line of Battle' in which both fleets meet in a parallel line to present broadsides- this formation has merits in it's simplicity and being easy to transport into from the Line Ahead approach, however it's hindrance comes in how it creates a fair engagement. Should both fleets have fourteen ships each then it creates a ratio of one to one firepower, very much leaving the bulk of success depending on the competence of your captains. This is why the 'Doubling' engagement approach is favored by this doctrine. This details a series of maneuvers an admiral must orchestrate, first an admiral must 'Cross the T' (approach the enemy blockade using the Line Ahead approaching formation, meeting the enemy fleet at a 90 degree angle, thus cutting the enemy fleet in two. From here, half of the allied fleet must break off, meeting half the enemy fleet on either side while leaving the other half of the enemy fleet unopposed, forcing them to take valuable time initiating a turning arch, by which time such terrible damage will be done to their other ships that morale will sink and cause them to likely flee.
Thus, Doubling enables a fleet to double their firepower, quickly and effectively destroying enemy vessels with overwhelming ruthlessness. The nature of this combat depends on enemy morale- it has been observed time and time again in combat that once one or two ships have been sank in any skirmish it will often force a fleet to flee. This doctrine takes this fact to heart and thus the tactic of Doubling is often utilised by smaller fleets on the offensive as the effect of doubling one's firepower is most advantageous when facing an enemy of greater numbers.
The 'Line Ahead' Approach
As mentioned, the Line Ahead approach is carried out by ordering the ships in one's fleet to travel in a single column while maintaining a distance of one hundred yards from one ship's bow to another's stern. This selected distance ensures that should the ship in front be disabled or damaged then those travelling behind have ample time to re-course and avoid a collision. Yet the distance is still close enough that thus when presenting broadsides (getting into firing position) all ships can operate as a single unit to target the enemy formation as one, as opposed to operating as single ships.
Because only the leading ship is exposed to enemy fire on the advance- and the fact that only the front of said ship is exposed thus limiting the surface area that can be fired upon, it offers superior protection than the Line Abreast formation, allowing the fleet to get in close before being at risk of damage. The formation also is the easiest to form a 'Broadside Line' (A line of ships presenting their broadsides to an enemy) as ships simple need to turn in fashion to those in front of them, enabling limited commands to be given and more time to be dedicated to preparing cannons, shots and flagging commands to other vessels.
Issues with the Line Abreast formation are numerous. Because all ships are presented it means that an enemy broadside on the advance has a chance to do serious damage before allied ships can get into a firing position- potentially ending the battle before it started. Additionally the requirement for all ships to be travelling at the same speed means there is serious risk of the fleet being broken up and thus unable to create a Broadside Line- creating easy pickings for any enemy formation to dismantle. The Line Ahead formation also enables an admiral to better control and communicate with his fleet, flags can be raised and lowered in a fashion that lets them be easily seen by other captains while being out of sight of enemy sailors- when the heat of battle is raising, good communication makes or breaks any fleet.
Offensive Tactics - Breaking the Half
When engaging an enemy fleet or blockade on typically has two options when it comes to making the offensive approach, this being the positioning of one's advance. The first advance, the 'Line Ahead' formation shows warships following each-other, bow to stern while maintaining a distance of around one hundred yards from each-other. The second formation- the 'Line Abreast' formation differs in that ships travel together side-by-side port and starboard of each other, maintaining the same speed.
Both of these approaching formations have their own positives and negatives, however the Doctrine of Rhyfel Mawr in which this writing documents will always declare that of the Line Ahead formation superior in every manner of battle.
Next, after the approaching formation has been carried out, one must then consider an engagement tactic. For this there are two options suggested in Rhyfel Mawr to be carried out by the best judgement of the overseeing admiral. The 'Line of Battle' in which both fleets meet in a parallel line to present broadsides- this formation has merits in it's simplicity and being easy to transport into from the Line Ahead approach, however it's hindrance comes in how it creates a fair engagement. Should both fleets have fourteen ships each then it creates a ratio of one to one firepower, very much leaving the bulk of success depending on the competence of your captains. This is why the 'Doubling' engagement approach is favored by this doctrine. This details a series of maneuvers an admiral must orchestrate, first an admiral must 'Cross the T' (approach the enemy blockade using the Line Ahead approaching formation, meeting the enemy fleet at a 90 degree angle, thus cutting the enemy fleet in two. From here, half of the allied fleet must break off, meeting half the enemy fleet on either side while leaving the other half of the enemy fleet unopposed, forcing them to take valuable time initiating a turning arch, by which time such terrible damage will be done to their other ships that morale will sink and cause them to likely flee.
Thus, Doubling enables a fleet to double their firepower, quickly and effectively destroying enemy vessels with overwhelming ruthlessness. The nature of this combat depends on enemy morale- it has been observed time and time again in combat that once one or two ships have been sank in any skirmish it will often force a fleet to flee. This doctrine takes this fact to heart and thus the tactic of Doubling is often utilised by smaller fleets on the offensive as the effect of doubling one's firepower is most advantageous when facing an enemy of greater numbers.
The 'Line Ahead' Approach
As mentioned, the Line Ahead approach is carried out by ordering the ships in one's fleet to travel in a single column while maintaining a distance of one hundred yards from one ship's bow to another's stern. This selected distance ensures that should the ship in front be disabled or damaged then those travelling behind have ample time to re-course and avoid a collision. Yet the distance is still close enough that thus when presenting broadsides (getting into firing position) all ships can operate as a single unit to target the enemy formation as one, as opposed to operating as single ships.
Because only the leading ship is exposed to enemy fire on the advance- and the fact that only the front of said ship is exposed thus limiting the surface area that can be fired upon, it offers superior protection than the Line Abreast formation, allowing the fleet to get in close before being at risk of damage. The formation also is the easiest to form a 'Broadside Line' (A line of ships presenting their broadsides to an enemy) as ships simple need to turn in fashion to those in front of them, enabling limited commands to be given and more time to be dedicated to preparing cannons, shots and flagging commands to other vessels.
Issues with the Line Abreast formation are numerous. Because all ships are presented it means that an enemy broadside on the advance has a chance to do serious damage before allied ships can get into a firing position- potentially ending the battle before it started. Additionally the requirement for all ships to be travelling at the same speed means there is serious risk of the fleet being broken up and thus unable to create a Broadside Line- creating easy pickings for any enemy formation to dismantle. The Line Ahead formation also enables an admiral to better control and communicate with his fleet, flags can be raised and lowered in a fashion that lets them be easily seen by other captains while being out of sight of enemy sailors- when the heat of battle is raising, good communication makes or breaks any fleet.
Doubling
By far the preferred method of engagement, doubling is the complex act of getting your fleet into position as a sandwhich- with an enemy line of vessels between your own ships. There are two methods in which this can be achieved. The first method is called 'Crossing the T' in which your fleet, sailing with the wind and in a Line Ahead formation will cut off an enemy blockade by sailing between two ships in the line at a 90 degree angle (hence T). From here your own fleet will divide in two, each group sailing to meet the same enemy vessel at both it's port and start-board sides, sandwiching themselves in the middle.
The second method is detailed as 'Chasing' and can typically only be done with faster vessels or the favor of the wind. An admiral's formation will chase behind the enemy blockade's formation and again divide into two, sandwhiching the latter group of an enemy formation and replicating the 'Crossing the T' tactic from here. This has the benefit of being much safer as it negates the chance of an enemy ship ramming one's broadside, however it requires the advantage of speed and prevents the enemy blockade from halting thus making accuracy of cannons much lower.
Doubling as mentioned presents the best conditions for the ideals of Rhyfel Mawr- this being overwhelming firepower and the desire to do as much damage in as short an amount of time as possible to encourage the enemy to flee in a weaker state than of which they joined. Doubling enables an enemy ship to be fired upon from two sides- destroying gun crews, rearing hulls and tearing through masts. The sight of such destruction in such a short space of time will usually force the non-doubled side to flee while allowing the attacking fleet to dish out huge swaths of damage to those of the enemy that as sandwiched, preventing a flee while doubling down on the damage. Should the un-opposed enemy half-fleet attempt to break the Doubling, they must first take the many moments to turn, often enough being forced to turn into the wind and thus allowing the majority of the battle to be fought with only half the number of ships while facing double the firepower.
The Rhyfel Mawr Doctrine thus differs from the ideas and writings of other admirals in it's staunch conviction to uniformity and top-down order command. Small, needless skirmishes are not sought out as they put to risk necessary resources from what could otherwise be a larger and more decisive victory. Rhyfelists believe that battles should be fought in a grand scale and thus all eggs should be put into one basket. The moral effects an enemy will face if they are to be defeated in a fifty on fifty warship skirmish on the high seas is much more detrimental to their war effort than the loss of a single smaller skirmish.
For this reason the 'Doubling' tactic is encouraged. The ability to quickly dismantle half of a defending fleet in such explosive fashion not only ensures the enemy faces high casualties, it also ensures that the other half of their fleet almost always flee- a balancing act of destruction and moral attrition at the cost of a risky advance. For this reason- unlike the thesis' defensive doctrine, when engaging on the offense the cannons are aimed for the hull as opposed to the mass, hellbent on delivering as much structural damage as possible- this however also prevents the chance of over-shooting and hitting an allied ship on the other side of the enemy vessel when engaged in Doubling.
Firm, deadly and unforgiving are words uttered by the sailors of any ship when describing the sea, what better a master to learn from when making war upon it's terrible waves?
Defensive Tactics - Down and Dismantle
In order to properly defend an area of coastline or fare against an attacking opponent, one thing above all else is pinnacle. Taking the leeward wind. The leeward wind is the position of being downwind of your opponent. While typically the opposite is preferred- the windward advantage as many know it as. This is however not the case when defending, the leeward wind is necessary as it allows one to flee from battle should mounting losses occur, or it enables one to re-organise a Line of Battle should your opponent attempt to Double your own ships.The issue with defending properly in any given situation is that one will usually be with a lesser number of ships than the attacker. Typically an enemy admiral will only attack with the benefit of superior numbers on his side. Because of this- as detailed in this doctrine the practice of training your gun crews to shoot, load and repeat faster (essentially giving you more firepower) can help lessen the blow being outnumbered usually entails. Gun crews should aim round shot for the masts as opposed to the typical hull of a ship as a means to dismantle oncoming vessels quickly and do as much damage to on-deck gun crews as possible. Similarly from mid-to-short range the use of chain shot is preferred for this task. The enemy will be unable to pursue further if their ships are too heavily damaged from mast attacks and thus will need to make a retreat should continued damage be sustained.
Additionally, there is the question of movement. Defending ships should first take position and dish out the brunt of their attacks as the enemy fleet starts to move into range. The ability to take the first shots means the enemy will be unable to return fire to the fullest of their abilities, allowing you a window to potentially dismantle a ship before the fight has even began. From here a tactic of half-retreat is used if the numbers are so evidently not in your favor. Your ships should make an effort to move away from oncoming manouveres while targeting the enemy mast with chain and round shots, thus potentially dismantling an enemy warship without the need of lengthy and continuous firepower. Once at a further range a fleet should then re-organise it's Line of Fire and continue as before until either forced to make a complete withdraw or your enemy flees.
Do note an admiral has two choices when defending: to target enemy troop transport vessels if they are active on the waters or to target fire on enemy war vessels. This decision is usually made by the Marshal or leading Nobleman of the war at large, sometimes it is more strategically viable to sacrifice more ships in order to prevent or greatly weaken an amphibious invasion than it would be to otherwise preserve your own ships. Troop transports are weighed down by the weight of their men and supplies and thus carry few if any cannons. Because of this they make ample and easy targets for your own warships however one must keep in mind that the more time spent attacking transport ships is time not returning fire to attacking enemy vessels.
Targeting
Not only is the selection of ship in which your own vessels should focus fire on important, so is the location on said ship. For example targeting the masts, sails and rigging will dismantle an opponent's mobility, preventing and potentially blocking an enemy fleet's ability for formulate. This comes at the cost of limited structural damage. The other option is to carry out attacks in normal fashion, aiming for the center of the hull in an attempt to deliver out as much damage as physically possible. The second option thus follows the general rule of Morale Warfare, in which an enemy fleet can be defeated by only needing to sink a limited number of their warships due to the effect a single ship has on enemy morale, causing a route. In contrast to typical doctrine beliefs in ruthless warfare, while on the defensive it is much better to save such targeting to transport ships and smaller combat vessels. Due to the nature of the half-flee tactic it pays a lot more to 'Down and Dismantle' enemy masts as to prevent them from engaging anti-blockade tactics, such as Crossing the T.
The targeting of masts, rigging and sails is initiated at long range, due to the increased area of target (unlike typical warfare in which only the hull can be targeted, this method increases the target area to the whole ship). This is done simply by cannon crews pivoting their cannons to a greater elevation, increasing the range and window in which you may attack while your enemy is unable to due to moving into range. Some admirals have been known to use chain-shot at such distances to limited effect- such rounds are far more viable in medium to short range.
Finally the choice in vessel targeting- be it either transport ships or warships is a key decision in the sphere of battle. To sacrifice one's ships in favor of the marshalry and to prevent additional troops from landing and compromising the common folk on the land. This is the burden of the Navy- a gentleman's theater in which almost all present in it's towering waves are combatants. Ultimately the choice in targeting is usually that of the governing noble, it may be more viable to target enemy vessels to ensure future Claim of the Sea (Naval Superiority) at the cost of some transport ships slipping through. Alternatively, such as in Kintyr- the limited scale of the island means that any addition of enemy troops could spell disaster for the grand command located on the island- as such troop transports should be downed with increased priority.
Ruthlessly speaking, downing transport vessels has the added advantage of creating a moral dilemma among the remaining enemy warships. Do they continue the frey and neglect their drowning brothers, do they half the cannon fire to focus on rescuing their kin? The waves are not a place for the weak of heart as will be covered in the following chapter. Taking advantage of one's moral obligations can be the difference between a hundred souls drowned at sea, or ten thousand put to the sword on the mainland, the waves favor the bold and decisive.
Post-Battle Procedure
In the final wording of this doctrine comes the question of post-battle procedure. In this field lies some of the most technical and bland questions an admiral must answer, but so too does it contain the most frustrating of moral decisions. While one must decide which port to sail for in order to orchestrate repairs, so too must he decide if his men are to be treated for wounds alongside his enemy. He is to decide if their enemy is to be rescued at all or left to the wave-claim, the risk of running out of provisions caring for a prisoner crew too great.
From the moment the cannons stop firing the first task should be to assess damage and immediately put an end to any fires currently on the ship. One spark to the power-stores is enough to send the ship ablaze, the powder of a thousand cannons killing all on-board instantly. Many more foolhardy admirals have sent their fleet to chase those who flee battle, only to spring from the water like a flying fish and crash a diving bird. Following the inspecting and ceasing of any naked flames, one must then decide to give the chase-order, ordering captains by means of flag or horn that they are to pursue the enemy in an attempt to deliver a final sinking. Be warned however as this needs to be a joint assault of all ships- it has been observed in the past, namely the Battle of The Broken Masts in which an enemy has turned mid-flee to delivering a crushing blow to a single ship that pursued it, thus this is not a decisions for captains alone to make but an admiral himself.
Finally, when a battle has truly close one must then begin the process of rescue and health. This is where moral obligations come into test. It is generally expected that the victorious admiral is to give the order to rescue enemies and ships sunk and care for them as prisoners of war. However the isolation of some regions of the sea make this impossible. Should you only have the provisions to make it back to port- the addition of another rescued crew could well mean some of your own men starve- a sight no admiral should need to see. The kindest of all fates is to leave the opponent to the waves if such a situation is one you find yourself in, to kill your enemy is natural in war- but to see your own men suffer by the weakness of your mercy is a crime no man will ever forgive.
Your injured men are then to be sent to the deck-surgeons. Those believed to be in the realms of saving will receive treatment, those who's wounds are too great and inevitable should be put to mercy as to not use up valuable provisions that may cause other, well crew-mates to starve. Those prisoners of war of officer and noble class are to be cared for as secured guests aboard and respectable vessels- for it could well be your own turn in a few months to be at their own mercy, the gentleman's nature of war on the high seas dictates the upmost respect of an opponent when there is room for it, this does not apply to pirates. Should an enemy be claiming employment as a privateer they must first present their Bill of Privateering or similar legislation, this is to be inspected by the Admiral or a man of his selection for his verdict on authenticity.
Then and to conclude comes the question of plotting a course back to a repair harbour. Depending on inter-state treaties this could be the nearest ally, neutral or home port from where the battle took place, additionally it has been spectated on occasion that some enemy ports permit the repairing of enemy ships so that they may be transport-worthy and permitted passage to their home ports so long as they relinquish all prisoners of war rescued from the battle. Such occurrences are not the norm and should be properly negotiated before a war is began- though with that said many a noble will glady abuse the trust between sailors in order to take down another few ships of the enemy's fleet. Be warned.
To conclude then, the processes listed in the above chapters are to be carried out. Hulls and masts are to be repaired at homeport, crew re-hired and re-trained as the ship is in-dock, provisions are to be inspected and re-stocked appropriately and the crew to receive their monthly payments or those missed from time at sea. Such is the cycle of naval warfare, the Gentleman's war.
Conclusions
There are factors of naval warfare that no admiral can take into account. The changes and fluctuations or prevailing winds, weather conditions before a battle is to start or the unseen physical risks of a given battle-area. Each of these factors in and of themselves can bring victory or defeat and for this very reason the doctrine of Rhyfel Mawr reinforces the pre-battle planning of one's crew, armamanets and provisions to set the ideal conditions for combat. With enough training any cannon-crew can cut down the reload time from one minute to forty seconds, increasing the rate of fire of a given warship by one third. A well-provisioned and disciplined crew and officer corps are less likely to flee battle in moments of strife and will fight with all the will the Spirit granted them.
When doing battle one must be a quick, ruthless and decisive as the sea itself. Doing as much damage to an enemy fleet in as little time as possible can rouse unrest among enemy crews and bring them defeat, mutiny or surrender before they can deliver half the fight they're capable of. For this reasoning Doubling is by far the preferred method of engagement, as is the use of canister and grape shot to tear through not only the crew but the very morale that any organisation is built upon.
There is no place for inaction, no place for weakness nor treason. Those displaying such poor qualities are to be punished by the firmest fist while those who display the true doctrine of Rhyfel Mawr are fed the fruits of their own merit. The decks are a place for a redemption, those of criminal background are given the rare chance to prove themselves in competence, while some will abuse this generous gift- those that do, those who mutiny, pirate and murder are to be drowned in the very waters they sail. A good admiral is to act in the interest of his crew, a great admiral is to sacrifice his own moral convictions to ensure their safety. Should this mean leaving an opposing fleet to the waves in order to save vital provisions or medicines then it must be so. Only those of the peerage and officer class in the Admiralty are exempt from such necessary action.
Thus I bid you well and warn thee. The waves are not a place for those of simple mind and heart. Even cliffs of stone are to be torn down by the power of such godly attrition. The doctrine of Rhyfel Mawr is certainly a doctrine of offense and mass, fit for the larger and better equipped navies of Noble Houses and the Regalian Navy. Let the writings above be of use to those who mean to do well by the men under their command.
Spirit protect and prevail, be there fair fortunes in the wars to come,
Wolvard Harhold
Admiral of the Regalian Admiralty
just pick 25 admiral tactic lol