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<H3><FONT FACE="Arial, Helvetica, sans-serif"> <IMG SRC="warrior.gif" WIDTH="216" HEIGHT="242" ALIGN="LEFT">The Navigator's Bushido</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif"><I>If another player makes me mad, then I respect him
because I am not quick to anger.<BR>
If another player proves me wrong, then I respect him because I am usually right.<BR>
If another player defeats me, then I respect him because I usually win.<BR>
When I defeat another player, I put a notch in my belt;<BR>
I go through a lot of belts.</I><BR CLEAR="ALL">
</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif"><I>Note: The information here is poorly organized, but all parts are equally important and required reading from beginning to end. This guide has mostly been written with the blockade navigator in mind, but it should prove equally useful to blockade organizers and serve as an educational discourse for curious jobbers. This guide is not meant for novice navigators and assumes that the reader has an extensive understanding of the physics of sea battle (ramming, whirlpools, wind, damage accruement, qualities of the different ships) and a basic understanding of the components of a blockade (flags, most notably).</I></FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">General information on running a ship:</FONT></H3>
<OL>
<LI><FONT FACE="Arial, Helvetica, sans-serif">If a commanding officer (CO)
has not been selected to preside over your ship, select one yourself. This person should order pirates to stations, ensure that everyone is paid (if applicable), and answer everyone's questions while aboard the vessel (like, "when is the swordfight?" — poor bastards). The CO should not be expected to puzzle if it gets in the way of maintaining order aboard the ship. The navigator should <I>never</I> puzzle.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Unsubscribed
players should not be allowed on vessels or jobbed within the crew. They
do not add to a ship's influence and occupy valuable space (which
they contribute nothing for in return). Unsubscribed accounts are also the
most prolifically used spies (Do not accept information from spies such as
moves placed by enemy navigators or what otherwise might be considered contrary
to the "spirit of the game." Report players who offer such information).
Note that I make a distinction between unsubscribed <I>players</I> (true greenies)
and the unsubscribed <I>accounts</I> of veteran players. An expert puzzler using
an unsubscribed account will make up for their lack of influence.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Communication
between the battle navigators is an important factor in success. Suitable
communication channels include: Roger Wilco (i.e. <I>voice
channels</I>), IRC (i.e. <I>external channels</I>), or /crew or /jcrew (i.e. <I>internal
channels</I>).</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Communicating
other intelligence, usually in the hands of the CO, is also important.
Gathering intelligence includes /vwho'ing enemy vessels to get
a good idea of how well manned they are, and finding out who is navigating
them. This information is important to you, the navigator.</FONT></LI>
</OL>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Various roles in and outside of the blockade:</FONT></H3>
<UL>
<LI><FONT FACE="Arial, Helvetica, sans-serif"><I>CIA</I>: someone who gathers intelligence,
like the manpower and navigators of enemy vessels. This is usually done by the CO for their navigator, though other players, like the Sniper or his associates, can also play the role
of CIA.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif"><I>Strategist</I>: someone, usually a monarch or trusted royal, who devises,
or tries to dictate, a strategy or navigators' movements for the blockade
round.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">(<I>Battle</I>) <I>Navigator</I>: the navigator of a manned ship (not Sniping
or observing).</FONT></LI>
<LI><I><FONT FACE="Arial, Helvetica, sans-serif">Supply</FONT></I><FONT FACE="Arial, Helvetica, sans-serif">: someone who restocks ships, keeps track of which
ships can no longer enter the blockade, and usually distributes the pay
among jobbers.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif"><I>Sniper</I>: someone who stays mostly in the safe-zone on an unmanned
vessel and performs hit-and-run operations against incoming and
outgoing vessels.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif"><I>Contact</I>: someone who hires jobbers. Snipers,
CIAs, and Strategists can double as Contacts.</FONT></LI>
</UL>
<TABLE WIDTH="330" BORDER="1" ALIGN="RIGHT" CELLPADDING="5" CELLSPACING="0">
<TR>
<TD><FONT FACE="Arial, Helvetica, sans-serif"><IMG SRC="grant.jpg" WIDTH="125" HEIGHT="151" BORDER="1" ALIGN="LEFT"><B><FONT SIZE="-1">From U.S.
Grant's personal memoirs: </FONT></B><FONT SIZE="-1"><I>"While commanding
in West Tennessee, [the Secretary of War, General Halleck and I] had occasionally
held conversations
over the wires, at night, when they were not being otherwise used. He and
General
Halleck both cautioned me against giving the President [Lincoln] my plans
of campaign, saying that he was so kind-hearted, so averse to refusing
anything asked of him, that some friend would be sure to get from him all
he knew. I should have said that in our interview the President told me
he did not want to know what I proposed to do. But he submitted a plan
of campaign of his own which he wanted me to hear and then do as I pleased
about. He brought out a map of Virginia on which he had evidently marked
every position occupied by the Federal and Confederate armies up to that
time. He pointed out on the map two streams which empty into the Potomac,
and suggested that the army might be moved on boats and landed between
the mouths of these streams. We would then have the Potomac to bring our
supplies, and the tributaries would protect our flanks while we moved out.
I listened respectfully, but did not suggest that the same streams would
protect Lee's flanks while he was shutting us up. I did not communicate
my plans to the President, nor did I to the Secretary of War or to General
Halleck."</I></FONT></FONT></TD>
</TR>
</TABLE><H3><FONT FACE="Arial, Helvetica, sans-serif">How to succeed as a strategist:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The strategist who is not actually navigating
a
ship should almost never disrupt or order about
his navigators once the blockade round has
begun. I consider this of the utmost importance.
Unless it's coming from another navigator,
tactical advice (usually from politicians or,
worse, ship owners) is anathema to the expert
navigator's ears. Unfortunately, all navigators
owe it to their ship's deed-holder and seniors-in-command to at least give audience to their suggestions (and sometimes commands); but it's up to every
navigator to choose whether or not to follow them. I would
urge every politician and ship-owner to not put a navigator in the
position of choosing between their better tactical judgment and your orders. Once the
blockade round has begun,
allow the navigator to do his job.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">Historically, wars have suffered when politicians tried to do the job of their
generals.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Running a war brig:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The war brig is the base unit of the blockade. Having 20
pirates aboard will allow things to run smoothly while having less than 16
is considered undermanned.
Always fill sails first (9) and if not fully manned, keep a minimum number
of workers on carpentry and bilge. Sails are most important because if
an expert navigator is able to maneuver, then chances are he won't suffer regular
or significant damage. Have your CO reserve sailing stations for reliable
players who are best at the puzzle and for those who don't have compromised
attentions (the CO, and pirates who are known to idle).</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Running a war frigate:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The war frigate is the most formidable unit of the blockade.
It is just as maneuverable as the war brig and has substantially higher defense
while dealing
significantly more damage.<BR>
Having 45 pirates aboard will allow things to run smoothly, but 50 is optimal;
anything less than 40 is considered undermanned. Carpentry and bilge are
more important than they are on the war brig because the main purpose of
the war
frigate is to make and take damage. </FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">A navigator's best friend:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">… is his team. He should respect
their tactical decisions and advice. As navigators, they are all the ultimate
mouthpieces for their team's strategy, only able
to win through cooperation and sacrifice. If one navigator is in a better position
to sit idly on flags, then he should graciously accept the job without being
asked. He can not hope for constant engagement on the front-lines.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">If a teammate is in trouble and one navigator is near enough to assist, then
he should do so. Ultimately it is the navigator on a sinking ship who suffers
the shame, but the whole team bears the guilt and responsibility if they did
not do everything to help. Heavily damaged allied ships should be aided in
their retreat and guarded while repairs are made.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif"><IMG SRC="redbaron.jpg" WIDTH="129" HEIGHT="169" BORDER="1" ALIGN="LEFT">Real-life inspiration:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Historically, I find the dogfights of the early 20th
century most similar to blockade navigation. Many strategies, techniques,
and invaluable maxims are
shared between the two. For example, one can find great tactical inspiration
in the life and methods of German flying ace Baron Manfred von Richthofen,
better known as the Red Baron. The most important of these maxims would
be to <B>never focus on a single target</B> (tunnel vision). This is one of the most
prolific and criminal of all navigation mistakes, frequently committed by
veteran sea battlers who aren't used to facing more than a single opponent.
Unfortunately, the Baron didn't follow his own advice on the last day of
his life (some believe his judgment was impaired by a previously suffered
concussion), and pursued a plane haphazardly over enemy territory, resulting
in his death (either by a ground turret or another enemy plane from his
right). Don't be the Baron! Never focus on a single target.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">How to navigate in multi-ship combat:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">This section is on how to navigate for
<I>multi-ship combat</I>, which does not take into account flags and flag control
(which comes later). The following advice
is best for veteran sea battlers who are wanting to make the transition
from pillaging or PVP to blockade navigating.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The one most important maxim for navigators has already been stated. In chaotic
melees especially, it is of the utmost importance that the navigator never
develops tunnel vision; all opponents close enough to fire on you must be taken
into account when planning your moves.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">You can use your knowledge of tunnel vision to your advantage, because most
non-expert navigators will suffer from it from time to time. When evaluating
the style and abilities of your opponents on screen, it is symptomatic of a
<I>sea battler</I> (someone who only sees one opponent, or someone with tunnel vision)
to not fire on you if you come into range. If both you and a companion are
facing different opponents, and one is apparently suffering from tunnel vision,
the best tactic is to abandon your opponent and go after your ally's. With
his cooperation, the sea battler can be set up by your ally into a vulnerable
position for your side-swipe.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">In melees, where there is a high concentration of ships in a small area, this
advice is most valuable, because there is no worse time to develop tunnel vision
than in a melee. One should not only avoid focusing on a single target, but
purposely avoid consecutive or over-zealous attacks against the same enemy
vessel. Instead, attack one opponent, then turn about and attack another. Since
most non-expert navigators will try to reciprocate aggressive attacks, there's
a good chance that they will turn their attentions upon you, giving your ally
the perfect opportunity to perform a side-swipe of his own; average navigators,
who get incredibly frustrated by the non-committal hit-and-run tactics of expert
navigators, will be destroyed mentally and fall like a house of cards.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The second best advice for multi-ship combat is to <B>fire
liberally</B>. This means
that if it is possible for an enemy to ship to be in range on any particular
move, you should fire. Anyone with knowledge of sea battling should already
have a good understanding of this concept; the only difference is that since
there are more ships in a blockade to take into account than in a sea battle,
one must fire more often. Stating anything further on the subject will prove
redundant to an experienced sea battler, so I will go no further. Just remember
that it is an important lesson.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">An experienced sea battler should
already have an understanding of the physics of the game – this mostly means that one should have a firm grasp of
ramming, a central part of blockade combat; – if not, then review other
precursory documents.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">The back door:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">In larger blockades, a brig or two
entering from the ocean is invaluable. This, at best, allows your team to
capture early points and the
coveted defensive
position; at worst, it benefits your team with an early spread of the board
or dilutes your forces. War frigates should not be used in this capacity,
as they are much too powerful to be wasted on non-combative maneuvers. Ocean-side
entry is best done on the first round of the blockade. If your team is defending
an isle, then simply deport your vessel a minute or two before the start
of the blockade (you will accumulate bilge unless you sail, but the ship
is easily repaired upon entry). When the round begins, port, and you will
see your vessel appear on the opposite end of the blockade board. — If
you are attacking an isle, then wait for the start of the blockade before
deporting, then click 'disengage' and port.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">Making use of this tactic in the middle of a blockade is more difficult for
the defenders of an island. They will have to sail to the other side of the
board during the break and wait for the next round. Since they will most likely
have to port at the island first to restock, it's not always possible to make
it back to the ocean before the start of the next round, except during the
long break(s).</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">The art of Sniping:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Sniping is an invaluable tactic best employed by less able
but nagging navigators. Be sure to leave rum off the vessel and only stock
enough cannons to get
by each round (16-30 on a war brig). This tactic used en masse (three or
four Snipers) and combined with expert communication between the snipers
and the battle navigators can be like forcing your opponent between two
hard places. On many blockade maps, this use of manpower is far more rewarding
than using the same amount of men to field a sloop.</FONT></P>
<UL>
<LI><FONT FACE="Arial, Helvetica, sans-serif">If necessary, bring
a gunner along to help you fill cannons and concentrate on navigating.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Snipers
can double as CIA. Since they will not always be busy (especially if they
have a gunner with them), they can gather intelligence for the
battle navigators.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Remember that vulnerable enemy ships can be rammed
out of the safe zone, another rewarding activity for snipers.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Sniping in
sinking blockades might not be worth the potential cost. Nothing larger
than a war brig should be employed for sniping in
a sinking blockade.</FONT></LI>
<LI><FONT FACE="Arial, Helvetica, sans-serif">Sniping is significantly more difficult for the attacker of an island, especially because they can only snipe on the ocean side. If the attacking sniper tries to snipe on the port-side, he will find himself trapped, unmanned, on the first row of tiles outside the safe zone, and he has just made himself a sitting duck and lost a ship. (I can think of very few things more humiliating than this).</FONT></LI>
</UL>
<H3><FONT FACE="Arial, Helvetica, sans-serif">System shock, or the crucial moments:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Any good strategy can be turned on its
head within the first few seconds or minutes of a blockade. Much like a lane-less
race, the opening moments will
dictate the pecking order for most of the blockade round. Making headway
after the initial placement can be difficult. In short, the first team
out of the gate will have a significant advantage.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The cruciality of the opening moments of the blockade are difficult to summarize,
but because all the ships in a well-organized force will be concentrated into
the first few rows of the board, the situation can be seemingly based more
on sheer randomness than on the skill of the navigators. If both sides are
equally fast in deporting, then essentially the entire armies of both teams
will meet with limited mobility (being at one and possibly two extremes of
the board) in a tight space. The more ships involved, the more likely it is
that a sinking will occur with little to no chance of evasion.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">States of the blockade team:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">A blockade team has three possible
states, or positions: the attack, the defense, and the melee, all detailed
below. Most blockades begin with a <I>melee</I> as ships
are deported and chaotically leave "the gate" in a race for the
flags. The first team to reach the flags will take a defensive <I>incline</I> position or more frequently, a <I>defensive melee</I> one, and sometimes see the continuation
of the regular <I>melee</I> into the center of the board if both teams are equally
fast in reaching the flags.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">The attack:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The attack (or <I>offense</I>) consists
of two stages: the <I>decline</I> and the <I>offensive melee</I> (sometimes called "fighting the Deathstar");
the eventual goal is to obtain the <I>incline</I> stage (part of the <I>defense</I>). One
team usually begins by playing the attack because they were too slow in deporting their
ships at the beginning of the round, or because they have a significantly
smaller force.</FONT></P>
<TABLE WIDTH="200" BORDER="1" ALIGN="LEFT" CELLPADDING="5" CELLSPACING="0">
<TR>
<TD><P><FONT FACE="Arial, Helvetica, sans-serif"><IMG SRC="suntzu.jpg" WIDTH="176" HEIGHT="251" BORDER="1"><FONT SIZE="-1"><I>He who occupies the field of battle first and awaits his enemy is
at ease; he who comes later to the scene and rushes into the fight is
weary. Those skilled in war bring the enemy to the field of battle and are not
brought there by him. </I></FONT></FONT></P>
<P ALIGN="RIGHT"><FONT SIZE="-1" FACE="Arial, Helvetica, sans-serif">- Sun Tzu</FONT></P></TD>
</TR>
</TABLE>
<P><FONT FACE="Arial, Helvetica, sans-serif">The most important part of the attack is to move as quickly as possible from
the <I>decline</I> into the <I>offensive melee</I>. Immediately the navigators should maneuver
through any front-line defenses to challenge the flags. If they dilly-dally
in combat away from the flags, then they will continue to accumulate a huge
and unbeatable deficit. Once an <I>offensive melee</I> has been launched, the board
is anyone's to take depending on who performs the more expert navigation and
thus wins the melee, reversing the roles of each team. More information on
how to play the attack can be found in the section on flag control.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">The defense:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The defense consists of two stages: the <I>incline</I>, and the <I>defensive
melee</I>, which can lead to <I>defeat</I> or a <I>turn-around</I>, i.e. your team has been
up-seated and
is now forced into being the attackers.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The defense is the easiest position to play, though it never ceases to amaze
me just how many navigators are capable of bungling it up. Achieving the <I>incline</I> is the most coveted opportunity in the game and often the only way of winning
a blockade (games can be won without anyone ever entering an <I>incline</I>, if a
<I>true melee</I> is reached). If one force is larger than the other, then they almost
always have the
choice to automatically take the position of defense. This is not an opportunity
they should overlook; in fact, it is suicidal to not take the defensive position
whenever possible. More information on how to play defense can be found in
the section on flag control.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">The melee:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">There are few true melees in the game. Usually one side comes into
the battle with an advantage over the other. Unless both sides are incredibly disorganized,
lacking in skill, or manage to swamp the center of the board all at once
(almost only ever possible during the first few minutes of the round),
the melee will always be <I>offensive</I> or <I>defensive</I>. The only difference between
the two is the method of retreat and required style of navigation: participants
of an offensive melee are more likely to spread to the outer reaches of
the
board while defenders will contract inward. Participants of an <I>offensive
melee</I> who can break the lines of the defenders and control the center of
the board have reversed the roles and made the first step towards their
<I>incline</I>.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">When a true melee has been reached, it will often continue for the remainder
of the round; once a stalemate has been reached, it's hard for one side to
get the upper hand. Usually these rounds will end with a difference of just
1-15 points. The victorious team is always the one with the best knowledge
of flag control.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Controlling flags:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The most important thing to remember about flags is that
<B>neutralizing them is just as beneficial as controlling them</B>. Any navigator
who doesn't understand
this, or exhibits a behavior contrary to this fact should be barred from
navigating again until they've repeatedly read and understood this guide,
not to mention beaten with sticks. I can't emphasize this principle enough
because unfortunately, far too few navigators understand it, and yet it
is the single most important tool for winning a blockade.</FONT></P>
<TABLE WIDTH="200" BORDER="1" ALIGN="RIGHT" CELLPADDING="5" CELLSPACING="0">
<TR>
<TD><P><FONT SIZE="-1" FACE="Arial, Helvetica, sans-serif"><I>If the enemy lays siege to our fortresses we must relieve them in
time, to do this we must therefore bring about the decision by
positive action.</I></FONT></P>
<P ALIGN="RIGHT"><FONT SIZE="-1" FACE="Arial, Helvetica, sans-serif">- Clausewitz</FONT></P></TD>
</TR>
</TABLE>
<P><FONT FACE="Arial, Helvetica, sans-serif">The best way to realize the importance of neutralizing flags is to label the
movement of your team's points accordingly: an <I>incline</I> if you are consistently
gaining more points than your opponent, a <I>hold</I> if you are gaining an equal
amount of points, or a <I>decline</I> if your opponent is gaining more.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The <I>decline</I> can be thought
of as a deficit, or a leak in your ship. The sooner you stop it, the better
you're off, because the benefits of stopping a loss
are the same as those of a gain.
This is why it's important for the attacking team to move immediately onto
the flags and not waste time fighting enemy ships on the front-lines. Once
the flags are neutralized, always plan your moves with your influence and the
flags in mind. The flags can move outside of your influence during the turn,
but you or your allies should always end up landing on them in the end, so
that every flag is perpetually covered and either neutralized or in your control.
Whether you are challenging another vessel's flags or it's challenging yours
is unimportant – who was there first has no bearing on who should be
the first to give ground or where to retreat. No matter what, <B>do not chase
an enemy vessel that retreats away from the flags</B>.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">Once the flags are secured (either
because the challenger has sunk or retreated), stay on them and don't move
unless an ally is there to take your place. Remember
that when a new enemy comes to challenge you, he is not challenging you on
your home turf, and that the flags are being contended and it is again your
mission to neutralize them, keeping them within your influence as you attempt
to sink the challenger. In such a one-on-one confrontation, neither you nor
your opponent has any special defender's advantage for having been the first
on the flags. This is important because in considering the blockade as a whole,
the team that first reached the flags does have a significant advantage, but
both sides on battles between individual or small teams of ships are on equal
footing once battle has been met: there is only a true melee. The purpose of
knowing this is so that one will never get cocky or haughty when the flags
they are sitting on attracts the attentions of a new challenger; flags are
only "yours" as long as they're under your sole control—when
challenged, they are anybody's.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">When you have achieved the <I>incline</I>,
then you have opened a doorway to victory. It is the enemy's prerogative,
<I>his</I> initiative, to route you, not the other
way around, so don't do his job for him by moving away from the flags or chasing
him across the board—such actions are inexcusable. The only possibly
appropriate time to move away from the flags is to assist an ally, but this
is a critical and difficult decision to make. Allies should only be helped
at the expense of flag control if they themselves are in a central part of
the board and the last thing standing between your opponent and a large cluster
of flags. For example, if your allied frigate is challenging an enemy's frigate
atop a cluster of flags worth nine points, and you're in a brig guarding four,
it is worthwhile to assist your ally if he is losing his fight. If he were
to lose, then you would (if those were the only flags on the board) be suffering
a decline of five points every turn (because of his nine points compared to
your four), which may or may not be enough to cost your team the round.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">I will further expound on the uses
for the two main ships of the blockade, war frigates and war brigs, in relation
to flags. It is important to note that
the war frigate's main purpose, as stated earlier, is to make and take damage.
It has a larger influence than the war brig, but not one so large that it's
worth sacrificing its immense offensive capabilities for use as a points-sponge.
Even when a large flag cluster might only be completely covered by a frigate,
it is better to leave a single defensive brig in its place with only partial
coverage (or two brigs, or one brig and a cutter for full coverage) than to
leave the frigate, which should always be challenging and neutralizing flags.
If there are no challengers to be had at a particular flag cluster, then the
frigate should move to another one where there are, letting a war brig serve
the job of covering the uncontested flags. If the defensive brig comes under
attack, then it is appropriate for the frigate to return and assist him (especially
if the challenger is significantly larger than the defender – two or
more brigs, or a frigate).</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The navigator of a war brig should be hesitant to aggressively engage a frigate.
In most cases, he should only do so when supporting an allied frigate. Though
there are exceptional cases where a single war brig is capable of beating the
larger ship, such instances are incredibly rare and should not be expected
to occur, but instead be accepted as miraculous windfalls when they do. Fortunately,
the war brig is still capable at neutralizing a war frigate's flags and should
not hesitate to do so if there are no other challengers.</FONT></P>
<HR WIDTH="75%">
<FONT FACE="Arial, Helvetica, sans-serif">In a recent blockade, I watched
as one navigator broke every rule of the game. With a twenty point deficit,
and the board's largest flag cluster being held
by an enemy frigate, the pilot of the opposing team's frigate was just a
few moves away from neutralizing the flags when he became distracted by a
nearby cutter. Instead of attacking the frigate, he turned to engage the
cutter and continued chasing it across the board further and further away
from the flags, swearing he'd be back eventually to challenge the frigate
and win the round until it was too late. Within a few turns, the twenty point
deficit had climbed to eighty, a hundred, and beyond. He was too far away
to return in time and the round was lost. I'm still cleaning the vomit out
of my carpet.</FONT>
<H3><FONT FACE="Arial, Helvetica, sans-serif">General blockade strategy for different scenarios involving disproportionate
forces:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Use the following ship deployments and strategies depending on the scenario
involving disproportionate forces. Unlike meetings between equal forces,
which are organic and rely heavily on the skill of the navigators, meetings
between
disproportionate forces benefit greatly from general strategies, or (<I>game</I>)<I>plays</I>,
which are no different from the X's, O's, and zagging arrows scratched onto
the chalkboard of a football locker room.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">The <I>play</I> is usually based on the ships of each team, and only partly based
on the players navigating them. Because your mode of strategy is based on the
enemy's forces as well as yours, a play can not be established until the CIA
has done his job.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">If your opponent fields war brigs and no frigates and you outnumber him, then
always field at least one war frigate (for example, four brigs vs. three brigs
and a frigate). Keep the frigate near the front of the board while your brigs
rack up the points. If your opponent fields four or five war brigs, then bring
up one or two of your own to assist the war frigate. Any force larger than
this is too difficult to contain in this manner, though one of this size and
nature is extremely rare (it's especially unlikely for one side to field five
war brigs but no war frigates).</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">In this situation, I have sometimes
witnessed an abomination of logic that compelled strategists to place their
frigate(s) on flags while the brigs duked
it out on the front lines. Perhaps the belief is that with its greater influence,
the frigate is better suited for the job of getting points, but the truth is
it isn't. A frigate is a potent weapon that deserves — <I>requires</I> — constant
use <I>in battle</I>. So long as it is assisted by a war brig or two in the event
of being overrun, there is little chance in this scenario that any enemy brig
is going to move more than a few tiles into the board, much less threaten its
flags. If a brig does manage to scrape through, it should be heavily peppered
with enough large shot to be easily dispatched by the awaiting defenders. In
the hands of expert navigators, this strategy can't be beaten.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">If you are up against this strategy, then the only option is to overwhelm
the frigate, or spread out over the board and sneak a few brigs through. In
the hands of a lesser player, a frigate should fall to expert navigating from
three our four brigs (or two if the frigate's navigator is extraordinarily
bad, but that is unlikely). If two brigs distract the frigate while a few others
spread out and sneak by, then they will be outnumbered by the defenders and
can only win through superior navigation.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">Note that the above is probably the most or second most common scenario we
have seen in Midnight that involved disproportionate forces, so it is especially
useful. The other most common follows.</FONT></P>
<TABLE WIDTH="200" BORDER="1" ALIGN="RIGHT" CELLPADDING="5" CELLSPACING="0">
<TR>
<TD><P><FONT SIZE="-1" FACE="Arial, Helvetica, sans-serif"><I>When you plunder the country side, divide your forces. When you conquer
territory, divide the profits.</I></FONT></P>
<P ALIGN="RIGHT"><FONT SIZE="-1" FACE="Arial, Helvetica, sans-serif">- Sun Tzu</FONT></P></TD>
</TR>
</TABLE>
<P><FONT FACE="Arial, Helvetica, sans-serif">If both forces are large, but yours
is larger, and your opponent fields a mix of brigs and frigates, then always
try to field at least one
frigate more than him. All of your forces should cover the board to control
or neutralize as many flags as possible. The frigates should aggressively engage
enemy frigates, but brigs should by no means do the same unless supporting
an allied frigate. The frigates should rarely if ever come within close contact
to each other, much less work cooperatively against the same opponent, except
under certain circumstances, such as if your opponent engages in such a tactic
first (i.e., he uses his frigates cooperatively against one of your own). If
you allow your frigates to cover the board, then your brigs are essentially
immune to the enemy's; otherwise they are in equal contention with them and
can only win through superior numbers or navigation. The other time your frigates
should cooperate is after the one previously engaged with the task of defending
your defensive brigs against the enemy's has dispatched the lesser opponents.
Your brigs, now able to sit defensively on flags, are free from the threat
of attack, allowing the frigate to team up against the larger ship, which can
be quickly overwhelmed.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">When faced with this strategy, the best method is to concentrate on the enemy's
frigates. If you have two of your own, and he three, then the only solution
is to try separating them and taking on one or two at a time. Because there
are so many brigs involved, it's not hard to neutralize the board. Just remember
that the mission at this point for the brigs is simply that: to neutralize
and not control flags. In the hands of expert navigators, this is not a difficult
task. All it requires is a little unpredictable, or what some might call playful
or erratic, maneuvering. As long as the flags are not aggressively attacked,
it is easy to weave in and out of the defending ships, neutralizing their flags.
In this situation, damage will most likely be slowly but consistently building,
so carpentry is important. Gunning is practically useless so if necessary,
transfer gunners onto other stations. While the brigs are dancing in and out
of peril, the hope is that the frigates will eventually catch an enemy frigate
alone and sink it. This is likely to happen if the enemy frigates are overzealous
and foolish. After that, the forces are about equal and it could be anyone's
game.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">Of course, in a battle such as this, it is very important that all navigators
understand the best strategy for controlling flags. Knowledge of flag control,
combined with expert navigation and a larger or equal blockade force, will
guarantee victory.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Putting ships under the command of other ships:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">The frigate naturally dictates
the movement on the board; smaller ships part in its wake while enemy frigates
gravitate towards its call of challenge.
It only makes sense that the frigate should have under its direct command
a support vessel or two, not just for the sake of defense, but to incorporate
a more unified and organized attack. Communications should be brief and general – "attack
from the left," "turn right and fire," "block his escape," "neutralize
his flags," etc. If every brig is under a frigate’s command, then
the frigates can communicate their moves amongst each other as equals while
the brigs, which are usually over-cautious or prone to unwittingly interfere
(sometimes resulting in heavy friendly fire and sinkings), can lend better
and more exacting support.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Innovative ship deployments:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Innovative ship deployments such as the almost
exclusive use of smaller vessels have seen occasional use in Midnight, usually
by the weaker team of a blockade
as an act of desperation. Exceptional cases, such as at the beginning of
Midnight's history when blockade strategy was still a subject of discovery
and in the process of standardization, these tactics were more easily justified
in their ability to surprise and confuse one's opponent and by the need
to experiment. These days, though, there is little room for innovation, as almost
all avenues have been explored in terms of the various possible ship deployments.
The use of grand frigates and merchant vessels is the least trodden of
these paths but for good reason, at least in the case of the latter.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">On the use of grand frigates:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">These are massive ships, but an oddity on the
battlefield. Only one or two has ever been employed in a blockade, most notably
at Papaya, where it was
sunk quite wonderfully by a team of smaller vessels (if I remember correctly,
war brigs). A grand frigate can place only two movement tokens per turn,
and like war vessels fires two shot from either side. I would estimate
that 70 pirates (equivalent to about three war brigs) are an optimal number to
field one, based on the number of stations. It has a gigantic influence,
but that's often seen as not being worth the trouble of manning one and
transporting it across the board. I do believe, however, that the grand frigate
will eventually
come into its own and become an invaluable defense in large-scale blockades.
When supported by smaller vessels (which is to say, any other kind of vessel),
it should be able to completely dominate the center of the board, allowing
allied war frigates and brigs to maneuver at will without having to take
into account such things as their influence and the position of flags.
If the grand frigate were given three cannons per move, instead of the usual
two, it would be an attractive option.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">To repair, or to abandon:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">This is a difficult choice, and not one easily made.
The navigator will have to use his best judgment in deciding which would
be most suitable to his
present situation: to avoid battle and repair his ship, or leave the board
entirely by sailing to either safe zone (not the port if he is an attacker)
to field an undamaged vessel. The suggestions of his teammates are <I>invaluable</I> in this situation, because his survival will often depend on their willingness
and capability to defend him.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">There are other reasons to leave the blockade board, but it is rude to do
so after the start of the round without explanation to one's teammates. Always
alert them directly after making the decision to retreat; otherwise, not knowing
you're trying to escape, they may rely on you for support.</FONT></P>
<P><FONT FACE="Arial, Helvetica, sans-serif">There are reasons to abandon a ship other than heavy damage, such as replenishing
one's supply of cannons. But if one is sitting on uncontested flags, a lack
of cannons is no reason to return to port without first finding someone to
relieve your position.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">Some things you just can't sail:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Even those who have achieved the acme of skill
will suffer embarrassing defeats if they agree to helm poorly staffed vessels.
Professional navigators (or
mercenaries) should be wary of harming their reputations in this way. When
asked to navigate for one team, always make sure that they understand your
needs. If they don't have at least one Ultimate puzzler available for every
station of your vessel, then you are better off politely refusing their
request.</FONT></P>
<H3><FONT FACE="Arial, Helvetica, sans-serif">When you're through:</FONT></H3>
<P><FONT FACE="Arial, Helvetica, sans-serif">Thank the pirates aboard your vessel.</FONT></P>
<HR>
<P><FONT FACE="Arial, Helvetica, sans-serif"><A NAME="bifnot"></A>- <I><B>Bifnot</B> was the second monarch
of The Jolly Company, a flag that peaked as the seventh largest in the Midnight
Ocean, and the first player to ever
click the 'Blockade' button. He was the first governor of the Midnight Ocean
(of Emperor), and has witnessed nearly every blockade in Midnight's history
(except those that occurred concurrently) and has navigated in many of them.
He is presently a member of Fandango, which he believes to be a crew dedicated
to Spanish dance. He won a permanent familiar in a cutter race. Now retired,
Bifnot logs on infrequently just to bug Nemo. He likes cats.</I></FONT></P>
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