Naval Combat: From Broadside to Boarding
Core Gameplay · Naval

Naval Combat: From Broadside to Boarding

Master sailing combat — weapon ranges, reading the wind, ship-type matchups, storm tactics, and how to board every time without casualties.

Naval combat is the heart of Black Flag. Master the Jackdaw and you master the game. This guide covers everything from your first schooner to going toe-to-toe with men o' war.

Sailing Basics

Sail states:

  • Full sail: Max speed, wide turns. Open sea and chases.
  • Half sail (battle sail): Slower but tight turning. Your combat state.
  • Furled sails: Nearly stationary. Firing mortars, careful broadside alignment, initiating boarding.

Wind matters. Downwind = max speed; upwind = slow, crew rows. In combat, stay upwind to hold mortar range; stay downwind to close for heavy shot.

Edward at the helm of the Jackdaw. Half sail is your default combat state — it gives you the turning control you need.
Edward at the helm of the Jackdaw. Half sail is your default combat state — it gives you the turning control you need.

Weapon Ranges and When to Use Each

Mortars (long range, ~500-1000m)

Switch to mortar view (Y/Triangle). Aim ahead of moving ships — shells take time to arc. Open every major engagement with 3-4 mortar shells; each hit does massive damage and can knock out enemy cannons. Can't be used at close range.

Mortar aim view. The target circle shows where shells will land. Lead moving targets.
Mortar aim view. The target circle shows where shells will land. Lead moving targets.

Broadside Cannons (mid range, ~150-500m)

Bread and butter. Align parallel to the enemy, hold aim to see trajectory, fire. Most effective at ~90 degrees — crossing the T (you're the one doing the crossing).

A full broadside at close range. The Jackdaw rocks visibly after each volley — wait for cannons to reload before turning to present the other side.
A full broadside at close range. The Jackdaw rocks visibly after each volley — wait for cannons to reload before turning to present the other side.

Heavy Shot (close range, 0-150m)

No aiming — press heavy shot when an enemy is close and roughly alongside. Point-blank shotgun. A full heavy shot broadside at zero range removes 40-50% of a frigate's health.

Swivel Gun (precision, any range)

Manual precision shots on deck targets, or wait for the weak-point marker (glowing circle at ~20% enemy health) for massive damage. A weak-point hit usually cripples the ship for boarding.

Chain Shot (anti-sail)

Shreds sails and masts. Doesn't damage hull but kills mobility. Use on ships you want to board alive.

Fire Barrels (rear defense)

Deploy from the stern to damage pursuers. Useful against pirate hunter waves.

Standard engagement: Mortar barrage while approaching → half sail → broadside as you pass → heavy shot as you overlap → turn and repeat → swivel weak point at 20% → board.

Ship Type Matchups

Gunboats (level 1-3)

One heavy shot or one swivel burst. Don't waste broadside ammo.

Schooners (level 4-10)

Fast and nimble but fragile. One broadside + heavy shot cripples them. Good early wood source.

Brigs (level 12-20)

Mid-game prey. Decent broadsides, dangerous in pairs. Mortars first, chain shot to slow, then broadside/heavy. Great metal sources.

Frigates (level 22-32)

Tough. Heavy broadsides, their own mortars, lots of crew. Don't engage before hull level 3. Mortar heavily, keep moving to avoid their broadsides, watch for red mortar circles in the water.

Men o' War (level 36-60)

Floating fortresses. Four cannon decks, mortars, rear chasers, dozens of crew. You need near-max upgrades for head-to-head fights. Stay at mortar range where broadsides can't hit you. Their weak spot is the stern — get behind them and unload heavy shot.

Boarding a man o' war is chaos — swivel-gun the deck first to reduce the number of enemies waiting for you.
Boarding a man o' war is chaos — swivel-gun the deck first to reduce the number of enemies waiting for you.

Combat in Storms

Storms cut visibility, create hull-damaging waves, and spawn waterspouts that sink anything they touch. But enemies don't fight smart in storms. If a man o' war is giving you trouble, lure it into stormy water and let waves do half the work. Rogue waves: lower sails and turn bow-first to ride over them without taking damage.

Storm waves crash over the deck. Heed the early warnings — waterspouts appear as dark funnels in the distance and are instant death if you sail into them.
Storm waves crash over the deck. Heed the early warnings — waterspouts appear as dark funnels in the distance and are instant death if you sail into them.

Boarding: The Final Step

  1. Before boarding: Swivel-gun the enemy deck to reduce the number of enemies you face. Aim for clusters on the main deck.
  2. During boarding: Kill the required crew count (shown on screen) plus the captain (marked with a special icon). Watch for enemies on masts/yards — they shoot down at you.
  3. After boarding: Choose Repair Jackdaw, Lower Wanted, Add to Fleet, or Salvage for Materials. Repair is almost always correct.

Naval combat in Resynced looks and sounds incredible — wave physics, sunlight catching cannon spray, splintering wood. Take a moment between broadsides to appreciate it. No other game does sailing combat this well.