User:Addyrielle/Sandbox4
Contents
Cade sim basics
Guard the flags!
Blockades (and cade sim matches) are won on points, not sinks (although sinking enemy ships means that they can't score points - so it helps).
You score points by influencing buoys. Each buoy has flags on it, and each flag is worth a point.
In order to influence a buoy, a ship must be close enough to have the buoy inside its circle of influence at the end of the turn. (Mousing over a ship will show it's circle of influence). Different sized ships have different sized influence circles. The bigger the ship, the larger its influence circle. (Note: In real cades, you also need a minimum number of pirates aboard the ship in order for it to have influence over the buoys. On subscriber oceans, these pirates also need to be subscribers to count).
| Type | Min. # of pirates for Influence |
Influence Diameter |
Squares Influenced | |
|---|---|---|---|---|
| Sloop | 3 | 1 | 1 | |
| Cutter | 4 | 2 | 5 | |
| Dhow | 4 | 2 | 5 | |
| Fanchuan | 4 | 2 | 5 | |
| Longship | 5 | 2 | 5 | |
| Junk | 6 | 4 | 13 | |
|
Baghlah | 6 | 4 | 13 |
| Merchant brig | 7 | 4 | 13 | |
| War brig | 8 | 6 | 29 | |
|
Xebec | 10 | 6 | 29 |
| Merchant galleon | 13 | 6 | 29 | |
| War frigate | 17 | 8 | 49 | |
|
Grand frigate | 29 | 10 | 73 |
If no ship is influencing a buoy, its flags will be yellow. If only your team's ships are influencing a buoy, the flags on the buoy will turn the color of your team and you will score the points. If only enemy ships are influencing a buoy, the flags will turn their color and they will score the points. If both teams are influencing the same buoy, it will turn grey (contested), and no one scores those points.
The aim is really to get to the points as quickly as possible (it can help to use any available winds and whirlpools, and/or getting team mates to bump you), and then make sure that your team finishes each turn influencing as many flags/points as possible.
Communicating with your team is really important in helping to make sure that all the points are covered.
Sinking ships
You want to sink the other ships, ideally while still guarding your points. Trading shots is less good than shooting the other ship in the front or the back, because you also take damage. Sometimes your team might make a strategic decision to sink you so that you get a fresh ship and can come back (if you are stuck with too much damage and no moves and aren't useful, or if there is a risk of multiple ships in the team sinking all at the same time - staggering sinks can help your team to hold points).
Communicating to your team about your damage level is important.
Note: Most of the time in cade sim, we don't shoot until at least one ship has reached the points. This courtesy does not exist in real blockades.
Damage
Shot damage
| Ship Name | Max SF/Rumble Damage | Full Damage (sink) | ||||
|---|---|---|---|---|---|---|
| Small | Med | Large | Small | Med | Large | |
| Sloop | 6 | 4 | 3 | 10 | 6.667 | 5 |
| Cutter | 7.5 | 5 | 3.75 | 12 | 8 | 6 |
| Dhow | 7.5 | 5 | 3.75 | 12 | 8 | 6 |
| Fanchuan | 7.875 | 5.225 | 3.9375 | 13.125 | 8.75 | 6.5625 |
| Longship | 9 | 6 | 4.5 | 15 | 10 | 7.5 |
| Baghlah | 12 | 8 | 6 | 20 | 13.333 | 10 |
| Merchant brig | 12 | 8 | 6 | 20 | 13.333 | 10 |
| Junk | 15 | 10 | 7.5 | 25 | 16.66 | 12.5 |
| War brig | 15 | 10 | 7.5 | 25 | 16.667 | 12.5 |
| Merchant galleon | 18 | 12 | 9 | 30 | 20 | 15 |
| Xebec | 21 | 14 | 10.5 | 35 | 23.333 | 17.5 |
| War galleon | 15 | 10 | 7.5 | 25 | 16.667 | 12.5 |
| War frigate | 30 | 20 | 15 | 50 | 33.333 | 25 |
| Grand frigate | 36 | 24 | 18 | 60 | 40 | 30 |
Ram damage
| Ship Name | Damage dealt by this ship
(Equivalent hits by shot size) |
Size class | ||
|---|---|---|---|---|
| Small | Medium | Large | ||
| Sloop | 0.5 | 0.333 | 0.25 | Small |
| Cutter | 0.5 | 0.333 | 0.25 | Small |
| Dhow | 0.5 | 0.333 | 0.25 | Small |
| Fanchuan | 0.5 | 0.333 | 0.25 | Small |
| Longship | 0.5 | 0.333 | 0.25 | Medium |
| Baghlah | 1 | 0.667 | 0.5 | Medium |
| Merchant brig | 1 | 0.667 | 0.5 | Medium |
| Junk | 1.5 | 1 | 0.75 | Medium |
| War brig | 2 | 1.333 | 1 | Medium |
| Merchant galleon | 2.5 | 1.667 | 1.25 | Large |
| Xebec | 2.5 | 1.667 | 1.25 | Large |
| War galleon (verify) | Large | |||
| War frigate | 3 | 2 | 1.5 | Large |
| Grand frigate | 4 | 2.667 | 2 | Grand |
Rock damage
| Ship Name | Equivalent no. of hits by shot size | ||
|---|---|---|---|
| Small | Medium | Large | |
| Sloop | 0.5 | 0.333 | 0.25 |
| Cutter | 0.625 | 0.417 | 0.3125 |
| Dhow | 0.625 | 0.417 | 0.3125 |
| Fanchuan | 0.65625 | 0.4375 | 0.328125 |
| Longship | 0.75 | 0.5 | 0.375 |
| Baghlah | 1 | 0.667 | 0.5 |
| Merchant brig | 1 | 0.667 | 0.5 |
| Junk | 1.25 | 0.833 | 0.625 |
| War brig | 1.25 | 0.833 | 0.625 |
| Merchant galleon | 1.5 | 1 | 0.75 |
| Xebec | 1.75 | 1.167 | 0.875 |
| War galleon (verify) | 1.25 | 0.833 | 0.625 |
| War frigate | 2.5 | 1.667 | 1.25 |
| Grand frigate | 3 | 2 | 1.5 |
The recommendation for newer blockade navigators is fairly simple - move in such a way that you are the least likely to take damage while maintaining influence on the buoys, and shoot whenever it’s remotely possible you might hit an opponent. (In cade sim you have unlimited cannon balls – so it doesn't matter how many you waste. In cades, you usually also have plenty – though you might want to be a bit less wasteful).
Last second moves (LSM) can work if you want to trick your enemy into thinking you are not moving at all. Putting full cannons in makes it look like you are moving even if you aren't, so can be helpful too! Shooting on the last two moves is often a safe bet. If in doubt, shoot!
When navving, the order of events is:
1. Navigator movement (if any)
2. Wind and whirlpool movement (for ships on such tiles)
3. Cannon fire (and grappling in sea battles)
Buoys
Although they look like solid poles, buoys are not obstacles. Ships can sail onto or through them. You want to stay close enough to influence their precious points!
Whirlpools
Whirlpools can be very useful! On each move, whirlpools move the ship clockwise around to the opposite corner of the whirlpool. They simultaneously rotate the ship clockwise 90 degrees. If a ship begins a turn on a whirlpool and the navigator places no movement tokens, then the ship will end the turn (four moves) in exactly the same position and orientation as it started.
Entrance types
There are eight spots where your ship can enter a whirlpool, but only two types of spots. The entrances where you can see the water being sucked in are open entrances, and the other type are closed.
Some basic moves
| Right turn from an open entrance Crosses the whirlpool, coming out 90 degrees clockwise from your entrance. Start at any open entrance, and use two forward tokens. |
Left turn from a closed entrance Crosses the whirlpool, coming out 90 degrees counter-clockwise from your entrance. Start at any closed entrance, and use two forward tokens, but you need to skip two tokens between the forward tokens. |
| Straight from open entrance To go straight across a whirlpool starting from an open entrance, use a forward token, skip two, then a right token. |
Straight from closed entrance To go straight across a whirlpool starting from a closed entrance, use a forward and a left token. |
| 180 Turn Whirlpools are handy for turning your ship around. Start from any entrance, and use a forward, pause, then another forward token. You will end up at the same entrance, just outside the whirlpool, but facing the opposite direction. |
Walking in place If you are already inside the whirlpool, and the rear of your ship is touching a closed entrance, you can use a left token to walk in place. The effect is staying in the same place, with the same orientation. |
| Jumping ahead If you are already inside the whirlpool, and the rear of your ship is touching an open entrance, you can use a right token to jump ahead. The effect is staying in the same place, but pointing out of the whirlpool instead of into it. |
Switching Corners To switch corners, place one forward token on a move that doesn't exit the whirlpool. |
Winds
Winds are tiles that move ships one square in the direction the wind is blowing towards.
Rocks and edges
Rocks and edges are solid, and will give you damage if you crash into them. Tall rocks block cannon fire, but short rocks can be shot over. Turning into rocks can be used strategically, it allows you to do a half turn on the spot (although you do take damage).
Collision mechanics
these are kinda important and should be included. There is a wiki page on them here.
Maneuvers
Unless you have a jobber ship, you won't get maneuvers in a real blockade. In cade sim, they do build up slowly, and it can be helpful to tick the type of maneuver you want to build (the circle and 3 squares under where the moves generate - mouse over to see the labels) as soon as you enter the board. (See: Maneuver).
Communication
When blockading or cade simming, it helps a lot to be on voice chat (VC) with your team (even if you just listen and type to talk). That way, the BA can easily direct the team, and team members can co-ordinate their moves and plan so that we don't shoot our own ships, and we can use teamwork to block the enemy! Communicating on vc also allows the team to monitor which ships are damaged so that they can adjust strategy or cover the points when someone is about to sink. Most teams use discord to VC.
Clusters
Island side, ocean side and middle, left, and right clusters are terms used in blockade and cade sim communication. A cluster of flags closest to the island side and on the left of the board would be known as Island Left. A cluster of flags closest to the ocean side and on the right of the board would be known as Ocean Right. (See the images below for examples).
BA
The BA makes tactical decisions and decides where each ship should be focused on the board. The BA in VC will say the last word of the ship's name, and indicate where that ship has to go or what it has to do.
Example: “Sick Clownfish take the cluster at the top right.”
When navers are near ships from their own team, they should communicate their movements to avoid firing at each other, or in order to team up to block the enemy ship. Navvers should say the last word of the name of their ship and the moves they are going to do.
Example: “Clownfish right, pause, left, and shooting both sides”.
Navvers should also let their team know when they have 50% damage, 75% damage, and are sinking. (In cade sim, mousing over the damage bar will give you your exact damage %, but in-game, you need to guess based on the indicator thingy).




