warming up Broadsideโฆ
๐ก click the game once so it hears your keyboard
๐ tap the game to start, then use the on-screen controls
warming up Broadsideโฆ
๐ก click the game once so it hears your keyboard
๐ tap the game to start, then use the on-screen controls
Naval combat
You cannot sail into the wind. Everything else is yours to work out.
A sailing sim before it is a combat game: no ship on Earth points into the wind, so making ground upwind means tacking, and running downwind means outrunning nobody. Broadside cannons only bear abeam, so a fight is a question of angles as much as aim - the hunter captains sail on the same polar and the same heel penalty you do, no cheating. Sink them, loot the wreck, and bank the haul before you push your luck for one more prize.
Free to play, no download, no sign-up. Hosted with โค by GamerX.
On a phone the HELM buttons put the helm over, CANVAS sets and takes in sail, and PORT and STBD fire the two batteries; on a keyboard it is A and D, W and S, and Q and E. Tags on the screen point to the harbour, the nearest cargo and the hunters, with how far off each one is, and the line under your hold says what to do next. Sail over cargo to take it aboard, then bank it by slowing down inside the harbour, which also buys more time on the tide. The first thing to learn is that you cannot sail into the wind: point too close to it and the sails empty and you stop, so making ground upwind means tacking - a zig-zag of long diagonals, turning through the wind at each corner. The second is that your guns only fire sideways. A broadside bears abeam, so a fight is a matter of arranging your hull across the enemy's while keeping their guns off yours, and that is a question about the wind before it is a question about aim. Sink a hunter, sail over the wreck to loot it, and get the haul back to port before somebody takes it off you.
Broadside is a sailing simulation with a combat game on top, and the order matters. The boat is governed by a polar diagram - the real relationship between wind angle, sail setting and boat speed - so no-go zones, tacking and the cost of heeling all come out of the model rather than being rules bolted on. Because the AI captains sail on that same polar, with the same penalties, the fight is genuinely about seamanship: there is no difficulty setting that lets them cheat their way upwind. The broadside-only firing arc is the other constraint that shapes everything. Together they turn a naval battle into a geometry problem played out over a minute at a time, where the winner is usually whoever spent less of the fight pointed the wrong way.
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