Ultimate Admiral: Age of Sail

Ultimate Admiral: Age of Sail

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US campaign - How to win everything easily
By Best Waifu
An ongoing guide for the US campaign. General gameplay tips can be found in my first guide: British campaign - How to win everything easily. All achievements are attainable.
   
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General campaign tips
This campaign is harder than the British campaign because you are provided with less and weapons cost prestige in the shop.

Always exchange your prisoners and captured prizes you won't use for prestige.

When levelling up your character the first priorities are prestige gain, mission reward, luck and shop prizes.

Research for ship guns are all in one now. Industry tier 1 to 3.

You only need 3 firearms research (out of 18). British weapons supply tier 1 to 3, they have the best firearms and give access to mortars and canons. The Ferguson rifle has no equivalent.

All other firearms research unlocks variants and some don't even come with bayonets. For that you will need to buy the bayonet (tier 2) and sword bayonet (tier 3) research.

100 Firearms cost 1 prestige on all types. Always purchase the best options available when you need to get some and always by 100 increment.
Act 1 / Chapter 1 - Tutorial mission
Tutorial mission -

The warship given for the mission is part of your permanent forces so limit its loses.

Both AI warships are inferior to your own and will come at you one at a time. Weaken their hull with solid shot than make the crew surrender by blasting them with grape shots.

When the first AI ship surrender, use your transport ships to board it and keep them attached until the end of the mission. The AI will attempt to scuttle their ship but it will sink too slowly to work.

Once the second ship surrenders, use one of your 2 crews on your warship to capture it. Transfer all your merchant crew onto the first surrendered ship if the mission does not end.

Harbour -

Keep all captured ships as trophies.

Notes for the whole campaign, the US side has to spend prestige to acquire anything. Always exchange your prisoners for prestige. You will be starved for prestige all the time.

So also make sure your level up your reputation first and then Mission reward.

Act 2 / Chapter 1 - 1 naval or land mission to choice
Harbour -

Recommended to take the naval mission because it lets you capture ships including a 7th rate sloop.

If the land mission is taken instead, it let's you accumulate a nice stockpile of weak firearms.


Naval route:

Integrate the two captured warships and fully crew them. You don't have enough officers so make sure that all ships have a captain at least.


The escape -

The AI will only use its small ships to attack you.

The scenario provided merchant ship Earlston will integrate your core forces at the end, make sure it survives.

Use the scenario merchant ship as a distraction for the superior AI fleet. Direct the ship to go close to the left shore at full speed towards the safe zone.

While the AI is distracted, use your warships to take out their fleet one at a time. Make sure to capture the 7th rate sloop called Glasgow at the minimum.

Once you've captured what you can with your limited crew number and your transport ship reaches the safe zone, you can finish the mission.


Harbour -

The merchant ship from the mission and an extra 7th rate brig were added to your forces.

Give all prizes to the admiralty except for the 7th rate sloop Glasgow. You only need to keep 3 warships and the merchant ship, sell any extra.



Land route:

The merchant ship Earlston is given to you as soon as you choose the land mission on the world map.

Unlock the line infantry tier 1 research and hire 1 fusiliers of 320 men or 2 fusiliers of 200 men each. Never recruit militia units for your core forces, their morale is bad and will break easily.


Bunker Hill -

The mission gives you a ton of militia units and 3 canon units.

The AI will attack your two objective from the front. We will use this to win the battle.

During the battle, you will receive extra militia units and 2 supply wagons. Send the supply wagon to the hill objective where the fiercest fighting will occur.

Once the AI attacks the barricade on the shore objective, use all units not defending the hill to attack them from the flank. When AI units are low on morale or on number, attack them in melee to make them surrender.

Once this attack is defeated, push up the shore with all units you can spare from the hill and take out the AI canon units.

Once the AI canons are defeated, turn this group to attack the AI assaulting the hill from the back and finish all their units. Now wait for the mission timer to expire.

Do note that the more militia and canon units die, the more firearms you will collect at the end of the mission. Sorry US brave men, please die for my bottom line.


Harbour -

You are now given the a 7th rate brig for your forces.

You only need to keep 3 warships and the merchant ship, sell any extra.










Act 3 / Chapter 1 - 2 naval, 2 luck
Harbour -

Integrate the 7th rate sloop. Top off your three warships as much as possible, don't buy any firearms, only used your stockpiles.

Buying firearms cost prestige and buying the cheap stuff available is a waste.


Letter of Marque -

The AI has an inferior war ships and two unarmed merchant ship.

Switch directly to grape shot and capture all of them.


Harbour -

Give all prizes to the admiralty.

Now you will have enough firearms stockpile to fully crew all your warships.


Meal for patriots -

The AI has a 26 guns 7th rate and 28 guns 6th rate along with an unrated cutter. They are low on crew and cannot compete against your forces in a firefight.

You are also provided a merchant ship with 12 lbs guns and 100 crew. The low crew makes it bad in a firefight but its extra manpower, use it to capture on of the superior AI ships.

Make sure to capture all AI ships.


Harbour -

Give the unrated cutter to the admiralty. Keep the other ships as prizes.

Start stockpiling important weapons (see prepare for chapter 2 below)

The luck mission are total ♥♥♥♥♥♥♥♥, any ships you can put on it has around a 60% success rate even the new overpowered ships just captured. Reload the end turn save until both missions are a success with little to no losses.

Prepare for chapter 2 and beyond
Before ending the 3rd chapter, you will need to do the following checklist every chapter from now on.


Firearms to buy -

Enough sea service 78' with sword bayonet for your fusiliers.

30 8lbs mortar
20 8lbs canons


Officers (all game long) -

Hire any exceptional officer available.

For ships, we are looking for officers highly skilled in one or more stats (around 60 and higher)
For fusiliers, we are looking for officers skilled in all stats. (35 in average and higher)
For artillery land units, we are looking for officers exceptionally skilled in perception (80 and higher). Rarest of Pokemon.


Research to unlock -

on Act 3 / chapter 1:
British weapons supply tier 1

Act 3 / chapter 2:
Lightweight gun carriages tier 1
Line infantry tier 1
Lightweight hull (multum in parvo) tier 1
Hull repair tier 1
Supply wagon tier 1
Lightweight gun carriages tier 2

Act 3 / chapter 3:
Siege artillery operations tier 2
British weapons supply tier 2
Chapter 2 - 1 naval, 1 land, 3 to 5 luck
Harbour -

Integrate the 2 warships prizes and crew them with the best. Equip the 6th rate with lightweight gun carriages tier 2.

Top off your three best warships. Do not sell your extra ships and keep them for your luck mission if you have 5. I reloaded until I got 5 for this guide.


Take her back -

The AI starts with a 7th rate sloop and a merchant. A 5th rate will join the battle much later, too late to help the first two.

Capture the first two ships. Regroup your forces and capture the 5th rate.

For the 5th rate capture, it is preferable to have 2 ships board it at the same time while a third ship shoots it in the rear.



Harbour -

Hang onto these 2 prizes: 5th rate and merchant ship (best troop ship in the game)

Recruit 2 fusilier units of 190 men for your merchant ship.


Storm on the Chelsea river -

You are provided with a bountiful amount of scenario units. When doing the second part of the mission, you will be provided a further three units. Use the scenario units to do all the serious fighting.

Use your two fusilier units to protect your flanks and rear or to destroy isolated weak units.


The AI is well entrenched in the first objective but these position cannot support each others. Use 3 to 4 militia units to attack the AI units one at a time with the support of the canons. Once the entrenched units are all dislodged, push into the objective. The timer is very generous so there is no hurry.

Once the second objective appears, the first objective will be deleted and the supply point too. But you are provided a supply wagon instead. Slowly push towards the second objective, the AI will launch a strong counterattack.

Stay in place while the counter attack is ongoing. Once dealt with, start pushing into the second objective while doing the same strategy as for the first.

Once the objective is captured, you will be allowed to end the fight. The fight won't end with the timer.

I recommend to keep the fight going to destroy all remaining AI units while having your scenario units suffer as many casualties as possible. Sadly, you are handsomely rewarded in firearms for doing so.


Harbour -

Integrate the 5th rate.

Put one warship on each luck mission (whichever gives the best success chance) and reload until a good result happen.

In the next chapter, you will get a new 6th rate and will cut down your forces to 4 warships and the merchant ships.
Chapter 3 - 1 or 2 naval to choice, 1 land and 3 luck
Harbour -

Promise to send more patrols on the world event, this will provide a second naval mission for the chapter. The pay is good for it.

You are provided with a new free 6th class.

Top off your 3 best warships. This should be 1 5th rate and 2 6th rate.


Nantucket -

The AI only has 3 unrated cutters and 1 7th rate sloop. Capture them all.

Don't attempt to capture surrendered friendly AI ships. You won't get them after the mission.


Harbour -

Give your prizes to the admiralty for prestige.

Top off your 4 best warships.


Naval Blockade -

The AI starts with 2 weak ships. A well armed 5th rate will reinforce them a bit after the start. Finally 4 more ships (1 4th rate, 1 7th rate and 2 unarmed merchant).

Finish the first group before facing the well armed 5th rate. Capture the 5th with your 2 weakest warships.

Ideally you should have your 5th rate and 1 6th rate in perfect shape. And your other 6th rate and 7th rate around 50% strength.

The AI will have it 7th rate in the front letting you weaken it with your ships and limiting the firing possibilities of the 4th rate behind it. Use your weak ship to capture the 7th rate and your 2 best ship to board the 4th rate as quick as possible once it can fire on you.

Use whatever ship is still capable of fighting to attack the 2 merchant ships. Shoot them with grapeshot until they surrender.

Ideally capture all ships. Minimum all merchant ships + the 4th and 5th rate.


Harbour -

Keep the the 4th and 5th rate as prizes. Integrate a merchant ship.

Add 1 mortar unit to your army and 2 fully manned fusiliers units.

Top off your 2 warships with the biggest crew.


The Burning of Norfolk -

Initially, you will only have 4 scenario units to control. Fall back to the objective in the orchard do not manned the defensive positions, they are bullet magnets.

While using the cover provided by the trees and the hold position, keep the AI away from the objective until your reinforcements arrive. It will be bloody but easy to hold. The AI will ignore the other objective in the mansion for the moment.

When your forces finally spawn, you are given another 4 scenario militia units and 2 canon units along with all your core forces.

Send the canon units on the supply point. The mortar unit to the closest AI Units to fire on.

Send 2 of your militia units to the orchard. The other two along with 2 fusiliers to the edge of the forest on the right of the objective in the mansion. They will deny the cover of the forest for the AI attack on the second objective in the mansion.

Also send all your ship crews to this forest, use them to destroy all units trying to flank your troops.

With your remaining two fusiliers, finish the defensive line on the road to the left of the orchard.

Hold position while your mortars mow down the enemy. Once weakened enough, destroy the AI remaining units with your scenario militia and finish the mission.


Harbour -

Next turn you will get a free 5th rate.


Chapter 4 - 1 naval battle, 1 hybrid, 1 land, 1 luck
Harbour -

Top off your land army and your 2 best warships


The battle of the rice boats -

You do not need to keep the objective to win, leave your troops in the wood strip next to it to enjoy a great cover. Just make sure to capture the point back before the timer runs out.

Have your three scenario units on the coastal battery to pull back to the little wooded island past the river. Defend here with them. The AI will try to flank your units from the right, much of the troops they will land on the left side of the objective will head to the little island.

By then your army will arrived. Make them run to support your scenario units because the AI has a warship doing spawn killing.

Hold your best defensible positions outside warship gun fire and wait the timer out. If you run low on supplies, capture back the supply point.

Note: the coastal battery you abandoned can be crewed again after the infantry is dealt with and is capable of sinking the warship. Even by only using mortars, It is unlikely that the crew will surrender before the ship sinks. You can use beached rowboats to board a surrendered ship.

It is possible to capture this one, it only has 30 crew and the hull is not strong enough to prevent crew casualties from mortar fire. It is a 3 slot 1200 weight limit merchant ship. Capture it for an easy 10 prestige.



Harbour -

Top off your land forces and your 4 to 5 best warships.


The raid on Nassau -

Use your ships to deal with the AI navy before you land your troops. Once the AI navy is captured, and land your troops on recommended beach.

2 skirmishers will harass your troops at first. Once you cross the first river, The AI will start a counter attack with fusiliers, a canon unit and a supply wagon from the road. The AI may keep its canons further down the road.

Always keep your mortars glued to your fusiliers and progress slowly. There is no timer the entire mission.

Once the AI attack is weak enough, finish them with charges and close fire. If you capture the supply wagon and canons, crew them. Save the supplies for your mortars.

With the road cleared, mount an attack on the objective from the road on the left, stay in the steep hill. The objective is defended by multiple infantry and one dangerous canon unit. By using the hill effectively, the AI will fire its canons in the ground. Snipe the unit with your mortars before pushing further.

Keep weakening the AI on the objective with your artillery and overrun the position when its units are close to breaking. If you run out of supplies, immediately launch an all out charge to take the point and its supply depot.

Once the objective is captured, make sure to wipe out all AI units to secure your rear. Especially the two 100 artillery units or they will reoccupy the forts canon.

Your ships can provide fire support from the shore as soon as you get the artillery units to abandon their guns. Be careful with friendly fire. They will be able to support your troops all the way to the entry of the city, further and the other AI battery shore will be able to fire on you.

It is safe to push all the way to the last river before the last objective. At which point the AI will start its last counter attack with more infantry and one canon unit. Mow them down with your ships and artillery.

With them dealt with, push to the city. Use your artillery to weaken the last troops defending it and capture the point.

Since you are fighting with permanent forces now, end the mission as soon as possible.


Harbour -

Integrate the two 5th rate kept as prizes. Top off your 8 warships.



Battle of Yarmouth -

The Minerva will join your permanent forces. Restart if it dies, there is no way to outrun the AI forces with it, and the ship will take heavy fire.

Capture the first two ships fast. When done, regroup your forces.

Your 4th rate is armed with carronades and can heavily damage the 3rd rate up close. Along with your 2 5th rate dedaigneuse you can capture it. Don't bother shooting the mast, damage it from up close and board it with 2 ships while the third shoots it in the back.

Your 6th rates can provide support to this operation and take out the AI 5th rate with the support of your other warships.


Harbour -

Hang onto the 3rd rate as a prize, your 3 best warships and your 3 merchant ship. Sell and give all other ships.

Chapter 5 - 1 optional naval mission
Harbour -

Accept to intercept the ship on the world event.

Integrate your 3rd rate. It will only set you back by 1070 funds a turn, a 5% raise to your current maintenance cost. You don't need it until Act 3 / chapter 3 to finish the missions easily but it will make them much more quick for a very small sum.


Wounded game -

Capture the merchant ship and 2 6th rate. They are no match.


Harbour -

Give your new trophies to the admiralty.
Prepare for Act 4 and beyond
Firearms -

76 18lbs EIC carronade naval guns



Research -

Act 4 / chapter 2
Canons - Act 4 / chapter
Industry 1 and 2

Act 4 / Chapter 1 - 2 naval, 1 luck
Harbour -

Top off your warships.


Battle of Turtle Gut Inlet -

The AI has 3 hopelessly outgunned ships. Capture them.


Harbour -

Give the 6th rates to the admiralty, keep the 5th rate as a trophy for later integration.

Top off your warships.


Battle of Block Island -

Have your 2 best warships spawn on the right.

The AI has 3 ships in total. 2 will join during the mission. They are outgunned by your navy.

Have the friendly scenario units stay in place the entire mission.


Harbour -

Give all prizes to the admiralty.
Chapter 2 - 2 naval, 2 luck
Harbour -

Top off your warships.


Pain in the neck -

Put a merchant ship in the delayed spawn to respect the minimum required. Make it leave the map as soon as it comes in.

Deal with all the warships on the map before capturing the two merchant ship.

As soon as the merchant ship are capture. 2 new AI ships will come in. You outgun everything in this mission.


Harbour -

Top off your 4 warships.


To challenge -

The AI has 6 warships and you outgun them all.

First, you have to wait a few minutes for your forces to join the battle. Keep the scenario ship going straight at full speed.

Once your forces spawn in, send your 3rd rate to deal with the 2 strongest ship. Use your 4th rate to take care of the last 5th rate. Your own 5th rate will provide support and help the scenario ship take care of the weaker ships.


Harbour -

Give all prizes saved for the improved 5th class
Chapter 3 - 1 land mission
Harbour -

Top off your 2 best warships and land forces.

Sell the free 6th class you just got.

In the next mission, the AI will have 2400 infantry to oppose you. If you find it difficult, add 1 8 lbs canon units and a supply unit to your 4 slots merchant ship.

With your current forces, it is quite possible to finish the mission with less than 200 casualties.



Revenge -

Land your troops at the beach in front of you. Set them in the usual infantry first and artillery right after.

Advance on the right of the hill where your warships can provide fire support, destroy the units that attack you.

With them dealt with, move to the road on the left of the hill in front of the village. The AI has 2 canon units on the coastal batteries and a mortar unit on the left battery.

The mortar unit is the issue, the village will provide protection from the canon fire.

Advance into the town slowly, once you start being fired on by the mortar, rush your fusiliers forward to spot it and destroy it. The militia units guarding the entries to the village are easily broken with a charge.

Capture the objective when practicable which will probably be while destroying the mortars. Wait for the contested timer to run out and finish the mission.

Chapter 4 - 1 naval and 1 land
Harbour -

On the world event, take the free artillery. It provides 12 mortars and 12 6 lbs canons. The firearms option provides 400 cheap ones with no bayonets.

Integrate the 5th rate and top off your warships.

Recommended to change the 4lbs guns on your 3rd rate for 12lbs carronades.


Stay Hungry -

The AI will have 5 warships and 2 merchant ships. 1 3rd rate, 2 4th rate and 2 5th rate.

The starting placement of it warships is advantageous to you. It lets you severely weakens the first line before the 3rd and and second 4th rate can take part in the fight.

Once it joins, use your 3rd rate and 4th to capture it and the last 4th rate.

capture the merchant ships and finish the mission.


Harbour -

Sell your 5th rates, give the trophies except for the 3rd and 4th rates.

Recruit 2 mortar units, 1 canon and 1 supply. You'll have to put lightweight hulls on 2 of your ships to bring all this manpower.



Furs -

Fill the remaining spawning slots with your warships with the most crew. Make sure to save all your supplies for your mortars, you don't have enough to go around.

You are provided with 3 scenario units, use them as vanguards to take the canon shots until you spot and destroy them.

The AI has three canon units around the objective, 1 at the front, the left and the back. A 4th unit will join in later but will stay further away. And will have skirmishers to spot your units at the beginning, making them vulnerable. Destroy those skirmishers fast with your overwhelming mortar fire.

The AI has too many units in the objective to make a full assault and all you need is to take a sliver of the wheat field on the left side to win. Use your mortars and canons to destroy the units stopping you from taking the objective. Once the contested timer runs out, finish the mission.

While you assault the objective, newly spawned units will attack your flanks. Use your warships crew to deal with them.


Harbour -

Do the luck missions.
Chapter 5 - 1 hybrid, 2 luck
Harbour -

Choose the money on the world event, it nets you more than selling the ship.

Top off your land units and 2 warships.


Raid -

Use your mortars to dislodge the AI from its fortifications and capture the fort. Put your artillery on the objective, 2 fusiliers in the prepared positions facing the town the fortifications are good against canon fire and the AI will attack with 3.

Mow down the counterattack with your overwhelming artillery and ships once they arrive.
Chapter 6 - 1 naval
Harbour -

You are forced to use the 3 6th rate given in an event.

Equip the 3 ships with carronades guns, lightweight gun carriages tier 3, sea service 78 with sword bayonets, the best officers you have and as much crew as allowed with the reserve option selected.


Battle of Valcour Island -

You are given 5 cutters to help your 6th rate.

You will be attacked by three waves:
-6 cutters
- 3 6th rate
- 2 5th rate and 2 6th rate

When the mission begins, send your 6th rates to meet the enemy right away followed by the cutters. The defensive line is a bad strategy.

Sink the first 2 waves from up close with solid shots from your 6th rate. Don't . It won't be hard thanks to your carronades and many ships will explode so don't be in boarding range close.

For the last wave the warships can be captured with little efforts. Even the 5th rates will surrender quickly if fired on by 2 6 rate from boarding range with grape shots. And you can use the cutters to crew the surrendered ships.

Don't hesitate to capture all 5 AI 6th rate if you want to push your skills just a little.


Harbour -

Sell your 6th rate and give all captured ships to the admiralty. Keeping the 3rd rate and 2 4th rate trophies.

Next chapter has no mission.

Act 5 / Chapter 1 - 2 naval, 1 land, 3 luck
Harbour -

Don't take the USS ranger on the event, it won't join your forces due to another event. The other option gives 125 000 funds.

Integrate the 3rd rate and top off your 3 warships.


Man O'war -

Capture the 2 merchant ship, once it is done, 3 new AI of 6th rate and under will spawn in. Capture them as well.


Harbour -

Integrate the 2 4th rate and top off your 5 warships.

Only keep 1 merchant ship as trophy, get rid of the rest.


An Old Friend -

The AI will have 7 warships, all severely outgunned by your warships since it only has 1 4th rate. Capture them all.

You will also receive help from 3 scenario ships that will join you later making it a very easy mission. The scenario ships won't join your permanent forces, feel free to sacrifice them.


Harbour -

Integrate the 4 slot merchant ship and recruit 2 8 lbs canon unit, 1 supply and 1 fusilier.

Keep the 4th rate as a trophy and get rid of the rest.


Whitehaven Raid -

You will get 4 scenario units to place as your vanguard. The AI has 7 canon units on this map so it is very important to keep the scenario units alive long enough until you destroyed them.

The strategy the entire mission is to have the AI canons firing at the scenario units, destroy the canon units with your own when they are spotted and have your mortars lay waste to the infantry.


Once you've crossed the river multiple infantry units and 2 canons will attack you from close range. One on the left and one on the right. They are exposed and easy to deal with.

Move to the small farmstead on the right where another AI group will attack you. This time with only 1 canon but from further away on the small hill. This group is easier to deal with.

The village where the objective is will be long to crack. Defended by about 3 000 infantry and 4 canon units. The AI will have 3 canon on the right of the objective on the two hills. The last one will be on the hill left.

To limit losses, the best option is to hug the mountain on the right of the map near the edge until you hit the road and attack the objective from there. The first 3 canon units will be easier to deal with. The last one can be snipped easier from there also.

A frontal assault is possible but comes at greater cost since most AI canons will be safe until you root out all infantry from the objective.

With the objective captured a new one will appear in the town, the AI will attempt to retreat its infantry to it and you don't need to impede this effort because it has no more artillery.

Capturing it is a breeze with your mortars and canons covering the scenario units if they are still alive.


Harbour -

Do the luck missions.



Chapter 2 - 1 naval, 1 luck
Harbour-

Integrate the 4th rate and top off all your 6 warships which


Flamborough Head -

The AI will have 8 warships and 7 merchant ships. Among them a 3rd rate and 4 rate. The 3rd rate being the only threat.

To help with manpower to crew captured ship, bring a merchant ship. When the ship spawns, put the crews in rowboats and make the merchant ship retreat. The rowboats are faster but will sink if fired on. Use them to crew passive ships far from enemy warships.

Place your best ships in the 3 slots spawn and have them concentrate on stopping the merchant ships from retreating. Have them surrender under grape shot fire to immobilise them and you should prioritise depleting your 4th rate over your other ships to crew them.

Your reinforcements will arrive late and far from the action just like for the AI. Don't have them engage the AI reinforcements and focus on having them reach your SOL.

Your 3rd rates must take out the opposite 3rd and 4 rate. Your own would suffer in a matchup but can come out on top with numbers..

The AI has a very low 30 seconds timer when retreating. If a AI warship gets to the edge, it won't have the time to come back before being timed out. This is truly annoying and can rob you of the most important ships to capture because the AI is bad at plotting a course.

Capturing the 3rd and 4th rates is a must, you need them for the next mission.


Harbour -

Only keep the 3rd and 4th rate trophies, get rid of the rest.

Act 6 / Chapter 1 - 1 naval, 1 land, 1 luck
Harbour -

Sell the HMS union you got from the luck mission.

Top off your land units.


Savannah -

The AI will be mainly entrenched in the objective but will do all around defence. This leaves only 2 canon units and 1 mortar able to fire at you from this point. There is a last defensive location near the shore not well manned. But it has 1 canon unit and 2 artillery that will be able to fire in your forces taking the objective.

Line of sight on the objective is tweaked in a way that will keep your forces out of sight until close by.

You are given 4 scenario units that will once again be the vanguard and artillery punching bad while your artillery mows down enemy forces.

The mission is extremely easy and fast due to the fact that you only need to capture the objective and hold it a short while and you can do that from the side of the defensive circle. You only have to defeat 2 canon units, 1 mortar and 2 fusiliers to achieve it.

It is possible to capture the merchant ship in the river. The AI warships are too far off the shore to be fired on by mortars safely. A constant barrage by 3 mortar units is capable of making the merchant ship surrender before it sinks. Up to you, this makes the mission awfully long for 10 prestige.

Harbour -


Integrate the 3rd and 4th rate. Top off your 8 warships.


A friend in need -

Bring a merchant ship along to help you crew the ships you capture. As usual, drop the crews in rowboats and have the ship retreat.

The AI starts with 5 warships including 3 5th rank. Once you've captured the 3 ships named in the objectives the AI will receive all its reinforcements. To have an easier time, make sure to wait before capturing the last objective ship.

It is a good idea to crew a ship with one of your land units and use that ship to board one of the objective ship. Doing so will make the ship unable to fight again while not counting it captured letting you wait as long as need.

The AI reinforcements is composed of 1 2nd rate and 2 3rd rate supported by 2 4th rate and 3 5th rate. A first group of 1 3rd rate and 2 5th rate will spawn in after some time, the rest will only spawn once all objectives are capture.

Once you've dealt with the two groups, captured the last objective. With the last AI ships in the map, use your 3rd rates to take on the AI 2nd rate and 4th rate. Use your other ships to take care of the support ships.


Harbour -

Cut the size of your core warships to 5 by selling extras.

For your trophies, only keep the 2nd and 3rd rate ships. Get rid of the rest.


Chapter 2 - 2 naval, 2 luck
Harbour -

In the world event, choose the crew option for a -25% recruit cost and +10% ship cost. You will never buy a ship from the shop since captured ships are way better. The shipyard option switches the modifiers.

Integrate the 3 trophies. Sell the free USS providence you just got.

Top off your 7 best warships.


Loggerheads -

The only real opposition is a 3rd rate. Your 3 newly acquired ships are enough to easily capture the entire AI fleet.


Harbour -

Integrate the 3rd rate and top off your 9 warships.


Battle of Martinique -

At the start of the mission, a line of 8 British warships are fighting another line of 8 French warships. The french only have 3 rd rates while the British have 5 2nd rates severely outgunning your allies. You cannot control the French ships.

Your objective is to take out a crippled 3rd rate and 4 frigates that spawn near you at the back of the British line. Ignore them until the British line is dealt with.

The two line of ships will be going away from you at full speed, send all your forces in pursuit. The French won't last long and as their ships sink, their crews will attempt to board any nearby friendly ships including yours. This lets you be much more aggressive in boarding actions.

Your second rates must board any 2nd rate it catches up to asap. You might have enough french manpower to crew a captured 2nd rate and use it in the fight.

When the ship of the lines are captured, deal with the frigates that pursued you and send some ships capture the objective 3rd rate that sat in place the entire time.


Harbour -

Only keep the 2nd rate trophies. Sell all your 3rd rates and lower.

Integrate 2 2nd rate to have the 3 required ships for the luck missions.

Chapter 3 - 2 naval, 2 luck
Harbour -

Integrate 3 of your 4 2nd rate trophies.

Top off your 5 2nd rates.


Another attempt -

The AI will have 6 warships in 2 groups with a 3rd rate. One group will join in at the same time as your reinforcements.

Capture them all and be aggressive about it to keep them away from the scenario ships.


Harbour -

Integrate the last 2nd rate and give all trophies.


Groggy start -

The AI will only have 5 warship in 2 groups with 1 3rd rate each. Capture them all.


Harbour -

Get rid of your trophies.
Chapter 4 - 2 land, 3 luck
Harbour -

Take the artillery on the world event for the only land 12 lbs canons you can get in the game. The rifle option only nets you a 1000 renamed sea service 78 and sword bayonet.

Top off your land units.


Tailor made -

Drop all your crew into rowboats, land them on the left beach, form the usual attack line and push into the exposed flank of the AI.

The scenario units are well entrenched and will last until the end of the time with your support. The AI will concentrate on the objective, letting your core units deal massive damages while taking close to none.


Harbour -

Top off your land units and a 2nd rate.


A friend indeed - last land mission.

Put the warship as the first to spawn ship and than your merchant ship in order to land a few fusiliers followed by your mortars. Your units will slowly spawn in one at a time.

When the mission start, pull out as many scenario units as you can towards the beach on the right side of the city where you will land your units. The AI may follow them to the beach where your warship can fire on them.

Have your warship go to the right edge of the city to fire on units following yours. As your merchant ships come in, have them momentarily stop to unload their units before following the river down.

The top right corner of the map is outside AI artillery range, The point is defend by 5 artillery units and 1 mortar.

To avoid casualties, make your way to the top right corner while fighting the AI advance units of 4 fusiliers and 2 skirmishers. They have to be close to destroyed before pushing in the objetive otherwise they will allow the AI to fire at you from longer ranges.

With the advance units dealt with and the cover of the forest, you will be able to close into mortar range before you are spotted. By attacking from the top right, only a part of the AI canon units will be able to fire at you at any time.


Than again, it's the last land mission, are losses that bad at this point?

Chapter 5 - 1 naval, 2 luck
Harbour -

The event gives you a 3rd rate or 162 500 funds. Take the funds.

Top off your warships.


Battle of Cape Henry -

The game will provide 4 scenario 3rd rates to help your 6 2nd rates.

The AI has 1 2nd rate, 3 3rd rate and 4 frigates.

The AI is severely outgunned, capture them all.


Harbour -

Chapter 6 - 1 naval
Harbour -

Integrate the 2nd rate.


The Chesapeake - last naval mission

Put your 5 best warships in the top spawn. Use a merchant ship to have the minimum amount of ships for the other spawn. Have the merchant ship retreat at the beginning.

You are provided with 8 scenario ships of the line and with them largely outgun the opposition.

This is the last mission, no quarter and maybe give your units to AI control and watch the show.