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Boarding Combat - Version 6 vs Version 7
May 23, 2026, 08:11 PM
Corrected wikilink existence flags
Jun 4, 2026, 07:01 PM
Removed duplicate in-body wikilinks
11Boarding Combat is the ship-to-ship engagement mode in Windrose that lets the player forcibly enter an enemy vessel rather than sink it. It is the single most efficient way to generate Piastre in the current Early Access build, because cargo haulers keep their full loot tables while sunk ships lose most of it to the sea.2233How to Initiate4455Boarding is gated by damage. Reduce an enemy ship's hull to the "disabled" state: it stops moving, ceases firing, and a Board prompt appears on screen. Pressing Space triggers the boarding action. Grappling hooks fire automatically, and the player plus any NPC crew jump to the enemy deck.6677Community estimates place the prompt around 30% hull remaining, but the game displays no numeric threshold; the UI prompt is the authoritative cue. If Chain Shot was used to slow the target first, the standard cannonballs need to stop the moment the prompt shows. Continuing to fire risks sinking the target and losing the loot.8899Required Prep10101111Before boarding is possible, the ship must be equipped with Boarding Party Gear crafted at the Shipwright's Workshop. Upgrading this gear scales the NPC crew's HP, Defense, and Attack during boarding engagements; uncommitted gear will see the player's crew fall quickly on a Ketch deck.12121313Combat on the Deck14141515After boarding, combat switches to close-quarters melee and ranged on the enemy deck. It plays like land combat: weapons, dodges, and blocks all behave the same, but deck space is much tighter.16161717On a small Ketch, space is so tight that melee dodges are unreliable. The community consensus is to hold the railing with a Blunderbuss or Musket and let NPC crew absorb the melee swings. On larger ship decks (Brig or Frigate boardings), the player has room to use melee normally.18181919The engagement ends when a set number of enemy sailors are killed. The remaining crew does not flee; all hostile sailors must be defeated before looting.20202121Loot Phase22222323Marked containers on the enemy deck become interactive after the crew is cleared. Documented loot types include Naval Supplies, Medical Crates, Contraband, ammo, trade goods, faction reputation items, and raw Piastre.24242525Contraband and luxury cargo are worth far more when sold to the matching faction provisioner. Smugglers of Port Royal pay best for Contraband and are the only faction that pays Guineas for gold treasures. Sorting looted containers by buyer before sailing home cuts down on wasted trips.26262727Target Priority: Haulers28282929Any enemy ship can be boarded in principle, but the efficient targets are Haulers (Transport ships). A hauler is flagged by a small gold chest icon above the ship's nameplate or next to its silhouette on the minimap.30303131Regular patrol or combat ships carry much lighter loot and are usually not worth the boarding time; sink them for cargo crumbs and experience instead. Community reports on a single boarding session of three Level 12 haulers plus several Level 7 escorts yielded approximately 1,244 Piastre in one run, making this the highest-density legitimate Piastre farm in the launch build.32323333Recommended Technique34343535Open with Chain Shot to strip target speed. Sail management matters more than DPS once the target is slowed.Switch to standard cannonballs and damage the hull to the disabled state. Aim for the stern to avoid return fire.Sink the escort ships first when possible, so the hauler is alone when the boarding prompt appears. Boarding mid-fight puts the player between the escort's cannons and the hauler's crew.On a Ketch, hold the railing with a Blunderbuss or Musket. Ranged weapons dominate the tight deck space.On a Brig or Frigate, melee works normally. Rapier of a Thousand Cuts bleed rotations in particular keep deck clears quick.36363737Ideal Ship Setup38383939The community-consensus boarding ship is a late-game Blackbeard Frigate with Devastating 36-Pounders on the main battery, a Keelhold hull modification, and Naval Tactics III: Stretch The Supply equipped. The speed and firepower let a single captain engage two or three ships at once, which is where the Piastre-per-hour rate becomes strongest.40404141See Also42424343Naval Combat - overview of ship-to-ship combatChain Shot - sail-debuff ammunitionAmmunition - cannon ammo typesShip Repair - repair kits used during the approachShipwright's Workshop - Boarding Party Gear craftingShips - ship variants