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3.1 Wind & Points of Sail

Wind is your engine. A ship does not receive the same drive in every direction, so the shortest line across the water is not always the quickest course. Good sailing begins with a simple habit: know where the wind is coming from, then judge every turn by what it will do to your sails.

Letters of Marque models square sails and staysails with physical forces rather than assigning a fixed speed to each heading. The familiar points of sail remain the best vocabulary for understanding the result, but every hull and sail plan responds differently.

3.1.1 Read the wind

Wind direction is described by where it comes from. If the wind comes from the north, it travels south. A ship directly north of you is therefore upwind; a ship directly south is downwind.

Relative position matters more than a compass bearing during battle. Holding the upwind side generally gives you more freedom to bear away and gain drive. Recovering that position from downwind usually requires sailing across the wind and spending time to climb back.

3.1.2 Points of sail

The points of sail name the angle between your course and the wind:

  • In irons: the bow points into the wind. The sails cannot provide useful forward drive, and the ship may lose steering authority as speed falls.
  • Close-hauled: the ship sails as near to the wind as its rig allows. This is how you gain ground upwind, though it is rarely the fastest heading.
  • Beam reach: the wind crosses roughly from the side. The sails can produce strong drive while the rudder retains useful flow.
  • Broad reach: the wind comes from behind one quarter. This is often a powerful and forgiving course, but the exact result depends on the ship.
  • Running: the wind comes from directly astern. Square sails are well suited to following winds, although sails and masts can interfere with one another.

These are regions, not five magic settings. Watch how the ship accelerates, heels, and turns as the angle changes. A small course adjustment may improve drive without carrying you far from the tactical line you wanted.

3.1.3 Square sails and staysails

Square sails hang from yards across the masts. Their angle to the wind determines the force they produce, and movable yards allow the ship to use them across a range of headings. Staysails run fore-and-aft between the masts and contribute differently, particularly when sailing nearer the wind.

The two systems work together. Do not judge the entire rig from a single sail, and do not assume that more visible canvas always means more useful force. The game accounts for sail direction, sail condition, and the forces acting on the hull. Damage to the rig can therefore change both speed and the headings on which the ship performs well.

3.1.4 Turning through the wind

To make progress toward an upwind destination, sail close-hauled on one side and then cross the wind onto the other. Passing the bow through the wind is a tack. Passing the stern through the wind is a wearing turn.

A tack asks the ship to carry enough momentum through the no-drive region. Enter too slowly or turn without managing the sails and the bow may stall in irons. Wearing takes more sea room and gives away some upwind ground, but it keeps the wind behind the ship for more of the turn and can be the safer choice when momentum is poor.

In combat, a turn is also a gunnery decision. Consider which broadside will face the enemy when the maneuver ends, whether the heel will expose the hull near the waterline, and how long your guns will lose their firing angle.

3.1.5 Wind shadow

An upwind ship can reduce the wind reaching a downwind ship. This is not a simple circular penalty. The effect accounts for the vessels’ relative angles and sizes, their distance apart, the direction and condition of the blocking ship’s sails, and how much of the target’s rig lies behind them.

Wind shadow is strongest when you place a substantial working rig between the wind and the opponent at close enough range. Used well, it can slow an enemy during a turn, disrupt a line, or help prevent a damaged ship from escaping. The same tactic can be used against you, so avoid sitting directly downwind of a larger opponent when speed is critical.

3.1.6 Practical sailing

  • Judge speed over several seconds; large ships do not answer every change immediately.
  • Preserve momentum before tacking or maneuvering at close range.
  • Use relative wind position to plan the next two turns, not merely the present course.
  • Expect sail damage and nearby ships to alter a course that worked earlier in the fight.
  • Learn each ship by observation. The physics are shared, but hull, mass, rig, and condition produce different behavior.

The next step is Manual Sailing, where these principles are applied to the yards, staysails, rudder, and sail state.

Sources & Credits

This page draws on facts from, and gratefully credits: Letters of Marque — Official Patreon Developer Posts. Prose is original; see how this guide is made.

Last verified 2026-07-23 by AI.