Outlined below are some suggestions on how to best array your fleet in several types of situations.
To ground these tactics in a historical account, here is a link to an account of the battle of Chios in 201 BC (Antigonid Macedon vs Pergamon and Rhodes) This is the most extensive account of a Hellenistic naval battle I have come across, and also conveniently illustrates the combined arms approach to naval warfare.
https://weaponsandwarfare.com/2009/0...ition-command/
Matched Fleets of Large/Medium Ships
Big ships in center for antiproiros rams, medium ships on flanks and behind for both antiproiros and diekplous ramming, light ships on extreme flanks for periplous ramming
Do not use light ships (triremes and lower) to protect the flanks of individual big ships in the center after the initial ram unless you have no other options/are prepared to sacrifice them to protect the larger ships (Philip V did something like this at chios, using swarms of hemiolias among his big ships – the medium rhodian ships sank the swarms and a few big ships, but the missiles and obstruction caused by them drove many off)
light ships can also act independently if there is a reinforcing squadron from another direction. (and they are fast enough they might return to the main battle in time to play a role)
Antiproiros Advantage, Agility Disadvantage
Since the AI generally rams frontally, this type of battle is usually only challenging if you have a significant disadvantage in numbers. Attack quickly and directly before the enemy can maneuver around your ships, concentrate your forces and keep them tight to minimize individual flanking- individual and group protection from flanking of large ships is critical. Even if the enemy disperses somewhat, aim to strike decisive blows to the groups of enemy ships, and use what medium ships you have to screen the largest ones as they turn to attack another group.
If you have a large ship that is going to be hit from the flank, sail ahead (even if there are no more targets in front) and don’t try to turn to meet the attack – it should take the damage and preventing the enemy from following up with 2
nd,3
rd,4
th rams etc (the AI is good at this) is critical to survival. Often another ship or wreck can distract/block the pursuer.
Agility Advantage, Antiproiros Disadvantage
Two main strategies
1. Maximize Periplous attacks by splitting your forces into at least two squadrons in files (the wedge formation can help with this). Place them at each flank of the deployment zone, and when the battle starts sail ahead/outward to draw the enemy squadron apart. Then, use your superior acceleration and turning to turn in from both flanks simultaneously, and catch the enemy forces on the sides before they can fully turn to meet you. Be sure to time this so that you are close enough to strike before they can turn, but far enough to draw them apart. I like to deploy my ships in double files in these attacks so the ship in the outer file can follow up the attack on the same target without fouling oars.
As you can see in the screens, my right hand squadron was too far out and this delayed their attack on most of the enemy. Try to ram large enemy ships with several of your medium/small ones or else they will just tank the hit and come for you – though if you have a chance to score a hit and get by before another enemy can strike, take it.
2. Maximize Diekplous attacks by deploying in a central (but loose) double line, ideally towards the rear of the deployment zone. I like to group the ships in pairs with a heavier one in front and lighter in rear, with wedge formation to put them in individual columns. Let the enemy come towards you and target your loosely spaced ships fanning outwards. This can be helped sometimes by targeting an enemy ship you want to draw out - but don’t follow through if they can ram you frontally. At the critical moment (a bit of custom battle practice helps learning this) target enemy ships that are adjacent in their now exposed flanks (not necessarily the closest ships, but the ones side on - you have the agility advantage) and ram them with several of your own. This will mean letting some enemy ships through, but since they are larger and slower to turn, they can’t reach you for now. But you sink the ships you hit. Even here I like to concentrate on the flanks of the line to avoid the most powerful rams in the center. Then you continue as fast as possible through any 2nd/3
rd line or towards the center, trying to maintain some space from enemy ships.
As your ships come through have them turn around at the end and form new battle lines. You should now outnumber the enemy and have more rams in position to strike – use your organized groups to crush the remnants of their fleet.
Matched fleets of Medium/Small Ships
Really any tactic can be used here – the advantages are all relative. In a battle including tetreres, triremes, trihemiolias, and hemiolas, the tetreres would be most likely to be used antiproiros, even though they are prime flankers in a battle with larger ships. Hemiolias/lembos are a bit unique in that they are so bad at ramming that apart from finishing off badly damaged ships they aren’t very useful. But they should be cheap enough that they can be used in numbers in loose formations where they can then surround and board individual medium ships – and/or kite them with missiles.