Warden Callahan Guide ENG BA 6-2
Warden Callahan Guide ENG BA 6-2
BATTLESHIP
Alkar Argenave
Last update: War 109
BATTLESHIP CONSTRUCTION
Starboard
30mm
120
30mm
mm
12.7
mm
Stern
150 150
Bow
150 AI
AI mm mm
mm
12.7
30mm
• Ammo storage mm
120
30mm
mm
• Bulkheads (watertight)
Port
• Stairs Compartment A Compartment B Compartment C Compartment D
• Ladder 120
mm C
A
• Crew spawn / quarters
A 120 C
mm
Mobility
• Fuel tank: 3500 L of heavy oil
• Fuel consumption indicator 54 l/min (autonomy: 64m 49s)
• Speed (on water): 5,5 m/s
• It can move through water without fuel, but at a drastically reduced speed
• It can ram and instantly destroy vehicles: amphibious vehicles, motorboats
• It cannot move when it is anchored
Squad Locking
A ship can be reserved for a Squad (using in the menu) to prevent non-members from anchoring / raising annchor or
changing the engine settings, and to allow squad members to eject any player from the driver's seat using a button in ( ) the
menu.
However, booking does not prevent other friendly players from embarking on the ship’s weapons positions or accessing its
supplies.
Anchor
The ship has an anchor that can be raised or lowered using the E key. The area of interaction with the anchor is indicated by an
arrow on the front of the ship on the left. When the anchor is lowered, the ship cannot move, but leaks can no longer occur, and all
seats become inaccessible except for the 12.7mm guns. When the ship is anchored, the ship’s AI guns are activated. The ship must
not be anchored less than 150m from the border of the region or if it has leaks or is near an anchored large enemy ship.
Hex Boundaries
A ship can cross a region boundary with a maximum of 30 players on board, provided that the destination region does not
exceed its player limit; otherwise, the ship will have to wait in line. When preparing to cross the border, the ship must remain
idle for 60 seconds. Moving around, firing a ship's weapons, or interacting with its inventory resets this timer.
Captain x1
Helmsman x1
Engineer x1
150mm and 120mm x5 gun gunners
Boatswain x1
CAPTAIN X1
Captain can look around 230 m in each direction with the distance and azimuth
displayed. Distance can be extended using Legacy Camera Mode setting
Captain acts as the ship's commander and directs the boatswain, helmsman, engineer,
and gunners of the main guns
Captain's Seat
1x 1x 4x 1x
HELMSMAN X1
Controls the movement of the ship
Helmsman can see the remaining amount of fuel in the tank, the speed in knots, and
the azimuth of the ship in degrees
Can see the distance and angle to the dry dock entrance near him
Helmsman's seat
1x 1x 1x 4x 1x
ENGINEER X1
Toggles each of the ship's two engines below deck between "Forward" and
"Backward" mode with a key while crouching
It can display the current motor mode by pressing E while standing next to it
Compartment B
Right Engine
Left Engine
1x 1x 1 4x 1x
120
mm
150 150
150
mm mm
mm
120
mm
1x 1x 1x 2x ~ 1x 1x 1x
BOATSWAIN X1
The boatswain is second only to the captain. After the fight is over and repairs are made in
Commands Damage Control Personnel, Deck compartment D
Gunners, and Loaders of the main guns Placing BMATs in the inventory so that repair
Reporting the amount of ammunition after a personnel can quickly access them
firefight Refueling
Monitoring of damage suffered in the form of
holes in the hull and flooding of compartments
Reporting sightings of enemy units
The battleship has 5 guns that require 5 gunners and 5 Compartment A should be filled mostly with 120mm
loaders to operate successfully. In general, the people ammunition, about 200 rounds, the rest is 150mm
charging the guns must be competent and move properly. ammunition
They have priority passage in compartments.
Compartment C should be filled entirely with 150mm
ammunition
120
A mm C
150
150 150
mm
mm mm
A 120 C
mm
1x 2x 1x 2x 1x 1x 1x
30mm
30mm
12.7
mm
12.7
mm
30mm
30mm
HOW TO MANAGE A SHIP
Group 1 Group 2
Discord Voice Channel 1 Discord Voice Channel 2
Damage
Helmsman Control
Personnel
12.7mm and
Engineer 30mm deck
gunners
Ancillary Staff
CREW READINESS LEVELS
Crew management requires a delicate balance between getting the job done, staying calm and having fun. Announcing
the following readiness levels helps the crew maintain the right attitude for the operation. Remember not to panic, the
crew will take an example from your behavior, and you want them to be calm to get through the crisis.
Readiness Level 1 [StoG1] – when there is no potential active battle or the ship is in territorial waters. Everyone can talk,
play music, and move freely around the boat.
Readiness Level 2 [StoG2] – when a ship goes into battle. The crew needs to prepare and set up. They need to prepare
themselves mentally and increase their vigilance. Keep conversations to a minimum.
Combat Alert – when a ship is in combat or about to enter it. All attention should be focused on the boat and keeping it
alive. Any unnecessary voice prompts should be eliminated.
If there is a need to temporarily move away from the keyboard, crew members are asked to crouch. Thanks to this, the
boatswain quickly knows who is active.
p a n i c !
And remember – whatever you do
Do n' t