First Rates are the kings of the seas. No ship can compare to their sheer firepower and ability to take punishment. The poor maneuverability makes First Rates extremely vulnerable and they should never be sailed without an escort.
HMS Royal Sovereign was a 100-gun first rate ship of the line of the Royal Navy, built at Woolwich Dockyard and launched in July 1701. She had been built using some of the salvageable timbers from the previous Royal Sovereign, which had been destroyed by fire in 1697.
She was Admiral George Rooke's flagship in the War of the Spanish Succession.
Royal Sovereign formed the basis for the dimensions for 100-gun ships in the 1719 Establishment, being a generally well-regarded vessel. In practice, only Royal Sovereign herself was affected by this, being the only first rate ship either built or rebuilt to the Establishment in its original form. She underwent her rebuild to the 1719 Establishment at Chatham after an order of 18 February 1724, being relaunched on 28 September 1728.
The rebuilt Royal Sovereign remained in service until she was broken up in 1768. [1]
Obviously ships of this size were never intended to go chasing around the Caribbean after pirates, or even squadrons of frigates belonging to various nations. Instead they were designed with the sole purpose of carrying as much firepower into a line battle as possible, but their cost and unwieldy size coupled with the fact that most of them enjoyed a long service life led them to be fairly rare. The Royal Navy only ever possessed a maximum of 11 First Rated ships.
Having extremely poor acceleration and turning statistics, the 'Invincible' First rate is best used in a line battle. The only truly usable tactic for a ship of this size is simply sailing parallel to it's opponent and slugging it out.
However, in a larger group of ships, much more creative strategies arise. If faster ships of a friendly battle group can herd an enemy ship under the guns of this ship, the results will almost surely be catastrophic for said enemy, even more so if the 'Invincible' is capable of getting in a raking broadside.
The 'Invincible' First Rate is a Colossal Ship of the Line, featuring 112 cannons, in total.
Considering this ship has 4 Swivels, 2 Fore guns and 4 Aft guns; this leaves 102 (112-10) cannons on the broadsides. Meaning this ship has 51 cannons on each broadside.
The 'Invincible' First Rate possesses the most firepower of the Obsolete First Rates. It is able to deal 2124 damage with one broadside, in basic stats and using Round Shots, at 0 yards.
The 'Invincible' has more structure, armor, DR and crew than his counterpart 'Prince' First Rate. However, the 'Prince' First Rate has excellent top speed and great sailing abilities close to the wind.
Note that the 'Invincible' First Rate is Obsolete. This is because the 'Victory' First Rate is actually an upgraded 'Invincible', or with other words, the next generation. The 'Victory' First Rate has more firepower, structure, armor, DR, defense, crew and acceleration. However, the 'Invincible' has better top speed.
Also, the 'Victory' First Rate is protected against being captured by Pirates, while the 'Invincible' is not. Besides all of this, the 'Invincible' has no insurance value.
The reason why people still buy the 'Invincible' is because it is relatively 'cheap' for a First Rate.
Advantages (compared to the 'Prince' First Rate):
As of 1.26 this ship can no longer be built and as of 2.7.56 durability can no longer be refilled for these ships. The 'Invincible' First Rate can be bought for 1750 Burning Sea Points (BSP) in Treasure Aisle (TA).
Advantages:
Disadvantages:
Attainability:
SAILING Sailing These parameters determine how your ship sails. Max Speed: Maximum Speed SHIPHow fast your ship can move in battles. Improving battle speed does not improve Open Sea speed. Acceleration: Acceleration Determines how fast the ship gains speed. Deceleration: Deceleration Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly. Turning (Fast): Fast Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed. Turning (Slow): Slow Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots. Turning Accel: Max Turning Acceleration This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate. Turning Decel: Min Turning Deceleration Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better. Best Point: Best Point The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back. Capacity: Capacity How many units of cargo the ship can hold. O.S. Visibility: Open Sea Visibility How far away other ships will spot you on the open sea. O.S. Spotting: Open Sea Spotting Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility. Crew: Crew The maximum number of crew on your ship. Shows the fighting strength of your crew. Target Tracking: Target Tracking Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships. |
12.30 0.29 0.88 2.88 1.56 2.60 3.75 135 130 95.2 0.0 830 9 |
50 ( Colossal) LEVEL (SIZE): Level and Size2 0 The level required to use this ship, and the size of the hull. DURABILITY: Durability The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish). INSURANCE VALUE: Insurance Value Amount of doubloons you will receive for this ship if she is sunk or scuttled. |
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HEALTH Health The ship's Health stats show how much damage it can sustain. Hull: Hull (Structure) The internal structure of your ship. When your structure runs out, your ship sinks. Port: Port (Left) The ship's port armor. Armor facings protect the ship's hull. Stbd: Starboard (Right) The ship's starboard armor. Armor facings protect the ship's hull. Bow: Bow (Front) The ship's bow armor. Armor facings protect the ship's hull. Stern: Stern (Rear) The ship's stern armor. Armor facings protect the ship's hull. Sails: Sails & Masts Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage. |
Integ. Integrity The ship's Integrity stats show how much damage it can sustain. 3580 2625 2625 1320 650 4125 |
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives. - 13 13 12 11 10 |
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MODIFIERS Modifiers These change your chance to hit, chance to get hit and the damage you take. Sails: Sails Offense, defense and resistance values for your ship's sails and masts. Crew: Crew Offense, defense and resistance values for your ship's crew. Bow: Bow (Front) Offense, defense and resistance values for your ship's bow armor. Stern: Stern (Rear) Offense, defense and resistance values for your ship's stern armor. Sides: Broadsides (Left & Right) Offense, defense and resistance values for your ship's broadsides. Grapple: Grappling Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts. |
OFF Offense Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items. 0.0 0.0 0.0 0.0 0.0 0.0 |
DEF Defense Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items. 16.0 15.0 12.0 12.0 12.0 0.0 |
RES Resistance Resistance is a percentage reduction in the damage you take. 0.0 0.0 0.0 0.0 0.0 - |
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Polars
Upwind & Luffing
Close
Haul Close
Haul Beam
Reach Beam
Reach Broad
Reach Broad
Reach Running
25% - 35% 3.08 - 4.31 knots 50° 8.61 knots 70% 8.61 knots 70% 10.15 knots82.5% 82.5%10.15 knots 12.3 knots 100% 12.3 knots 100% 10.82 knots 88% Open Sea Speed: 45
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