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Naval Units

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Naval Units Empty Naval Units

Post by Ottoman Sat Jun 06, 2020 7:14 pm

Naval Units

In the interest of striking a balance between the Napoleonic naval rules and what we were using previously, I have come up with the below split between squadron units and individual ships. My guiding principles were to try to keep costs in line with what they were before (the only exception where the units cost more to maintain, I believe, is the CruRons) as well as to work to rationalize the manpower load per ship—your builds should come out to be only slightly cheaper or more expensive than they were before, if there’s any noticeable different, but should also reduce your naval manpower load.

What the ratings mean:
Speed (roughly how many Knots in good conditions),
Combat: (how many dice it shoots and how many hits it can take)
Endurance (how many seasons it can remain at sea)
Cost (how many points to build)
Maintenance (how much to keep in service each year)
Construction time (how long to build)

Conversion from Old Units:
HBatRons: 2 BB1s
BatRons: 3 BB2s
CruRons: 3 Frigates
PatRons: Split into 2 New PatRons

Naval Units

1st Rate battleship (BB1): These ships have 100-120 guns, carry 1,000 men (including 100 marines) and slow, powerful and really tough.  They are also logistics heavy.   Speed 2, Combat 8, Endurance 2, cost 7, maintenance .5, construction time 10 years.

2nd Rate Battleship (BB2): The workhorse of the battleship force.  Carry 80 guns and 800 men (including 75 marines).  Speed 4, Combat 5, Endurance 3, Cost 3, maintenance .25, construction time 6 years

Frigates (FF1): are relatively fast, tough, powerful and expensive.  Each ship carries 40-50 guns, and a crew of 500 (including 50 marines).  These guns are lighter than battleship guns and the ship is not as strongly build.  Speed 5, Combat 4, Endurance 4, Cost 1.5, Maintenance .2, construction time 4 years.

Brigs (PatRons): are fast, lightly armed and cheap and remain ideal for patrol and escort duties.   They remain grouped into squadrons, which are now smaller, consisting of 5 ships. These ships typically carry 10-16 guns, have a crew of 200, and so a squadron has 1,000 men.  Speed 5, combat 1, endurance 4, cost .5, maintenance .1, construction time 1 year.  

Commerce Vessels

Commercial fleet– 50 ships the size of frigates, sloops and brigs. All merchant ships of this era are armed and their crews trained to fight but not as effectively as naval crews and morale is generally far weaker than trained naval personnel as well. Build time is 2 years, cost is 3, provide .5 income.

Nations cannot have more than 3 Commercial Fleets per port. Entrepots can support up to 10 additional commercial fleets

Naval Facilities
cannot be moved once constructed, and can be destroyed by combat action.  

Ports - any port can repair any size ships, but can only build PatRons, Frigates and commercial shipping. No maintenance cost is required. A port can repair any 10 maintenance points of naval or merchant unit, and can build 2 points of shipping at a time


Naval Yards – 10,000 men, 10 years, 25 points, maintenance .5: large facilities that can build any size ship or repair any size ship. They have a work force of 10,000 military and civilian employees, and also serve as centers of administration. Naval yards must be built in a port. A naval shipyard can repair any naval or merchant unit (up to 50 maintenance points at once), a can build 5 points of naval units of any type per year (so up to 50 build points can be under construction).


Naval Factories – 50,000 men, 50 years, cost 150 points, maintenance 3: very large facilities that can build any size ship or repair any size ship in half the time of a naval yard. These huge facilities must be built in a port. As of game start, the only cities with the naval acumen to build them are London and Rotterdam. These facilities employ 50,000 civilian and military workers. A naval Factory is a vast highly complex system that consists of multiple shipyards, huge amounts of warehouse space, and a sophisticated network of contractors and suppliers. These are exceptionally rare. A Naval Factory can build up to 15 build points of any type per year (so up to 150 can be under construction), and repair up to 150 maintenance points of shipping at once which includes conversions and captures.

Naval Ground Units

Militia:
Naval Yards and factories, though consisting of 10,000 and 50,000 reserves, respectively, cannot be mobilized to provide that same number of units, just as militia. The yards employ a substantial number of men too young or too old to fight, not to mention if they were willing to be combatants they probably would have elected to join at the very least a militia. Similarly, the installation likely does not have enough weapons to arm every single worker--mallets and hammers and saws are deadly, sure, but even in the age of gunpowder often insufficient. In the event that a city hosting a Yard or Factory is besieged, and the defender seeks to utilize some of that manpower, the moderator, at his discretion, will decide if anywhere from 1/4 - 1/2 of the manpower can emergency mobilized as militia combat units.

Marines:
Each naval unit has a set number of marines aboard, which I've indicated above. It takes 200 to form a company and 1,000 to form a battalion. Marine companies are generally too small to matter against anything other than marine companies or certain battalion-sized units (militia battalions, when fighting at a large TL advantage, raiding basically undefended locations). A marine battalion is treated like an average infantry battalion.[/u][/u][/u][/u]

Naval Transport

To transport a expeditionary army, will require 5 shipping units.

To transport a field army, will require 16 shipping units.


Last edited by Ottoman on Tue Sep 01, 2020 8:07 pm; edited 2 times in total

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Naval Units Empty Re: Naval Units

Post by Ottoman Sun Jun 07, 2020 5:54 pm

Shipbuilding and Repair

A port can repair any 10 maintenance points of naval or merchant unit, and can build 2 points of shipping at a time

A naval shipyard can repair any naval or merchant unit (up to 50 maintenance points at once), a can build 5 points of naval units of any type per year (so up to 50 build points can be under construction).

A naval Factory is a vast highly complex system that consists of multiple shipyards, huge amounts of warehouse space, and a sophisticated network of contractors and suppliers. These are exceptionally rare. A Naval Factory can build up to 15 build points of any type per year (so up to 150 can be under construction), and repair up to 150 maintenance points of shipping at once which includes conversions and captures.

Conversion
Any merchant unit can be used for military transport purposes during war time, but if used this way they require maintenance paid by the State. For every season they are used (AT ANY TIME DURING THE SEASON) reduce their earnings by 25% for the year.

Captured vessels
Warships in this day and age do not fight to the death as a normal rule of thumb. Once sufficient damage has been inflicted and the ship is helpless, it will surrender. 30% of the time the damage will be too great and it will sink anyway, while another 10% of the time too much damage will be inflicted at once and the ship will burn or explode (rare, but catastrophic when it occurs). During combat, units accumalate damage and if their damage rating is met or exceeded they strike their colors and surrender (thus the term "strike" is used). A die roll is made to see if they are salvagable, and if so, they are then taken to the nearest friendly base by the victor and can be repaired and added to his navy. The victors also make a fortune when this occurs, but this has no game effect other than sometimes coloring the actions of your admirals who may chase prize money instead of acting strategically on many occasions.

It is entirely possible for your entire peacetime merchant marine to be lost while you are adding enemy captures to your own over the course of a war and thus end up with more ships than you started with.

Adding a captured warship to your fleet requires paying its maintenance cost, and takes one season. For game purposes it goes to one of your yards and sits there until the winter turn, when you allocate money to fix and crew it and it becomes available during the spring turn.

Laying up ships

This was common practice, but limited to FF1s and above (BB2s and BB1s), as the lighter ships simply rot away too quickly to make it worth while and are cheap to build.

Ships laid up have 10% maintenance cost. To activate costs double maintenance for that year, plus another 50% for every 10 years they are laid up. Maximum length a ship can be laid up is 20 years for FF1s, 50 years for BB2s and BB1s.

It takes 1 season to make them operational, 2 seasons if laid up more than 10 years, and 1 year if laid up longer than that. This includes repairs and crewing them.

This counts as new construction for purposes of naval yards and naval factories (so limits apply, there are only so many slips available.

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Post by Ottoman Fri Aug 28, 2020 9:08 pm

Update to naval combat rules effective now

No cost for repairing ships, this will be reflected in time to repair and double upkeep cost during wartime.

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Post by Galveston Bay Fri Aug 28, 2020 10:25 pm

Note this:  

Its in the ground combat rules under industrialism but also applies to navies

This advantage also applies to naval units regarding cost and maintenance, including naval shore infrastructure. (10% discount, plus an extra 5% for every production center added after that)

The more widespread metal working, cloth making and food tech is part of why the point cost to repair ships went away
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Post by Ottoman Tue Sep 01, 2020 8:08 pm

See notes on transporting armies via sea.

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