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Naval Forces and rules

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Naval Forces and rules  Empty Naval Forces and rules

Post by Galveston Bay Fri Apr 16, 2021 10:05 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

coaling station (at TL 6) when steam powered warships become common. A small base with 1,000 men who can do basic repair but primarily serves as a reprovisioning and refueling base for places that lack a minor or major port cost 1 point, maintenance .1, can be built in one season

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 – replaced by industrial centers and are no longer military units

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.

Galveston Bay
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Post by Galveston Bay Fri Apr 16, 2021 10:23 pm

Repair: Damaged ships can be repaired after one season (damaged) or one year (heavily damaged) at no cost other than the usual maintenance

Naval Proficency
Naval crews are better the more time they spend at sea but this can cost money

Double maintenance: spends 1/3 of the year at sea with frequent training, rest of the year getting ready to go to sea or refitting after being at sea Proficiency +1 (considered a SEAGOING NAVY)

Regular Maintenance: spends 20% of the year at sea, rarely trains but spends a lot of time looking good. Polished brightwork is the norm. (PEACETIME NAVY)

Half Maintenance: rarely at sea and then only sails around the coast before returning home. Looks and is sloppy, but the officers eat well and the sailors frequently take second jobs ashore (TROPHY NAVY) -1 to proficiency

COMBAT EXPERIENCE: after one year of combat a SEAGOING NAVY gains +1 to proficiency
to gain this bonus, a TROPHY or PEACETIME NAVY have to go to double maintenance for a year then can gain the COMBAT EXPERIENCE bonus

Player nations will need to indicate what kind of navy they have when they pay maintenance

LAYING UP
Any warship can be laid up but each laid up ship rolls a 1d6 every 5 years beginning 1830. A 1 on that roll means that ship has become glorified junk and has to be scrapped. There is no cost to place them into active status IF the Navy has a Naval Reserve manpower pool. No manpower pool, then it takes a year. Otherwise if a Naval Reserve exists they become active at the end of the season they (and their crews) are called up and mobilized (ONLY COMMERCIAL and INDUSTRIAL nations can lay up ships)

CIVILIAN conversions
Every major port can produce 25 Brigs (.25 points each to include costs of guns and crews). Later on (TL 5) they provide free coastal gunboats (same number of them as Brigs)

Ocean going merchant marine units can be used to transport armies (1 ship 1 infantry corps, 2 ships one cavalry corps) at no cost but they produce no revenue that year

captured warships are becoming rare and will be handled when war starts as explosive shells are now common and they destroy ships instead of just wrecking them
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Post by Galveston Bay Fri Apr 16, 2021 10:27 pm

Cost and maintenance modifiers
For TL 4
industrial nations 10% bonus plus 5% for every extra industrial center after the first one and 10% bonus if entrepot available, 1% additional for every major port
commercial natons: 1% bonus for every major port and craft center
(bonuses only apply to ports in their home territory, for game purposes the Britain and Ireland are combined)

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Post by Galveston Bay Sun Apr 25, 2021 9:57 pm

Sea Lift
to move armies is a complicated business
however to simply things... each Merchant Marine (special unit) can move 1 division (becomes a transport in wartime)
in wartime:
Major Ports: Generate 5 transports, minor ports generate 1 transport
no income from any port used to provide transports for that year
In peacetime, a Major Port can move 1 division a season (so 4 divisions a year) from friendly port to friendly port at no cost (part of the operating budget for the military)

merchant marine special units are referee generated
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