We shall study all this and fix any errors, with the three points below:
1) make fleets take refuge when damaged
2) make more chances to have a fire range small or medium in battles where only S or M units are present
3) add/modify NW side effects on raids
Nevertheless, a few remarks on the naval game module (
which is an adaptation of the boardgame, and not a detailed/faithfull representation of WW1 naval warfare - if it could ever be done!)
* The German navy has a slight technical edge over the RN. This was in the boardgame and based on historical data (
e.g. defective British shells, wrong conception in the armor belts of British BCs, better German fire control and damage control, etc...). This is not decisive though (see next)
* Important numerical advantage of the RN which is just growing larger during the war (and becomes huge when the USN joins)...unless of course the British player/AI does no battleship building and its opponent does a large effort on same
* In battle, based on the above, the Germans will score slightly better than the British and withstand more punishment, but will probably lose the battle on sheer numbers...
this is more or less Dogger Bank 1915 and Jutland 1916 effects...
* The British have a slight intelligence head over the Germans (
the Naval Code bonus) and should be able to avoid being trapped except in case of bad luck.
* The German main navy is handicaped by the 'Kaiser' rule which prevent automatic and systematic sortie early on, making contest of North Sea not something easy to achieve... if it happens too often in the game, some tweaking will be neede there..
Now the emotional part in the game can be important, and luck too

: if the RN get trapped in detail (
which almost happened in real history during the Hartlepool raid), it may really suffer a severe defeat. But it could work the other way round too...
