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Norfolk guns

Posted: Sun Oct 06, 2013 7:39 am
by RebelYell
This is the a dissapointing left over from the old game, you only get a few and they are field artillery.

They should be mainly fort batteries maybe some coastal.
Some should come as replacement chips, so you dont have to buy them for your existing forts.

Is there a reason the CSA is not given this historically accurate and documented material?

Posted: Sun Oct 06, 2013 10:30 am
by PhilThib
What quantities of those different assets would you suggest then?

Posted: Sun Oct 06, 2013 1:56 pm
by RebelYell
This would have to be researched as many went to key cities and forts, others to CSA Navy ships, maybe some where re-cast, but the amount was thousands.
How about i you get the Norfolk guns with decisions cards? You get fort artillery the amount we find is historical that you can place on the map? Would this work with the AI?

Also some as replacement chits, this would help ease the pain of not being possible to move those guns from the old forts but still paying for their upkeep. :D

Posted: Mon Oct 07, 2013 6:25 am
by RebelYell
Cannons captured just in Charleston, the same in other locations most likely.

http://markerhunter.wordpress.com/2011/01/01/guns-captured-at-charleston/

The CSA should be packed with fort and coastal guns from the start.
Some could be locked in historical locations as you have done, but some could be usable where the player wants.

This is all the more important in CW2, you have done great with the expansion of the industry and production to the grand strategy.

An PBEM Union will target these resources strong from the start, i think the CSA needs atleast these cannons to stop an early capture of its most vital ports and rivers.

Posted: Mon Oct 07, 2013 5:41 pm
by caranorn
Note, of those guns captured at Charleston only the columbiads would be considered modern guns, the shell guns might also be useful, the 32 pounders would make for acceptable pieces as secondary armament of ships as well as coastal defenses. The rest I expect were obsolete and would not have been of much real use.

Still numbers for the Norfolk Navy Yard guns should be findable, I'm pretty sure I had some at one time (lost bookmarks :-( ). I'd recommend looking in the OR, I'm pretty sure it has a complete inventory for the date of evacuation...

Posted: Mon Oct 07, 2013 9:50 pm
by RebelYell
caranorn wrote:Note, of those guns captured at Charleston only the columbiads would be considered modern guns, the shell guns might also be useful, the 32 pounders would make for acceptable pieces as secondary armament of ships as well as coastal defenses. The rest I expect were obsolete and would not have been of much real use.

Still numbers for the Norfolk Navy Yard guns should be findable, I'm pretty sure I had some at one time (lost bookmarks :-( ). I'd recommend looking in the OR, I'm pretty sure it has a complete inventory for the date of evacuation...


Yes, most f them would be "fort guns" in the game, still useful in point defense duties and closing rivers from intruding yankees. :)

Posted: Tue Oct 15, 2013 12:16 pm
by RebelYell
A new decision card proposal, just a rough version.

These are the guns captured from Norfolk and other federal arsenal before and after the start of hostilities.

Garrison guns. (Fort guns in the game )

Older seacoast guns captured from federal arsenals, converted to garrison guns by refitting them with new Barbette carriages.

Needs an city structure or a depot located in a region with a port or rail connection.

The unit will be unfixed if attacked.

Cost xxx amount of money (for the refitting, they came mostly without carriages).


You would get these cards from 61 to 62 an X number found historical and balanced to the game.
Maybe for game balance allow only one per region if possible?

Rest would go to the heave artillery and heavy warship replacement pools.

Some can be added in historical locations if someone has sources about these.