Mon Mar 26, 2012 10:08 pm
Things with regards to bombarding forts has changed drastically since 2008. Basically, you can hardly count on reducing the compliments of a fort with naval guns anymore.
I have a testing scenario with a fleet of about 20 ironclads (Union) lead by Foote (over 3000 FP!!). If I bombard a pre-war fort (1 Coastal Artillery, 1 Fort Artillery, 1 Bge Garrison with 3 reg.) with them I get 4 hits at the most and receive on the average of about 30. The hits almost all go to the Fort Battery, which will eventually be destroyed. But the Coastal Artillery has a much higher protection (30) compared to the Fort Battery's 2; plus the Coastal Artillery has 12 hits vs the Fort Battery's 8. Your ironclads have 12 protection.
After the Fort Battery is reduced the Garrison starts taking hits, but IIRC not as many as the Fort Battery. On top of that, the Garrison has many more hits to loss than the FB. Plus, since you will never reduce them in one turn, they will be getting replacements during your long-haul bombardment. So as long as the defender keeps some 1st Line Infantry in the pool, they will practically never run out.
You might think that the numbers will swing to your side after time, but you would be wrong. To bombard, you either have to be stationary in front of the fort with your bombardment button pressed, which will give you 1 bombardment per turn. Each turn you are at sea, your fleet will lose 0.5% cohesion per turn; this does not include cohesion loss from those 30 hits, nor weather. When your cohesion drops to about 70% (I've never found out at what exact %) you will stop getting hits on the fort, but will still be getting hit by it; and the Coastal Artillery being in a fort and stationary will lose no cohesion other than from hits, which they will promptly regain during the rest of the turn.
Well, what if you move your fleet back and forth in front of the fort and force them into a bombardment dual, that way you get as many hits as possible within the shortest period of time, thus reducing the chance of cohesion loss. But this doesn't take into account the fact that while your fleet is moving, especially ironclads in coastal regions, will be loosing more than the minimum 0.5% cohesion per turn, plus be taking Wear-n-Tear™ hits on top of that. It's like rubbing them over a huge cheese grater.
Okay, maybe ironclad in coastal regions are not the best choice. Let's try Armored and Steam Frigates. They move much more smoothly in coastal waters, and can therefore force the bombardment many more times that ironclads before dropping cohesion so far that they don't hit anymore. But Steam Frigates have protection 2 and Armored have 6. You can force move bombardment per turn but will get ground up much quicker at the same time.
So what do you do? One word: invade.