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naval bombardment

Posted: Wed Mar 03, 2010 2:52 pm
by blackbird
Would someone please give me a little advice? I am in my first PBEM(The Coming Fury campaign) and have taken Fort Monroe(I am the CSA side). I captured the coastal guns and the fort artillery guns and an infantry garrison unit has appeared.

Okay, I'm wondering how I can estimate the amount of naval damage I can inflict on the inevitable, overwhelming USA naval presence in the region.
-Does more artillery garrisoned there mean more damage to passing or bombarding/blockading ships? Or, am I limited to dealing 50 points of damage, no matter how many guns(or what type) that I add?(I read posts that make me believe that there is a limit to the damage dealt)
-Obviously, the big coastal guns damage the ships. But, what amount of damage will other guns provide? For instance, if I were to add other guns like 6 pounders, will that add to the damage? What value in the element description panel does the game engine use to compute the damage dealt?...the offensive fire value?...the defensive fire value?
-I am certain that there will be a big battle against USA ships. Could I add the 6 pounders as an inexpensive 'meat shield' to absorb some of the inevitable damage from the return fire? The reasoning behind the question is that should the coastal guns be damaged, then I must purchase a VERY expensive 'heavy gun' replacement chit in order for them to repair, whereas, the light artillery is much cheaper and I intend to purchase that replacement chit anyway.
Thanks for any advice!

PS-What about adding an artillerist leader, or is that overkill since I am thinking that I'm limited to 50 points of damage per engagement anyway?

Posted: Wed Mar 03, 2010 6:20 pm
by Jim-NC
I can shed a little light on this subject (see the link below). I assume that the rules are still operationable in 1.15. At one point, you needed a range of 5 to bombard. IIRC, a 6lb cannon does not have the range for bombardment. As for casualty rates, I don't remember if you can "soak" up the damage with a weaker unit (buy I believe you can).

http://www.ageod-forum.com/showthread.php?t=15190&highlight=bombardment&page=2

Posted: Wed Mar 03, 2010 6:45 pm
by blackbird
Jim-NC wrote:I can shed a little light on this subject (see the link below). I assume that the rules are still operationable in 1.15. At one point, you needed a range of 5 to bombard. IIRC, a 6lb cannon does not have the range for bombardment. As for casualty rates, I don't remember if you can "soak" up the damage with a weaker unit (buy I believe you can).

You are right that we are using v1.15. i forgot to mention that.
Your point about range is a good one in real life. A pop gun like a 6 pounder does seem pretty silly in a coastal defense battery in the real world. But, it does have the required range of 5 for game purposes of bombardment.
I've read a bunch of posts about double adjacency and bombardment, including that one, but I still don't know how hits are apportioned among the shore based units. I did see on the element description panel that coastal guns have a much higher protection value(30 vs 0 for the 6lb), so maybe that means that they can absorb the damage much better. I also don't know if I'm right about the 50 point damage limit.