Coregonas wrote:I agree Naval warfare has some flaws.
But this is a problem in nearly ALL good wargames I know. Seems as wargaming "TECH" has achieved a good simulation in LAND warfare...
but NAVAL, AIR, (and SPACE 3d & MAGIC

) warfare is still to be improved!
This one (AACW...) is really good, but unfortunately once a limit gets passed yes gets an OVERFLOW result...
Jabber please, can you explain in an easy resume us (slow braineds like me) what do you want to "convince" ?
My big problem is with rules that discourage any interaction between naval forces and land forces, or limit those interactions to major engagements. This has been the unfortunate historical (or ahistorical) trend for AACW.
Unbalanced shore bombardment does this, by discouraging players from putting ships anywhere they can be bombarded, except in very large convoys/fleets, and not attempting to use them historically to threaten coastal forts. The requirement for an amphibious landing or explicit bombardment orders to the land units do this. The inability of shore forces to bombard stationary ships does this. These were all needed under the "Iwo Jima" rules. As long as shore bombardment is so unbalanced in the other direction, there is much less need for them. The requirement for level 5+ entrenchments does this. It takes three months before a shore battery has a chance to interact with ships. Those are the pesky little rules that get added to compensate for a basic flaw.
Total interdiction does this. It is an on/off switch at an arbitrary number of ships, that leaves no room for actual interaction between the forces involved.
The option I would like to see available is deterrence (or JDS for Jabberian Deterrence System - credit should go to Skibear too, he had the idea first - so maybe we should call it the Skibear Deterrence Initiative instead

), where any land unit crossing a river or traversing a shallow water region would be at great risk of encountering naval forces at a severe disadvantage (as severe as shore bombardment currently is the other way).
Fear would keep those "suicidal" cavalry raiders from using the rivers willy-nilly to get wherever they wanted in enemy territory;
fear would keep larger forces from crossing rivers without setting up some kind of security first; and
fear would keep very small naval forces from attempting to interdict near large land forces. This would certainly account for the lack of historical data about opposed crossings. However, there would still be a chance at interaction. Fear is generally learned by experience.
The arguments in each specific instance tend to come down to: "I don't personally use the navy that way, so it is not worth the effort, why are you so worked up anyway?" or "I agree with you in general that there is a problem, but I think there is a valid historical argument for this particular feature." or "I just don't want to go back to Iwo Jima." (I haven't seen that one specifically in a while, but it is definitely still in some people's minds.) The combination, plus the perfectly natural tendency of everyone here to go off in a half dozen directions at once, pretty much ensures that there will never be a consensus in any other direction than towards limiting interaction.
That is why I am so fanatically strident and single-minded about these issues.
My little problem (or jds [lowercase] for jabberian detail syndrome) is with a lack of details like elevation, torpedoes, etc.
EDIT: Another big argument that I missed is "This would be too hard for Athena to figure out." While generally a valid point, This will always be an argument in favor of non-interaction. So more interactive rules should be optional, and mainly used for PBEM, until and unless Pocus has considerably more time to invest for improving the AI in the naval/amphibious area.