jimwinsor
Posts: 1076
Joined: 11/21/2005 Status: offline
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Yeah, I can veryify Brooksie's comment; basically, with the new 1.06 changes, ships now have to be VERY careful approaching forts or ANY entrenched (level 5+) batteries. In our game, Porter with several river ironclads and gunboats tried to sail down the Cumberland, past Bragg's corps in Nashville. Unbeknownst to him, Bragg has 4 CSA divisions, each division having 4 batteries; each battery was at full strength (which is 6 I believe) so, there was a total of 24 x 4 = 96 guns there. The entrench level had gotten up to 7 (two more than was needed for anti-ship fire, IIRC). Seemed to me, all Porter was trying to do was peacefully sail past...instead the effect was like a fly landing on a bug zapper...according to the event report, Porter's fleet suffered something like 160+ hits...and Brooksie confirmed to me that yes indeed, the entire fleet was vaporized on contact. I cannot recall the damage caused to Bragg except that it was insignificant. So, I think the issue now under 1.06 is not Wicked Bombardment but perhaps Wicked Coastal Anti-Ship Fire. And I'm not sure the problem here is that the damage was too much...96 well sighted guns aimed at a river probably COULD so destroy a river fleet, even of ironclads. No, the problem is that it is doubtful a river admiral would intentionally subject his fleet to that kind of punishment from batteries for as long as it would take for the annialation to be carried out. Perhaps what need to be done is to have ships automatically RETREAT from batteries when the heat gets too hot...much like land forces automatically retreat from combat as they currently do. This would do much to solve the "bug zapper" problem we now seem to have.
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