From: Bedfordshire UK
Also with regard to Germany,the High Seas Fleet for the most part had better armoured,better hull subdivision anti-torpedo protection,plus better range finder optical lenses!
They shot better at the beginning of an engagement, but started to fall off the longer it went on, while the Brits were the opposite IIRC.
These are tactical effects, which although part of the combat odds, are difficult to simulate in a strategic game. I would like to see the naval aspects of the game widened, but it will still be greatly abstracted and whatever the tactical advantages the High Seas Fleet possessed, they were heavily outweighed by the numbers that the RN could bring into action (if you get the strategy right).
Thinking more of separate unit icons for Battleship fleets, Battle-cruiser fleets and Pre-dreadnoughts. The Battle-cruisers have their well known weaknesses, but used alone, have the ability to outrun other units and that would reflect in minimising the damage suffered (speed is armour) if attacked by Battleships. They can force cruisers into action, but if used to attack Battle fleets they are more vulnerable. To justify different types of capital ship units, they should have different attributes.
Tech levels will effect the ability of units to escape damage from other slower units, lower tech is the reverse and would have to be used with more care, or support (old cruisers and pre-dreadnoughts being especially at risk). There is a lot of general strategic effects to be brought into the game, without the specific detail of guns and armour.
The 20 day game turn is representing more than just single engagements and there is a naval campaign to be fought here, with a little more flexibility in the game (e.g. more than one unit).
< Message edited by Rasputitsa -- 1/2/2013 1:27:28 PM >
"We have to go from where we are, not from where we would like to be" - me