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Bombarding passing ships
Posted: Wed Mar 25, 2009 10:42 pm
by joe
I tried to search this but didn't find anything. What is the best procedure to keep my ships from being bombarded when passing coastal forts. I have tried the evade, passive posture but my ships get bombarded anyway. It sometimes works for small numbers of ships but my main battle fleets get hit.
Sorry if I have overlooked a previous answer.
Thanks
Joe
Edit: I am using 1.04C and this is the French & Indian scenario " A few acres of snow"
Posted: Wed Mar 25, 2009 11:20 pm
by Ebbingford
I don't think you can avoid it even with the evade combat button. I'm not sure if frigates, light warships, have a better chance of avoiding bombardment. It would make sense if they did. Not sure if it helps the evade value by adding more to your fleet though.
I think I was told a fort battery will open fire if the target fleet passes through two adjacent sea regions.
Sorry if that is not much help really, but perhaps the fort is actually fulfilling its reason for being where it is

Posted: Wed Mar 25, 2009 11:35 pm
by joe
Thank you Ebbingford. I hoped there was a way to avoid the bombardment since my intention was not to get within range of the forts guns but sail by instead.
Thanks anyway.
Joe
Posted: Wed Mar 25, 2009 11:44 pm
by arsan
Hi Joe!
Where is your problem? at Halifax as the French?
I have noticed this fort interdicts the movement form Louisburg to the south as it is adjacent to the map border.

Kind of strange as in reality you have all the Atlantic to take a detour and evade Halifax guns.
In other cases (such on the new Boston setup) it works very good to simulate the need to pass by the heights to go to and out of the port.
Regards
Posted: Wed Mar 25, 2009 11:56 pm
by joe
Hello Arsan. Yes, my main problem as the French is passing Halifax, and my ships take quite a pounding. The other coastal forts can be avoided by directing the path away from coastal zones but that seems to add a lot to the travel time.
I haven't tried the American Revolution scenarios yet but I am looking forward to them as I really like this game.
Thanks
Joe
Posted: Thu Mar 26, 2009 12:12 am
by arsan
Let's see what the boss (Lodilefty) thinks about this
Maybe removing Halifax fort adjacencies could be a good work aroudn for this problem.
Better having it not fire at any passing ship than blocking the whole north-south Atlantic traffic
I think Loisbourg also blocks the passing towards the St Lawrence stuary.
But maybe this is a good way to make this port the key to the St Lawrence river as i think it was historically (not that i know much about this war... :bonk
Regards!
Posted: Thu Mar 26, 2009 10:25 am
by paw1776
I wouldn't mind a extra sea hex to avoid Forts of Halifax and Louisbourg. Realistically how far can a cannon from a fort fire into the sea? A couple of miles maybe for the biggest guns. Let us say 10 which caters for Gunboats sailing out. Any good Admiral not wanting to engage a Fort could easily sail around. As good as sailors were in those days, if evade is chosen, the odds are the unit would be delayed if the wind was not right, but they would not come under gunfire. No ship would sail in close to land anyways as a lee shore was death for sailing ships.
Ship freedom would probably allow more cat and mouse games. Seems the top right is a bottle neck. 1st time I played I lost a bloody good transport as I thought evade would mean they would sail around, but I was wrong. I attributed to having no leader and a dumb captain. But if I had an Admiral, I would have expected evade to work with a low chance, and if a Fort Runner, then very very low chance. Always a chance, as there are always things unforseen, bad weather, local boat, etc.
I am happy about harsh weather playing havoc if boats are caught out to sea in them.
Game is still awesome!
Posted: Thu Mar 26, 2009 11:37 am
by lodilefty
paw1776 wrote:I wouldn't mind a extra sea hex to avoid Forts of Halifax and Louisbourg. Realistically how far can a cannon from a fort fire into the sea? A couple of miles maybe for the biggest guns. Let us say 10 which caters for Gunboats sailing out. Any good Admiral not wanting to engage a Fort could easily sail around. As good as sailors were in those days, if evade is chosen, the odds are the unit would be delayed if the wind was not right, but they would not come under gunfire. No ship would sail in close to land anyways as a lee shore was death for sailing ships.
Ship freedom would probably allow more cat and mouse games. Seems the top right is a bottle neck. 1st time I played I lost a bloody good transport as I thought evade would mean they would sail around, but I was wrong. I attributed to having no leader and a dumb captain. But if I had an Admiral, I would have expected evade to work with a low chance, and if a Fort Runner, then very very low chance. Always a chance, as there are always things unforseen, bad weather, local boat, etc.
I am happy about harsh weather playing havoc if boats are caught out to sea in them.
Game is still awesome!
Welcome to the forums, PAW !!!
Interesting idea.
If we can mobilize the Volunteer Graphics Reserve, we could try this
Stay tuned!

Posted: Thu Mar 26, 2009 4:31 pm
by lodilefty
paw1776 wrote:I wouldn't mind a extra sea hex to avoid Forts of Halifax and Louisbourg. Realistically how far can a cannon from a fort fire into the sea? A couple of miles maybe for the biggest guns. Let us say 10 which caters for Gunboats sailing out. Any good Admiral not wanting to engage a Fort could easily sail around. As good as sailors were in those days, if evade is chosen, the odds are the unit would be delayed if the wind was not right, but they would not come under gunfire. No ship would sail in close to land anyways as a lee shore was death for sailing ships.
Ship freedom would probably allow more cat and mouse games. Seems the top right is a bottle neck. 1st time I played I lost a bloody good transport as I thought evade would mean they would sail around, but I was wrong. I attributed to having no leader and a dumb captain. But if I had an Admiral, I would have expected evade to work with a low chance, and if a Fort Runner, then very very low chance. Always a chance, as there are always things unforseen, bad weather, local boat, etc.
I am happy about harsh weather playing havoc if boats are caught out to sea in them.
Game is still awesome!
Original research for BoA/WIA:
Historically, the British never tried to send sea-borne troops to Quebec until Louisboug fell. The map design as it exists forces 'risk' to GBR if they try to anyway.
So, we probably won't change design at Louisbourg.
We could make the changes at Halifax, but not right now:
resources somewhat limited for this [it's not a 'no-brainer', and will require several hours of DB changes AFTER the map work is done] but could be a mod in the future....
Good thoughts though! Keep them coming!

Posted: Thu Mar 26, 2009 7:41 pm
by Heldenkaiser
There are exits to "Europe" north and south of the fortresses. I suppose you could sail past them via "Europe"?

Posted: Thu Mar 26, 2009 10:50 pm
by paw1776
Sounds good. It is early days in my 4 battles going. I am so over the moon with the game I mostly only finding spelling errors as I am very anal that way.
Posted: Fri Mar 27, 2009 4:26 am
by joe
Thanks Heldenkaiser, I tried your suggestion and that may be the way to go. I went north from Louisbourg to the Europe exit and then to the Netherlands and that only took 30 days, then I continued directly to the French West Indies which gave me a total trip time of 95 days (my fleet consists of all types of ships).
When I try the direct approach from Louisbourg to the French West Indies it takes 87 days but suffers hits all along the way.
I'm not sure why the difference is only 8 days but I will take it.
Thanks
Joe