Sun Jun 03, 2007 11:20 pm
I think I have come to terms with the main problem here.
It isn't about the firepower of an Ironclad or a Coastal Artillery, but their ability to take hits.
Each unit is made up of hits, and men per hit. It is kind of like hit points, with a unit taking a hit losing certain number of men.
Vanilla (un modded) infantry have 20 hits at 50 men per hit (20 x 50 = 1000 men). This means, in battle, a unit can take 20 hits before it is wiped out (i.e., loses all 1000 men). Other factors come into play as to how a hit is taken vs. shrugged off, but when push comes to shove, this is the lifeblood of a unit.
Lets compare Coastal Artillery and Ironclads.
Here are their hits, and men per hit.
Ironclad
Hits = 30
Men per hit = 6
Total Crew = 180
Coastal Artillery
Hits = 6
Men per hit = 25
Total Crew = 150
Here is where the difference comes into play, and where we do see that Coastal Artillery really does have a major advantage over Ironclads, the problem for coastal artillery is, they cannot take nearly as many hits (1/5 as many) as an ironclad. After armour and entrenchment factors are taken into account, an ironclad can take 5x as many hits before being eliminated as a coastal artillery.
The fact that coastal artillery dishes out as much damage as they do, and survives as long as they do, is a tribute to their real power. The problem is, 6 lucky hits and you lose your Coastal Battery. It takes 30 hits to sink an ironclad (put 12 ironclads up against 1 coastal battery, and of course the battery will lose).
Naval forces are designed by AGEOD to have more hits than men per hit, meaning that they can take a lot of damage (most have a greater value for 'hits' than 'men per hit') while land units are significantly weaker (most have a greater value for 'men per hit' than 'hits').
Stonewall mentioned he tried a modification to his infantry forces to alter the 'hits' and 'men per hit' values for land forces, to have fewer lost per hit. I tried it myself, and you end up with singificantly lower total units lost. You still have a unit taking X hits, but now it takes X+Y hits to eliminate the formation. In most cases, the formation can survive the battle to recieve reinforcements (so you repair a unit instead of rebuilding a unit).
So, try changing the rate of hits and men per hits for coastal artillery, to a value such as 15 hits and 10 men per hit (still 150 men total) and see how they fare in a duel against bombarding vessels. Chances are they will survive the battle in better shape than before. Since it is really actually very hard to score a hit on coastal artillery (we know this as they have lasted so long with being able to take only 6 hits), this may alleviate the problem of these units being so easy to crack with large numbers of ironclads (who really do take loads of damage, but they currently can absorb it much better).
*Coastal Artillery has better range, does about 2x the amount of damage.
*Ironclads have greater initiative, better protection.
The "problem" is (if you call it so) that naval and land units currently operate on different 'levels' of taking casualties. Land combat is significantly more bloody than naval combat, a hit on land is much more violent than a hit at sea (done in order to represent the bloodiness of land battles, and how at sea it was very hard to 'eliminate' a foe). The "problem" is when the two meet. Naval combat is designed for longevity and slight casualties, land combat is designed for short bloody conflicts. Naval vessels take damage as if they are fighting other naval vessels, while land units take damage as if they are fighting other land units. Any unit bombarded will take a greater proportion of damage than what they can inflict on a naval vessel. All things equal, a Coastal Battery should, and does, easily chew up Ironclads. The problem is, they don't have enough hits to last long enough when up against a load of determined Ironclads (who simply can take more damage than a coastal gun, who actually dishes out significantly more damage than an Ironclad).
Personally, I am revamping all land units to increase the number of hits they can take, decreasing the number of men per hit (amongst other flavour changes, such as limiting regiment size to 600, instead of 1000). This appears to lower the number of units wiped out, resulting in much more 'repairing' you have to do after a battle (vs. totally rebuilding). Casualties are still high, but rarely is a unit completely wiped out (a very long battle resulted in 1/3 of my units wiped out, with the remaining 2/3 damaged, previously would have resulted in 100% wiped out).