Post by cerdigon on May 20, 2017 23:16:41 GMT
MILITARY UNITS
ARMY
Conscription:
As time has elapsed and technology advanced, local levies, militias, and mercenaries have proven insufficient to meet the needs of the state. Universal conscription has allowed nations to fill the ranks, giving them an able pool of manpower that can be raised for military campaigns. The old feudal levy armed and trained regiments according to the whims of their local lord or town authority, making for poorly organized and generally under-equipped forces. Universal conscription, on the other hand, is managed more directly by the central state. This is what some call the "National Army": regiments levied from across the land with standardized arms, standardized uniforms, and even a modicum of standardized training. While levies remain inferior to drilled professionals and enjoy less efficient logistical support, the advent of the conscript "regular" has far reduced the gap.
Of course, states may still find it expedient to rely on "irregular" regiments, organized locally and expected to arm themselves. These troops, while far less cohesive and less dependable than regulars in the field, are cheaper to mobilize and tactically more flexible. Furthermore, irregulars' strong roots in their home region make for fierce defenders against any who would trample over their native soil.
Special Rule: For every 1 population raised from a province is equal to 2 conscript brigades. IRREGULARS cost no Supply to deploy. All conscripts take double normal attrition.
Regular Foot – 3,000
The backbone of most armies, trained to face off against their foes in lines and squares. They are armed with smoothbore muskets and bayonets.
Traits: Range 70m
Regular Light Foot – 2,000
These troops are trained as skirmishers, harassing the enemy and screening the advance of the main army behind. They are armed with long smoothbore muskets and bayonets.
Traits: Range 100m / Accurate / Slow Reload
Regular Pikes -- 3,000
Considered highly outdated by most, some armies still reserve a place for the pike square. These soldiers are armed no differently than militias from over a century ago, but generally better-disciplined.
Traits: Bonus against cavalry
Irregular Skirmishers -- 2,000
Militia infantry organized according to their local city or province and armed with their own guns, usually hand-rifled muskets or jezails. They make for cheap soldiers in a pinch, and they are more or less reliable for harassing the enemy. However, do not expect them to follow orders closely or hold the line in the field.
Traits: Range 150m / Poor Morale / Poor Cohesion / Accurate / Very Slow Reload / Weak in Melee / Significant Bonus to Morale in Home Province or City
Irregular Fighters -- 3,000
Whether from bravery, poverty, or the eccentricities of local custom, some militias continue to arm themselves with history's most ancient weapons, sword and shield and spear. They may be worse than useless in conventional line battles, but should they find a way to hit the enemy in one piece they can do serious damage.
Traits: Poor Morale / Poor Cohesion / Effective in Melee / Fast / Significant Bonus to Morale in Home Province or City
Irregular Cavalry -- 1,000
Given the sheer expense large stocks of horses incur and the amount of training necessary to use them in battle, "regular" conscript cavalry is generally not a cost-efficient proposal. However, many locales have their own riding traditions, perhaps nomadic bands or the remnants of knightly aristocracies, which can be called upon in times of war. Like irregular infantry, these forces are liable to interpret orders loosely and stay in battle only as long as it suits them, but they remain an asset worthy of consideration nonetheless. They tend to be armed with both ranged weapons, usually pistols or carbines, as well as swords or short lances.
Traits: Range 50m / Poor Morale / Poor Cohesion / Effective in Melee / Significant Bonus to Morale in Home Province or City
Professional Army Units:
Professional Army Units: Each costs 6 Gold, 1 Professional Slot, and cost 2 military supplies to raise. ALL PROFESSIONAL UNITS cost 1 Gold per turn in upkeep.
INFANTRY
*Infantry Guns have Range 400m and Quick Reload
Line Infantry (3,000 / 12 Infantry Guns)
Disciplined foot soldiers trained to face the enemy head-on in tight formations. They are armed with smoothbore muskets and bayonets, and accompanied by artillery crews employing 2-3 pound light cannons.
Traits: Range 70m / Good Morale / Good Cohesion
Light Infantry (2,000 / 8 Infantry Guns)
Troops whose training emphasizes individual "sharp-shooting" in loose formations, though they can still form lines and squares where necessary. They are armed with long-barreled muskets, slower to load but somewhat more precise than muskets used by line infantry, as well as bayonets.
Traits: Range 120m / Good Morale / Good Cohesion / Accurate / Slow Reload / Fast
Rifles (1,500)
Infantry equipped with modern rifles: precision-drilled, short-barreled guns with comparable fire rates to skirmish muskets but much greater accuracy. They make for supremely accurate front-line skirmishers, and they can hold their own in melee with sword bayonets. However, because their weapons are relatively expensive to produce, their brigades are much smaller than standard skirmish brigades.
Traits: Range 200m / Good Morale / Good Cohesion / Very Accurate / Slow Reload / Fast
Grenadiers (2,000 / 8 Infantry Guns)
Line infantry with additional training in the use of grenades, these troops can wreak havoc on tightly-packed foes at close range. They are often used to storm defenses and to break strong points in enemy lines. However, in the midst of confusion or disorganization, powder-bombs and fuses can become as much a liability as an advantage.
Traits: Range 70m (Grenades at 30m) / Good Morale / Good Cohesion / Grenades!
Foot Guards (1,500 / 6 Infantry Guns)
Elite line infantry, supremely loyal and drilled to near-perfection. They can be expected to hold ranks when most would scatter, keep marching when most would tire out, and out-match their peers in any pitched fight whether with steel or powder.
Traits: Range 80m / Excellent Morale / Excellent Cohesion / Accurate / Quick Reload / Effective in Melee
Sappers (1,500)
These battlefield engineers are always useful, but especially sought-after in besieging armies. They dig trenches and build battlements to shield besieging forces, and they dig tunnels and plant mines to disrupt the besieged. More generally, they are adept at constructing field defenses, fording rivers with makeshift bridges, and clearing difficult terrain. They are armed as line infantry, but also carry shovels and axes.
Traits: Range 70m / Good Morale / Good Cohesion / Effective in Melee / Can Entrench 10 units per turn / Can dig tunnels, plant mines, and assist armies in clearing rivers/forests
Swivel Guns (300 swivel guns / 600 troops)
Weapons long employed in both West and East, swivel guns offer relatively mobile firepower. Alone and unsupported they cannot stand as a substitute for proper infantry, but in tandem with more diverse armies they can offer invaluable assistance.
Traits: Range 300m / Good Morale / Good Cohesion / Quick Reload / Must Deploy to Fire / Vulnerable in Melee
CAVALRY
Dragoons (1,500)
Often a large proportion of standing professional armies, dragoons are both general-purpose cavalry and mobile infantry. In peace-time they can patrol large territories and deploy quickly to troubled regions, while in pitched battle the versatile troops make for great tactical flexibility. They are armed with swords and short muskets.
Traits: Range 70m / Good Morale / Good Cohesion / Effective in Melee / Must Dismount to Reload Efficiently / Vulnerable to Cavalry when Dismounted
Carabiners (1,000)
Swift skirmish cavalry with quick-loading carbines designed to be fired from horseback.
Traits: Range 70m / Good Morale / Good Cohesion / Fast / Quick Reload / Vulnerable in Melee / No Armor
Hussars (1,000)
Light sword and pistol wielding cavalry useful for scouting, guarding flanks, and pursuing fleeing enemies. Very Fast / Effective in Melee / No Armor
Traits: Range 30m / Good Morale / Good Cohesion / Very Fast
Cuirassiers (1,000):
Medium cavalry armed with sabers, a brace of pistols, and armor. They are able to fight in sustained combat but are lightly armored enough to chase down fleeing troops or exploit sudden breakthroughs in the enemy lines.
Traits: Range 30m / Good Morale / Good Cohesion / Effective in Melee / Powerful Charge / Armored
Lancers (1,000)
Boasting long lances, these troops serve as effective shock cavalry for hitting enemy flanks and countering other cavalry. However, in the age of gunpowder, they are vulnerable to ranged weapons and will get bogged down in sustained melee combat.
Traits: Good Morale / Good Cohesion / Powerful Charge / Fast
Demi Lancer (1,000)
The emergence of gunpowder on the battlefield have made most armored units obsolete. Yet Demi Lancers, heavily armored against gunfire with thick plate and armed with heavy lances, still serve as excellent shock cavalry for breaking enemy formations.
Traits: Good Morale / Good Cohesion / Very Effective in Melee / Powerful Charge / Heavily Armored / Slow
ARTILLERY
Horse Artillery (40 Guns, 200 soldiers)
Light and mobile batteries that can be shifted quickly to accommodate the needs of a changing front. While the lighter six pound guns lack the heavy punch of field cannons, their speed and ability to keep up with infantry on the move make them a valuable tool for infantry commander on the march.
Traits: Range 600m / Good Morale / Good Cohesion / Quick to deploy
Field Cannons (30 Guns, 300 soldiers): The standard fare of most artillery sections, useful in just about any situation as long as they are not required to move much on the battlefield.
Traits: Range 1000m / Good Morale / Good Cohesion
Howitzers (30 Guns, 300 soldiers): Short-barreled field artillery sacrificing mobility and range for the ability to fire over most obstacles and load explosive shells.
Traits: Range 800m / Good Morale / Good Cohesion / Slow / High Firing Arc / Explosive
Siege Cannons (10 Guns, 300 soldiers)
Massive, heavy caliber, with great range, a siege cannon is ideal for knocking down the walls of fortifications and defensive emplacements. While siege cannons have great firepower, they are painfully slow to deploy and reload, making them useful only under specific circumstances.
Traits: Range 1500m / Good Morale / Good Cohesion / Very Slow / Slow to Deploy / Slow to Load / Bonus vs Fortifications
Siege Mortars (10 Guns, 300 soldiers)
While siege cannons batter the walls, siege mortars batter the garrison with explosive fire. While shorter in range than proper cannons and practically useless against moving formations, their sheer firepower should not be under-estimated. Even more so than other heavy guns, mortars are slow to deploy and essentially fixed weapons once deployed, but their capacity to sow fear and hopelessness among defenders is often considered worth the difficulty.
Traits: Range 800m / Good Morale / Good Cohesion / Slow to Deploy / Cannot Move once Deployed / High Firing Arc / Explosive / Inaccurate
NAVY
Most vessels are armed with several different types of gunnery. In Church & State, these are simplified into 4 categories.
Armament may be further classified as "Heavy" or "Light" for higher and lower firepower respectively, but this does not affect Range. It is worth noting that in Naval combat even more than Land combat, because of the constant motion of the seas, fire is MUCH more effective at closer ranges.
Ships are also outfitted with complements of Marines, infantry with an emphasis in ship boarding and defense as well as coastal combat. They are armed with an eclectic mix of swords, pistols, carbines, and muskets. However, their spirits will suffer if sent too far away from their ships, which are their home and refuge.
Traits: Range 70m / Good Morale / Good Cohesion / Effective in Melee / Vulnerable to Cavalry / Malus to Morale when out of sight of ships
Professional Naval Units:
LINE SHIPS
Two-Decker (150 Marines)
The descendant of the Race-Built Galleon, the Two-Decker is almost as nimble as a frigate but much better-armed. It is the most versatile line ship, capable of holding its own in the thick of battle as well as engaging in pursuit and patrol. However, it will surely suffer if forced to fight a larger class broadside-to-broadside.
Typical Armament: 2 Forward Chasers / 2 Rear Chasers / 4 Heavy Carronades / 24 Heavy Cannons / 30 Cannons (62 Guns Total)
Traits: Good Morale / Good Cohesion
Building Cost: 8 Gold, 4 Supply, 1 Professional slot
Upkeep: 3 Gold per turn, 2 Supply to deploy
Three-Decker (200 Marines)
The standard fare of most lines-of-battle, Three-Deckers
Typical Armament: 4 Forward Chasers / 4 Rear Chasers / 8 Heavy Carronades / 24 Heavy Cannons / 30 Cannons / 30 Light Cannons (100 Guns Total)
Traits: Good Morale / Good Cohesion / Slow / Poor Maneuverability
Building Cost: 10 Gold, 5 Supply, 1 Professional slot
Upkeep: 4 Gold per turn, 3 Supply to deploy
Four-Decker (300 Marines)
Typical Armament: 4 Forward Chasers / 4 Rear Chasers / 12 Heavy Carronades / 30 Heavy Cannons / 64 Cannons / 32 Light Cannons (146 Guns Total)
Traits: Good Morale / Good Cohesion / Very Slow / Very Poor Maneuverability
Building Cost: 12 Gold, 6 Supply, 1 Professional slot
Upkeep: 5 Gold per turn, 4 Supply to deploy
SUPPORT SQUADRONS
All cost 6 Gold, 2 Supply, and 1 Professional slot to build. All cost 2 Gold/turn in upkeep and 2 Supply to deploy.
Frigates (3 Ships, 90 Marines)
With a single deck and respectable armament, a frigate is a medium sized vessel that can serve in a variety of roles whether it be escort, scout, patrol, or raider. While it cannot stand up to a ship of the line in combat, nonetheless, frigates are powerful additions to any squadron.
Typical Armament (Per Ship): 2 Light Forward Chasers / 2 Light Rear Chasers / 8 Carronades / 30 Cannons (42 Guns Total)
Traits: Good Morale / Good Cohesion
Bomb Frigates (3 Ships, 90 Marines)
Frigates with rigging adjusted to mount two mortars. While they have some cannons to defend themselves with, their irregular configuration makes them unwieldy and therefore vulnerable to more mobile adversaries. Furthermore, with their stores of mortar ammunition in addition to the usual powder magazine, they are more likely to explode than other ships.
Typical Armament (Per Ship): 2 Light Forward Chasers / 2 Light Rear Chasers / 4 Carronades / 20 Cannons / 2 Bomb Guns (34 Guns Total)
Traits: Good Morale / Good Cohesion / Slow / Poor Maneuverability / Explosive (Bomb Guns)
War Galleys (3 ships, 150 Marines)
Once the mainstray of most navies, galleys have lost their edge to the superior reliability of sailing ships on open seas and the sheer power of broadsides. However, they can still punch above their weight with their low profile and heavy frontal cannons, making them difficult to hit and able to threaten larger ships at the water-line. Furthermore, in calm waters, they remain quite maneuverable with their large rowing crews.
Typical Armament (Per Ship): 4 Heavy Forward Chasers / 2 Forward Chasers / 2 Rear Chasers
Traits: Good Morale / Good Cohesion / Maneuverable / Oars & Sails / Low Profile / Vulnerable to Weather and Rough Waters
Sloops
Galiots
RIVER SHIPS
Gunboats
Mortarboats
Naval Levy
Although standing professionals form the core of modern navies, it remains common practice to press merchant vessels into military service. These ships can provide invaluable support to the main fleet, or simply bolster its numbers to better overwhelm the enemy.
Of course, to institute such methods, a state must have access to active trading ports. A realm may mobilize a trade route, canceling its income to said realm but not to the partner, in order to gain 3 Naval Levy units.
Galleys
ARMY
Conscription:
As time has elapsed and technology advanced, local levies, militias, and mercenaries have proven insufficient to meet the needs of the state. Universal conscription has allowed nations to fill the ranks, giving them an able pool of manpower that can be raised for military campaigns. The old feudal levy armed and trained regiments according to the whims of their local lord or town authority, making for poorly organized and generally under-equipped forces. Universal conscription, on the other hand, is managed more directly by the central state. This is what some call the "National Army": regiments levied from across the land with standardized arms, standardized uniforms, and even a modicum of standardized training. While levies remain inferior to drilled professionals and enjoy less efficient logistical support, the advent of the conscript "regular" has far reduced the gap.
Of course, states may still find it expedient to rely on "irregular" regiments, organized locally and expected to arm themselves. These troops, while far less cohesive and less dependable than regulars in the field, are cheaper to mobilize and tactically more flexible. Furthermore, irregulars' strong roots in their home region make for fierce defenders against any who would trample over their native soil.
Special Rule: For every 1 population raised from a province is equal to 2 conscript brigades. IRREGULARS cost no Supply to deploy. All conscripts take double normal attrition.
Regular Foot – 3,000
The backbone of most armies, trained to face off against their foes in lines and squares. They are armed with smoothbore muskets and bayonets.
Traits: Range 70m
Regular Light Foot – 2,000
These troops are trained as skirmishers, harassing the enemy and screening the advance of the main army behind. They are armed with long smoothbore muskets and bayonets.
Traits: Range 100m / Accurate / Slow Reload
Regular Pikes -- 3,000
Considered highly outdated by most, some armies still reserve a place for the pike square. These soldiers are armed no differently than militias from over a century ago, but generally better-disciplined.
Traits: Bonus against cavalry
Irregular Skirmishers -- 2,000
Militia infantry organized according to their local city or province and armed with their own guns, usually hand-rifled muskets or jezails. They make for cheap soldiers in a pinch, and they are more or less reliable for harassing the enemy. However, do not expect them to follow orders closely or hold the line in the field.
Traits: Range 150m / Poor Morale / Poor Cohesion / Accurate / Very Slow Reload / Weak in Melee / Significant Bonus to Morale in Home Province or City
Irregular Fighters -- 3,000
Whether from bravery, poverty, or the eccentricities of local custom, some militias continue to arm themselves with history's most ancient weapons, sword and shield and spear. They may be worse than useless in conventional line battles, but should they find a way to hit the enemy in one piece they can do serious damage.
Traits: Poor Morale / Poor Cohesion / Effective in Melee / Fast / Significant Bonus to Morale in Home Province or City
Irregular Cavalry -- 1,000
Given the sheer expense large stocks of horses incur and the amount of training necessary to use them in battle, "regular" conscript cavalry is generally not a cost-efficient proposal. However, many locales have their own riding traditions, perhaps nomadic bands or the remnants of knightly aristocracies, which can be called upon in times of war. Like irregular infantry, these forces are liable to interpret orders loosely and stay in battle only as long as it suits them, but they remain an asset worthy of consideration nonetheless. They tend to be armed with both ranged weapons, usually pistols or carbines, as well as swords or short lances.
Traits: Range 50m / Poor Morale / Poor Cohesion / Effective in Melee / Significant Bonus to Morale in Home Province or City
Professional Army Units:
Professional Army Units: Each costs 6 Gold, 1 Professional Slot, and cost 2 military supplies to raise. ALL PROFESSIONAL UNITS cost 1 Gold per turn in upkeep.
INFANTRY
*Infantry Guns have Range 400m and Quick Reload
Line Infantry (3,000 / 12 Infantry Guns)
Disciplined foot soldiers trained to face the enemy head-on in tight formations. They are armed with smoothbore muskets and bayonets, and accompanied by artillery crews employing 2-3 pound light cannons.
Traits: Range 70m / Good Morale / Good Cohesion
Light Infantry (2,000 / 8 Infantry Guns)
Troops whose training emphasizes individual "sharp-shooting" in loose formations, though they can still form lines and squares where necessary. They are armed with long-barreled muskets, slower to load but somewhat more precise than muskets used by line infantry, as well as bayonets.
Traits: Range 120m / Good Morale / Good Cohesion / Accurate / Slow Reload / Fast
Rifles (1,500)
Infantry equipped with modern rifles: precision-drilled, short-barreled guns with comparable fire rates to skirmish muskets but much greater accuracy. They make for supremely accurate front-line skirmishers, and they can hold their own in melee with sword bayonets. However, because their weapons are relatively expensive to produce, their brigades are much smaller than standard skirmish brigades.
Traits: Range 200m / Good Morale / Good Cohesion / Very Accurate / Slow Reload / Fast
Grenadiers (2,000 / 8 Infantry Guns)
Line infantry with additional training in the use of grenades, these troops can wreak havoc on tightly-packed foes at close range. They are often used to storm defenses and to break strong points in enemy lines. However, in the midst of confusion or disorganization, powder-bombs and fuses can become as much a liability as an advantage.
Traits: Range 70m (Grenades at 30m) / Good Morale / Good Cohesion / Grenades!
Foot Guards (1,500 / 6 Infantry Guns)
Elite line infantry, supremely loyal and drilled to near-perfection. They can be expected to hold ranks when most would scatter, keep marching when most would tire out, and out-match their peers in any pitched fight whether with steel or powder.
Traits: Range 80m / Excellent Morale / Excellent Cohesion / Accurate / Quick Reload / Effective in Melee
Sappers (1,500)
These battlefield engineers are always useful, but especially sought-after in besieging armies. They dig trenches and build battlements to shield besieging forces, and they dig tunnels and plant mines to disrupt the besieged. More generally, they are adept at constructing field defenses, fording rivers with makeshift bridges, and clearing difficult terrain. They are armed as line infantry, but also carry shovels and axes.
Traits: Range 70m / Good Morale / Good Cohesion / Effective in Melee / Can Entrench 10 units per turn / Can dig tunnels, plant mines, and assist armies in clearing rivers/forests
Swivel Guns (300 swivel guns / 600 troops)
Weapons long employed in both West and East, swivel guns offer relatively mobile firepower. Alone and unsupported they cannot stand as a substitute for proper infantry, but in tandem with more diverse armies they can offer invaluable assistance.
Traits: Range 300m / Good Morale / Good Cohesion / Quick Reload / Must Deploy to Fire / Vulnerable in Melee
CAVALRY
Dragoons (1,500)
Often a large proportion of standing professional armies, dragoons are both general-purpose cavalry and mobile infantry. In peace-time they can patrol large territories and deploy quickly to troubled regions, while in pitched battle the versatile troops make for great tactical flexibility. They are armed with swords and short muskets.
Traits: Range 70m / Good Morale / Good Cohesion / Effective in Melee / Must Dismount to Reload Efficiently / Vulnerable to Cavalry when Dismounted
Carabiners (1,000)
Swift skirmish cavalry with quick-loading carbines designed to be fired from horseback.
Traits: Range 70m / Good Morale / Good Cohesion / Fast / Quick Reload / Vulnerable in Melee / No Armor
Hussars (1,000)
Light sword and pistol wielding cavalry useful for scouting, guarding flanks, and pursuing fleeing enemies. Very Fast / Effective in Melee / No Armor
Traits: Range 30m / Good Morale / Good Cohesion / Very Fast
Cuirassiers (1,000):
Medium cavalry armed with sabers, a brace of pistols, and armor. They are able to fight in sustained combat but are lightly armored enough to chase down fleeing troops or exploit sudden breakthroughs in the enemy lines.
Traits: Range 30m / Good Morale / Good Cohesion / Effective in Melee / Powerful Charge / Armored
Lancers (1,000)
Boasting long lances, these troops serve as effective shock cavalry for hitting enemy flanks and countering other cavalry. However, in the age of gunpowder, they are vulnerable to ranged weapons and will get bogged down in sustained melee combat.
Traits: Good Morale / Good Cohesion / Powerful Charge / Fast
Demi Lancer (1,000)
The emergence of gunpowder on the battlefield have made most armored units obsolete. Yet Demi Lancers, heavily armored against gunfire with thick plate and armed with heavy lances, still serve as excellent shock cavalry for breaking enemy formations.
Traits: Good Morale / Good Cohesion / Very Effective in Melee / Powerful Charge / Heavily Armored / Slow
ARTILLERY
Horse Artillery (40 Guns, 200 soldiers)
Light and mobile batteries that can be shifted quickly to accommodate the needs of a changing front. While the lighter six pound guns lack the heavy punch of field cannons, their speed and ability to keep up with infantry on the move make them a valuable tool for infantry commander on the march.
Traits: Range 600m / Good Morale / Good Cohesion / Quick to deploy
Field Cannons (30 Guns, 300 soldiers): The standard fare of most artillery sections, useful in just about any situation as long as they are not required to move much on the battlefield.
Traits: Range 1000m / Good Morale / Good Cohesion
Howitzers (30 Guns, 300 soldiers): Short-barreled field artillery sacrificing mobility and range for the ability to fire over most obstacles and load explosive shells.
Traits: Range 800m / Good Morale / Good Cohesion / Slow / High Firing Arc / Explosive
Siege Cannons (10 Guns, 300 soldiers)
Massive, heavy caliber, with great range, a siege cannon is ideal for knocking down the walls of fortifications and defensive emplacements. While siege cannons have great firepower, they are painfully slow to deploy and reload, making them useful only under specific circumstances.
Traits: Range 1500m / Good Morale / Good Cohesion / Very Slow / Slow to Deploy / Slow to Load / Bonus vs Fortifications
Siege Mortars (10 Guns, 300 soldiers)
While siege cannons batter the walls, siege mortars batter the garrison with explosive fire. While shorter in range than proper cannons and practically useless against moving formations, their sheer firepower should not be under-estimated. Even more so than other heavy guns, mortars are slow to deploy and essentially fixed weapons once deployed, but their capacity to sow fear and hopelessness among defenders is often considered worth the difficulty.
Traits: Range 800m / Good Morale / Good Cohesion / Slow to Deploy / Cannot Move once Deployed / High Firing Arc / Explosive / Inaccurate
NAVY
Most vessels are armed with several different types of gunnery. In Church & State, these are simplified into 4 categories.
- Cannons (RANGE 600m) are "standard" long-barreled broadside guns. They constitute the bulk of gunnery for most ships.
- Carronades (RANGE 300m) are short-barreled but very high-caliber broadside guns that excel in close combat. They tend to be concentrated in forecastles and quarter-decks.
- Chasers (RANGE 800m) are forward-facing and/or rear-facing guns specialized for long-range combat, with elongated barrels and extra elevation. They are usually the first and last guns fired in naval engagements.
- Bomb Guns (RANGE 800m) are mortars mounted on the top deck, firing fuse-timed explosive shells. While they can be used against navies, they are quite unreliable against moving targets. Instead, they are meant for attacking coastal settlements and fortifications.
Armament may be further classified as "Heavy" or "Light" for higher and lower firepower respectively, but this does not affect Range. It is worth noting that in Naval combat even more than Land combat, because of the constant motion of the seas, fire is MUCH more effective at closer ranges.
Ships are also outfitted with complements of Marines, infantry with an emphasis in ship boarding and defense as well as coastal combat. They are armed with an eclectic mix of swords, pistols, carbines, and muskets. However, their spirits will suffer if sent too far away from their ships, which are their home and refuge.
Traits: Range 70m / Good Morale / Good Cohesion / Effective in Melee / Vulnerable to Cavalry / Malus to Morale when out of sight of ships
Professional Naval Units:
LINE SHIPS
Two-Decker (150 Marines)
The descendant of the Race-Built Galleon, the Two-Decker is almost as nimble as a frigate but much better-armed. It is the most versatile line ship, capable of holding its own in the thick of battle as well as engaging in pursuit and patrol. However, it will surely suffer if forced to fight a larger class broadside-to-broadside.
Typical Armament: 2 Forward Chasers / 2 Rear Chasers / 4 Heavy Carronades / 24 Heavy Cannons / 30 Cannons (62 Guns Total)
Traits: Good Morale / Good Cohesion
Building Cost: 8 Gold, 4 Supply, 1 Professional slot
Upkeep: 3 Gold per turn, 2 Supply to deploy
Three-Decker (200 Marines)
The standard fare of most lines-of-battle, Three-Deckers
Typical Armament: 4 Forward Chasers / 4 Rear Chasers / 8 Heavy Carronades / 24 Heavy Cannons / 30 Cannons / 30 Light Cannons (100 Guns Total)
Traits: Good Morale / Good Cohesion / Slow / Poor Maneuverability
Building Cost: 10 Gold, 5 Supply, 1 Professional slot
Upkeep: 4 Gold per turn, 3 Supply to deploy
Four-Decker (300 Marines)
Typical Armament: 4 Forward Chasers / 4 Rear Chasers / 12 Heavy Carronades / 30 Heavy Cannons / 64 Cannons / 32 Light Cannons (146 Guns Total)
Traits: Good Morale / Good Cohesion / Very Slow / Very Poor Maneuverability
Building Cost: 12 Gold, 6 Supply, 1 Professional slot
Upkeep: 5 Gold per turn, 4 Supply to deploy
SUPPORT SQUADRONS
All cost 6 Gold, 2 Supply, and 1 Professional slot to build. All cost 2 Gold/turn in upkeep and 2 Supply to deploy.
Frigates (3 Ships, 90 Marines)
With a single deck and respectable armament, a frigate is a medium sized vessel that can serve in a variety of roles whether it be escort, scout, patrol, or raider. While it cannot stand up to a ship of the line in combat, nonetheless, frigates are powerful additions to any squadron.
Typical Armament (Per Ship): 2 Light Forward Chasers / 2 Light Rear Chasers / 8 Carronades / 30 Cannons (42 Guns Total)
Traits: Good Morale / Good Cohesion
Bomb Frigates (3 Ships, 90 Marines)
Frigates with rigging adjusted to mount two mortars. While they have some cannons to defend themselves with, their irregular configuration makes them unwieldy and therefore vulnerable to more mobile adversaries. Furthermore, with their stores of mortar ammunition in addition to the usual powder magazine, they are more likely to explode than other ships.
Typical Armament (Per Ship): 2 Light Forward Chasers / 2 Light Rear Chasers / 4 Carronades / 20 Cannons / 2 Bomb Guns (34 Guns Total)
Traits: Good Morale / Good Cohesion / Slow / Poor Maneuverability / Explosive (Bomb Guns)
War Galleys (3 ships, 150 Marines)
Once the mainstray of most navies, galleys have lost their edge to the superior reliability of sailing ships on open seas and the sheer power of broadsides. However, they can still punch above their weight with their low profile and heavy frontal cannons, making them difficult to hit and able to threaten larger ships at the water-line. Furthermore, in calm waters, they remain quite maneuverable with their large rowing crews.
Typical Armament (Per Ship): 4 Heavy Forward Chasers / 2 Forward Chasers / 2 Rear Chasers
Traits: Good Morale / Good Cohesion / Maneuverable / Oars & Sails / Low Profile / Vulnerable to Weather and Rough Waters
Sloops
Galiots
RIVER SHIPS
Gunboats
Mortarboats
Naval Levy
Although standing professionals form the core of modern navies, it remains common practice to press merchant vessels into military service. These ships can provide invaluable support to the main fleet, or simply bolster its numbers to better overwhelm the enemy.
Of course, to institute such methods, a state must have access to active trading ports. A realm may mobilize a trade route, canceling its income to said realm but not to the partner, in order to gain 3 Naval Levy units.
Galleys