View Full Version : The British Navy (Britain's Naval Units)
Sir Beane
03-05-2009, 13:39
A list of the British ships and their stats. These stats will be very similar (if not identical) for the other nations.
Ship Name, Firepower, Speed, Manouverablity, Hull Strength, Cannons, Crew, Cost
Galley, F:256, S:18, M:H, HS:1, Ca:4, Cr: 74, C: 430.
Sloop, F:84, S:22, M:H, HS:6, Ca:18, Cr: 62, C: 510.
Brig, F:76, S:22, M:H, HS:7, Ca:26, Cr: 78, C: 610.
Bomb Ketch, F:66, S:17, M:L, HS:7, Ca:14, Cr: 42, C: 660.
6th Rate, F:78, S:20, M:M, HS:14, Ca:32, Cr: 92, C: 830.
Rocket Ship, F:66, S:17, M:L, HS:7, Ca:3, Cr: 16, C: 1020.
Carronade Frigate, F:52, S:19, M:M, HS:14, Ca:24, Cr: 76, C: 1020.
5th Rate, F:112, S:19, M:M, HS:14, Ca:48, Cr: 130, C: 1130.
Admirals Flagship 5th Rate, F:112, S:19, M:M, HS:14, Ca:48, Cr: 130, C: 1450.
Steamship, F:216, S:19, M:H, HS:14, Ca:34, Cr: 114, C: 1430.
Razee, F:124, S:18, M:M, HS:24, Ca:48, Cr: 134, C: 1790.
4th Rate, F:158, S:17, M:L, HS:21, Ca:58, Cr: 152, C: 1550.
3rd Rate, F:231, S:17, M:L, HS:24, Ca:74, Cr: 196, C: 1830.
Admirals Flagship 3rd Rate, F:231, S:17, M:L, HS:24, Ca:74, Cr: 196, C: 2190.
2nd Rate, F:166, S:15, M:L, HS:24, Ca:86, Cr: 224, C: 2150.
1st Rate F:238, S:15, M:L, HS:27, Ca:106, Cr: 264, C: 2540.
Admirals Flagship 1st Rate F:238, S:15, M:L, HS:27, Ca:106, Cr: 264, C: 2900.
Heavy First Rate, F:246, S:13, M:L, HS:27, Ca:122, Cr: 300, C: 3280.
H.M.S Victory, F:252, S:14, M:L, HS:27, Ca:106, Cr: 134, C: 3984.
Odd that galleys have such huge firepower, more than a first-rate in fact. Does this mean they can ram enemies?
Fisherking
03-05-2009, 14:35
I wouldn’t think that sloops and brigs had a speed advantage over frigates!
A game convention, I must assume. Their advantage was in being able to sail closer to the wind and being able to escape in that fashion.
I think that CA said there were 25 ship types in the game. This covers most of them. There are only 5 or so left to find.
Statistically Razees look very good, if a bit expensive. I would also think that the big sloops would have ranked before the two masted brigs. These sloops seem more like big cutters. I guess the large ship rig sloops are handled under 6th Rates.
It will be interesting to see how a bomb Ketch is handled at sea. They were great vessels for shore bombardment as were the rocket ships.
Thanks Sir Beane :2thumbsup:
Tarquinius
03-05-2009, 14:49
Does the victory only have 134 crew, that strikes me as odd.
Sir Beane
03-05-2009, 18:24
Does the victory only have 134 crew, that strikes me as odd.
The crew number represents marines only. The Victory actully had a crew of 800 or so if you add in sailors and gun crew.
Fisherking
03-05-2009, 18:44
Uh!
Gosh, the galley has more firepower than Victory!
Is this so?
They sound like gunboats with a super gun or 4...where is their firing arc? Sides or front?
Sir Beane
03-05-2009, 18:58
Uh!
Gosh, the galley has more firepower than Victory!
Is this so?
They sound like gunboats with a super gun or 4...where is their firing arc? Sides or front?
Front firing. I have no idea what the massive firepower means. In all other aspects they are pretty poor ships, and very weak.
They looks stunning when rowing thir way across the waves though. Makes you want to see a Rome mod...
Fisherking
03-05-2009, 19:35
Front firing. I have no idea what the massive firepower means. In all other aspects they are pretty poor ships, and very weak.
They looks stunning when rowing thir way across the waves though. Makes you want to see a Rome mod...
Soooooooooooo cool!...:2thumbsup:
I used to have a heavy tome on ancient naval warfare!:book:
Who’d ah thunk it?
:laugh4::laugh4:
Furunculus
03-06-2009, 11:14
is there any accommodation for range in these stats?
Fisherking
03-06-2009, 11:44
is there any accommodation for range in these stats?
There are all sorts of other stats if you look at the unit cards.
I think that all ranges for cannon are set at 400m though I hope that rockets and ship mortars are a bit more.
I don’t know how modable range will be but I can see good reason to tweak some of these in the future.
Some stats also improve, or it is the impression I get with load skills and so on.
Furunculus
03-06-2009, 12:17
so every ship mentioned above will have an effective range of 400 yards?
Sir Beane
03-06-2009, 12:18
so every ship mentioned above will have an effective range of 400 yards?
Not every ship, no. Mortars and rocket ships have much greater range, other ships have less range. It's all on the unit cards but they would have taken a very long time to copy down.
There are also a few ship classes that Britain can't build, or that are trade ships.
Indiman
Fluyt
Galleon
Race-built galleon
Xebec
Furunculus
03-06-2009, 14:22
cheers,
would those be the five remaining ship types of the 25 total?
Odd that galleys have such huge firepower, more than a first-rate in fact. Does this mean they can ram enemies?
Gosh, the galley has more firepower than Victory!
Is this so?
They sound like gunboats with a super gun or 4...where is their firing arc? Sides or front?
I do not think they can ram. They have two guns.
It is not fun to fight them. I played as France and on the first turn I attacked a Barbary fleet with 1 galley and 2 light galleys:
https://img14.imageshack.us/img14/4188/galley.png
My lead ship was blasted to pieces by these buggers. And for some reason my cannon fire had zero effect on their hulls. The best way to deal with these is to let someone else fight them.
Obviously, their immense firepower is a bug.
Mister V
03-07-2009, 23:15
Huh? I've fought full fleets of these and never had a problem. Well of course my fleet was mostly Heavy First and Third Rates...
The ship stats all look similar.
I did not have the luxury of first and third rates in this battle. Also, I underestimated the effect of the wind as this was my first non-demo naval battle.
Still, the 256 firepower is an annoying bug.
I haven't seen them in action yet, but in terms of naval history, the downside (well among the downsides) of galleys was that they had to fire forwards rather than firing broadsides like a round-hulled ship; however, what fire they did have was very effective and they could be very dangerous in situations where they were more maneuverable than sailing ships.
Could the "256" be meant to compensate for the small number of large and effective forward guns compared to the huge number in a broadside? It still seems high, but it'd be somewhat logical.
A Very Super Market
03-08-2009, 05:23
Galleys have 2 guns. That is their main weakness, and it can be easily exploited.
Furunculus
03-09-2009, 12:18
What is the significance of the East India ships that available to build?
Are they just cheap and cheerful warships, or do they have some other benefit (trade revenue perhaps?) as indicated by the gold star on the unit tab?
cheers
Indiman were the large trade ships of the day. I guess you put them in the trade zones to make money
They were not warships though i think some were converted into ships of the line for the Royal Navy to make up the numbers
Furunculus
03-09-2009, 13:06
so is that confirmation then?
I know what indiamen were historically, just not how they are used in the game.
Given that trade is dealt with automatically it would make sense that an indiaman unit is just a cheap warship, perhaps with a trade income benefit.
but buying them and then just dumping them in a trade zone doesn't seem to make much sense when there is already an automatic trade mechanic.....................
Furunculus
03-09-2009, 13:07
any chance of updating the stats to include all types? :)
Best ships in the game are Steamships. They are cheap, fast, very powerful. My Prussian Steamships haven't been sunk once, they just charge the enemy and shred them to pieces.
Fisherking
03-09-2009, 18:20
I do not think they can ram. They have two guns.
It is not fun to fight them. I played as France and on the first turn I attacked a Barbary fleet with 1 galley and 2 light galleys:
https://img14.imageshack.us/img14/4188/galley.png
My lead ship was blasted to pieces by these buggers. And for some reason my cannon fire had zero effect on their hulls. The best way to deal with these is to let someone else fight them.
Obviously, their immense firepower is a bug.
The fire power is not a bug & they sit so low in the water they are easy to miss.
Are they over powered? My guess is yes, most definitely…Just like elephant artillery!
Gunboats and galleys carried heavy cannon firing forward and several could do a lot of damage to single ships…these tend to blow up your magazines and make boat go boom…all over…
They are small and maneuverable, and way, way too much speed. But I fear this is one of those things that isn’t going to change.
Sir Beane
03-09-2009, 20:47
so is that confirmation then?
I know what indiamen were historically, just not how they are used in the game.
Given that trade is dealt with automatically it would make sense that an indiaman unit is just a cheap warship, perhaps with a trade income benefit.
but buying them and then just dumping them in a trade zone doesn't seem to make much sense when there is already an automatic trade mechanic.....................
They are for use in the special 'Trade Thetre' zones, which are not automatic at all. You sned in a ship, sit it on a little yellow anchor icon and watch as the cash rolls in. Until soomeone else wants the spot and sinks you. So it's best to bring along warships.
any chance of updating the stats to include all types? :)
I might, eventually :P. But honestly there isn't much point, as the remaining ships are specific to a small number of factions.
Best ships in the game are Steamships. They are cheap, fast, very powerful. My Prussian Steamships haven't been sunk once, they just charge the enemy and shred them to pieces.
Steam ships will still lose to Second rate ships and above, and I'm sure that their huge boiler seems to make them more vulnerable to critical hits...
Furunculus
03-09-2009, 22:32
They are for use in the special 'Trade Thetre' zones, which are not automatic at all. You sned in a ship, sit it on a little yellow anchor icon and watch as the cash rolls in. Until soomeone else wants the spot and sinks you. So it's best to bring along warships.
cheers. i take it more indiamen on a yellow anchor = more money rolling in?
how many nations have access to ships that can sit on yellow trade anchors?
Sir Beane
03-09-2009, 22:45
cheers. i take it more indiamen on a yellow anchor = more money rolling in?
how many nations have access to ships that can sit on yellow trade anchors?
All of them :2thumbsup:. Although only a few get Galleons, which are easily the best trade ship, since they are powerful as well.
Veho Nex
03-09-2009, 23:02
Can we get Screen Shots of these ships? I'd just kinda like to cry more over what I am missing out on.
Furunculus
03-16-2009, 11:26
it would be good to see a list of all RN ships along with their stats................ :D
Fisherking
03-16-2009, 18:46
Does anyone want to post the stats for the merchants and missing ships?
Still don’t have my copy yet or I would do it.
NimitsTexan
03-17-2009, 00:44
The fire power is not a bug & they sit so low in the water they are easy to miss.
Are we sure about that?
And the 2nd Rate having less firepower than the 3rd Rate (or the 1st and 3rd Rate haveing almost similar firepower)?
And the Carronade Frigate having less firepower than the 6th Rate?
And what exactly does firepower measure, anyway?
A Very Super Market
03-17-2009, 02:21
Doesn't firepower measure the scale of individual cannons? I suppose a bunch of slightly lower firepower cannons may be better than a few very big cannons, as evidenced by galley vs. frigate fights that I have had.
On the naval topic,anyone have info on the other playable faction's units,specifally naval units that only one nation can build such as Flytes for the dutch and 48-gun frigates for the U.S?
Furunculus
03-17-2009, 11:09
Doesn't firepower measure the scale of individual cannons? I suppose a bunch of slightly lower firepower cannons may be better than a few very big cannons, as evidenced by galley vs. frigate fights that I have had.
that is what i thought.
64x 24 ponders versus 78x 24 pounders, etc.
Even so how do you explain firepower of 256 for galleys ?
Also could someone please post the firing range for each ship, or tell me where I can find that please ?
Furunculus
03-17-2009, 14:49
i asked and apparently they all have a range of 400.
In a naval fight last night I right clicked on one of my ships (think it was a 4th Rate) and on that card it listed a firepower of just over 1000!. I think the list on the build menus is the highest gun firepower, while on the battlemap it gives the total ship firepower. It's worth noting that at that battle I also had my first carronade frigate, and its total firepower was significantly higher than the frigate.
A Very Super Market
03-17-2009, 16:49
Yes, because galleys have very small amounts of cannons, but of high calibre and dangerous shot.
Perhaps CA decided it would simulate a galley’s ram attack without all of the collision physics by giving it a small but very powerful forward battery. In which case the range for galleys ought to be very short and the firing arc very narrow.
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