RC, no prob, consider it reserved for you.
The Colonel, about 90,000 is what I'm thinking. That leaves the Bismarck/Tirpitz players just enough for a generic destroyer escort if they forego changing anything from default.
This week, as I get time, I'll be fixing up the site with all the proper information and if I have any more time I'll try and make it look a little nicer, so far I've just been dumping information off my spreadsheets... could ya tell?
A couple of notes before you plan your 90,000,
Vanguard isn't complete yet and cannot be bought. Only her keel has been laid at the start of this game, it'll be a year or more under construction.
Default armaments (what they start with) will be added to the site soon!
The odd (not too many) British ship may be unavailable if it's in the med or the pacific fleet (effectively out of our game) at the start, they might change theaters eventually. Some ships, quite a few in-fact, aren't even drawn up on the site because I plan to dismiss them entirely as the 'pacific fleet'.
Generic destroyers are plentiful, but not un-exhaustible. The British have more.
Submarines are plentiful, but also not un-exhaustible. The Germans have way more.
All other 'named' ships are singular entries.
The American quad 16" gun is under development and not available yet. Besides which, the US has not entered the war yet.
The German triple 19" gun is under development as well and not available yet. These guns are fictitious, but plausible. The Americans had the best triple 16" guns in WW2 and the quad is no large stretch. The Germans ally Japan developed a triple 18.8" gun (Yamato and Musashi) and shared research/tactics with Germany, and some Germans were very 'big gun surface ships' minded anyways.
Speed, this is one of those deals I'm still tweeking. I can say a few things though,
A difference of only a couple of knots won't really matter.
Maintaining a range in combat against someone who's trying to close the distance with you will require a minimum number of knots faster than the guy closing, like definitely more than one knot faster. This is to prevent battleships from keeping everything at bay and pounding away at long range where only other battleships can return fire from. It's also realistic, as top speed would only be achieved by turning your stern to the enemy, yet ships must turn to deliver a broadside salvo.
In other words, speed is important, but don't worry about a couple of knots either way.
Work with your teammates (especially axis) to ensure that everybody gets a decent fleet going with regards to picking what's available.
While destroyers are great torpedo boats (they close fast) and good ASUB ships, don't be too preoccupied with submarine defense. Submarines can close distance and fire with impunity until they are discovered (which is virtually automatic when they start shooting). But their slow speed ensures the defender can leave the fight at their leisure once the submarine is found out. So subs can't harass or prolong a battle much at all really, probably they'll only get one shot per encounter, unless the defender sticks around. ASUB weapons have to get the chance to find the submarine before they work too, so it isn't quit as easy to kill subs as it may appear (not overly hard either, look at their HP).
Aircraft are lethal, what you wanna do regarding them is dependant on what/where you do/go.
*Shrugs* Most planes have few hitpoints, but they have varying 'dodges' that automatically reduce their chances of being hit by around 30% or more. So don't think your AA will always work a that nice 75% they're listed as. Planes info will go up soon. As for carrier players, the Royal Navy will provide you with a decent free supply of 'em. But if you wanna micromanage what kind they send you, it'll cost extra.
I hope this helps, sorry again for the haphazard manual/site thus far! ACK! my links are melding into my background!
