Post by Sophie on Oct 25, 2020 12:34:32 GMT -5
Transport Ships
Vehicles per point: 5
Manpower per point: 100
State-owned ships dedicated to transporting freight. Very lightly armed, if at all, with minimal armor.
Two shipyards can produce one unit in two IRL weeks.
Patrol Ships
Vehicles per point: 10
Manpower per point: 100
Fairly small naval vessels generally designed for coastal defence, border protection, and search and rescue. They have a short range, small armament, and little anti-aircraft weapons. Can be equipped with anti-submarine-warfare technology.
Two shipyards can produce one unit in one IRL week.
Mine Countermeasure Ships
Vehicles per point: 5
Manpower per point: 50
A naval vessel designed specifically for the detection and disposal of enemy naval mines. Light armaments. Weapons used to detonate mines can be used similarly against submarines. Some also carry their own mines.
One shipyard can produce one unit in one IRL week.
Merchant Carriers
Vehicles per point: 4
Manpower per point: 100
A limited purpose Aircraft Carrier designed by adding a flight deck to bulk transport ships enabling it to carry anti-submarine aircraft to defend transport ships. Next to no armament, or anti-aircraft complement. Carries a maximum of 5 aircraft. Requires specially designed aircraft for operating on a carrier.
One shipyard can convert one unit of Transport Ships to one unit of Merchant Carriers in two IRL weeks.
Two shipyards can produce one unit in four IRL weeks.
Corvettes
Vehicles per point: 5
Manpower per point: 75
Traditionally the smallest class of vessel considered to be a proper warship. A versatile fast attack ship. Small arms, and armor. Can be outfitted to operate various missions such as coastal defense, ASW, minelaying, anti-aircraft, and other missions.
Five shipyards can produce one unit in two IRL weeks.
Frigates
Vehicles per point: 5
Manpower per point: 100
Frigates are used to protect other warships and merchant ships, especially as ASW combatants for amphibious expeditionary forces, underway replenishment groups, and merchant convoys.
Five shipyards can produce one unit in two IRL weeks.
Submarines
Vehicles per point: 5
Manpower per point: 150
Naval vessels capable of independent operation underwater. Excels at convoy raiding, espionage, minelaying, and decisive strikes on unescorted capital ships.
Five shipyards can produce one unit in three IRL weeks.
Destroyers
Vehicles per point: 5
Manpower per point: 125
A fast, maneuverable, long endurance warship intended to escort larger vessels in a fleet, convoy, or battle group and defend them against powerful short range attackers. Extraordinary at Anti-Submarine-Warfare.
Five shipyards can produce one unit in three IRL weeks.
Escort Carriers
Vehicles per point: 2
Manpower per point: 150
A small and slow version of a standard aircraft carrier typically built on commercial hulls. Their arms and armor are severely lacking but are meant to act as a stop gap when fleet carriers are scarce. Typically Escort Carriers are too slow to keep up with main battle forces and are instead used to escort convoys. Due to their small size most of its aircraft are carried on it’s deck and not in under deck hangars. Can carry a maximum of 30 aircraft. Requires specially designed aircraft for operating on a carrier.
Five shipyards can produce one unit in six IRL weeks.
Cruisers
Vehicles per point: 2
Manpower per point: 100
Moderately armed and armored ships. Relatively fast and nimble. Designed to destroy destroyers, and protect capital ships from powerful short range attacks. Can be outfitted to fulfil a handful of missions such as minelaying, ASW, Capital Ship escort, and anti-aircraft.
Six shipyards can produce one unit in four IRL weeks.
Aircraft Carriers
Vehicles per point: 1 (0.5 if nuclear)
Manpower per point: 2000
A warship that serves as a seagoing airbase, equipped with a full-length flight deck, and facilities for carrying, arming, deploying, and recovering aircraft. Requires specially designed aircraft for operating on a carrier. Typically can carry a maximum of 100 aircraft. Most Aircraft Carriers in this time period/tech level carry around 75 aircraft. They require smaller ships to screen for them to protect them from devastating torpedo attacks.
Ten shipyards can produce one unit in ten IRL weeks.
Capital Ships (Battleships and Battlecruisers)
Vehicles per point: 1 (0.5 if nuclear)
Manpower per point: 2000
A massive heavily armored ship with massive gun batteries. Boasts a secondary armament to deal with smaller ships that may break through it’s screen. Typically equipped with large anti-aircraft compliments. They require smaller ships to screen for them to protect them from devastating torpedo attacks.
Ten shipyards can produce one unit in ten IRL weeks.
Vehicles per point: 5
Manpower per point: 100
State-owned ships dedicated to transporting freight. Very lightly armed, if at all, with minimal armor.
Two shipyards can produce one unit in two IRL weeks.
Patrol Ships
Vehicles per point: 10
Manpower per point: 100
Fairly small naval vessels generally designed for coastal defence, border protection, and search and rescue. They have a short range, small armament, and little anti-aircraft weapons. Can be equipped with anti-submarine-warfare technology.
Two shipyards can produce one unit in one IRL week.
Mine Countermeasure Ships
Vehicles per point: 5
Manpower per point: 50
A naval vessel designed specifically for the detection and disposal of enemy naval mines. Light armaments. Weapons used to detonate mines can be used similarly against submarines. Some also carry their own mines.
One shipyard can produce one unit in one IRL week.
Merchant Carriers
Vehicles per point: 4
Manpower per point: 100
A limited purpose Aircraft Carrier designed by adding a flight deck to bulk transport ships enabling it to carry anti-submarine aircraft to defend transport ships. Next to no armament, or anti-aircraft complement. Carries a maximum of 5 aircraft. Requires specially designed aircraft for operating on a carrier.
One shipyard can convert one unit of Transport Ships to one unit of Merchant Carriers in two IRL weeks.
Two shipyards can produce one unit in four IRL weeks.
Corvettes
Vehicles per point: 5
Manpower per point: 75
Traditionally the smallest class of vessel considered to be a proper warship. A versatile fast attack ship. Small arms, and armor. Can be outfitted to operate various missions such as coastal defense, ASW, minelaying, anti-aircraft, and other missions.
Five shipyards can produce one unit in two IRL weeks.
Frigates
Vehicles per point: 5
Manpower per point: 100
Frigates are used to protect other warships and merchant ships, especially as ASW combatants for amphibious expeditionary forces, underway replenishment groups, and merchant convoys.
Five shipyards can produce one unit in two IRL weeks.
Submarines
Vehicles per point: 5
Manpower per point: 150
Naval vessels capable of independent operation underwater. Excels at convoy raiding, espionage, minelaying, and decisive strikes on unescorted capital ships.
Five shipyards can produce one unit in three IRL weeks.
Destroyers
Vehicles per point: 5
Manpower per point: 125
A fast, maneuverable, long endurance warship intended to escort larger vessels in a fleet, convoy, or battle group and defend them against powerful short range attackers. Extraordinary at Anti-Submarine-Warfare.
Five shipyards can produce one unit in three IRL weeks.
Escort Carriers
Vehicles per point: 2
Manpower per point: 150
A small and slow version of a standard aircraft carrier typically built on commercial hulls. Their arms and armor are severely lacking but are meant to act as a stop gap when fleet carriers are scarce. Typically Escort Carriers are too slow to keep up with main battle forces and are instead used to escort convoys. Due to their small size most of its aircraft are carried on it’s deck and not in under deck hangars. Can carry a maximum of 30 aircraft. Requires specially designed aircraft for operating on a carrier.
Five shipyards can produce one unit in six IRL weeks.
Cruisers
Vehicles per point: 2
Manpower per point: 100
Moderately armed and armored ships. Relatively fast and nimble. Designed to destroy destroyers, and protect capital ships from powerful short range attacks. Can be outfitted to fulfil a handful of missions such as minelaying, ASW, Capital Ship escort, and anti-aircraft.
Six shipyards can produce one unit in four IRL weeks.
Aircraft Carriers
Vehicles per point: 1 (0.5 if nuclear)
Manpower per point: 2000
A warship that serves as a seagoing airbase, equipped with a full-length flight deck, and facilities for carrying, arming, deploying, and recovering aircraft. Requires specially designed aircraft for operating on a carrier. Typically can carry a maximum of 100 aircraft. Most Aircraft Carriers in this time period/tech level carry around 75 aircraft. They require smaller ships to screen for them to protect them from devastating torpedo attacks.
Ten shipyards can produce one unit in ten IRL weeks.
Capital Ships (Battleships and Battlecruisers)
Vehicles per point: 1 (0.5 if nuclear)
Manpower per point: 2000
A massive heavily armored ship with massive gun batteries. Boasts a secondary armament to deal with smaller ships that may break through it’s screen. Typically equipped with large anti-aircraft compliments. They require smaller ships to screen for them to protect them from devastating torpedo attacks.
Ten shipyards can produce one unit in ten IRL weeks.