Ok, so I created a testbed which reflects a very likely situation in a MP game.
Ladies & Gentlemen, may I proudly present to you
Sirsnuggles vs Woody1.
Woody1 (England) has 12 MCs on Sea Patrol to protect the 3 northern Fishing Boats. 6 of those 12 MCs are promoted to Combat2, the other 6 are unpromoted.
Sirsnuggles (Carthage) has 5 MCs stationed at his Fort which are fully loaded with Guided Missiles (so a total of 20 GMs). 4 of his MCs are promoted to Barrage2, the 5th MC was lucky to get to Drill4!
The Massacre:
Sirsnuggles starts to let all his 20 GMs rain down on Woody1's MCs. After that he regularly attacks with his 4 Barrage2 MCs, killing 4 of Woody1's and bringing the remaining 8 MCs down to 16
maximum. Now it is time for Sirsnuggles to show some true Blitz-action with his non-Blitz Drill4 MC--he takes out 6 MCs via pillage attempt attack without losing a single HP and returns safely to the Fort. The Barrage2 MCs kill the remaining 2 MCs, pillage all 3 Fishing Boats and return to the Fort as well.
Battle Statistics for this single turn:
Sirsnuggles has lost 20 GMs = 20*60 = 1200
; 24 XP gained
Woody1 has lost 12 MCs = 12*260 = 3120
, 3 Work Boats = 3*30 = 90
, Total = 3210
If Woody1 trys to protect his sea food by placing 4 MCs each on the 3 Fishing Boats, they are toast as well, it just takes a little longer, but Woody1 claimed he would use Sea Patrol in Multiplayer.
It is just so much more difficult to protect your water improvements from pillaging than your improvements on land, why not buff the Sea Patrol function and turn it into something useful? And make the AI use it!
Note: If you download the save and use 3.17 with Solver's unofficial patch v0.19 you will not be able to get the MCs down to 16
due to a side effect of the code changes for how Barrage promotions work now. I have started a thread on that issue
here.