The whole concept of preemptive and surprise attacks was developed because, in most cases, he who acts first has the advantage.
In naval warfare? Not really. The strategic attacker doesn't necessarily get into gun range first, or have the wind gauge, or a superior offensive position.
In post-sail naval warfare, ships that are in bombardment range of each other are simultaneously trading blows. The idea that I could charge in and focus fire to death one of your ships before it could get a shot off is absurd.
Consider two civs that have equal navies. Now, civ A attacks civ B first and wipes half of civ B's fleet.
There is no way that this should be possible. If two civs have equal navies, they should have roughly equal combat outcomes. The situation you describe is precisely what is wrong with a system where there is no counter-battery fire. Its purely an artifact of a turn-based system, and its an undesirable one.
If civ B has a bigger production capacity, it may be able to produce more units and, despite the initial disadvantage, be able to turn the tide later on.
Irrelevant. Production capacity has nothing to do with tactical combat mechanics.
In your world, if A and B have equal navies and production capacities, then the unambiguous winner should be whoever attacks first. I think this is bizarre.
Even in nuclear warfare that is true.
a) We're talking about naval bombardment, not nuclear warfare
b) Nuclear warfare is exactly the opposite of what we're getting with bombardment. A first strike attack was not possible because you couldn't remove the defender's ability to counterattack with sufficient force to deter the attack.
Which, in your Civ A/B example where A wipes out half of B's navy in a pre-emptive strike, is not happening.
Real world powers didn't want to suffer the consequences of even a handful of nukes because they are so destructive. But you're fine with letting half their fleet attack you, after you kill half of theirs.
First, Civ A wouldn't want to send your blue water navy in first, because the half of the fleet it destroyed might be composed mostly of screens
THis makes no sense. What makes you think that you can somehow afford half your navy to be disposable screens, and that you have a difference between "big guns" and small guns?
Naval units have movement of ~5+ and bombardment ranges of 3+. How are you going to stop me from, in a single turn, moving my fleet in and focus firing on whatever I want?
If your screens are a long way out, then how will you stop me from coming in, killing your screens, and then moving away again out of range?
[This depends on whether using a bombardment attack consumes all remaining movement points or not; I don't think we know this yet.]
With "melee" combat, I could for example screen a fleet of land transports by deploying a line of ships in front, and you'd have to engage those ships first. But with bombardment, you can just shoot over my ships, and so the only way I can protect a fleet is if I have enough naval units to stack one with every single land unit.
Also, so far as screening goes, it will now be more important than ever
Why? I note you assert this, but you don't make an argument.
What mechanics favor screening?
Well, if they are destroyed by the attack, why should they damage the attacker
IRL naval combat, if you fire on an enemy ship, its going to get to fire back. Both ships are going to take hits.
Moving to a turn based system where all my ships get to fire (and sink yours) before you get the chance to do any damage at all is incredibly unrealistic and is bad for gameplay.
A duel between dreadnoughts or battleships takes hours - many, many shots are fired and hits are landed. Its not like you shoot a single round that sinks me, and then I don't get to respond. That's not how real battles worked. Go look at some historic naval battles.
On naval battles it would mean that the defender got sunk before being able to return fire.
This just didn't happen, except in massively lopsided contests. Take a look at real historic naval battles.
http://en.wikipedia.org/wiki/Battle_Jutland
Also, on a practical level and thinking of the videos I saw, why would your archers be attacking other archers and not the melée unit in front of them?
How is this an argument against counter-battery fire, particularly for naval units?
I'm not too worried about land units, since there are a mix of unit types and ranges, and movement speeds are slower, so its harder to charge up a big fleet and open fire in an alpha strike.