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.
Well, I cannot think of many cases where there was a naval battle where there was surprise or where there was a true first attacker in human history, except for pearl harbor. From that perspective, I could agree with you. But also, in real life it is hard to focus fire on a single ship because they usually go around in fleets that don't spread for more than a couple of kilometres. Then again, the strategic attacker doesn't consider getting into gun range. That's for the tactical or operational commander to think. As for those two, yes, they will try to get in gun range first if they can be sure to stay out of the enemy's range.
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.
Really? Why did the British get sea superiority during the XVIII century when, for the most part, the French navy was not inferior to it in any aspect? Yes, it is an artifact of a turn based system, and turn based systems will always have lots of flaws if you compare them to real world battles because those don't happen in turns. And even in real life, when the forces are equal, it is usually the positioning that wins.
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.
Yes, production has nothing to do with TACTICAL combat mechanics. It has to do with STRATEGY.
a) We're talking about naval bombardment, not nuclear warfare
True
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.
Hence why both nuclear superpowers of the cold war signed treaties to prohibit anti-missile protection.
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.
They did, they didn't want to suffer from lots of nukes hitting them even after they bombed the enemy back to evolutionary step 1. The nuclear example was not to show how first strike was considered the BEST option and yet, because you could not be certain to stop the enemy from retaliating, not used. As opposed to you using first strike to destroy your enemy's defense, or to wipe out half his fleet, and then know that, even though he can still cause you SOME damage, he won't be able to stop you.
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.].
True. I am assuming you cannot move your units after bombarding.
Why? I note you assert this, but you don't make an argument.
What mechanics favor screening?
I am assuming that ZOC will work for ships too, so if the average range for guns is 5, I can safely place my BB about three hexes behind my DDs. If you get to kill them I can run away with my BB or fight back with whatever remaining DDs I have. If you move to attack my BB, I can later get you with my DDs. As you said before, I can only devise a true tactic once I have the game and see how it works. I could always try to draw pictures trying to show you what I mean if you insist, though.
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 game play.
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.
Now here you are assuming, just as I am, that naval battles will end in one turn. I haven't seen ANY video of two BBs fighting each other, so I am thinking that roughly equal ships will not be sunk in 1 turn. Now, if your ship is much better than mine, or if your crew has far superior training, I cannot see any possibility for me to even hurt you. For example, I cannot think of a single case where a WWII destroyer could single handedly kill a battleship. It would be annihilated before it's guns were even in range. Also, you're talking about historic battles and real life. Considering some turns take 1 year, I wonder if you could provide me with an example of such a long engagement. If you want more realistic naval battles I could recommend a few titles to you. =P
This just didn't happen, except in massively lopsided contests. Take a look at real historic naval battles.
Yeah, I know it didn't. I'm just saying what I think it meant when you got to kill the other guy before he could even respond.
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.
Yes, that's not a good argument against counter-battery fire for naval units. I can give you one without playing the game, not on a practical level. I can only say that I haven't seen a single video of an engagement between two equal ships to tell that they will be sunk in a single blow.