delatbabel,
I am in no way a sailor, I get sea sick in the bath tub.
On the subject of EiA, I have a little more experince and would like you (and any others who care to read on) to understand, how I understand Navy's in EiA.
It is a game and thus an abstraction, but that abstraction needs to work in the context of what is trying to be accomplished.
A FLEET counter represents, the ability to project INFLUENCE (perhaps even CONTROL) into an AREA (Sea/Blockade/Port) of the game map.
It represents the Command, Recruitment, Logistical and Supply structure required to control the MOVEMENT _through_ and _around_ a particular sea area and TRADE/Ecomomics through these same areas.
The more fleets available to a country, the more they can project this influence and limit the ability of movement, supply and control/influence of other Naval Powers that may oppose them.
The original EiA had the following Fleet strenghts;
GB - 7, France - 4, Russia - 3, Spain -3 , Turkey - 2, Austria - 1, Prussia - 1
Minors (Sicily, Sweden, Portugal, Holland and Denmark) - 1 each
Now you note that GB has the greatest ability to project influence then any other single Naval power. This is the most important play element of Fleets in the EIA NAVAL game. Why you ask?
It took an alliance of two or more Major powers to EQUAL or EXCEED (I would also use compete with here - I'll explain later) the Fleet strenght of England.
This is why you will often see a (French-Spanish [4+3 Fleets] ) (Spanish-Russian [3+3 Fleets]) naval alliance to help control the ambitions of England.
Also, the 5 minor countries with fleets play a greater role in the Naval game, then they do in the LAND game and their control is critical to GB's interest to keep their dominate power of INFLUENCE over of the seas, or for the other major powers to gain an EDGE over the English.
Having said all that - I am I hope I have been clear.
We move on to the question of SHIPS....
The more ships you find in a fleet the increased POWER (and Control) that fleet represents in terms of INFLUENCE.
A Fleet with 1 ship or 30 ships can blockade any port, but it is much more likely that the 30 ship fleet will remain in place.
A Fleet wth 1 ship or 30 ships can provide Naval supply to a Port or Invasion, but again it is much more likely that the 30 ship fleet will remain in place.
In theory, a Fleet with 1 ship or 30 ships could transport a Army Corp a certain distance. (ie. 6 sea areas) [there where/are optional rules to make this more realistic]
This represented the COMBAT (1 ship) and LOGISTICAL support available (smaller ships, merchant ships, etc...) to a FLEET; However, a 1 Ship Fleet is a target begging to be attacked or intercepted en route - It has only 1 defender of note.
Put 30 COMBAT ships in that fleet and now, the risks go up for any naval Agressor, but the Fleet and its Influence is just being used to move troops elsewhere the projection of power through another medium - Land power!
This is why the number of ships and the building of ships is an important part of the game, as a Fleet is only part of the equation, more ships means an increased NAVAL POWER in combat and the possibility of removal of enemy Fleet's from areas of interest. This is also a way for power's with LESS FLEETS to compete aginst others by GAINING or INREASING their ability to Influence or have Naval Power.
Now that I have briefly covered my views on the Naval aspect of the EIA FLEETS's 101, lets discuss the MOVEMENT question.
NOTE: I use the word FLEET and not the word SHIP - This is an important concept to understand IMHO. A Fleet can contain from 1 to 30 COMBAT SHIPS, but actually represents more ships the those combat capable ships.
7 MP would allow a GB Fleet to sail from London to the ends of the Baltic, but not to a PORT in 1 game TURN (1 'month')
7 MP would allow a GB Fleet to sail from London to the Gulf of Almiera (sea area south of Catagena)
This two statements pretty much mean that the ATLANTIC COAST's and BALTIC COAST's are always under GB NAVAL influence
7 MP would allow a GB Fleet sail from Plymouth to the Gulf of Caglari (sea area south of Caglari on Sardinia)
This statement is important for the following two reasons;
a) it takes GB 2 game turns (2 'months') to project influence all the way to the end of the Mediterranean
b) it makes the requirement of Mediterranean PORTS critical to the interests of GB, and that forces GB to worry about Gibraltar (for moving troops into the MED) and Malta (for moving troops further into the MED as well as making sure that fleets can influence all PORTS and COASTAL AREAs) at all times.
The more ports that GB has available, the more CONTROL that can be assurted on the Spanish and Turks (or others) - However, the Brits start with the minimum from the beginning!
[Take note of this GB Rookies!]
You point of the time to sail from point A to point B is impossible to argue with. You know better then I.
However, with the following in mind; In original game, naval movement was like this and there was only one type of ships who took care about fight and transport:
1 fleet - move 7
2 fleets (in same stack) - both move 6
3 fleets (in same stack) - all move 5
4+ fleets (in same stack) - all move 4
if fleet transports a corps: -1 to movement (but all move at least 4)
Each fleet represents a different COMMAND structure; orders would need to decided on, drafted, put on a ship with the vague destination of the Admiral in charge and his Fleet location, be hand deilvered, opened and re-distriubuted to all components of that fleet and then the whole process done once again for any other fleets that would be included, supplies/provisions need to be gathered, delivered or picked up from a supply PORT, all this taking time, time, time.....No GPS, No Radio, nothing modern except maps and a vague idea of where and when....
With this interpertaion in mind, from a game perspective, 4 sea areas gets you pretty far in 1 game turn.
This is why I loved the EiA naval rules - abstract but very effective and it keeps the GB player on his toes, as he only has 7 fleets and 100 ships (to start) to keep enemies from landing in England!