new rules.
I have 3 years completed on the campaign and I have found that I still have no real point to a fleet in the game. Besides transporting an army it really cant do anything.
so naval bombardments is my next step. I have decided that once a fleet moves into a sea tile neighboring a coastal settlement he needs to make some choices. If the sea tile already contains a fleet they do not necessarily fight, the fleets could actually pass by so the moving fleet needs to roll 1d6 and a 4+ makes contact. If the moving fleet goes straight for the settlement then they must fight a shorefort scenario against a fort and its defending fleet. Whether there is a fleet or not the attacking fleet must destroy the defending fort.
village=defense tower
city&fortress=shorefort
capital city=coastal bastion
special rule:
If the settlement has a warmaster banner in it that contains a wizard, that wizard will be able to play as a non-school colored wizard in the man o'war game. I will need to decide on wizard levels for each race later. If the fort is destroyed so is the wizard. If the fort is captured by boarding parties and all of the crew is killed then so is the wizard (in the campaign game you could capture and ransom the heroes later).
if the attacking fleet wins they can then stay put next turn and bombard the settlement with all "forward" facing guns, as if that ship is firing at a single point at any one time (On a greatship for example it has 3 broadsides so 3 shots at the settlement, a wargalley has only 1 forward gun so 1 shot). for each shot you can take roll a d6, on a 6 you hit. Using the rules of the siege games in warmaster at the end of the firing roll for structural damage. Hits are accumulative per each round of shooting. Flyers and melee ships do not count as they would only either block LOS or take shots themselves and ships like ironsharks......I doubt could attack a city in any fantasy game.
village=6 structure points
city and fortress = 12 structure points
capital city = 24 structure points
these points are directly from the substancence provided by the settlement (1 substinence=6 structure points, with the exception of the fortress as it should be bumped up above a village)
as math and statistics in my head go, a "balanced" dwarf fleet that sits in front of me (1 dreadnaught, 2 ironclads, 1 monitor squad, 1 gyrocopter squad, 2 nautilus'), 15 shots can be made, hitting on sixes should land 2-3 hits, adding up to 6-12 structure points of damage (all rolling a 3 or 4). I wanted a fleet to be able to Raze a village in 1 turn and a city/fortress in two and finally take 4 turns to Raze a capital.
I am preparing these rules knowing that the dwarf fleet will be attempting to raze the entire coast against the chaos next year (1 village and 1 city). I will be able to report back about it later. If they are successful the settlements will not be able to pay revenue to the chaos realm.
any thoughts, comments, questions?

Thank you all!