While we are waiting, I've been considering how to maximize the usage of armor on warships. There's a 3-sides/1 corner strategy that I haven't seen discussed previously. This isn't relevant in fleet vs fleet combat where warships either live or die after each attack.
The core observation here is that the nose weapons arc is 120 degrees wide while the incoming damage nose arc (for receiving damage) is only 60 degrees wide. As a consequence, there are two 30 degree slices of the nose weapons arc for which return fire is to the
side arcs. Hence, in a low intensity combat situation where you have time to roll sides, a warship could take damage on the left side, then the right side, then the nose side. Since the side arc is balanced aft, with the right armor arrangement a warship can burn through some of the aft armor, all of it's armor from the aft sides, fore sides, and nose, as well as the structure before the warship is killed while all weapons can fire the entire time. Used this way, nose arc weapons are strictly superior to broadside weapons, since you can (a) double up weapons in the nose while taking fire in the side arcs as well as (b) roll to a 3rd side (the nose).
You may be worried that a 30 degree arc is to small to use, but keep in mind that there are two 30 degree arcs with either one or the other relevant on a hexgrid. Also relevant is the fact that the broadside arc (which side-fire approaches use) is only 60 degrees (~= two 30 degree arcs) wide. You might also be considered that the random nature of hits makes this an unreliable strategy, but since the structure forms a shared reserve, much of the randomness doesn't matter, at least in terms of damage to destroy a warship (it would matter for critical hits).
You can optimize armor layout for the 3-sides approach. There's a free variable related to the fraction of fire taken in the side arcs before shifting to the nose arcs. Ranging over that free variable you get:
side/nose fraction | 1/0 | 0.5/0.5 | 0/1 |
nose armor fraction | 0.028 | 0.319 | 0.611 |
fore side armor fraction | 0.194 | 0.194 | 0.194 |
aft side armor fraction | 0.25 | 0.125 | 0 |
aft armor fraction | 0.083 | 0.042 | 0 |
It's interesting here that the fore side armor fraction is constant. I double-checked---that's not a mistake. In the side arc there is a 14/36 chance of hitting the fore side while in the nose arc there is a 7/36 chance. After taking into account the fact that there are two sides, the fore side armor fraction is invariant here.