iamspamus
Posts: 433
Joined: 11/16/2006 From: Cambridge, UK Status: offline
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Just a few musings on the subject. I think that it is 6 units to make Gibraltar "fully garrisoned" since it is a for a two spire (10 unit) city. Also, other than for GB and TU (who can't do it), I like to buy some Inf and Mil each Econ Phase. This contantly brings in reinforcements. I, of course, really like Mil, so this fits my strategy. Finally, for most armies, I tend to have one or two mil in corps to take for forage losses or detaching duties when a city is taken. You can often get away with lots of these mil going in and out of a corps with little inf or cav loss, especially with minor corps around to take the losses. Jason quote:
ORIGINAL: Jimmer quote:
ORIGINAL: delatbabel I would never normally build militia as Britain (you have the cash to spare, and your 4.5 morale infantry is WAY better than your 2.0 morale militia) ... I agree with your whole post, except this line. As GB, I actually buy five militia in every game. These five are built in March, 1805 and are added to a corps counter in Gibraltar in April. Then, they are detached into the city, where they stay for the rest of the game. The reason for this is that Gibraltar has three fletches. So, IF it is fully garrisoned, it is impregnable. Gibraltar is a 2-spire city, holding 10 troops. In order to be fully-garrisoned, it needs five factors to make it impregnable. Now, since GB never really expects to USE these factors in combat, they can safely be militia. In the old rules, one might have purchased a few militia factors for garrisoning conquered minors, too. However, that was when you could turn your militia into infantry by paying for them and waiting 3 months.
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