davekinva
Posts: 33
Joined: 3/3/2008 Status: offline
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Some specific game mechanic questions (that are probably all addressed in the manual, so please, when necessary call me lazy and refer me to there . Supply 1. Supply reportedly helps you achieve initiative. Is this total supply in a region, or only supply in a depot, or a combination of the two? How much supply is needed to achieve a maximum benefit to initiative? Is a depot required only in enemy territory, or also in friendly territory? Is a depot required only for units stacked with army commanders, or do lone units benefit from having supply depots? 2. I've never seen a supply depot depreciate naturally (i.e. not from a cavalry raid). Are supplies in supply depots "used," or are they abstractions? 3. Are cavalry raids effective? For example, if a Union Army has a depot of 100 supply, and a raid captured/eliminates 50 supply, what does that actually *mean* in game terms? Referring back to my question #1, how much supply in a depot does a typical Union Army need to gain an initiative bonus? Does it need all 100? Or just 20? Or 30? Is everything above a certain number wastage and pointless? 4. If a unit/army has no depot present, does it suffer combat penalties, in either defense or attack? Or does supply only affect initiative determination? Leaders 5. Is there any reason to dismiss a leader other than an Army or Theater commander you don't want any longer? 6. Is there a cost to dismissing a leader? I never saw any, maybe I was missing it. If there is a cost, does it only apply to Army or Theater commanders? 7. Are there any *benefits* to dismissing a leader? (Side note: what a neat mechanic it would be if sacking unpopular losers who always get beaten in battle actually *rewarded* a player with political points). 8. I'm assuming that all things being equal, it is better to have a strong Army Commander vice Theater Commander, i.e. it makes more sense to have Sam Cooper as Theater Commander and Robert E. Lee as an Army Commander than vice versa. True? Are the only benefits of a Theater Commander in improving initiative determination? 9. I admit, I didn't look that closely, but do leader ratings change with rank? I saw that John Bell Hood kept great ratings up through 3 stars, which is historically inaccurate, as he made a much better brigade commander than corps/army commander. 10. What is the value of an Army Commander's ratings? How does the attack/defense ratings impact the lower units and/or combat calculations. How does the total "command rating" come into play? For example, if an Army Commander has a rating of 18, I'm guessing that like a unit commander that means he can have 18 units underneath him. Is that total units (as led by a unit commander)? Does that also get debited by having unassigned brigades within the army? Units 11. How much value is there in having an experienced brigade? One star? Two star? Is it an attack bonus? A defensive bonus? (Wishlist request here: can you add the star graphic to the brigade symbol when it is contained *within* a unit? I know that the symbol would have to shrink, but it would enable a player to spot which units had the best brigades without having to take all the brigades out of the unit) 12. Is there any reason to leave units within armies unassigned to a leader? I'm guessing that you should always create leader-led units whenever possible, starting with packing the best leaders to full command and working your way down from there until all brigades are led. Training units 13. From other postings on this board, if you have a leader with a good training skill (say, Bragg with his ITR of 4), it doesn't matter whether you place brigades under him, under another leader, or leave outside of his unit-- any milita in the region gets his training benefit. Is this true? Is the training benefit in the region cumulative for all leaders in the stack, or only the leader with the best rating? Really, a "walkthrough for stupid people" on how to best train milita the most efficiently way possible would be much appreciated! Repaired Units 14. I read in the manual that repaired units show up at the nearest factory available, in their home state to start, then their theater, going down the line. Makes sense, but I still see plenty of repaired Virginia and North Carolina units showing up in Texas. That *doesn't* make sense. For chrome purposes I usually end up entraining them over to the theater they should be in, but I'm still curious why this happens. Is it just because they run out of factory space in their home state/theater? Pocketed Units (ANSWERED) 15. This was a big one. I noticed that units defeated without a retreat hex available are destroyed (captured, in game terms). This happened routinely when I defeated Union seaborne invasions. But what happens if you have an enemy unit completely surrounded, what happens to brigades that are damaged in the pocket? Are those units returned to the repair pool, or are they eliminated from play? Are they "saved" until the pocket is relieved (i.e. the road back for the wounded-- in game terms, damaged units-- is opened back up)? If the pocket is later eliminated, are all the damaged units then rendered destroyed? Naval Units 16a. (ANSWERED) As the Confederacy, is there a point with bothering? I built a few raiders, but they don't seem cost effective (20 supplies to build, but they usually only seem to get 1-2 supplies a turn-- but rarely survive the year-- although I guess the cost in Union political points has some value). I assume that it makes no sense at all to build a cruiser (it's an on-board naval unit that can't survive againt the Union naval superiority). 16b. Ironclads seemed like a similar waste of money given how many ships the Union builds and so quickly (by mid-war I was routinely dealing with 9 ship ironclad/cruiser Union fleets hitting ports). As for the river war, as I mentioned in my observation thread, heavy artillery appears to be useless, and Rebel gunships are quickly outnumbered to the point of irrelevancy. The best I've been able to do is secure the waters around Vicksburg, but anything better escapes me (even playing on "Easy"). ---- Anyway, those are my first questions of many. I like the game and will keep on playing it, but I'd like to understand how it *works*. Thanks for any help! Dave
< Message edited by davekinva -- 6/30/2008 9:26:06 PM >
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