JAMiAM
Posts: 6165
Joined: 2/8/2004 Status: offline
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The main thing you need to remember, is this part of Rule 9.1.1 quote:
Units not moving across a road or rail side will spend the cost for the area they are leaving or entering, whichever cost is higher. Understanding the implications of this rule will allow you to see the cause of most of the difficulties that you are encountering. quote:
ORIGINAL: davekinva 1. Joplin, MO. Especially from Fayetteville, AR, but I also notice trouble from Springfield, MO. There are no terrain issues at play there, so it's a mystery. Springfield and Fayetteville are both Mountain Terrain, so moving between either of them and Joplin will cause a force to pay the Mountain terrain cost, as there are no roads between them and Joplin. quote:
ORIGINAL: davekinva 2. Van Buren, AR. Mountain Terrain. No roads in, or out, and rivers on the borders of three of the six bordering regions. Only 2 PP, no resources, pop, or any other reason to ever go there. Best way to enter, if you feel a pressing need to do so, is by boat, from the Arkansas River. quote:
ORIGINAL: davekinva 3. Ft. Jackson, LA to St. James, LA. I feel your pain, here. You would think that a fort guarding the mouth of the most important river trade route of the 19th Century Western Hemisphere would at least have a road to it. However, swamp to swamp and alas, the road winding through St James on toward New Orleans gets just >this< close to Ft. Jackson... Maybe the US felt it was safer if nobody could get to and from it, in case it fell, and supplied the fort by ship? quote:
ORIGINAL: davekinva 4. Ft. St. Philip, LA to New Orleans, LA. *VERY* difficult to ever make that move, even with an AC present. Swampt to swamp. See above. quote:
ORIGINAL: davekinva 5. Huntington, WV. Only forest, but no roads. Of the six adjoining regions, 3 are mountains, 3 are forest, with one of the forests separated by a river. Much easier to move into, and from, on the Union side. Best to use river transport, as with Van Buren. quote:
ORIGINAL: davekinva 6. Monroe, WV. Mountains, with no roads. If you can spare a cavalry init and a decent cavalry leader (yeah...right...) to stick in the region, then it threatens two rail line regions in VA. However, the threat is minimized somewhat if those regions still have their unmobilized militia and a spare leader in them. quote:
ORIGINAL: davekinva 7. Pike, KY. One of the least accessible (and least important) regions of the game. The only time I've ever seen it change hands, is when Kentucky goes permanently to one side or the other, or when the EP is declared. Otherwise, it will likely, and for good reason, remain unclaimed. Knott is a similar situation, though it at least borders Marion, and like Monroe, poses a potential, if fairly insignificant threat. quote:
ORIGINAL: davekinva 8. Asheville, NC to Toccoa, GA. Toccoa is mountain with no roads. quote:
ORIGINAL: davekinva 9. Dickson, TN. As CSA, forget ever reacting into an attack on Dickson from Nashville-- even with Lee as an AC, I never got the ability to move any units into Dickson in the reaction phase. You need to have leaders with 4 Inf to move infantry into, during a reaction phase. 3+1+1 = 5 for the movement cost during reaction into a battle there. Artillery needs a leader with 3 Art to likewise move. In other words, your best guys. quote:
ORIGINAL: davekinva 10. Gallatin, TN. Okay, this is a special case-- it's easy to get in there, but nearly impossible to get out. Unfortunately, I'm writing from notes and not the map in front of me, but IIRC, the Union can block in CSA units in Gallatin from crossing over the Cumberland River into Nashville or Murfreesboro-- yet the Cumberland River isn't navigable in the game in the area south of Gallatin! In that situation, the only way to get CSA units out of Gallatin is to invade the region immediately to the east of Gallatin. Anyway, Gallatin strikes me as a death-trap cul-de-sac for the CSA. Perhaps WAD, but frequently a pain. Gallatin to Nashville is across the navigable portion of the Cumberland. Gallatin to Murfreesboro is not. You can move directly to/from the latter, but you cannot retreat across a river, unless you have transports in the river region. Since you can't have transports to help you Gallatin to Murfreesboro then you need to be extra careful. Movement between Gallatin and Murfreesboro is similar to movement between Harpers Ferry and Washington DC, with the default method being along the road through Livingston, because of the movement point costs. However, it is possible to make the move (but not the retreat) directly if you need to, without going through Livingston. Good thread choice. When I first started, it took me a bit of digging, experimenting and reading the rules, before I figured out the answers for these same questions. Joplin case still catches me off guard, almost every game, when playing the Confederates.
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