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Some Comments on Forts and a question on editing

 
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Some Comments on Forts and a question on editing - 7/19/2008 8:43:40 PM   
Marlborough

 

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Joined: 7/17/2005
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First off, let me say excellent game and I am enjoying it very much. Congratulations to the team for a fine product.

However, I do have one gripe with the game, namely the vast proliferation of forts. I have played through twice as the Union vs. CSA AI, and I think that the one area where the game doesnt have it right just yet is the issue of forts, particularly for the Confederacy.

1. Level 1 forts get constructed way too fast. The CSA invades Kentucky, usually on GT2, and by the end of their move, not only do we have Fortress Paducah, the Gibraltar of the Mississippi, but also usually forts in Bowling Green and Louisville as well. So, before the USA can even react, the CSA is deeply dug in and the US must fight Verdun-like battles to extricate them. I find this unrealistice on a number of counts -- there is no way that such substantial fortifications could be thrown up so quickly, particularly in the early days of the war, and the logistics of moving troops from the Northern border of Tennessee all the way to the Ohio River, and the construction of forts that immediately bar river traffic, etc, just seems to be not right. For example, Forts Henry and Donelson, captured by Grant in February of 1862, were far from being complete, even after 10 months of war. At the time they were captured, they were short on guns, and high water from the Mississippi was inundating one of them.

2. The Confederacy has way too many forts built in regards to the historical capacity to do so. The CSA's ability to build forts in the real war was severely hampered by a lack of the necessary heavy guns, powder, shot, as well as other materials necessary. They had to pick and choose and prioritize where to fortify. They could not throw a string of forts up all along the front, in virtually every region they occupied, and do it all within 30 days time.

3. The vast numbers of forts built by the CSA tend IMHO to disrupt the flow of the game. The Civil War, prior to mid 1864, should be a war of movement and fluid campaigns, not a WWI style grindout between opposing lines of fixed fortifications. When the CSA has forts in depth all along the lines, this war of movement comes to a complete halt. It also adversely affects the CSA in at least two ways -- in both games I have played, the CSA AI concentrated way too much on keeping Fortress Paducah, and continued to have large armies in there even as Grant and Sherman tore through the heartland of Georgia and Alabama. Eventually, their army there was annihilated. The other problem is that when the North can build forts in every region it captures, because they have such high supply output, this makes it hard for the CSA to do any manuevers such as Lee's two invasions to carry the war to the North, or the Confederate counter attacks in the West that resulted in Perryville, Chickamauga, and Franklin. In fact, the only places where I can find in history where CSA attacks ran into serious Union forts and foundered were the Battles of Nashville, the Siege of Petersburg, and Early's abortive strike against Washington, where the attack was called off as soon a VI Corps arrived to man the DC fortifications. However, CSA strikes at Harpers Ferry, Frederick MD, etc all succeeded as part of a war of manuever.

4. The CSA uses up too much supply early in the game building forts, supply which they will need later to maintain their armies. I suspect that the CSA AI fort building frenzy has serious detrimental long term effects on the ability of the AI to sustain its armies.

I would respectfully suggest the following potential solutions in an upcoming patch to correct this problem.

1). Make Forts for the CSA EXTREMELY expensive in terms of supply, which means that tough decision would have to be made and priorities set on siting forts, which would mirror the historical reality of a lack of resources for the CSA to engage in a massive fort building program.

2). At least prior to summer 1864, greatly increase the amount of time it takes to build a fort, either L1 or L2. These structures were not built overnight, but required lots of planning, assembling of materials, etc. A delay of 3 months or even more seems about right to me. This would make players think twice about fortifying too close to the current front line, as the region may fall before the fort is completed. Once again, the CSA should be forced to concentrate on using their very limited fort building resources in only the most strategic locations -- adopting a strategy of fortifying key points such as Chattanooga, Dalton, Atlanta, Memphis, Vicksburg, Baton Rouge, Petersburg, etc, rather than building forts in Manassas in July 61. Recall that when McClellan finally got the guts to send some men out towards Manassas on a force recon in early 62, the 'cannons' that he had feared in Confederate 'earthworks' there were actually 'Quaker Guns' -- felled trees painted black as the Confederacy didnt have enough real cannon to fortify the place. Magruder used the same trick at Yorktown on the Peninsula, another phony CSA fort not a real one. Once mid 1864 rolls around, the troops did become quite adept at throwing up breastworks quickly, so the delay for fort building could go back to 1 month then, but certainly that was not the case prior to mid 1864.

3). Change the data files for the regions to greatly limit which regions can have forts built in them at all. There are many regions in the game with no towns or cities, or other terrain or population features that would suggest a fort would ever be built there for any reason. The AI could be helped by removing the eligibility of these regions to ever host a fort. I have tried to do this by editing the .dat files in the 'regions 61' file, but nothing I have tried worked. I have tried inserting a line of 'Fortbuild,0' for the regions I dont want either side to be able to fortify, but that didnt work. I have also tried deleting the 'Fort,0' line in a region, to see if it makes it ineligible to be fortified but that doesnt work either. Any suggestions on how to mod these files to make it impossible to build forts in many of the regions of the game?

I would welcome any feedback on these ideas and comments from fellow players or the design team. Dont think because I went into such great depth on this issue that I dont love the game (I do), just having a bit of trouble feeling that the fort concept is currently implemented right.
Post #: 1
RE: Some Comments on Forts and a question on editing - 7/19/2008 11:04:06 PM   
JanSorensen

 

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If you make fortifications (not really forts in my mind) more expensive and harder to build as the CSA and change nothing else then you just greatly changed the balance of the game in favor of the USA. So, unless you have something in mind to "compensate" the CSA to keep the balance of the game your suggestion will probably have to be dismissed as unhealthy for the game.

Thus I will wait and see if you have something in mind to compensate before deciding if I think your suggestion has merit or not.

Making it possible to mod the files so that certain areas cannot be fortified is a decent idea though. More options are always good :)

(in reply to Marlborough)
Post #: 2
RE: Some Comments on Forts and a question on editing - 7/19/2008 11:13:24 PM   
willgamer


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Thanks for bringing this up.

I'm loving this game as well and have beaten normal AI with both sides. I'm just a casual gamer not a grog.

In the spirit of the game's statistical treatment of initiative, combat results, etc., I would propose the following:

Leaders have a chance to roll the dice to build a fort on a turn.

Supply points would be expended as now (though the number may be changed).

All actual numbers below are examples and for discussion purposes only.

1 Heavy Arty/attempted fort level must be in the region and are expended if construction is successful.

Success would depend upon the following factors: 1 to 4/4 for year; 1 to 6/6 for admin; 1 to 3/3 for season; 1 to 10/10 for command rating;
1 to 5/5 for terrain; -(some factor)xFort Level (possibly squared); +(some factor)xNumber of Admin Leaders in region; +(some factor) for port; +(some factor) for home field (your permament regions).

Forts automatically provide (some factor)xFort Level squared resources available for foraging.

No limit on fort levels.

No fort in a region you don't own at the beginning of movement.

Done this way, modders can alter the numerical factors to their heart's content.





< Message edited by willgamer -- 7/19/2008 11:35:08 PM >


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(in reply to Marlborough)
Post #: 3
RE: Some Comments on Forts and a question on editing - 7/20/2008 12:07:04 AM   
Erik Rutins

 

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The quibble I have with the original premise is that in my experience, Level 1 Forts are not overpowering. They effectively give a +1 modifier in combat, which is really not that much when you're talking about results that often combine for 20-30 points per "shot" and they help prevent overruns, modify the adjusted combat strength for victory and limit cavalry raiding a bit. These are basically limited fortifications that cannot control an entire region, but do influence combat. I haven't found that the game descends into WWI at all in 1861-1863, though after that it can get a lot tougher with the double entrenchments.

Now Level 2 forts are another story and they are very impressive and very effective, but also very limited as far as where they can be built.

I might agree with the idea of upping the cost and/or slowing the speed of building forts for both sides, but I don't agree that they currently disrupt the flow of the game or remove the maneuver element, at least in my experience. Maneuver, deception and diversion is still very key to winning in this game.

Regards,

- Erik

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(in reply to willgamer)
Post #: 4
RE: Some Comments on Forts and a question on editing - 7/20/2008 12:23:25 AM   
Marlborough

 

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quote:

ORIGINAL: JanSorensen

If you make fortifications (not really forts in my mind) more expensive and harder to build as the CSA and change nothing else then you just greatly changed the balance of the game in favor of the USA. So, unless you have something in mind to "compensate" the CSA to keep the balance of the game your suggestion will probably have to be dismissed as unhealthy for the game.

Thus I will wait and see if you have something in mind to compensate before deciding if I think your suggestion has merit or not.

Making it possible to mod the files so that certain areas cannot be fortified is a decent idea though. More options are always good :)



Jan,

I understand the point you are making on game balance. In a way then, the quick and easy fort building ability for the Confederacy despite the fact they were unable to do so historically, is a key element for balance. If I understand the mechanics of the game correctly, the fort gives a protective fire modifier to all friendly units in the region, makes it less likely that those troops will retreat after combat, and if sited near a river, and a heavy gun unit is in the fort, makes river movement pretty near impossible without serious opportunity fire casualties. Now I can understand the desire to help the Rebels out by giving them some kind of enhanced ability to avoid retreats particularly on home soil, but I think there are already some modifiers that hinder an attacker on enemy soil. Historically, the Rebels were quite good, particularly in the East, at driving away superior numbers of Union troops and holding their ground. I think this is modeled through the game with the leadership system, etc, but it seems you are saying that the Rebs need the fort edge as well.

I guess where I really have the big problem with the numerous forts is the effect on river movement in the West, and the fact that making any kind of crossing of a river against a region with a fort becomes nearly impossible to do successfully as the Union in the first two years of the war, once the Rebs have built the 30 day forts along the Ohio -- a 19th century Maginot line that actually works. Using river movement to outflank them is not possible, as the opportunty fire casualties are devastating. And by the way, heavy guns seem to be far too easy for the CSA to come by as well, given the lack of foundries and steel works in the South. However, I realize that for game play purposes, they are given a better capacity for that kind of artillery than what they really had. It really puts an ahistoric spin on the Western Theater, where the hallmark was broad campaigns of manuever.

As far as suggestions to compensate the CSA for many fewer forts would be a cheaper cost to repair veteran units damaged in combat, representing the resiliency of Confederate formations, and perhaps an increased anti-retreat modifier for battles in CSA states independent of the forts. I dont know for sure, as I am not a game designer or programmer, and Gary and crew consistently produce Hall of Fame level products, so I am not sure I have the right solution at hand. I just know that the whole fort thing doesnt seem quite right to me yet.



(in reply to JanSorensen)
Post #: 5
RE: Some Comments on Forts and a question on editing - 7/20/2008 1:37:26 AM   
Marlborough

 

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Joined: 7/17/2005
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quote:

ORIGINAL: willgamer

Thanks for bringing this up.

I'm loving this game as well and have beaten normal AI with both sides. I'm just a casual gamer not a grog.

In the spirit of the game's statistical treatment of initiative, combat results, etc., I would propose the following:

Leaders have a chance to roll the dice to build a fort on a turn.

Supply points would be expended as now (though the number may be changed).

All actual numbers below are examples and for discussion purposes only.

1 Heavy Arty/attempted fort level must be in the region and are expended if construction is successful.

Success would depend upon the following factors: 1 to 4/4 for year; 1 to 6/6 for admin; 1 to 3/3 for season; 1 to 10/10 for command rating;
1 to 5/5 for terrain; -(some factor)xFort Level (possibly squared); +(some factor)xNumber of Admin Leaders in region; +(some factor) for port; +(some factor) for home field (your permament regions).

Forts automatically provide (some factor)xFort Level squared resources available for foraging.

No limit on fort levels.

No fort in a region you don't own at the beginning of movement.

Done this way, modders can alter the numerical factors to their heart's content.






I like these ideas.

Particularly agree with the expenditure of heavy artillery in order to build a fort -- very realistic, adds to the cost of making a fort, also requires some advance planning as those heavy arty pieces wont just show up overnight.

Particularly agree with variable chance of success in building the fort, based on terrain and the admin rating of the leader attempting construction. Perhaps failing your construction roll wouldnt mean complete failure, but that you are delayed, and must try again next turn.

Completely agree with no fort building attempts in any area you dont own at the beginning of movement.



(in reply to willgamer)
Post #: 6
RE: Some Comments on Forts and a question on editing - 7/20/2008 2:28:32 AM   
madgamer2

 

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the forts in this game are a somewhat misleading term. Level 1 forts are not real stone walled monster forts but are a kind of generic thing. The true forts at DC, Monroe,Vicksburg, etc are a much harder nut to crack by the level 2 fort.
My only small gripe is letting Hv. Art. in level 1 forts but I can live with it after all it is gone or captured if the defender retreats.

Eric's post says it all.

Madgamer

(in reply to Marlborough)
Post #: 7
RE: Some Comments on Forts and a question on editing - 7/20/2008 7:40:38 AM   
JanSorensen

 

Posts: 3684
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From: Aalborg, Denmark
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quote:

ORIGINAL: Marlborough


Jan,

I understand the point you are making on game balance. In a way then, the quick and easy fort building ability for the Confederacy despite the fact they were unable to do so historically, is a key element for balance. If I understand the mechanics of the game correctly, the fort gives a protective fire modifier to all friendly units in the region, makes it less likely that those troops will retreat after combat, and if sited near a river, and a heavy gun unit is in the fort, makes river movement pretty near impossible without serious opportunity fire casualties.

I guess where I really have the big problem with the numerous forts is the effect on river movement in the West, and the fact that making any kind of crossing of a river against a region with a fort becomes nearly impossible to do successfully as the Union in the first two years of the war, once the Rebs have built the 30 day forts along the Ohio -- a 19th century Maginot line that actually works. Using river movement to outflank them is not possible, as the opportunty fire casualties are devastating. And by the way, heavy guns seem to be far too easy for the CSA to come by as well, given the lack of foundries and steel works in the South. However, I realize that for game play purposes, they are given a better capacity for that kind of artillery than what they really had. It really puts an ahistoric spin on the Western Theater, where the hallmark was broad campaigns of manuever.

As far as suggestions to compensate the CSA for many fewer forts would be a cheaper cost to repair veteran units damaged in combat, representing the resiliency of Confederate formations, and perhaps an increased anti-retreat modifier for battles in CSA states independent of the forts. I dont know for sure, as I am not a game designer or programmer, and Gary and crew consistently produce Hall of Fame level products, so I am not sure I have the right solution at hand. I just know that the whole fort thing doesnt seem quite right to me yet.


It is not correct that *all* friendly units benifit from the fort - far from it. See rule 13.0 the middle of page 142.

Based on what you have written here it sounds like your gripe is more with Kentucky than with forts though. I very much like the idea of not being able to build a fort on the very turn you capture a region (that makes sense and goes somewhat both ways). Maybe it should also cost extra to build forts in enemy or border states. That would make it more costly for the CSA to build forts in Kentucky (which seems to be your main problem) while also making it more expensive for the USA to build forts.

A large reason I think the rebs *need* easy access to fortifications of level 1 is to help them slow down overruns btw.

Asking to have it expend a heavy artillery piece to build a level 1 fort is way out of proportion though (as someelse suggested). Thats a huge cost making it nearly impossible for the CSA to make any such small fortifications. Please consider that while something may sound "historically" correct it also needs to be playable and actually achieve a historical effect.

Your idea to have the CSA repair Vets cheaper has some merit as does given the CSA an inherit bonus rather than asking them to build so many forts. However, if you are prepared to essentially give them some or most of the bonus without building the forts then why is it a large issue that they can build the forts in the first place? Asking the CSA to actively do something rather than giving it to them passively atleast gives the otherwise fairly passive CSA player something to do.

(in reply to Marlborough)
Post #: 8
RE: Some Comments on Forts and a question on editing - 7/21/2008 1:44:13 AM   
heroldje

 

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i think you could just make it so you cant fortify regions you JUST captured.  This would prevent the confederate blitzkreig and fortification in kentucky.

(in reply to JanSorensen)
Post #: 9
RE: Some Comments on Forts and a question on editing - 7/21/2008 2:37:30 AM   
hgilmer2

 

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quote:

Level 1 forts get constructed way too fast. The CSA invades Kentucky, usually on GT2, and by the end of their move, not only do we have Fortress Paducah, the Gibraltar of the Mississippi, but also usually forts in Bowling Green and Louisville as well. So, before the USA can even react, the CSA is deeply dug in and the US must fight Verdun-like battles to extricate them.


I have not found this to be the case - regarding Verdun like fights.  In my current game against the AI, me The North - AI The South.  The AI decided to attack Paducah in or around Nov 1861.  I was unable to attack until Feb 1862 due to initiative, but by that time Grant was an AC and I had 65 units sitting in Cairo.  I had been rotating in experienced units from DC and had a really good army ready to go when I had initiative.  I was opposed by only 17 units but they trucked some more in and I had a major victory.  It wasn't that hard.  I usually push them right out as soon as they get in to Paducah.  I had Halleck I believe as AC right above BG and built a decent army there, as well and pushed them right out of BG when I had initiative. 

Now, I will say, if you don't scout, you'll probably lose.  You need Grant to go into Paducah, and you want about 2 to 1 odds.  Well, from the one fight I have seen on normal difficulty.  I had Sherman in the mix as well. 

(in reply to heroldje)
Post #: 10
RE: Some Comments on Forts and a question on editing - 7/21/2008 3:30:30 AM   
madgamer2

 

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The only different thing I do is put Grant in an army north of Louisville across the Ohio River and Halick as AC. Grant is in this army as a unit commander. I place a large group of units in Cairo and as MO is wrapped up I bring Lyons to Cairo to command and when the Reb AI attacks KY I have never failed to get movement from Lyons on the turn following the AI invasion. Like you I keep adding units each turn till the AI invades but never had to wait longer than turn 3 as I think the Reb AI wants to get KY just before winter. This setup works for a Union invasion as well.
You can add a bit of a twist by placing several single lead Inf. units and a couple of single Cav units in Cincinnati and after the overrun in Grafton move MaC to there and when the Reb AI invades you will have an easy time if you get all three armies to move. You can always move MaC to DC and McDowell to Ft. Monroe or what ever your plan for him is.

Madgamer

(in reply to hgilmer2)
Post #: 11
RE: Some Comments on Forts and a question on editing - 7/21/2008 6:50:42 AM   
JanSorensen

 

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From: Aalborg, Denmark
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quote:

ORIGINAL: hgilmer2

   
quote:

Level 1 forts get constructed way too fast. The CSA invades Kentucky, usually on GT2, and by the end of their move, not only do we have Fortress Paducah, the Gibraltar of the Mississippi, but also usually forts in Bowling Green and Louisville as well. So, before the USA can even react, the CSA is deeply dug in and the US must fight Verdun-like battles to extricate them.


I have not found this to be the case - regarding Verdun like fights.  In my current game against the AI, me The North - AI The South.  The AI decided to attack Paducah in or around Nov 1861.  I was unable to attack until Feb 1862 due to initiative, but by that time Grant was an AC and I had 65 units sitting in Cairo.  I had been rotating in experienced units from DC and had a really good army ready to go when I had initiative.  I was opposed by only 17 units but they trucked some more in and I had a major victory.  It wasn't that hard.  I usually push them right out as soon as they get in to Paducah.  I had Halleck I believe as AC right above BG and built a decent army there, as well and pushed them right out of BG when I had initiative. 

Now, I will say, if you don't scout, you'll probably lose.  You need Grant to go into Paducah, and you want about 2 to 1 odds.  Well, from the one fight I have seen on normal difficulty.  I had Sherman in the mix as well. 



In my opinion the mistake you made is allowing Kentucky to be neutral till November. As the Union I firmly believe that you should take Kentucky during the second turn to avoid the CSA setting up on the Ohio. Mind, you dont need initiative to take Kentucky. Instead you use mounted troops as they have the movement even without initiative. Obviously you do setup 2 AC and alot of corps with a few units each during turn one to maximize the chance of getting a leader or two with initiative - but you certainly dont need a full army to take Kentucky.

(in reply to hgilmer2)
Post #: 12
RE: Some Comments on Forts and a question on editing - 7/21/2008 11:41:28 PM   
hgilmer2

 

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quote:

ORIGINAL: JanSorensen


quote:

ORIGINAL: hgilmer2

quote:

Level 1 forts get constructed way too fast. The CSA invades Kentucky, usually on GT2, and by the end of their move, not only do we have Fortress Paducah, the Gibraltar of the Mississippi, but also usually forts in Bowling Green and Louisville as well. So, before the USA can even react, the CSA is deeply dug in and the US must fight Verdun-like battles to extricate them.


I have not found this to be the case - regarding Verdun like fights. In my current game against the AI, me The North - AI The South. The AI decided to attack Paducah in or around Nov 1861. I was unable to attack until Feb 1862 due to initiative, but by that time Grant was an AC and I had 65 units sitting in Cairo. I had been rotating in experienced units from DC and had a really good army ready to go when I had initiative. I was opposed by only 17 units but they trucked some more in and I had a major victory. It wasn't that hard. I usually push them right out as soon as they get in to Paducah. I had Halleck I believe as AC right above BG and built a decent army there, as well and pushed them right out of BG when I had initiative.

Now, I will say, if you don't scout, you'll probably lose. You need Grant to go into Paducah, and you want about 2 to 1 odds. Well, from the one fight I have seen on normal difficulty. I had Sherman in the mix as well.



In my opinion the mistake you made is allowing Kentucky to be neutral till November. As the Union I firmly believe that you should take Kentucky during the second turn to avoid the CSA setting up on the Ohio. Mind, you dont need initiative to take Kentucky. Instead you use mounted troops as they have the movement even without initiative. Obviously you do setup 2 AC and alot of corps with a few units each during turn one to maximize the chance of getting a leader or two with initiative - but you certainly dont need a full army to take Kentucky.


I usually do that, but this game I decided to see what would happen. It didn't hurt.

(in reply to JanSorensen)
Post #: 13
RE: Some Comments on Forts and a question on editing - 7/27/2008 5:57:48 AM   
hgilmer2

 

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    Also, I lose 100 points during the 2nd turn and I just saw a strategic victory go by the wayside because I wasn't at the 1000 point limit.  You're taking the whole game into your hands hoping you'll get enough initiative (which I didn't) to win enough territories to get back to 1000 after taking Kentucky so early.



(in reply to hgilmer2)
Post #: 14
RE: Some Comments on Forts and a question on editing - 7/28/2008 11:12:42 PM   
tran505

 

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From what I have tried so far, it seems that the penalty for the US Invasion on turn 2 is much smaller (even if the state goes completly over to the CSA) than the cost of having to dig the CSA out of Kentucky if the CS does its own turn 2 invasion. Pushing the CSA back from the Ohio is a major undertaking in 1861, and I really really dislike the idea of the Ohio River being the start line for the first real campaign season in 1862. The US has to do a turn 2 invasion -- I don't think there is much chioce, given what the CS will do to you if you do NOT invade.

-P

(in reply to hgilmer2)
Post #: 15
RE: Some Comments on Forts and a question on editing - 7/29/2008 12:26:37 AM   
satisfaction


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quote:

ORIGINAL: heroldje

i think you could just make it so you cant fortify regions you JUST captured.  This would prevent the confederate blitzkreig and fortification in kentucky.


Second this idea. Does not fix the whole original premise, but I think that the whole word "fort" should read "behind defenses" for level 1. Heavy arty is an interesting idea. Overall though I do get the feeling of "fort spam". This hits on an issue I had with AACW, which was excessive fortification early on. We had some great discussions on those boards, but the basic gist was when it came to fortification in general across the whole spectrum of the war date was the biggest factor. Generals just did not (in general) think of fortifying (in the trench and redoubt way..not just throwing up fence rails) in 1861 and well into 1862 and 1863. Now true Forts were an exception, I believe represented by level 2 in this game. Guess what I'm thinking is could we have level 1 forts not even be an option until maybe 1863 or 1864? It really wasn't until the era of the 40 Days that digging in and fighting behind entrenchments at every opportunity really began. So no forts in areas not able to support level 2 until later in the war. No idea if this could work or how it would impact, just my 2 cents. Excellent game though overall.

(in reply to heroldje)
Post #: 16
RE: Some Comments on Forts and a question on editing - 7/29/2008 2:25:44 AM   
hgilmer2

 

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quote:

ORIGINAL: tran505

From what I have tried so far, it seems that the penalty for the US Invasion on turn 2 is much smaller (even if the state goes completly over to the CSA) than the cost of having to dig the CSA out of Kentucky if the CS does its own turn 2 invasion. Pushing the CSA back from the Ohio is a major undertaking in 1861, and I really really dislike the idea of the Ohio River being the start line for the first real campaign season in 1862. The US has to do a turn 2 invasion -- I don't think there is much chioce, given what the CS will do to you if you do NOT invade.

-P



If you don't get that initiative, you're staring down the barrel of getting strategic wins and not having the 1000 point total to take advantage of it.

Someone ought to do a detailed analysis of what you have to do to get back to 1000 points after losing 100 points for invading Ky on turn 2. It takes a crapload of wins and territories, I know that.

(in reply to tran505)
Post #: 17
RE: Some Comments on Forts and a question on editing - 7/29/2008 3:17:24 AM   
WarHunter


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I did a quick and dirty hotseat setup, just for the purpose of checking exactly what is the PP's +/- for the Union is. Here are my results.

Union starts with 985 PP

Confed 1000 PP

------------------------------------------

Taking Missouri USA 1004 PP

Joplin, Springfield

--------------------------------------------

Take Charleston, West Virginia USA 1021 PP

----------------------------------------------

Take Kent, Charles, Maryland USA 1035 PP

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Take Frankin West Virginia, USA 1042 PP

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Send Cavalry from Washington DC to New Albany, Indiana

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Do the Shotgun Approach when invading Kentucky. Lots of Leaders with at least 1 brigade per leader. Place them at all the river crossings, with AC's and without. Chances are some will get inititive, even if all AC's do not. Arrange your AC's as you like. Upgrade your one Militia to Mounted infantry where you need it the most.

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After battle for Grafton and Draft Begining of Aug 61 USA 988 PP

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Invasion of Kentucky, final USA 1017 PP Confederate 984 PP

After learning the hard lesson of not invading Kentucky 1st as the Union. (/salute Jan S.) You will always see an invasion of Kentucky on Aug 61, from this player. Training milita is secondary to setting up for the invasion. imho.






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“We never felt like we were losing until we were actually dead.”
Marcus Luttrell

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