Treefrog
Posts: 702
Joined: 4/7/2004 Status: offline
|
Very well very well, I didn't mean to belittle the sacrifices of those who died in the war. The intent of this post was for me to get help to understand how to play this game properly, not to discuss the reasons behind the war. I've had a few more runs with the game today, and there are still a few things that I still don't get. First of all, how do you mount an effective blockade of southern ports. On the first turn I moved the Union fleet in the gulf of mexico over to the mouth of the mississippi river, shot up some artillery there, and camped. All was well and no trade made it through to the mississippi towns that turn. Now, however, two turns later, my fleets in mississippi R1a don't seem to be intercepting anything anymore... Moreover, I have no idea how to catch commerce raiders, or how to blockade the rest of the confederacy. What are some good hints for the naval war? It sounds like perhaps your fleet in the Mississippi is not supplied. You catch commerce raiders by putting supplied cruisers, preferably with a good leader, in the commerce raider/pirate box. The balance of the blockade is typically done by capturing the offshore island, putting a garrison and depot there, and putting 2 or 3 cruisers in the sea region. Also, amphibious movement. I seem to be having trouble with that one. Does "amphibious attack" qualify as simply crossing over a river? I have a general in Cincinnati, with 3 movement points and initiative, who can't get across the river to Lexington. There is a transport in that river. Does that mean it's an "amphibious assault? Assuming the leader has units attached and has a red arrow, he should be able to cross on the bridge without any transports at all. Check the movement point costs; I 'm not looking at one but 3 mps should be enough to follow a railroad across a bridge into Ky. Supply depots. As the union it seems i have near infinite supplies. (If I am correct somewhere in the 2000s at the beginning of 1861). So basically what is stopping me from building forts and depots wherever I want as long as I have the generals to do it? Isn't it advantageous for the union to just go all out and build a lot, since they have so much material? I always seem to run short of supplies, although lots of people don't seem to have that problem. Build forts along your front line and put depots in regions that will host ACs or unit commanders that want initiative. Areas without roads or railroads. I've noticed that there are a few areas in West Virginia, Kentucky, Arkansas and Missouri that don't have any roads or railroads going through them. What are the movement costs for going through those territories? I assume movement costs change with type of terrain, but how are those affected by lack of roads also? Roads and railroads facilitate movement through all terrain; the movement cost is minimal because you are moving along the improvement, regardless of terrain type (swamp, forest or mountain). The instant you try to move cross country (through a region side and not along the road/railroad) the full terrain movement cost kicks in; this may prohibit movement completely in some cases. Finally, initiative again. I understand that a theater commander's initiative chance is based on the amount of pop centers of the area he is located in, the amount of factories in that area, and a few other things. So basically stash your theater commander in a big city and that's the best you can hope for. Army commanders, I don't understand quite as much. I understand that having a supply depot gives a bonus, but what about more than 1 depot? Do forts give a bonus? Do population centers give a bonus? Your ability to gain initiative is IMHO about the most critical rule you need to learn. TC initiative is based on three factors: his rank (1 through 4), his admin rating (1 through 4) and his command rating (1-20). You should be able to do the multiplication in your head to get an estimate of the chance that any TC or TC candidate will gain initiative. Once you determine whether the TC gains initiative, you go to step number 2, whether the AC gets initiative. That is likewise a fraction based on three factors: the aggressiveness of the AC, his supply or friendly territory status, and bonus from the TC with initiative (this bonus is a function of the city he is in i.e. population plus factories with bonus if he is in D.C.). The AC needs a depot with at least 20 supply; more than that doesn't help, but if a cavalry/mounted raider hits the place and captures/destroys to less than 20 you are hurtin' because the supplies are not replenished until after the initiative determination phase (see turn chronology). Forts give no bonus in initiative determination. Population centers only give a bonus through the TC initiative. Anyway, thanks for your help. I've always found wargames to be the most fun way to learn about history, and I hope to have many hours of enjoyment with this game, as soon as I get how to make things work like I want them to! After mastering initiative calculation, look into combat. I have posted a synoposis in the warroom. Enjoy.
_____________________________
"L'audace, l'audace, toujours l'audace."
|