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All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Gary Grigsby's War Between the States >> Opponents Wanted >> need gaming parner! Page: [1]
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need gaming parner! - 5/19/2009 6:09:53 PM   
Cunki

 

Posts: 59
Joined: 2/15/2005
Status: offline
I am looking for a gaming partner.
My experience level is medium.
I prefer to play the Union, with historical leaders, no limited command,
no sub leaders!

If interested drop me a line to:
griemert@freenet.de


Post #: 1
RE: need gaming parner! - 5/20/2009 1:12:15 AM   
Doc o War


Posts: 345
Joined: 8/14/2008
From: Northern California
Status: offline
cunki- you really should try leaning to use CSC- it is where the game leads you.. corps commands

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Tell me the story of the common foot soldier, and I will tell you the story of all wars.
... Heroditus.

(in reply to Cunki)
Post #: 2
RE: need gaming parner! - 5/20/2009 12:55:48 PM   
Cunki

 

Posts: 59
Joined: 2/15/2005
Status: offline
Hi Doc,

can you explain me, why it is such a big advantage to use CSC?

Greetings
Cunki

(in reply to Doc o War)
Post #: 3
RE: need gaming parner! - 5/20/2009 3:10:44 PM   
Mike Parker

 

Posts: 583
Joined: 12/30/2008
From: Houston TX
Status: offline
Cunki,

I started off playing without CC, and when I switched it was quite a difference.  I cannot explain why, but it certainly makes the game more interesting.  I wouldn't want to play a game without it now to be honest.

(in reply to Cunki)
Post #: 4
RE: need gaming parner! - 5/20/2009 6:41:14 PM   
Cunki

 

Posts: 59
Joined: 2/15/2005
Status: offline
Hi Mike,

it could be really interesting, but i don´t know the right composition of an army:

1.) How many subcommanders a higher commander needs to act effectively?
2.) Is it better to have an artillery commander only with artillery, or an universal commander with INF, CAV, and ART?
3.) What about the ranks?
4.) What about the values?

The rules are more than vague about this theme!

Cunki

(in reply to Mike Parker)
Post #: 5
RE: need gaming parner! - 5/20/2009 7:04:57 PM   
Mike Parker

 

Posts: 583
Joined: 12/30/2008
From: Houston TX
Status: offline
Cunki,

Look in the rules also but here are the basics. (I am doing this from memory so I might be a little off)

Commanders eligible for CSC (Corp Sub Commanders) require 7+ command rating.(Maybe 6+ I am hazy on that)
When a unit is attached to a Corp it gets all the bonuses normally attributable to the AC and Corp Commander, but in addition attached CSC's add bonus also.
CSC's attached to a corp can provide a bonus to a certain number of like-typed units (Inf-Inf Cav-Cav Art-Art Nav-Nav) equal to number of stars in rank +1 (col = 1 | * = 2 | ** = 3...)
CSC's may be attached to a corp if they meet the following criteria
    The Corp Commander is of equal or greater RANK (as in stars)
    The Corp Commander has a greater command rating.

So for example you have a three star with CR=8, you give him 6 Inf and 2 Art.  At this point all the bonuses accrue just as they would in a game without CSC's.  You will notice however that when you hover of the Corp Commander it will indicate he is -8 (meaning 8 units have no CSC).

You then can assign CSC's from amongst available commanders.  They can be no more than 3 stars and 7 CR.  And you need to provide 6 Inf and 2 Art.

So a pair of 2 star Inf Generals and a 1 star Art General would do the trick.  Or a 3 star and 1 star Inf general with a pair of arty col.  or any other combo as long as they are not of too high a rank or too much CR.

Things to remember
The CR of the individual CSC is of no importance except that it must be lower than the Corp Commander.
You will get many more leader activations since you will use many more leaders
CSC's help with nothing except in battle modifiers, they do not train nor do they help movement or initiative.
Blockading ships without CSC's are at a penalty on blockading.

What is so cool about them.
All those useless leaders you don't know what to do with?  Well they become CSC's for you (division commanders) and believe me you quickly find wonderful uses for these folks.

Leaders that hit the magical 7 (or 6 but almost sure its 7) that become eligible for CSC become VERY important, as you might have very capable leaders that are CR 6- you can then put them UNDER a rather mediocre (or even incompetent) CR7+ leader and get benefit.

Since you have many more leader activations, and even a poor leader can be useful somewhere as a CSC, you can risk going for a low % activation to bring in a leader early with less worry

There becomes this whole dynamic of getting CR 6 and 5 leaders with really good stats to be promoted and get to the 7 level to become true corp commanders.

I am sure there are things I am forgetting, but it really adds a new dimension to the game, and adds for me alot of fun.

Oh one thing *I* personally find to be great that I forgot to mention. You know those CR11 poor commanders? 2-2-2 that won't make good TC's. Well now they have a use as CSC's for your really high CR generals. these CR11 2-2-2 guys tend to be *** so they add a CSC bonus to 4 units. Its better than languishing in a backwater because they are considered a liability as a corp commander!




< Message edited by Mike Parker -- 5/20/2009 7:15:29 PM >


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Post #: 6
RE: need gaming parner! - 5/20/2009 7:12:02 PM   
Mike Parker

 

Posts: 583
Joined: 12/30/2008
From: Houston TX
Status: offline

quote:

ORIGINAL: Cunki

Hi Mike,

it could be really interesting, but i don´t know the right composition of an army:

1.) How many subcommanders a higher commander needs to act effectively?
2.) Is it better to have an artillery commander only with artillery, or an universal commander with INF, CAV, and ART?
3.) What about the ranks?
4.) What about the values?

The rules are more than vague about this theme!

Cunki

I realized I didn't address your points.
1.) Read my first reply and the manual. But in short, even 1 will help, and the max is dependant upon your corp composition
2.) CSC's will ONLY help the matched unit. So to get bonuses for your inf you need inf CSC's etc.
3.) See my first response, rank is a consideration to be sure, but in more ways than the game without CSC's
4.) Well the only thing that is of first order importance in a CSC is his type and his attack/defense. Other values can be important if you plan on them latter becoming a true Corp Commander (or rarely AC or TC but those usually start the game with 7 CR)


(in reply to Cunki)
Post #: 7
RE: need gaming parner! - 5/20/2009 10:45:51 PM   
Cunki

 

Posts: 59
Joined: 2/15/2005
Status: offline
Mike,

thank you for make such an effort to answer my questions!
Finally i got a reply to questions, i didn´t venture to ask!
Now the fog lifted, and the CSC are getting more interesting for me!
Once again, thank you!

Greetings from Germany
Cunki

(in reply to Mike Parker)
Post #: 8
RE: need gaming parner! - 5/22/2009 11:31:20 AM   
Cunki

 

Posts: 59
Joined: 2/15/2005
Status: offline
The offer is always still valid!
Is no one interested in a Non-CSC game?


Cunki

(in reply to Cunki)
Post #: 9
RE: need gaming parner! - 5/22/2009 3:55:32 PM   
rrtink

 

Posts: 9
Joined: 5/8/2009
Status: offline
Cunki,
I am game. Go ahead and set it up and play the Union turn. E-mail to me at rtink@juno.com

Cheers!

(in reply to Cunki)
Post #: 10
RE: need gaming parner! - 5/23/2009 12:51:44 PM   
Cunki

 

Posts: 59
Joined: 2/15/2005
Status: offline
I have started a game against "rrtink" now, the offer is not valid anymore!

(in reply to rrtink)
Post #: 11
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