Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Fort Fisher blockade

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Civil War II >> Fort Fisher blockade Page: [1]
Login
Message << Older Topic   Newer Topic >>
Fort Fisher blockade - 11/20/2013 3:39:54 PM   
USSLockwood

 

Posts: 543
Joined: 8/16/2002
Status: offline
The tool tip for the fort Fisher harbor indicates that 4 naval elements are required to
blockade Reaves Point. I have a blockade squadron there, containing 8 elements, yet
the port is not blockaded. What gives?

_____________________________

Dave
San Diego
Home of the World's Busiest Radar Approach Control
Post #: 1
RE: Fort Fisher blockade - 11/20/2013 3:59:50 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
There are several issues with blockade in this game

Lookie here

(in reply to USSLockwood)
Post #: 2
RE: Fort Fisher blockade - 11/20/2013 8:34:58 PM   
Aurelian

 

Posts: 3916
Joined: 2/26/2007
Status: offline
It's the same as the first game. You need a combination of blue and brown water blockade.

The best way of course is to take the port.

_____________________________

If the Earth was flat, cats would of knocked everything off of it long ago.

(in reply to Lecivius)
Post #: 3
RE: Fort Fisher blockade - 11/22/2013 1:53:06 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
I am also trying to blockade Mobile. I have the 2 forts protecting the bay. I have squadrons both outside the forts, and another sitting off the docks. I still have Ft. Pickens with a flotilla off of it, and just to experiment I put another blockade group up the coast. So I have Left, Right, Center, and Docks covered, and it still will not lock up I even landed Sailors and surrounded it. I'm working on getting a river group just upstream from it.

(in reply to Aurelian)
Post #: 4
RE: Fort Fisher blockade - 11/22/2013 2:13:51 PM   
Q-Ball


Posts: 7336
Joined: 6/25/2002
From: Chicago, Illinois
Status: offline
One thing I noticed is that you need to have an artillery unit in the fort in order for it to blockade the harbor. Check that.

If you have Ft. Morgan, and it has an artillery unit, there is no reason Mobile should not be blockaded

_____________________________


(in reply to Lecivius)
Post #: 5
RE: Fort Fisher blockade - 11/22/2013 4:11:26 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
Nope, both forts now have guns (I had to strip 2 ships to do it). I landed sailors & took the little town across from it. Only thing left it to get a bunch of river ironclads to run don from up North. I posted in the Ageod forums. I was amazed at the amount of nast PM's I recieved This whole game now is about getting that port locked up. I seriously think there are some issues with this game. None are "game breakers", but if I'm the only one thinking so, maybe it's just me.

I did get New Orleans to lock up, and I only took the 2 forts at the river mouth. No ships at all. The fort covering the entrance to Pontchartrain is still in rebel hands. Pickens blockades it's river as well if I pull the squadron. So I'm not sure what the mechanics are.

(in reply to Q-Ball)
Post #: 6
RE: Fort Fisher blockade - 11/22/2013 5:45:01 PM   
Toro12

 

Posts: 162
Joined: 4/6/2000
From: Covington, KY, USA
Status: offline
There is a difference between guns and port guns. Dropping guns from ships is usually just field cannon, if I recall. You need the larger variety.

(in reply to Lecivius)
Post #: 7
RE: Fort Fisher blockade - 11/22/2013 5:59:21 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline

quote:

ORIGINAL: cassmj

There is a difference between guns and port guns. Dropping guns from ships is usually just field cannon, if I recall. You need the larger variety.



Ah, and here is a follow on rub. I have seized several forts in roughly 10 games I have started so far. Most of the time, the fortress artilley vanishes. I could live with that, they did spike guns and do other more permanent things after all. So I made a new battery in New York, but it will not load to a fleet with 4 transports in it. I even got totally frustrated & did a wipe & reload of the game. Am I the only one experiencing these types of issues?

(in reply to Toro12)
Post #: 8
RE: Fort Fisher blockade - 11/22/2013 9:55:23 PM   
Toro12

 

Posts: 162
Joined: 4/6/2000
From: Covington, KY, USA
Status: offline
I've noticed that sometimes capturing forts does not afford me the coastal guns. I leave it up to spiking, because other times I do recover them. Just circumstantial here, but it seems when I capture the fort from a landing (i.e., amphibious assault), I capture it in same-turn. If I don't capture same-turn, the coastal guns disappear. (Not sure on that, but it seems rational to me.)

You can build them, as you said, but it's interesting you can't load -- haven't tried that. I'll look at this when I get home.

(in reply to Lecivius)
Post #: 9
RE: Fort Fisher blockade - 11/22/2013 11:17:34 PM   
Toro12

 

Posts: 162
Joined: 4/6/2000
From: Covington, KY, USA
Status: offline
Ok, I was able to load a coastal gun I built in Brooklyn to a ship. It's weight is 4, so one transport worked fine.

Did you build the coastal gun in a port city, or a non-port city? There's a zone north of NYC that can build coastal guns, but I'm not sure you can move them to a ship outside a port.

< Message edited by cassmj -- 11/23/2013 12:19:04 AM >

(in reply to Toro12)
Post #: 10
RE: Fort Fisher blockade - 11/23/2013 12:19:20 PM   
The Red Baron


Posts: 167
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
In one game I executed an amphibious assault against Vicksburg. I landed, rested my troops for one turn, then ordered an all-out assault against the city. I captured both coastal artillery units during the assault. In the same game I captured Island 10 in Lake, TN; I captured the coastal guns at Island 10 as well, although it took me several turns to take the place. The turn following my capture of Island 10, I loaded the coastal guns onto transports and sent them to Cairo, IL to receive replacements. They moved but very slowly. Transit time was almost 30 days. It took something like 23 days to load the guns, which makes perfect sense considering their size & the time period, and only 4 days for movement to Cairo.

Coastal artillery has a 50% capture percentage; so, if most of the time you fail to capture coastal guns, I would just chock it up to bad rolls; likewise, my "luck" in that game was probably just that - luck. I captured some nice war booty because I had good rolls.

Edit: Loading coastal guns onto riverine transports using assets from your riverine transport pool works; however, you cannot use discrete transports, i.e. those on which you spend $$ and WS to build, to transport captured guns.

< Message edited by The Red Baron -- 11/24/2013 6:33:13 PM >

(in reply to Lecivius)
Post #: 11
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Civil War II >> Fort Fisher blockade Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.797