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Quick combat setup and blockade orders

 
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Quick combat setup and blockade orders - 4/2/2014 5:06:38 AM   
Disintegration

 

Posts: 27
Joined: 10/17/2007
Status: offline
Getting back into this game after a few years and a couple of issues I've run into. Hope someone is still reading this and can help.

1) During quick combat setup, the rules say I'm supposed to be able to put up to 36 brigades on the map - one for each square in the charge, attack, and defend zones. However, if I have more than 27 brigades to set up, only 27 appear - one for each square in the routed zone. Once I place these 27 units the routed zone is empty and my other units are still off the map. I can't see any way to set up the other 9 brigades that are off the map, and if I go ahead and start the battle none of the missing units start in the routed zone either. Even if I choose "Auto" setup only the first 27 brigades set up, the others never appear in the battle, not even in the routed zone. The computer opponent is able to set up all 36 brigades (if he has that many) plus even more that start out routed. This makes battles with more than 27 brigades on each side essentially unwinnable in quick combat since half my army never shows up for the battle while the opponent always gets his whole army.

2) Many times during quick combat it will go just a couple of rounds/shots and then BOOM! half my army instantaneously routs for no apparent reason - units that haven't even fired or been fired at once. Is this supposed to happen, and what is causing it?

3) When I give fleet units an order to blockade an enemy port, half the time they just sit offshore doing nothing instead. After a while they sometimes move inshore to show they're blockading, but sometimes they don't even after many turns have passed. What is causing this and what can I do about it? Will re-entering the order to blockade speed up or slow down the fleet's actually moving to blockade, or will it have no effect? Is there any way to verify that the port is actually blockaded?
Post #: 1
RE: Quick combat setup and blockade orders - 4/2/2014 2:55:52 PM   
Nimrod 9th


Posts: 140
Joined: 9/28/2012
From: Central MO
Status: offline
Can't help with 1 and 2 since I never use "quick combat." I'm an instant or detailed type. But on number 3 I can describe my observations. I too have noted the blockading fleets sometimes out in the zone and sometimes next to the port. My observation is it doesn't matter. Even though the icon is in the zone, if it has a blockade order it is blockading. I'm basing this on the victory point screen. Once I get victory points for fleets/ship blockading, the location of the icon (shore or in the zone) doesn't seem to be impact the points. Did that make sense?

(in reply to Disintegration)
Post #: 2
RE: Quick combat setup and blockade orders - 4/2/2014 9:23:27 PM   
KASHANKA

 

Posts: 17
Joined: 2/13/2009
From: Middle of nowhere
Status: offline
Yeah, same observations here - ships are blockading, wether or not theit icon is next to the actual port.
The icons of armies and fleets can sometimes get "misaligned" within a region. You can see the same thing when you move divisions into corps in the saem region, after doing this and cancelling the order with backspace, the corps in quetsion can suddenly appear in a different place (in the same region). This is purely visual stuff, has no gameplay effects.

Thanks for the quick battles info. I never noticed, since I too either go instant ot detailed.

(in reply to Nimrod 9th)
Post #: 3
RE: Quick combat setup and blockade orders - 4/2/2014 11:29:47 PM   
Disintegration

 

Posts: 27
Joined: 10/17/2007
Status: offline
Thanks for the quick responses. I'll try instant and see if it works better in those situations. I can always use detailed, of course, but I've learned that a detailed battle with that many brigades can take a whole evening!

(in reply to KASHANKA)
Post #: 4
RE: Quick combat setup and blockade orders - 4/3/2014 12:26:41 PM   
Nimrod 9th


Posts: 140
Joined: 9/28/2012
From: Central MO
Status: offline
Agree with your large detail battles observation. It can take awhile. I usually detail the small and medium battles and instant the large ones for that reason. BUT I'm not trying to "knock" detailed battle. I'm sure there are people out there that love the large detailed battles. Good for them. Hence the advantage of having options.

(in reply to Disintegration)
Post #: 5
RE: Quick combat setup and blockade orders - 1/8/2018 4:12:24 PM   
Ugly Guy

 

Posts: 274
Joined: 3/31/2011
Status: offline
Older thread, but just incase anyone else is looking for answers.

I have experienced #1 quite a few times. I am not sure why it happens, but there is a work around. In places you know you will have big battles (I.e. northern Virginia) then keep a Corps container with your essential units that you want in every fight. Attack or defend in your primary zone with those. Dump all of your excess forces in an army container in an adjacent province. When you attack (or get attacked) you will deploy all of the units in your corps container, and you can call in additional reinforcements from your army next door. Since your corps container has all your critical units, you are assured they are in the battle. The rest will probably just be filler infantry, chosen seemingly at random from your support army up until you hit the force limit for quick battle.

#2 is a problem with your brigade strength. Brigades that are <1k men will insta-rout at the first morale/rally? check in Quick combat.

(in reply to Nimrod 9th)
Post #: 6
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