Questions about the game. (Full Version)

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general billy -> Questions about the game. (7/4/2007 4:25:20 PM)

Hello.

Sorry for asking these questions.

I have played the demo, and kind of enjoy it alot, there is alot to learn. The only main problem for me is keeping track of your zone of control. At present I see AI units just wondering through my zone of control. Is this how the game is played with no real zone of control.


Are they any penalties for crossing rivers with enemies on the other side\?

Do you get any bonus by attacking the enemy flanks and rear. Can you encircle the enemy and prevent them from retreating.


Can you cut the enemy supply for a city or town, by seigeing it for a time? Will it then surrender or fight badly.


Is there a way to review the enemy moves and where they come from?


Thanks








Pocus -> RE: Questions about the game. (7/4/2007 5:02:13 PM)

Hi,

ZoC are very rare, because the troop density rarely allows hard ZoC, but they can exists in cramped areas like the East theater. You won't be able to form a continuous front in the AACW, and you will suffer regularly from infiltration. When a troop is caught in an enemy ZoC (meaning the enemy is in the same region, as the game engine allows coexistence) the regions in red are the regions you can't enter.

When you cross a river, you get a penalty yes, unless you have a bit of the land in the said region (11% or better military control) and you have a unit in the region (meaning a 'riverhead' protected by the troop). Don't forget, in our game, region control is not in one block, and is expressed by military control (partial or not)

You don't get bonus by attacking flanks or rears but this can be a good suggestion. You can prevent the enemy from retreating, but in the countryside this is tremendously difficult: all the surrounding regions must be with full control on your side.

You can cut enemy supply, this is one of the strong points of the game: each crate of supply and ammo is really local to a region, and is then moved automatically by the engine during the supply phase. This mean that in case of siege, there is a local stockpile and no spontaneous generation. Although if you besiege Washington, do not expect the Union to starve rapidly!

When the turn is processed, you can't review the moves, but during the turn you have an additional option (Options Window) called 'focus on move' which will focus the map on every enemy unit moving into a spotted region. (replay is a thing that we would like to add, but this is a big job)




Queeg -> RE: Questions about the game. (7/4/2007 7:05:35 PM)

AACW handles zones of control in a manner that I find much more realistic and satisfying than the hard ZOCs used in traditional wargames. Enemy units can co-exist in the same region, depending on their respective postures (think McClellan's "All quiet on the Potomac"). Units also can maneuver past each other. But units are seriously constrained by supply and cohesion. So large forces can't operate for long in enemy territory.

In my recent game as CSA, McDowell moved through Stafford, past my defenses in Manassas, to assault Frederickburg, leaving Hooker with a Corps to defend his supply line though Alexandria. I was able to send Jackson down from the Valley to defeat Hooker and seize Alexandria. McDowell tried to fight his way out the next turn but failed and was trapped in Stafford, with his back to the Potomac, his cohesion shot and his ammunition depleted. I wiped him out the next turn. 25,000+ POWs!

So the game works very nicely, I think.




aristoteles -> RE: Questions about the game. (7/4/2007 7:11:29 PM)


quote:

So the game works very nicely, I think.


Sure it does,...[:)]




Queeg -> RE: Questions about the game. (7/4/2007 7:15:17 PM)

quote:

ORIGINAL: aristoteles


quote:

So the game works very nicely, I think.


Sure it does,...[:)]



It certainly worked for me. That time, anyway. [:D]




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