steel god -> RE: RR Logic (7/22/2009 1:30:33 AM)
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Hi Gil; Thanks for responding. The game is PBEM not against the AI, my first one, and a training game as it were. The chain of events is this: A massive CSA invasion of southern Illinois (reference my queries about crossing navigable rivers in force a few days ago). The Union forces move to surround/intercept the invasion, which they do, and the following turn the CSA retreats back into Kentucky, except for this lone CSA division which was apparently seeking to avoid combat as it moves right through a Union division and then hopes on a train and rides the rails into Madison Wisconsin. (-4 to NW). The following turn, I rail troops north to deal with the incursion, and the CSA moves to capture St Paul (-8 NW) The next turn I move to corner him in Minnesota and he moves down the Mississippi River, hopes on a train in Des Moines and travels into Ohio via rail. None of the provinces were controlled by the CSA, not even close, which is why I found the mechanics of it so silly. Now granted a lot of the problems are clearly my own fault. The damage done by the raiders is my responsibility since I had pulled the garrisons out of St Paul and Madison. But it simply never occurred to me that a confederate force of any size, could seize enough rolling stock and engines to load up 15-18000 men and rail them from Springfield to Madison, and the from Des Moines to Columbus. It struck me as horribly unrealistic. This is of course the whole reason to play "training games" of course, but now as the Union I'm sitting at -10 NW, (also lost some points for a big battle in Virginia which is not surprising) and if I comprehend the way NW works, I will be dealing with revolts galore in a few more turns. Meanwhile the Union Armies are besieging the forts around Memphis and Nashville, invading through the Cumberland gap and northern Kentucky, but because of the wild and wacky RR rules I'm looking at a national revolt. Again, the real lesson here is despite advice by many others to the contrary, garrisons are important. But that doesn't eliminate the weirdness of the RR movement function in my opinion. Thanks again for lending an ear.
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