gdpsnake
Posts: 786
Joined: 8/7/2000 From: Kempner, TX Status: offline
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SOAPYFROG, THanks for the crossfire by the way, very enlightning! You said: 1) A corps in EiA is essentially an army organization, a very fluid grouping of divisional and brigade formations with of course attached regimental and battalion elements and varios other support units. It was quite normal in those times (and in modern times too) for many units to be detached temporarily for picket duty, reconnaissance, and to man or bolster the defence of any strongpoints or strategic points within the corps' (or army's) operational area. NO argument here but I 'suggest' the units detached temporarily for duty IS the idea that one should 'detach' factors to specifically perform garrison duty in a city or on a depot! Units are often detached BUT were then not often found fighting with the parent units in the major engagements (hence factors lost to a corps counter)! Lots of historical examples to support that. 2) The corps is not simply camped outside the city, nor is it specifically clustered at any other particular area. Divisions and Brigades (and even smaller formations) might be billetted or bivouaced over a huge area. Does this preclude the possibility of small enemy reconnaissance formations like Cossacks form moving through the area? No! But could those Cossacks snatch control of strategic fortresses or cities under the noses of such forces? No! That would just be silly. Again, I agree 100% on how units of the time were billetted perhaps even into the city in question but perhaps they are elsewhere. Unless a player SPECIFICALLY 'billets' his men (read-detach factors or use the corps counter) into the specific city, can one say for certain they are there? That's my argument - you garrison the city (they are there) or you don't (billeted elsewhere.) As you say bivouaced over a huge area - just where are the men? I'm curious, since feudal corps can't detach, do you say they can garrison a city from the area too (do double duty)? Since you staunchly hold onto 7.3.3.3.2 as justification for corps to garrison a city while in the area do you agree that 7.3.3.3.1 allows those other units to do so as well? The rule verbiage IS the same for both rules. A strength point is 1000-2000 men or essentially a large regiment for the period. Could a regiment of cavalry invest a town, burn ships in port, apply control until forcibly removed or departed? I think yes, quite easily if there is no garrison. Even a garrison with a some men, perhaps a few hundred won't stop 2000 horsemen for long. And, of course, one cossack won't stick around or last very long against the reconstituted and assaulting corps but they would be there long enough to do the damage. In game terms, it's a harder concept to grasp over a month. What day do the cossacks enter? Does the timing work out with the arrival of a fleet? I say yes, it's possible. There are many historic examples of small units investing lightly defended targets and disabling shore batteries for fleets irrespective of the "larger armies" billeted all over the place. (D-DAY ranger regiments, paratrooper drops in enemy territory, special forces etc.) Perhaps the best example is Stuart in the US civil war. He commanded a cavalry corps and rode all over and around the much larger Union forces, destroying railroads, depots, capturing supplies etc. How big was the area he operated in compared to this game map? SO yes, I don't think it's outrageous to say an irregular unit can do what I described to either a city or a depot. 3) It is silly to think that for some reason that cities are detached from the area... they are in the region and the population cities and fortifications are vital points that would not be ignored, or worse AVOIDED by corps in the area. Again, I agree but in game terms, I submit a player DOES IGNORE AND/OR AVOID them by not intentionally garrisoning with factors/counters! And the garrisoning should be sufficient (at least a regiment) or the irregular regiment of cavalry prowling the countryside OR the insurgent guerrillas "rise up" in the undefended or lightly controlled cities and wreck havoc! SOAPYFROG said: "Except that corps can garrison depots... see Baboune's post" His post refererred to rule 7.3.3.5.1 which contradicts 7.3.3.3.2 and others and is one 'quirk' I mentioned as an example of problems with the rules. I don't believe corps can garrison depots by being in the area. Rule 7.3.6.2 specifically contradicts by saying "...the player controlling the garrison FACTORS..." So if one argues he can garrison his depots with corps in the area (Or on top of the depot) then I say he must follow rule 7.3.6.2 and either the corps fights and the status of the depot is per 7.5.2.14 or the corps destroys the depot and MUST follow rule 7.3.6.2 and surrenders (or that part which does not retreat into a city surrenders and NO FIELD COMBAT can be fought. The player could not therefore, destroy the depot and fight! After all, if the commanders ordered the destruction of his supply depot, doesn't that sort of admit "I'm going to lose this battle so I must apply scortched earth policies!" Well, that policy doesn't work very well if you then fight and lose your standing army!!! No, you fight to protect or preserve your base of supply - you destroy only if you intend withdraw so I say 7.3.6.2 applies! Also, standing armies of the period didn't 'waste' their time garrisoning depots. That was left to detached units to protect against irregular units and small forces while the corps "protected' the depot by meeting and defeating large enemy forces in field battles. No reason then an undefended depot could not be invested and destroyed by a regiment of cavalry or guerilla insurgents "despite" the presence of the corps billited in the area. So ascribe to the logic and would rather stick with corps can't/don't garrison depots ( and hence destroy them before battle) but instead protect them by winning the field battle (7.5.2.14 applies) or, of course, destroy depots in his depot creation/removal step. Again, if you want the option of destroying the depot before battle (rule 7.3.6.2), then one should adhere to the rules and have a garrison factor on the depot. That's the way I enjoy playing (and the way I read the rules). So spice it up and try playing the game with my intrepretations, but watch out for the irregular unit slipping into the ungarrisoned depot and destroying it! OR sneaking into your cities to scuttle blockaded fleets or damage your economy in capitols - after all, isn't that what raiding is all about? It's not about controlling the city but damaging the economy! I like to use irregulars this way - much more fun and challenges players to actually protect their depots/cities with garrisons. None of that "Oh my corps is garrisoning that city- Oh AND I don't lose any strenght points for the field battle. I get the garrison strength AND my corps strength and I fight with ALL my guys. What happened to rule 7.5.1.2? Just blow that off did we? FINALLY and the last part is the big one!!!!, If one uses the 'double duty' concept then why are relieving force battles fought with different rules than a Field battle? Under your concept if a corps can garrison the city and area at the same time then why can't factors in a city garrison be with the corps for a full field battle. HEY, everyone is together in the area right! So a garrison should be part of the corps counter before battle, right?! BUT THEY AREN'T ARE THEY?! NO, and that is why corps can't be IN an AREA and be ALL OR PART OF A CITY GARRISON at the same time! They are TWO DIFFERENT FORCES, ONE INSIDE THE CITY AND ONE OUTSIDE. READ 7.5.1.2 So what part of your corps counter can't fight according to 7.5.1.2 since that part is 'garrisoning' the city? Ultimately, players can choose to play any way they agree beforehand but I hope my arguments show the faulty logic of double duty especially referring to 7.5.1.2. Men can't be two places at once. The rule CLEARLY states forces in the city are not involved in field combats in the area and double duty implies they are in BOTH places.! However, these posts show that there exist different styles of play based on rules analysis. You and Chiteng seem to be of one mind concerning garrisons and corps doing 'double duty' while Ragnar and I seem to be of another. I simply find the play more challenging and depictive of the age the way I choose to intrepret these garrison rules. And yes, cities are seperate areas in my mind, And yes, why make it easy?! Gadzooks, this is fun! Creating and holding onto your EMPIRE IN ARMS ain't no cake walk! SNAKE
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