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by usfkman
Tue Mar 24, 2009 7:06 pm
Forum: Help to improve AACW!
Topic: A new option available for Foreign Intervention...
Replies: 6
Views: 3865

foreign intervention scenario

Why not just have a standard foreign Intervention Scenario as part ofthe regular game secenarios? Start is in October 1862 and go from there. It should not be that difficult to do. Can't see that it wouldn't require more than a string or two of coding to turn on intervention and continue.
by usfkman
Wed Jan 21, 2009 5:06 pm
Forum: AGEod's American Civil War
Topic: New Official 1.13b patch
Replies: 211
Views: 85128

Congrats

Great new patch! I hope the next patch will do something about the fort bombardment section. There is just no way that a Union fleet should be able to sail up and around a fort a couple of time and blow it away. Has anybody attemped an ambush by putting three ot four confederate coastal defense guns...
by usfkman
Tue Jan 06, 2009 9:50 pm
Forum: AACW Strategy discussions
Topic: Army HQs
Replies: 6
Views: 5078

Army HQs

Thanks for the help. I shall now use specialists more agressviely to support units anticipating combat. For example, a doctor to accompmany a planned corps level attack or a marine for a corps level attack or quick movement over a river. As US Grant is supposed to have said -- this is an excellent t...
by usfkman
Fri Dec 19, 2008 3:02 pm
Forum: AGEod's American Civil War
Topic: AI settings
Replies: 11
Views: 5124

Not Complaining

Grey Lensman,

Not complaining -- just observing -- still a great game.

By the way how are you doing in your efforts to defeat the BEMs from evil Boskone -- hope you succeed in making the world safer for players of AACW.
by usfkman
Fri Dec 19, 2008 2:54 pm
Forum: AGEod's American Civil War
Topic: AI settings
Replies: 11
Views: 5124

Ai

Barksdale Agree that all AIs are dumb (I find the AI's perchant of sending unsupported corps on death rides deep into enemy territory particularly stupid and nonesensical -- also the AI hang up on Harpers Ferry is amazing -- it is usually much better defended then Washington, DC) but I try play for ...
by usfkman
Fri Dec 19, 2008 5:20 am
Forum: Napoleon's Campaigns
Topic: Nap II
Replies: 41
Views: 22422

NCP2 anda Grand campaign 1792-1815

Seems to me that in a two player (or one player against the AI) it would have to England versus France. The English player would raise and command Coalitions (nations would come and go according to their fear of France and how bad they were beat in the last war.) English could subsidize partners (un...
by usfkman
Thu Dec 18, 2008 9:57 pm
Forum: AACW Strategy discussions
Topic: Army HQs
Replies: 6
Views: 5078

Army HQs

I have been putting support units in Army HQs because I assumed that Engineers, Doctors, Balloonists, Signalers and Marines contributed their special talents to All UNITS (corps) commanded by the Army HQ, even if they are NOT stacked with the Army HQ, and not just the HQ itself. However, I think now...
by usfkman
Thu Dec 18, 2008 9:43 pm
Forum: WW1 History club / Discussions historiques sur la Grande Guerre
Topic: Under what hypothetical situation would the Central Powers have won the war?
Replies: 107
Views: 87208

CP Win

IMO a Russia first strategy (four or five German armies in the east) coupled with no invasion of Belgium (which may very well keep the Brits out) has a good chance. A quick campaign to grab St Petersburg followed by a magnanimous peace (with the shaken but not ruined Russian Monarchy) that takes Pol...
by usfkman
Mon Dec 15, 2008 7:52 pm
Forum: AACW Strategy discussions
Topic: 'Gamey' exploits
Replies: 29
Views: 13016

Patch 1.12 Hint

Now that the opening number of CSA two-stars in the April 1861 full campaign has been "corrected," the best way to get two immediate CSA Corps commanders in the East are J. Johnson (as soon as Beauregard's Army HQ gets in reach) and exchange Polk, in the west, for one of the Richmond one-stars. This...
by usfkman
Thu Dec 11, 2008 2:58 am
Forum: AACW Strategy discussions
Topic: Armies and Divisions/Brigades
Replies: 40
Views: 13678

Army HQs can't initiate combat

Wow -- I am impressed about the amount of immediate authoritative comment based on this topic. Now I can see what makes AGEOD gamers so different.

This should make a big difference in the 1861 play balance.

You guys put in a great effort in a short time.

usfkman
by usfkman
Wed Dec 10, 2008 7:48 pm
Forum: AACW Mods
Topic: Civil War Historical Accuracy Pre-Patch
Replies: 469
Views: 157260

Newby suggestons

Playing with 1.11d and no mods. (Will upgrade to 1.12 and 12/04/08 mod shortly) Ought to have a combat option forbidding units from retreating into structures that will work 90% (?) of the time. There are way to many seiges, especialy ones where a small force gets lucky and puts a large force under ...
by usfkman
Wed Dec 10, 2008 7:16 pm
Forum: AACW Strategy discussions
Topic: Armies and Divisions/Brigades
Replies: 40
Views: 13678

Army HQs

I thought that Army HQs (icluding their contents) would not fight when standing alone. However, they could aid other friendly units in the same stack, and could march to the guns to aid other units. Is this not so? Also the Confederacy had a law against the formation of Corps that was not repealed u...
by usfkman
Mon Nov 17, 2008 12:52 am
Forum: AGEod's American Civil War
Topic: Generals committing suicide.
Replies: 2
Views: 2323

Generals committing suicide.

When I try to transfer Union Generals from the east to the west they insist on trying to sneak through Confederate territory -- and naturally are often killed or wounded, This happens even if trace a path to the far to the North. Same with even more valuable Army HQs! What am I doing wrong? Thanks a...

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