PittBull
Conscript
Posts: 9
Joined: Thu Oct 03, 2013 12:56 pm

Noob questions

Sun Oct 20, 2013 6:09 pm

1. Why is a unit/s that was not fixed the during the previous turn now showing locked and fixed. It says it's fixed for 1 turn but stays locked/fixed for several turns.

2. How do you use leaders who have special abilities like training, administration, etc. Abilities not directly effecting combat.

3. How do you use special units like medical, signal, HQ support? Where is this information hidden?

Thanks for your help.

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Ol' Choctaw
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Joined: Sat Feb 19, 2011 7:13 pm

Sun Oct 20, 2013 9:47 pm

1. Wounded leaders and some units gaining replacements will become fixed for a number of turns. That is, assuming it is not a bug I don’t know of.

2. Trainer come in two types. Training Master increase the effectiveness of your units by giving them experiance. Training Officer work by upgrading their status, from say militia to conscripts or conscripts to regulars. Administrators come in two types also. Army admin helps recovery of cohesion and Population admin gains you loyalty in the region he occupies.

3. Medical units speed up losses of troops and unit cohesion. Signal units add command points to a stack. HQ units combine training, medical, and signal unit abilities.

You can get some information by mousing over their symbols and reading the tool tips there. All special abilities are covered in the game manual, pages 75 thru 80.

PittBull
Conscript
Posts: 9
Joined: Thu Oct 03, 2013 12:56 pm

Sun Oct 20, 2013 10:48 pm

Ol' Choctaw wrote:1. Wounded leaders and some units gaining replacements will become fixed for a number of turns. That is, assuming it is not a bug I don’t know of.

2. Trainer come in two types. Training Master increase the effectiveness of your units by giving them experiance. Training Officer work by upgrading their status, from say militia to conscripts or conscripts to regulars. Administrators come in two types also. Army admin helps recovery of cohesion and Population admin gains you loyalty in the region he occupies.

3. Medical units speed up losses of troops and unit cohesion. Signal units add command points to a stack. HQ units combine training, medical, and signal unit abilities.

You can get some information by mousing over their symbols and reading the tool tips there. All special abilities are covered in the game manual, pages 75 thru 80.


Thanks for the info. It helps. I checked the manual on the pages that you referenced but could not locate any specifics. Again, Thanks.

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Jim-NC
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Location: Near Region 209, North Carolina

Mon Oct 21, 2013 1:41 am

Also, depending on settings, sometimes your generals can go "inactive" which locks them for the turn.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

melvi
Corporal
Posts: 52
Joined: Fri Mar 07, 2008 6:42 pm

Mon Oct 21, 2013 3:36 am

- Pay attention on what tooltip says, there is one important part "if the general is the leader of the stack" or " it affects to all stack" or "it affects to all units the leader( or unit if you talk about the marines trait ie) is in ( or something like that)", i think it is selfexplanatory. Just in case if the general must be the leader of the stack for the trait to happen then the general must be the unit card in the left of the stack , i mean for instance if a general with a trait you want to use is commanding a division inside a corps, he will not use the abilities that requires hes commanding the stack. The generals can be alone, without any unit under his command in a division, and the trait still will work.
- For HQs, medical, signal, balloons... it is enough you add them to a stack of units , brigades, divisions, corps or armies. You dont need to merge them in a division, all of them can stay as single units.

Regards:

Melvi

PittBull
Conscript
Posts: 9
Joined: Thu Oct 03, 2013 12:56 pm

Mon Oct 21, 2013 1:35 pm

Thanks again! I assumed this to be the case but with a game this involved, I wanted to be sure I understood correctly.
On a side note, I am not a CW historian by any stretch, but if the Unions generals were this inept at the beginning of the war, it's a wonder they won! And I'm from New Jersey.

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Ol' Choctaw
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Joined: Sat Feb 19, 2011 7:13 pm

Mon Oct 21, 2013 2:13 pm

New Jersey was a nest of Copperheads!

Pro south, or free soilers! The most northern border state. You still had a few slaves. ;)

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Gen.DixonS.Miles
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Location: Neffs-Laury's Station, Pennsylvania

Mon Oct 21, 2013 10:08 pm

What about 2 or 3 listed right? hah!
“In my opinion, Colonel Miles was a drunkard, a coward and a traitor, and if I had the power I would have had the United States buttons taken from his coat.”

Elble, Sigmund-Soldier with the 3rd U.S. Infantry


Elble, an officer on the frontier who knew Miles well

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Gen.DixonS.Miles
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Posts: 151
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Location: Neffs-Laury's Station, Pennsylvania

Mon Oct 21, 2013 10:09 pm

The states divided ITSELF still with a very distinct culture in Northern and South Jersey.
“In my opinion, Colonel Miles was a drunkard, a coward and a traitor, and if I had the power I would have had the United States buttons taken from his coat.”



Elble, Sigmund-Soldier with the 3rd U.S. Infantry





Elble, an officer on the frontier who knew Miles well

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