marquo
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Tyoes of Infantry

Thu Nov 07, 2013 4:38 am

I have read that there are militia, conscripts, volunteers and regular types of infantry; hopefully the below statements are true:


With experience:
Militia can become conscripts
Volunteers can become regulars
Conscripts can become regulars

Training Drillers can train conscripts to regulars
Training Officer upgrade 2 regiments/turn to the next level

Further, there is a penalty if militia leaves it's state of origin.


Okay, if I create State Volunteers, the elements are militia; so I am confused. Can these volunteer units leave their state of origin without penalty? Are there distinct Militia as opposed to Volunteer units? If not, why would I ever by Maine volunteers (full of militia?) if they are penalized for leaving Maine.

In the unit box I have never seen volunteer infantry...there is militia, light and line infantry...

Even more confusing, sometimes if a volunteer unit is multiple elements are noted - and these can be "regular."


Please, someone help me.

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Ace
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Thu Nov 07, 2013 7:35 am

Militia and voluneers to conscripts.
Conscript to regulars
With time in later years regulars train to late infantry (they do not havve a different name I just call them that). This represents the technological and tactical progress and the infantries get better stats.

Training Drillers give every units two xp points per turn if they did nothing the last turn. Every unit requires a number of XP points to get veteran star. You can see the star in the unit display info at the bottom. If you hower over it, it will show how much xp points you have and how much do you need to get a star.

Training Officer upgrade 2 regiments of conscripts/turn to regulars.

Further, there is a penalty if militia leaves it's state of origin, but there is no penalty if volunteers leave a region(they do not have state name at the unit card).

You cannot build volunteer units. Those are the units you got after Lincoln volunteer call at the begining of the game in brigades composed out of two miliitas(volunteers) and 1 light infantry.

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Ol' Choctaw
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Thu Nov 07, 2013 7:58 am

I may miss something but this is what I understand:

Volunteers are light Infantry, Sharpshooters, and Volunteer Cavalry Units. All suffer penalties in movement and strength outside their state of origin. Volunteers upgrade to regulars, they are never conscripts.

I believe that placing them into a division has an effect on this. Also Leaders with the militia bonus help.

Straight up Militia is best as garrison units in loyal locations. They can’t control cities with low loyalty so leaving one in an enemy objective city will not give you control of that region or city unless it has a high loyalty to your faction. A volunteer Brigade or conscripts will (as I understand it) but sharpshooters or single light infantry alone will not.

In 1863 cavalry begins to upgrade from early cavalry to late cavalry. Late cavalry can control cities etc. but early cavalry won’t.

And that reaches the limits of my understanding. Hope it answered more questions than caused confusion.

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Mickey3D
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Thu Nov 07, 2013 6:25 pm

Early cavalry may control a city if loyalty to your side is high enough (don't know the value).

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Captain_Orso
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Fri Nov 08, 2013 4:56 pm

marquo wrote:I have read that there are militia, conscripts, volunteers and regular types of infantry; hopefully the below statements are true:


With experience:
Militia can become conscripts
Volunteers can become regulars
Conscripts can become regulars

Yes! All correct.
marquo wrote:Training Drillers can train conscripts to regulars
Training Officer upgrade 2 regiments/turn to the next level

*ummmmm*... Image ... okay, some of the terms and ability names have been changed around, so let's see... Bragg, Taylor, McClellan, Halleck, and Siegel were the Training Officers in AACW; King was Training Expert or something like that.

Training Officers used to TrainUp up to 2 conscript elements to regular "line" infantry or early/late war cavalry.

Training Officers now TrainUp up to 2 of any type of elements which has the TrainUp parameter in it's model; generally militia (both infantry and cavalry), volunteer militia (if the unit say Volunteers on it) and conscripts (both infantry and cavalry).

Training Expert (King was the only one) would give each element under him in his stack (which means he had to be in command of the stack) 1 XP (eXperience Point) per turn.
marquo wrote:Further, there is a penalty if militia leaves it's state of origin.

Yes, there is a 10% penalty to cohesion and IIRC movement.

marquo wrote:Okay, if I create State Volunteers, the elements are militia;
marquo wrote:The Union cannot "create" ...I assume you mean purchase... Volunteer units. They are only allotted through events. I'm not sure at the moment, but the South might have some few that they can purchase.
so I am confused. Can these volunteer units leave their state of origin without penalty?
marquo wrote:The non-light-infantry elements of Volunteer units are designated militia. If their tool-tip shows a "State of Origin" then they will receive the penalty for being outside their State of Origin. You cannot go by the unit or element name. There are some units like West Virginia Volunteers Bde which are populated with Pennsylvania militia and light infantry regiments and visa-versa. These units however ...the last time I looked... do not have a State of Origin and thus are not penalized for being "out-of-state".
Are there distinct Militia as opposed to Volunteer units?
marquo wrote:No, there are only militia elements that belong to a state.
If not, why would I ever by Maine volunteers (full of militia?) if they are penalized for leaving Maine.
marquo wrote:To garrison locations within Maine, to garrison locations outside of Maine that are not in grave danger of being attacked and that state has run out of militia.
In the unit box I have never seen volunteer infantry...there is militia, light and line infantry...

Even more confusing, sometimes if a volunteer unit is multiple elements are noted - and these can be "regular."

Please, someone help me.

The Union gets a whole slew of Volunteer units ([m][m][l]). The volunteer militia units can TrainUp to line infantry. The light infantry (a kind of precursor to sharpshooters) will not TrainUp and aside from their values are basically line infantry already.

Hope this has cleared some things up for you :) .

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Captain_Orso
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Fri Nov 08, 2013 5:33 pm

Ace wrote:Militia and voluneers to conscripts.

Not quite. Volunteer militia TrainUp to line infantry. Volunteer militia are only those units that actually state that they are volunteers on them.
Ace wrote:Conscript to regulars
With time in later years regulars train to late infantry (they do not havve a different name I just call them that). This represents the technological and tactical progress and the infantries get better stats.

This is not quite true, although the difference is small. Infantry elements can TechUpgrade to somewhat better units through events, but you cannot influence this and it has nothing to do with how long the unit has be in the field. In fact you are still building the same units in '61 as in '65, so the elements you buy in '65 will still have to TechUpgrade; the rate at which they do so in '65 is however higher IIRC.
Ace wrote:Training Drillers give every units two xp points per turn if they did nothing the last turn. Every unit requires a number of XP points to get veteran star. You can see the star in the unit display info at the bottom. If you hower over it, it will show how much xp points you have and how much do you need to get a star.

I don't think the number of XP given has changed, but don't forget, every element with <Experience Leve 2 have a 75% chance at gaining 1XP per turn. So if you are monitoring units stacked with a "Training Driller" :rolleyes: you will likely see that they gain 2XP per turn.

Also the tool-tip tells you how many XP you need to gain the NEXT EL (Experience Level). How many you need double for each subsequent level.
Ace wrote:Training Officer upgrade 2 regiments of conscripts/turn to regulars.

See my post above for a more concise description of this.
Ace wrote:Further, there is a penalty if militia leaves it's state of origin, but there is no penalty if volunteers leave a region(they do not have state name at the unit card).

Again, see above.
Ace wrote:You cannot build volunteer units. Those are the units you got after Lincoln volunteer call at the begining of the game in brigades composed out of two miliitas(volunteers) and 1 light infantry.

I think the South can build a few of these, but not every states has them, and their number are pretty limited IIRC.

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Captain_Orso
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Fri Nov 08, 2013 5:50 pm

Ol' Choctaw wrote:I may miss something but this is what I understand:

Volunteers are light Infantry, Sharpshooters, and Volunteer Cavalry Units. All suffer penalties in movement and strength outside their state of origin. Volunteers upgrade to regulars, they are never conscripts.

Nope, see 2 posts above. AFAIK there is not such thing as "Volunteer Cavalry" with respect to upgrading directly to early or late war cavalry without going through the conscript stage.

Sharpshooters are similar to militia in that they are also penalized for being out-of-state, but only if they are not within a division. Once inside a division there is no penalty regardless of where the division is.
Ol' Choctaw wrote:I believe that placing them into a division has an effect on this. Also Leaders with the militia bonus help.

Straight up Militia is best as garrison units in loyal locations. They can’t control cities with low loyalty so leaving one in an enemy objective city will not give you control of that region or city unless it has a high loyalty to your faction. A volunteer Brigade or conscripts will (as I understand it) but sharpshooters or single light infantry alone will not.

Unless my brain is going completely off kilter, militia CAN capture and hold locations in regions with <50% loyalty, but they must enter the location to capture it and remain in the location to control it. If they subsequently leave such a location, but not necessarily the region, the location will revert to being un-controlled and there is a chance that partisans appear and take the location.

Early war cavalry and raiders cannot even do that. They can however enter such a location with militia and then remain inside the location to maintain it being captured. As soon as they leave, if there is no line infantry or late ware cavalry in the region, the control will be lost, the same as with militia.
Ol' Choctaw wrote:In 1863 cavalry begins to upgrade from early cavalry to late cavalry. Late cavalry can control cities etc. but early cavalry won’t.

Not true; see directly above.
Ol' Choctaw wrote:And that reaches the limits of my understanding. Hope it answered more questions than caused confusion.

:thumbsup:

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Captain_Orso
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Fri Nov 08, 2013 5:53 pm

Mickey3D wrote:Early cavalry may control a city if loyalty to your side is high enough (don't know the value).

Friendly loyalty must be >50%.

See also above.

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Ol' Choctaw
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Fri Nov 08, 2013 6:09 pm

That is a jumbeled mess!

Give it a clean answer :P

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Captain_Orso
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Fri Nov 08, 2013 6:13 pm

Image







Image

marquo
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Sat Nov 09, 2013 5:09 pm

And you guys have been playing for quite some time :-)

Imagine being a militia? volunteer? conscript? like me. But....the game is so good it is worth figuring this out; the manual is really quite deficient and needs a work over.

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Ol' Choctaw
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Sat Nov 09, 2013 5:57 pm

marquo wrote:And you guys have been playing for quite some time :-)

Imagine being a militia? volunteer? conscript? like me. But....the game is so good it is worth figuring this out; the manual is really quite deficient and needs a work over.


LOL

Compared to most of the games I own the manual for this game is amazingly detailed. Especially the printed version!


If a lot of this stuff was in the manual, it would frighten more people than it would interest.

I know work is being done on the Wiki. That is where you are likely to find it, eventually.

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