Ubercat wrote:How is it that some stacks start a new '61 campaign with a higher entrenchment level than is supposed to be possible at that point? I'm talking about Union cities which contain 2 stacks. One with entrenchment level 3 and the other with level 6. The 6 stacks tend to be called Fort xyz but both stacks are described as being in the city.
I'm thinking that the 6 is set at game start to a level impossible to achieve at this point, though fine when set artificially. If I could somehow move the locked stack and reduce entrenchment to 0, there would be no getting that high again until the game allows it. Do I have that right?
Ubercat wrote:Also, is there any reason not to immediately drop the 3 stack onto the 6 to take advantage of the better defense?
Ubercat wrote:Bigger stacks will generally be more robust in a fight anyhow, right?
Ubercat wrote:Thanks. In the cases I'm seeing, I don't think that any of the stacks have leaders. They're just the garrisons of important cities.
Here's another question. In the case of Baltimore, is it necessary to add Banks to the locked garrison in order to use his recruiter bonus or is he OK just being in the city on his own? The game seems to imply that recruiters must be in stacks.
Straight Arrow wrote:"The game seems to imply that recruiters must be in stacks."
I would like to add to this question; do headquarters act as a training master for the whole area or just the units in their stack?
Straight Arrow wrote:And are HQ's training effects cumulative with training masters like Bragg and Hardee?
Ubercat wrote:Are you supposed to gain money when you declare a complete blockade? I haven't yet upgraded to 1.05 and just noticed that I gained $50 while losing some NM and VP.
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