Right, I was thinking specifically about Longstreet who never has a unit, (at most a brigade in summer 61) so it is pointless for him to have this ability. For a division general Entrencher would be a valuable trait. I don't know that Longstreet actually needs to be able to buff his whole stack, since he's already one of the best leaders for either side, but Defensive Engineer would certainly complement his primary role (stack commander) better than Entrencher does.
Defensive Engineer is almost too powerful on its own, much less in the hands of Longstreet. 10% Defensive fire is already a tidy bonus to apply to every element in a stack; add to that one protection, which lowers the likelihood of being hit by the same amount as an extra level of entrenchment and you end up with a top-tier combat buff. Even Entrencher is pretty strong, assuming you are able to apply it.
Can abilities gain levels with experience? The tooltips (which are not totally reliable when it comes to abilities) imply that some can increase in level. Is there a path to go from Entrencher to Engineer?
LCcmdr said:
If Stonewall Jackson is the Corp leader, then is wrong for those corp commanders directly under his command to benefit from his sharpshooter, fast movement, and fast morale recoup? Under such a general, there might be the genuine possibility that the troops would have better morale, improved gunnery, and inspired marching ability. If this is not case, then leaving such leaders at the divisional command would definitely be the better strategy rather than promotion to Corp commander.
I think it is totally reasonable that abilities have differently scaled effects and that they don't automatically apply to the entire command chain. I don't think it would make sense for any one person to be able to influence the marksmanship, the gunnery or even the movement speed of 100,000 men (and no leader has the Sharpshooter ability, that one is combat units-only). The more elements an ability can apply to, the more valuable the ability, so leaders with abilities that apply to the whole stack are, by design, a big deal. I can't think of any abilities that apply to all the Corps of an Army other than the command point ones, and that's fine by me.
And while I take your point about wasted abilities (see below) TJ's stats are so good he would command a Corps even if he didn't have ANY special abilities.
Ebbingford,
Although I am not convinced that Longstreet ought to have Defensive Engineer, the fact that he has Entrencher points to what is my main criticism of AGEOD titles as a whole: there are way too many gewgaws that turn out to not be relevant or are too opaque to make any sense of, and end up just being clutter. This is distracting and part of what makes the learning curve so steep. Longstreet's Entrencher ability is almost irrelevant, so why confuse us by giving it to him?
The RGDs are a major offender here. There are way too many cards that either don't apply to any useful region on the map, don't give you any discernible benefit or are outright disadvantageous. If the only place you can build a road is in North Dakota, why even have the card? Building a Telegraph sounds like it should be a really good idea, but has anyone figured out how to gain any real benefit out of what they actually do? And who thinks a Runner's 2 NM cost is worth a measly 8 WS?