Sun Apr 24, 2016 9:12 pm
Hey, it's your mod. you can do what you want. However...
There's little to no room for error.
No, I've seen it more than a few times. The CSA player can leave something open or made a bad physical move, and he can recover without much difficulty. You really don't seem to understand that the average CSA Div Leader is better than the average Union one. This doesn't go away, ever, a 4-3-2 is a 4-3-2 throughout the game. As I posted above, it's not uncommon at all for the CSA to have Corps with three Divs and none are 3-1-1; as a matter of fact, a 3-1-1 is unusual for the CSA. The result is a CSA player can counterattack quite readily against Union forces that just arrived and aren't entrenched.
The Union has to maneuver, the onus is on the Union to attack, throughout the game. Never mind Manassas penalties, I might be practicing a long buildup approach currently, but I still just can't sit there and do nothing at all. So the side that must attack has to do so with Army Leaders who are 2-0-1, (Buell and McDowell are the best, at 2-2-2, until Rosecrans comes along) and AFAICS, Promotions are still nerfed in 1.06; I've had a reasonable amount of fighting in two games, and I finally got a message that Rousseau can be promoted (* -> **). Whoopty-freakin'-doo. AACW had a much faster Promotion track.
So when you do get a semi-decent **, he gets squashed down to 2-1-1. After a while, you don't want any decent * to be a Corps commander. Oh, sure, Hooker, Slocum, Hancock, yadda yadda - who can't do bull-dinghy because their Corps Leader is inactive more often that not.
I really don't think what's being proposed here, admittedly, from your recent posts, toned down a bit, is truly understood as what it does to an attack-challenged side.
Again, it's your mod, it's not my place, etc., but the whole tone of 'poor, poor, CSA' is askew.
The whole point of the application is that if the CSA can't Win Big Early, it's going to have difficulties. Right now, in September 63 against fiddlers25, I finally am starting to threaten in a manner so he just might have to give up his trenches. That's the whole point. Sure, Big Blockade, Big Navy, Big Indy and Lotsa Support make things a little more favorable, but you still have to make the CSA yield ground or fight unfavorably - and they rarely fight unfavorably because of their Leaders, they fight unfavorably because the Union can stretch the lines (Five Forks?), or use extra stacks to cut off Supply and RRs.
But the Union never makes up the Leadership Gap - they close it down to something a bit more viable, but the average CSA * is still better than his Union counterpart.
And the onus on the Union ain't chickenfeed - I'm starting to make some things happen in two games now, and have reasons for confidence, but the clock is ticking. I know what it takes to secure Objectives all over the map, they're spread out, and it takes a certain amount of time just to get there, never mind secure it.
Finally, there's a reason almost every Strat City is in the south - the Union has to invade! BTW, you should know that there are certain points up North the South can take for VPs and Objectives.
Oh, and Training - there's a reason for that. The US Army already had a doctrine, programs, and officers in place (actually, it has to do with the Constitution: States may maintain militias, but they have to conform to the discipline and regime determined by Congress), plus a cadre of NCOs who knew how to train troops. The South had to do all this from scratch and good officers went to combat units, not training.
Don't you think that through two versions of this application, the folks at AGEOD didn't discuss these things? Now, after playing AACW a while, I realized that they buffed the South to have a better game, and that's OK, although I do have at least one gripe (the Almighty River Fleet under a 5-4-4 - nah, I don't think so).
It's your mod, it's not my place, but geez, the South needs help??? The whole balance of the game is Win Early for the South or you might be ground down, step by step. The North can't win early and it's foolish to try. That's why National Morale is the hub of operations - make bad decisions, lose battles, NM goes down, Cohesion goes down, manpower goes down, things take longer, etc., etc.
And don't forget the halved Replacement rate for the Union - you can't just go assaulting positions 'cuz you feel like it - if you don't do it right, you just sit there and bleed while the CSA units are back up to snuff two Turns before you can even think about another go.
But it's your mod. You've done a good job with WoN, it's fun to play, and heaven knows, trying to get the scripting right in that bramble thicket ain't easy, I'm sure.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster
[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898
RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.
