Captain_Orso wrote:I agree with all you have stated. It however says nothing of the differences the men in the field on each side were experiencing in '61 and '62. The Union soldiers knew their leaders were not as competent as the Southern leaders, they felt it on their own bodies and complained about it naming it directly for being the reason they were not going to fight as hard as they might as long as they were not being lead by competent leaders.
Captain_Orso wrote:Nobody expect WWII to be over 6 months after the US joined in; it had already been going on for over 2 years in Europe and North Africa at that time, and nearly 10 if you include Japan's invasion of Manchuria.
For the US the fighting started on Sunday, December the 7th just before 7:00 am Hawaiian time. In December they also fought on Wake, Guam and the Philippians.
Both halves of WWII--from the US perspective--were all the way across the ocean and not at the door-step and it takes more than a couple of months to build up a navy. It takes years. Still, March '42 Tokyo bombed, May '42 - Battle of Coral Sea, June '42 - Battle of Midway, August '42 - Operation Watchtower and the landings on Guadalcanal.
The first thing the army had to do when war was declared was throw everything they had on equipment away, because they already knew that it was outdated. The Marines went in using post-world-war equipment.
I can find absolutely nothing about what you posted made any sense at all. If you want to argue about what political pressures were on the Union government then talk about the facts and don't whine about how FDR got to wait a couple of months longer in a war that had absolutely nothing in common with the US Civil War.
Z74 wrote:The problem here is the game should try to simulate the real chances CSA had to pull the Union out of the war by achieving this through victories on the field and pressure on the Union morale and will to fight.
Perhaps the NM/VP concept could be rewritten so that loyalty affects more the supply/money production, some way to have the union go offensive or take real penalty but also some good bait for CSA to go offensive and stop camping.
Where the game actually fails is in the logistics.
I hate it that the Union can mobilize tens of thousands and bring them at virtually no cost, at lightspeed everywhere, disregarding state limitations, real movement speed/cohesion loss and number of locomotives.
Those units, next month, are concentrated in a single spot the CSA must defend but CSA can't move from VA, because its only hope lies in entrenchment. Provided the Union player is not too inexperienced, I think it's really impossible to win as CSA.
There are no instances in history of armies moving on rail... as far as I recall.
Moving a division was a huge logistical problem. Don't just think about the men, think about the guns, the supplies and ammo. The Union in AACW and CW2 can move thousands everywhere and at the same time but armies actually marched on roads for days, not on rail. Guys a unit of 1000 men takes an entire train to move from NY to Washington DC.
CSA didn't have to face this problem during CW, it was actually their advantage because they were on home ground... and this problem was the reason why many Union commanders had serious issues in offensive operations.
That is a MAJOR con to CSA moving because if CSA moves it loses entrenchment whereas Union can move freely... too freely, as I said.
CSA doesn't move -> Union has no pressure.
Z74 wrote:The problem here is the game should try to simulate the real chances CSA had to pull the Union out of the war by achieving this through victories on the field and pressure on the Union morale and will to fight.
Perhaps the NM/VP concept could be rewritten so that loyalty affects more the supply/money production, some way to have the union go offensive or take real penalty but also some good bait for CSA to go offensive and stop camping.
Where the game actually fails is in the logistics.
I hate it that the Union can mobilize tens of thousands and bring them at virtually no cost, at lightspeed everywhere, disregarding state limitations, real movement speed/cohesion loss and number of locomotives.
Those units, next month, are concentrated in a single spot the CSA must defend but CSA can't move from VA, because its only hope lies in entrenchment. Provided the Union player is not too inexperienced, I think it's really impossible to win as CSA.
There are no instances in history of armies moving on rail... as far as I recall.
Moving a division was a huge logistical problem. Don't just think about the men, think about the guns, the supplies and ammo. The Union in AACW and CW2 can move thousands everywhere and at the same time but armies actually marched on roads for days, not on rail. Guys a unit of 1000 men takes an entire train to move from NY to Washington DC.
CSA didn't have to face this problem during CW, it was actually their advantage because they were on home ground... and this problem was the reason why many Union commanders had serious issues in offensive operations.
That is a MAJOR con to CSA moving because if CSA moves it loses entrenchment whereas Union can move freely... too freely, as I said.
CSA doesn't move -> Union has no pressure.
Z74 wrote:I hate it that the Union can mobilize tens of thousands and bring them at virtually no cost, at lightspeed everywhere, disregarding state limitations, real movement speed/cohesion loss and number of locomotives.
Those units, next month, are concentrated in a single spot the CSA must defend but CSA can't move from VA, because its only hope lies in entrenchment. Provided the Union player is not too inexperienced, I think it's really impossible to win as CSA.
There are no instances in history of armies moving on rail... as far as I recall.
Durk wrote:Actually, two corps, the XI and XII, of the Union Army of the Potomac were sent from Virginia to Chattanooga in time for the Battle of Lookout Mountain. Travel time by rail was right at one week for both corps. Total troops moved in this week, 30,000.
Rod Smart wrote:The thing Z74 is asking for already exists.
Forces available by state are limited by the units available for recruitment.
Rod Smart wrote:As the Union, I'd love to be able to build a powerhouse corps in the far west and march across Texas. But with the units available, I can barely field a full division of militia.
Rod Smart wrote:As the Union, I'd do a much better job holding Missouri and keeping raiders out of Iowa if I could have some of those [X][X][X][*][/] brigades in Kansas. But the only things eligible for recruitment are easily swept aside by any sizable force.
As the Union, I should properly garrison West Virginia to keep the South from sneaking into Ohio every summer. But the units available for recruitment are so bad, and the areas where recruitment are allowed are so spread out, that I don't bother recruiting any WV units.
- Build a militia unit (don't forget the militia cavalry).
- Give Siegel your militia (including the cavalry) to train them up to line infantry.
- As soon as they are line inf./regular cavalry, the militia unit you purchased will return to the build pool.
- Redo from start.
By presidential decision you push money so that a state may invest in new boats/piers or trains/rails/coal/spare parts/locomotives.
grimjaw wrote:What about rail lines and companies that spanned more than one state? Many of us don't use the riverine points for unit travel, but think of the boats plying the Mississippi. Can these be said to belong to one state?
I wouldn't mind seeing aspects of regional politics and resources brought into the game, but it could get really hairy. I think I'd definitely start feeling like Lincoln after awhile, who 'could never get at the tired spot.'
Unfortunately this is a needed level of abstraction, unless you wanted to build and manage trains and boats at individual level. I don't think it would be a good idea.
grimjaw wrote:So as long as its the abstraction that *you* want it's OK.
There are tons of features or facets that people would like in the game. This one isn't working for me, so I'll drop out of this thread.
Captain_Orso wrote:To do this with the current engine at the most basic level, each state would have to be its own faction closely allied with each other and the federal government faction. States could only build units if the state had enough CC to build those, and some system would have to be devised so that some states would not be overly called upon to raise troops while other states were not. The troops thus raised could then be federalized and given to the federal faction to control, otherwise they should not be allowed to leave their home states. Replacements would then also have to be divided up so that they only went to their own state's units.
pgr wrote:Of course that would make things much more complicated for the game engine to deal with right? We would be upping the number of factions from what 5 or 6 (USA, CSA, GB, France, Mexico, Spain, and the indians) to like 30+.
pgr wrote:How would a depot network work? I'm assuming factions supply stocks don't "share." I'm assuming the state factions would have to be under AI control? (With only the "Federal Government" being human playable?) Would that mean largely having the AI do recruiting? How would the replacement system function?
pgr wrote:I suppose one could mod the force pools of each state down to roughly match historical state quotas, but it is a bit heavy handed.
pgr wrote:Of course that would make things much more complicated for the game engine to deal with right? We would be upping the number of factions from what 5 or 6 (USA, CSA, GB, France, Mexico, Spain, and the indians) to like 30+. How would a depot network work? I'm assuming factions supply stocks don't "share." I'm assuming the state factions would have to be under AI control? (With only the "Federal Government" being human playable?) Would that mean largely having the AI do recruiting? How would the replacement system function?
I can understand why the game designers elected to have just single pools for WS, Manpower and $$. and unitary factions.
I suppose one could mod the force pools of each state down to roughly match historical state quotas, but it is a bit heavy handed.
Captain_Orso wrote:
Send Siegel into NM.
- Build a militia unit (don't forget the militia cavalry).
- Give Siegel your militia (including the cavalry) to train them up to line infantry.
- As soon as they are line inf./regular cavalry, the militia unit you purchased will return to the build pool.
- Redo from start.
For artillery you will have to make do with what you get, what you move from the West Coast and what you can move from MO/KS/IA.
Captain_Orso wrote:
1. CC's are raised and 'stored' per state. If Smuddlevania has raised CC's this and previous turns so that it now has 25 CC's, so Smuddlevania can now build units and 'buy' replacements needing up to 25 CC's in that turn.
Captain_Orso wrote:2. Naval units should probably not have to take their CC's from the state where the boats/ships are to be built.
Captain_Orso wrote:3. You should never have to worry about sending resources from one location to another. That's the concern of the companies we are paying to deliver us equipment.
Captain_Orso wrote:4. There should be a rule to regulate building units more-or-less balanced per state relative to each state's pool and how many CC each stated raises per turn. EG: if PA has 30 CC's in its pool and raises 15 per turn. VT has 50 CC's in their pool and raises 10 per turn. VT should have to build unit some units before PA may build units again. Otherwise you'd have to have penalties in both states.
Captain_Orso wrote:Resources other than CC's should never be restricted to be used where needed, as long the unit building and resource producing locations are accessible to each other.
Captain_Orso wrote:Investing in factories should not be nearly as expensive as it is now. Maybe setting up an armory might cost more than paying a steel mill to produce iron for armor for ironclads, because the government would have to pay for everything--land, buildings, management--to build and armory. The iron mill already exists. They're just haven't been making iron for the federal government of yet, or a Smith & Wesson would need to invest in new machines to gear up and produce as many pistols we want to buy from them.
Captain_Orso wrote:My suggestion of 1 faction per state was very un-thought-through and more to illustrate what kind of work it would take to CC's raised and stored at a state level. It's a lot of work to figure out how things should work to reflect the individual states raising to volunteers and conscripts and even more to implement. I don't expect to ever see anything like it.
Z74 wrote:Just to clarify, I am saying if Petersburg builds 10 CC and Richmond builds 15CC per turn, you can build 25CC units in Norfolk (or anywhere else in VA and only in VA).
Z74 wrote:Still to clarify, of course they should.
But do remember that aside from the transfer option, a % of each state's income is delivered to the federal government (represented by the national pool of resources). As of trade, it is split among all states (and here again a % is delivered to the federal government and its national pool).
Z74 wrote:Of course you should. As a matter of fact in most cases, you couldn't do it due to the Military Control or lack of trains/boats, this is a big CON in the game right now... in any case, we are NOT paying for these transfers right now.
Z74 wrote:That sounds reasonable but, actually, in case of a state by state pool all resources would have to be re-examined and attached to more precise historical data on local resource production (including conscript points of course). It may well turn out some states had a lot less production than right now in the game, which had then to be rebalanced to make up for the abstraction provided by the national pool system. In other words, you may find yourself a lot shorter than the excess you mentioned and really need to call drafts in some states because you do not have manpower or can't afford to perform a close transfer. Anyway, yes, yours is a very reasonable proposal.
Of course they should be restricted. You shouldn't be allowed to build a gun in Atlanta if Georgia's foundries have no War Supply.![]()
Z74 wrote:Yes I agree, it's so expensive it would be a better investment if purchased abroad, rather than invested, right now.
I think the USA should be tweaked down with all resources actually.
Z74 wrote:No I don't think so, it is simple enough also for the AI to handle, at least the way I proposed it.
Eh, hell no, I don't expect to ever see anything like it either, which is sad, because therein lies the chance to make the campaigns more dynamic.
Users browsing this forum: No registered users and 21 guests