Ol' Choctaw wrote:Make sure you have the replacements in the replacement pool.
The are not on a depot, that helps.
Le Ricain wrote:No, the locked setting does not affect replacements. Ideally, when the army unlocks, it should be at full strength. That was the basis of my comment. The Union army had unlocked, but was only at half strength. With 314 hits to fill, you should need 31 replacements. I do not think that you can buy 31 replacements in a turn. You do not have enough conscripts, money or WS. Fortunately, you do not need to build your army in one turn, but can take several turns.
Z74 wrote:What eludes my reasoning is the fact that Mc Dowell's Army figures with 5 stacks named Divisions when divisional command is not active yet.
Note: Division 3 has a (u) <-- I have no idea what this means, anyone?
Second note: I don't doubt it's possible to defeat Beuregard but how can McDowell be helped with that huge penalty and without divisional command active?
Ace wrote:They are named divisions for flavor purposes only.
(u) has no meaning - name of the stacks are flavor only
US should reinforce McDowel. Starting McDowell stack cannot defeat starting Beauregard stack defending in Manassas.
melvi wrote:Umhh, no, no. Lets see, either i didnt explain myself well enought or you misundestood what i said. I was talking about "locked" units ( maybe it would be better call them "locked" tabs or stacks) and i think you are talking about fixed units ( those that cant move either cause they are under recruitment or cause script doesnt want you to be able to move them unless they are attacked or till some number of turns have passed). I was refering to "locked" tabs, thats when you right click on the stack/tab force name and a padlock icon appears, then that stack wont merge with any other in the region ( if you drag and drop it on other stack like we do to merge units usually) and the locked stack wont merge neither with any other stack you drag and drop in another region, same way if you move a non locked stack from another region and you drop it on a locked stack, the moving stack will move till destination but it wont merge with destination locked stack. ( erhh it sounds a bit confusing even for me as i am typing it, i hope you undertand).
My Union main army was splited in some tabs, as they appeared, i only "locked" the tabs thinking in form divisions when i could with that same composition tabs had. I didnt realice i would need to join them in Mcdowells army to stand any attack CSA would launch some turns later. As i realiced they almost didnt refill any hit in first 3 or 4 turns the last one ( the last 2), i removed the "locked" tab setting just in case. Thats why i was wondering if the "locked" tab was related in any way with the situation.
Regards:
Melvi
Q-Ball wrote:Given the starting balance of forces, it's very wise for the Union player to heavily focus 1861 out East.
Pocus wrote:Limitation can also be per region with a 'build weight', i.e how many units can be recruited in parallel within a region. Perhaps we have been too generous with that...
Z74 wrote:
Alas, this new system of investing in private enterprises & tycoons, so that new factories are built, might also be needing a tweak-down.
We know it takes years to develop something that produces war supply. Since in this simplified system the construction is immediate (and I guess so is the production), maybe each of those factories should pass a check so that only some are built when you take that local option, and you need to buy that option again to further increase production (and make new check for those that were not built at the first time).
I'm sure you'll find a way.![]()
Ace wrote:Someone pointed out in research that those factories were present before the war. You are paying for their conversion of production to war effort instead to building steel for railroads, or other civilian use.
Z74 wrote:I am under the strong impression that regardless of how Athena plays in 1861, in CW2, differently from AACW, the Union has massive availability of units that, if concentrated in Alexandria, give no chance to CSA. One can literally recruit tens of infantry units in NY and arty in PA, bypassing a REALISTIC management of manpower and war supplies that should be mostly managed at state level and not at side level.
If all those units get sent to Alexandria, there's no way even Beauregard and Johnston can counter a poor Mc Dowell.
Replacements are somehow better represented because they get "scattered" among all the units that can take them, anywhere they may be... but new units... in CW2 you can pick exactly where they come from and this is wrong imo (more or less the same speech can be done about rail/riverine transportation points, managed at national level and not at state level).
The fact you have 180 manpower, for example, doesn't mean you can spend them all in NY. They come from all over the Union, that's what I mean. There has to be a limitation somehow (units being queued perhaps, instead of spawning all together?). This is a huge concern of mine.
Le Ricain wrote:Your impression is not supported by history. In 1861, the Union maintained a 2:1 manpower advantage in the Northern Virginia theatre, which included the McDowell's army, the Shenandoah army and the Washington garrison. The CSA achieved their great victory at 1st Bull Run by combining their Virginia and Shenandoah armies against McDowell's sole army. They gained a local advantage.
marquo wrote:
However....if you play a CSA human like MT, you might very well be quickly overwhelmed in Northern Virginia and Maryland, because every conceivable Southern asset can be localized there and this is very complex and difficult for the 1861 USA player to deal with. AI and humans are very different creatures....
Le Ricain wrote:Your impression is not supported by history. In 1861, the Union maintained a 2:1 manpower advantage in the Northern Virginia theatre, which included the McDowell's army, the Shenandoah army and the Washington garrison. The CSA achieved their great victory at 1st Bull Run by combining their Virginia and Shenandoah armies against McDowell's sole army. They gained a local advantage.
In CW2, the Union player can, by building every unit that he can in PA and NY as you describe, achieve this historic 2:1 advantage in power and men by November 1861. The advantage does not last as by Spring 1862, the Union advantage in the theatre falls to something like 20%. For the battle in Manassas, in July 1861, the Confederate player does not need to bring his Shenandoah army to Manassas, as his army based there is only about 10% weaker than McDowell's army. This deficit is more than made up by the Confederate higher quality units, better leadership and entrenched status.
The Confederacy may be underpowered in CW2, but it is the Union that is seriously underpowered. As I have noted elsewhere, by June 1862, the Union had achieved the following:
Obtained a 2:1 manpower advantage in Virginia.
Occupied Springfield, MO.
Captured Fort Donelson, TN.
Captured Island No 10.
Captured Fort Macon, NC.
Captured Fort Pulaski, GA.
Captured Forts Jackson and St Philip, LA
Captured New Orleans, LA
Captured Memphis, TN.
Try duplicating these accomplishments in CW2.
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