Finally, army commanders. Do they have to be in the fight to provide benefit? I know Granite Stater talks about leaving army HQ as minimal, and sometimes leaving it well behind the front, while the corps do the dirty work. But does that mean one forfeits the command effectiveness boost when the army commander isn't on the field?
John B Hood (3-0-0) makes a good aide-de-camp for example.
Units in the region are part of a Corps or attached to an Army which includes
a capable Aide de Camp (i.e., A non-Army commander leader with a Strategic
Rating of 4+ who is in a the Stack): 1
Aide de Camp: A non-Army commander leader with a Strategic Rating of 4+
who is in an Army Stack. He provides a bonus to the Stack.
GraniteStater wrote:Yeah, an ADC has to have an SR of 4.
Oh, I see - you['re confusing Extra Guy Who Helps with CPs Available with an ADC.
First, I think an Aide-de-Camp has to be with an Army Commander (unsure). I am real sure he has to have a 4 for an SR. I think he helps with the Army Cdr's SR, but whatever he does, it's good.
What you are describing is the Extra Leader, particularly in a straight lone Div - just a Div. Another 1* tagging along with the Div's leader gives a CP available of 4 - so you'll see Smith (128th Division)/Jones: 4 needed / 4 available.
Cheap mini-Corps, kinda, not really. You can do the same for slightly larger stacks (6/6, 8/8), but this tops out at some point, which I think is 8. Four Leaders max (YMMV) can contribute to the CP allocation, at least 1*s, I'm pretty sure.
Anyhow, if I'm off on the details, that's the gist. I use tooltips a lot anyway, and if I don't like something, I re-arrange it until I'm happy.
Oh, the ADC can't be commanding any units directly - pretty sure.
moni kerr wrote:I have no idea about ADC for an Army commander, this is really the first time I've heard of ADC in this context. Some specifics about what benefits there are would be nice.
GraniteStater wrote:I really hate to ask, O He Who Reads the Manual, but could you kindly recast that just a little bit as a couple of shorter statements?
Thanks.
I told ya, I learn from you guys.
An army headquarters that includes a capable aide de camp (A leader with a strategic rating of 4+ in the army stack who does not command any troops): 1 + 1 to all subordinate corps .
I'm wondering what the unattached, non-commanding leaders do in a stack. Do they provide benefit, or are the commanding leaders and division leaders the only ones impacting combat performance?
ArmChairGeneral wrote:
Keeler,
All leaders provide their CP's to the stack they are in, but there are caps based on rank and stack type, (but with a global cap of 16 modified by stats and abilities of leaders and units) so your spare 3-1-1s appear not to be adding anything because the other leaders already have the stack at the max.
According to the manual, the stack commander boosts all combat effectiveness in the stack by 5% per skill level.
Finally, army commanders. Do they have to be in the fight to provide benefit? I know Granite Stater talks about leaving army HQ as minimal, and sometimes leaving it well behind the front, while the corps do the dirty work. But does that mean one forfeits the command effectiveness boost when the army commander isn't on the field?
At the end of the day, I'm trying to figure out if I should keep commanders attached to elements in a stack, or have them free floating in stacks.
2* leaders are positively scarce for the CSA in the early going. Haven't played enough CSA in CW2 yet to know if this is a Problem come Mar 62. Well, one can always attack, attack, attack with TJ & Longstreet and some others to get promos, I would think.
GraniteStater wrote:Just when I see some light, I get all confused again.
Game Logic? Where? I looked & looked in the directories and if it's not under that parsley, I'll just die.
// ********************************************************
// ***** COMMAND AND LEADERS *****
// ********************************************************
.
.
.
ldrGHQBonusMaxIter = 4 // Max number of iterations to pass a bonus to a subordinate
ldrGHQBonusRollBaseStrat = 0 // Base modifier to the Army Commander Strat rating to pass one pt of bonus to a subordinate
ldrGHQBonusRollModStrat = -2 // Additional Modifier added for each iteration beyond the first (cumulative, [color="#FFD700"]ie iteration 3 is a Roll at -4 under the Strat Rating[/color])
ldrGHQBonusRollBaseOff = 2 // Base modifier to the Army Commander Offensive rating to pass one pt of bonus to a subordinate
ldrGHQBonusRollModOff = -2 // Additional Modifier added for each iteration beyond the first (cumulative, ie iteration 3 gives -2 to Off here)
ldrGHQBonusRollBaseDef = 2 // Base modifier to the Army Commander Defensiverating to pass one pt of bonus to a subordinate
ldrGHQBonusRollModDef = -2 // Additional Modifier added for each iteration beyond the first (cumulative, ie iteration 3 gives -2 to Def here)
.
.
.
ArmChairGeneral wrote:Yeah, I definitely try to structure mine almost exactly like that, but you know how it is, most of the stacks I have are just thrown together bits and pieces of whatever could make it to the battlefield in time, organized as best I can on the fly.
No, it doesn't get any better. You end up needing to use TJ and Longstreet a lot and TJ's going to script to 2* and loses stats and abilities at 3*, so promotions are wasted on him anyway. (Can't remember if Longstreet scripts or not, he's already promoted by then anyway, he's my main man). Initial Western commanders are poor, so I send the best of my pool generals out there when they show up and I can sometimes get two or three good corps commanders that way. A lot of the best guys lose stats at 3* (although I think Longstreet stays good, only done it once), so the command advantage by mid game is definitely with the Union. Pretty historical outcome in my book.
I end up having to fight most of the map with 1 Corps armies and independent divisions, there just aren't enough 2*s to go around unless I am winning a lot of battles in 62. Getting more Corps in the East is a priority of course, but I still never have enough.
Q-Ball wrote:... but the Union also has a number of head-scratchers.
On the Union side, you get ample 3-1-1 2* types. In fact, in a leader mod, some of these guys can probably be culled, especially the ones that never actually commanded anything resembling a Corps or independent force in the field. I am thinking of Whipple, Berry, Dix.
No, it doesn't get any better. You end up needing to use TJ and Longstreet a lot and TJ's going to script to 2* and loses stats and abilities at 3*, so promotions are wasted on him anyway.
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