donagel wrote:Been playing for a couple weeks and enjoying things, however there are few things I have not quite figured out. Any help would be appreciated:
Okay, I'll give it a shot.
donagel wrote:Some towns have little blue and/or green dots under them. What do they represent?
The size of the force you have inside those locations. Green dots are land forces, blue dots naval. I'm not sure about how the number of dots relates exactly to the size.
donagel wrote:Same with the little box with a number sticking out to the left of the city?
The number of stacks you have in a location. The green (I think it's green, but I'm colorblind :blink

box is land stacks, the white box is naval stacks.
They are kind of redundant with the bar(s) under the location name, but you can click on a box to open the stacks inside the location in the Stack Panel.
donagel wrote:As the union, should I have a use for all the leaders I get by mid-1862? Am am I not building enought forces? Are my forces too consolidated?
The more important question is, are you using all of your
best leaders. Remember, you can use 2 *gen's to lead an independent division providing the all CP's (Command Points) needed. You can also use leaders in important locations to provide a few CP's even if the defending unit are locked and cannot be put into a division. Even if the CP malus is at 35%+ a leader will still provide a small advantage in combat vis-a-vis having not leader at all.
You don't have to use all you leaders, but you can. Just remember where you have put them when you need them to build new divisions or bolster CP for independent stacks.
donagel wrote:ON the replcament screen, is the number above the NATO symbol actually the number of needed replacements? If true, is the fact that it is over 200 a sign that I am not buying enough replacements?
No, it's the number of hits missing from all of your on-board elements of that type. For example if you have 200 in the line infantry box it means that 200 hits are missing from all of the line infantry elements you have in the game (units being built not included).
If you click on a unit in the Stack Panel the Unit Detail Panel will appear on the far right. Each of the NATO symbols displayed there is an element of that unit (an infantry regiment, cavalry regiment, battery, etc.).
If you click on a line infantry element NATO symbol in the Unit Detail Panel the element detail window will open for that element. There in the lower left box you can see the status of that element. For a line infantry element you will see that it has an TO&E (Table Of Organization & Equipment) of 20 hits and the actual number of hits it currently has: "Hits 19/20", which means that it has 19 of 20 possible hits, and 1 hit is missing.
Each replacement you purchase can replace an entire element of that type, but there is an element of chance to this. For each hit replaced there is chance that that replacement chit will be expended. For example, for a line infantry replacement chit, each time it is used there is a 1//20th chance of the chit being expended. So on the average you will be able to use each chit 20 times.
If you lose an entire element, 1 chit will be used to replace that element. Depending on your attrition settings, the parent unit must be in a region with a fort, a depot or a city of size 7 or larger I believe.
The number of replacements which can be allocated forces in one region during a turn is dependent on the location. Depots are the best, but check the rule book under "Losses & Replacements" for the list of modifiers for they are cumulative.
donagel wrote:If I put a artillery IN a city along of river, will it fire at passing ships? Or does it need to be outside and entrenched at a certain level? Likewise, if there is no city, can I build/place something that will hinder or fire upon passing ships?
First, for artillery to bombard passing ships, the artillery must:
- Be
- inside a fortification with an harbor at any entrenchment level, or inside a city with an harbor at entrenchment level 3+,
- in the field at entrenchment level 3+.
- Not in PP (Passive Posture).
- Not lead by a leader which is not activated.
- Not without ammo. Having a supply unit with ammo in the artillery stack will improve bombardment by 10%.
Being able to bombard will automatically block enemy supplies from moving
through neighboring water regions. It will not prevent supplies from moving over them-from one side of a river to the other.
Bombardment depends on the DAR--Double Adjacency Rule. If the above are met bombardment will take place if enemy navel units move from one water location directly into an adjacent water region if both of those region are adjacent to the bombarding artillery.
Hold the mouse pointer over your region and press the <shift> key to see the 'adjacency rays'. If two adjacent water regions both have rays going to them, if enemy naval units move from one to the next, they can be bombarded per above.
donagel wrote:Thanks!
Bitte!