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Jerzul
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RGD Card renewal?

Mon Apr 04, 2016 3:32 pm

As the title suggests, do you get new RGD cards on a regular basis, or are they gone once used? Any real explanation would be great.

Also, can we get an RGD card primer? As someone newer to CW2, I find the RGD cards to be interesting but generally confusing on how to utilize effectively. A primer on all the cards and their uses to either side would be amazing! :)
I have heard, in such a way as to believe it, of your recently saying that both the army and the government needed a dictator. Of course it was not for this, but in spite of it, that I have given you the command. Only those generals who gain success can be dictators. What I now ask of you is military success, and I will risk the dictatorship.

-Abraham Lincoln, 1863, in a letter to Major General Joseph Hooker.

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GraniteStater
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Mon Apr 04, 2016 8:13 pm

As far as I can see in my current games, they will be renewed at intervals, 'redealt', if you will. No idea about the particulars. And some, at least, seem to accrue - maybe to a limit.
[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

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Gray Fox
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Tue Apr 05, 2016 2:16 pm

Here is a rather subjective listing of things I do with the cards:

If loyalty is below 51% in an Objective city, then it must be garrisoned to grant your side Victory Points. So a judicious campaign to reduce loyalty in ungarrisoned enemy regions with demonstrations may take VP's away from an unsuspecting opponent.

Several cards increase loyalty. If loyalty is 100, then supposedly production increases, although by very little. Still, as the CSA, a little bit over the course of a game may be worth the effort. These could of course be used to keep Objective cities above 51% loyalty as well.

Stockades and redoubts can be constructed to form a line of strong points. If garrisoned by a Division+ these can stop an invader from quickly reaching your capital, affording you an opportunity to avoid its loss. Remember to have a reserve to prevent the strongpoint from becoming an Alamo.

Most of the development type cards are useful to "buy" VP's. If you make it a point to use all of them, then you can acrue several hundred VP's by the end of the game or counter the negative effect of selling bonds. Similarly, the use of cards that grant one point of NM can be used to counter the negative effect of raising taxes. Thus if you raise taxes and sell bonds twice, then you can also print money and have a sum total of zero inflation.

The telegraph line card can increase a region's development from Civilized to Rich. I use these in regions where I expect to have large troop concentrations, like the capital or regions where lots of troops are trained. A Rich region reduces the chance of epidemics and attrition.

As the Union, I build a flatboat in southern CA to convert to a depot and then use the "Build Depot" cards to slowly stretch a cost effective line of supply for operations against TX. You can also use the cards to land sailors, or strip some artillery from the ships in San Fransisco to reinforce the Far West.

Again as the Union, I use the Partisan cards against VA. WV is contested, so you can always create Partisans there as long as you leave at least one town to the CSA. You can then send partisans to VA where they can get NM by using the Ambush card or can Destroy Depots with that card. The depot in Garysburg NC can be reached by partisans from the southern border of VA and is a chokepoint for supply to VA from the rest of the CSA.

Most of the Native American cards are not of much use to the Union. The CSA might try them, but they are costly and at best a gamble.

The recon cards are very useful if played so as to gain intel on your axis of advance. The cavalry screen cards can mask your movements somewhat or help scout types deep in enemy territory escape pursuing cavalry.
I'm the 51st shade of gray. Eat, pray, Charge!

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Jerzul
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Tue Apr 05, 2016 3:25 pm

Thanks GrayFox! That is very enlightening!

It would be interesting to get a CSA viewpoint on these things.

What about the more combat oriented cards? (Sea mines, land mines, etc.?)
I have heard, in such a way as to believe it, of your recently saying that both the army and the government needed a dictator. Of course it was not for this, but in spite of it, that I have given you the command. Only those generals who gain success can be dictators. What I now ask of you is military success, and I will risk the dictatorship.



-Abraham Lincoln, 1863, in a letter to Major General Joseph Hooker.

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Gray Fox
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Tue Apr 05, 2016 3:47 pm

Sea mines is one of those +1 NM when it works cards, so I would use two to counter the negative effect of raising taxes. It's not a real war winner.

Land mines are rather useless. It takes what, 6 turns to set up. I don't like sitting around. As Patton said, "A good plan right now, violently executed, beats a great plan in two weeks."
I'm the 51st shade of gray. Eat, pray, Charge!

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DrPostman
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Wed Apr 06, 2016 3:05 am

Gray Fox wrote:Most of the Native American cards are not of much use to the Union. The CSA might try them, but they are costly and at best a gamble.

I disagree. Almost every game I've played so far I've been able to bribe
the leader of that uprising in North Dakota to join my side. I forget his
name but he's a VERY powerful leader, and usually I get at least 3 or 4
units to join him. He can also incorporate US cavalry and artillery into
one hell of a strong division.
"Ludus non nisi sanguineus"

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Gray Fox
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Wed Apr 06, 2016 11:55 am

Balanced by my experience trying to get any Native Americans to help me in the SW. It seldom works and then all the Natives are at war with the Union. It's like the lottery, if it works, its great.
I'm the 51st shade of gray. Eat, pray, Charge!

RebelYell
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Wed Apr 06, 2016 9:08 pm

Jerzul wrote:Thanks GrayFox! That is very enlightening!

It would be interesting to get a CSA viewpoint on these things.

What about the more combat oriented cards? (Sea mines, land mines, etc.?)


The militia and irregular cards are a very important addition to the CSA force pool, they can help the CSA launch fast invasions of the borders states, protect CSA supply lines or threaten the Union supply lines advancing in CSA core areas.

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Captain_Orso
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Thu Apr 07, 2016 4:13 pm

About renewal, there's a script file (RegionsDecisionsRenewal.sct) in the ..\Events folder which controls when RGD's regenerate.

About using RGD's, I've probably looked into those which raise the civilization levels, and build tracks/trains--they are the same thing--, and roads more than anything. Depending on your strategy, they can be locally useful.

One place I like to build a road is in the 'bow-tie' region between Jefferson and Springfield MO, which I start building during the winter of '61-'62. This increases the supply flow into Springfield in '62 making it a much more stable base of operations. But of course you have to guard the construction for 16 turns for it to complete, which can be a delicate situation.

I've also built a road down from Lexington KY toward Knoxville a couple of times. You don't need to build it all the way, but it allows you to use that avenue for a forceful advance on Knoxville and Chattanooga, which can put the South into a predicament. It won't really get you into Chattanooga much faster, but will pull some focus away from the western Tennessee bottleneck.

As the Union player, Partisans can be a fun distraction--fun for you ;) --in middle Tennessee. There are many regions where you have enough loyalty to use the RGD, where the South generally has no eyes. Attacking depots and rail lines can be quite useful. Cutting the rail line between Tennessee and Virginia at the right time can have a great affect, but generally only temporarily. Also just riling up the CS player and forcing him to expend more troops to garrison the area is to your advantage. Eventually they need supplies though and have to turn into a 'friendly' town, which they capture and which then betrays their location. But with a little luck and some skillful handling, they can form a minor secondary front for a while, and definitely add some interesting variations to a game focused mostly on big armies with huge power.
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