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CheerfullyInsane
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Observations and questions.

Sat Jun 21, 2014 8:25 pm

This is going to be a looong first post, so bear with me. ;)

Been playing wargames for most of my adult life (that is 30+ years), and there's no doubt that the AGE system is not only something new, but an extremely elegant one.
Problem thus far has been that the periods that it covered haven't really been my cup of tea. Didn't really know anything about the periods, nor did I have any idea of 17th-18th century warfare. Meaning stupid mistakes such as pushing forward even when cohesion was non-existent and the like.
Not to mention that every game in the series thus far have been huge!
If you have no real historical knowledge of the period and sit down with RUS or ACW, you sit there staring at the map thinking "what the hell am I supposed to do here?!?"
So I've bought most of them, and I've dabbled with this title and that, and while I have a reasonable grasp on the basic mechanics of the engine, it never really tickled me enough to stick with it.

This changed with SCW.
Not only are we moving into a time-period that I actually know something about, the scope of the game is much smaller, meaning I'm actually capable of constructing something that resembles a plan.......I think. :D
But I do have a series of questions that keep popping up.

1) The CPs. The manual states 4, 12 and 24 CPs for 1,2 and 3* leaders respectively with a cap of 50 CPs for a stack, but as far as I can see it's 3,9 and 26 with seemingly no cap (or at least not one that I've run into).
Have I missed something here in an update, or is the manual just wrong?

2) Regional decisions. Many of them state "if successful" but I've yet to figure out where I can see the chances of success. Also, does it matter WHERE you play the different cards?
As in, will I get more conscripts by playing Recruitment on Madrid than on Toledo?
Same with Requisition, am I better off playing it on bigger cities?
Ad what exactly is the difference between Regional Campaign and Persecution? One raises your Loyalty and the other lower your enemy's Loyalty.....Given that Loyalty is either/or what difference does it make?

Some basic questions on the game to follow. As background, I'm currently in Jan 1937, playing as the Nationalists. Madrid has fallen, Badajoz, Malaga, San Sebastian and Gijon are all under siege, and I'm holding on to Zaragosa, but I have a lot of troops currently busy doing mopping-up behind what can loosely be referred to as a line.
So....

3) It seems the basic strategy as the Nationalist is to hold on to Zaragosa, try to avoid a disaster in the north, and then bring in every Legion, African and Italian unit that you can.
Give Franco an army when he arrives, create a few corps for mutual support, and go Jaen -> Ciudad Real -> Toledo -> Madrid. Granted, this does leave you with a fairly exposed supply line, but there doesn't seem to be a whole lot the Republicans can do about it without stripping the defences of Madrid.
After that, it seems a question of screening the Republicans while you tackle each bypassed strong-point in turn.
Btw, you gotta love Franco. Give the man some arty, point him at what you want dead, and he goes and kills it. :w00t:

4) Supply. In every other AGE title, supply has more or less controlled the flow, but from what I can see, it plays very little role in SCW. You obviously still have to have a railway network, but at present I have far more supply wagons than I know what to do with.
Or are all my armies about to die of starvation because I missed a rule somewhere?

5) Corps & Divisions. Again, they don't seem to play as large a role as in previous titles.
I have more than enough leaders to avoid any CP malus, and with the relatively small number of units, there seems little point in building divisions, especially since a 1* can't command a division without help in the first place.
The exception might be the Italians (who've just arrived). That amount of battalions might require forming divisions.
Corps are obviously nice to get the MTSG, but I'm not sure I see the need for divisions.
Or does this change as the war progress?

6) Sieges. They do seem to take a lot longer than in earlier titles. I assume most of it has to do with the one-week turns, but it still seems awfully hard to get a breach?
Anything I can do to improve matters?
I would think adding arty helps, just not sure whether the 75mm batteries are enough to make a difference.

The only thing better than jumping into a new game-system with both legs, is having a small understanding of what is going on.
Nevertheless, I'm enjoying the hell out of this game.

Cheerfully

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Durk
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Sun Jun 22, 2014 3:44 am

Nice thoughtful post. I have a few responses, but not a comprehensive response.

Kind of a side note to start, these Ageod games come dead center in my cup of tea. But it does help, a bit, to know the era.

I am not a technical guy so I leave question one to someone better informed.

The ledger usually shows an attempt and or success with a decision. Conscript and requisition do not matter as to region. Yep, loyalty is a plus or minus. The goal, 50% so play with this in mind.

Sounds like you are doing really well.

Solid Nationalist strategy. Against AI is a bit different than PBEM, but similar.

You have been handling supply well in your game. As long as you have good rail connections to ports you control, you will do well. The issues with supply come when you move away for the railroad.

Corps and divisions are more of an issue for the Republicans, but they do help the Nationalist cause a bit. You are right, leaders are generous. For this game for met the challenge is the different factions. Getting them to work together.

I think sieges work very much as in other Ageod games. Well, the table show my best explaination. Have cannons, leaders and engineers. As many as possible. Most units in this game are not so good at siege success.

I totally agree that this game is a gem and totally fun to play.

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CheerfullyInsane
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Mon Jun 23, 2014 6:00 pm

First of all, thanks for the response.
It doesn't seem that SCW has as many followers as the rest of the AGE games, so I wasn't sure if anyone would actually read this.

Durk wrote:The ledger usually shows an attempt and or success with a decision.


It does, but it doesn't state how high the chances are, nor what (if anything) I can do to improve them. It's simply a pass/fail result.
Having troops in the region seems to help with Persecution, but that's just an educated guess.
Arguably no big deal since you can just keep trying, I just happen to be an information-junkie. :D

Corps and divisions are more of an issue for the Republicans, but they do help the Nationalist cause a bit.


Fair enough. Haven't tried them yet, since the Nationalists seems to be the 'easier' one to play.
We all gotta start somewhere.

Now, I'm not sure if the two following bits are bugs and thus should go into the Tech section.
I figured I'd try here first. :)

SCW01_zps82cdcd8b.jpg


It seems that there are a few Events that aren't linked to anything, and merely state some sort of generic Event message.
Unless I have a corrupt install, of course.
Not really up to speed on how the databases work in AGE, so I can't really check.

Second, and more importantly:
SCW01_zps82cdcd8b.jpg


I spent cash and WS on new rolling stock, and according to the option-card it should result in +200 rail-capacity.
Apparently Athena is a fair-minded player, and decided I should get +100 and the rest goes to the Republicans. :bonk:
Now, it's possible that the Republicans decided to expand their rail-network on the same turnl, and the +200 rail comes over a few turns, but it does seem a little suspicious.
I find it a little hard to believe that Franco would invest 2 months worth of WS into rolling stock, then find the nearest Anarchist and say: "Here ya go, some shiny new trains for ya. Enjoy!" :D

Cheerfully
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Durk
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Tue Jun 24, 2014 4:12 am

España 1936 or SCW is a favorite game of mine. It has a nice, focused scope, a really complex situation, and open game play. But you are correct, many forum members are not willing to reach out to areas outside their particular interests. For me, the Spanish Civil War is a core event in understanding the entire 20th Century.

As an information junkie, you will soon dig into the files and figure out the probabilities of all the events. I do not know if you know the Clint Eastwood movie 'Kelley's Heroes,' he is a tank commander in one of the great all time war movies, when asked about his tank, he say, “I do not know what makes them run, I just drive them.” I am the same with Ageod games. I love to drive them, but I really do not know what is under the hood.

Nationalist are easier, but both side present different challenges.

Well, the first is an info text which needs correcting. I think the second is due to a mismatch between the text and the event. The Nationalists earn one half the rail stock of the event statement. Game keeps improving and clarifying.

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Leibst
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Tue Jun 24, 2014 6:37 am

Durk wrote:Well, the first is an info text which needs correcting. I think the second is due to a mismatch between the text and the event. The Nationalists earn one half the rail
stock of the event statement. Game keeps improving and clarifying.


The first one is some text missing in the strings file.
The other one is a bug, you really get +100 but you pay only half the cost of the info text.
Both things should be corrected for a future patch.
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CheerfullyInsane
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Tue Jun 24, 2014 3:14 pm

Durk wrote:España 1936 or SCW is a favorite game of mine. It has a nice, focused scope, a really complex situation, and open game play. But you are correct, many forum members are not willing to reach out to areas outside their particular interests. For me, the Spanish Civil War is a core event in understanding the entire 20th Century.


Well, to be fair, the AgeOD games do take a bit of time to get to know well.
So it's hardly surprising that people 'specialise' in one or two of them.

As an information junkie, you will soon dig into the files and figure out the probabilities of all the events. I do not know if you know the Clint Eastwood movie 'Kelley's Heroes,' he is a tank commander in one of the great all time war movies, when asked about his tank, he say, “I do not know what makes them run, I just drive them.” I am the same with Ageod games. I love to drive them, but I really do not know what is under the hood.


"It's a beautiful tank, Moriarty!" ;)
And I'm much the same when it comes to the engine itself. I don't e.g. go around checking the optimal number of artillery batteries in reference to the terrain-frontage.
More is better, and bigger is better, that's about the limit of my knowledge.
But stuff like odds on the event cards I'd like to know, if for no other reason than that my supply line currently goes through areas where people don't like me....For some inexplicable reason.
Also why I'm not particularly fond of the Event system. I get that it coaxes the players into semi-historical options, but I don't like that taking one city can spawn an couple of units somewhere else, at least not without the players being aware what will happen.
But that's a whole 'nother kettle of aquatic lifeforms.

Well, the first is an info text which needs correcting. I think the second is due to a mismatch between the text and the event. The Nationalists earn one half the rail stock of the event statement. Game keeps improving and clarifying.

The first one is some text missing in the strings file.
The other one is a bug, you really get +100 but you pay only half the cost of the info text.
Both things should be corrected for a future patch.


Ah, okay. So it is supposed to be +100, and the Republicans actually did invest simultaneously.
Fair enough, just struck me as a little.....odd. :)

Again, my thanks to you both.

Cheerfully

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