Ol' Choctaw wrote:At the start of each game as CSA I send more leaders to the two stacks in WV. 3 leaders in fact. Two to the stack in the south and one more to Floyd.
The terrain is bad there but you can usually get him out moving to the rail lines to the southeast. Cut the rails in Clarksburg before you leave. Detaching the Cavalry unit also helps. The Cavalry Brigade is the most important element in the stack and can get away in short order. You might even use it to cut other rail lines in the area before you run to safety.
If the ranking leader is inactive check to see if the second is active and move the troops with him, if he is. Do what ever it takes to speed their moves.
I hope that helps some.
veji1 wrote:I understand what you are saying, and you are obviously right that ingame, this is how it works. But it is another example of why I would so so love to have activation status hidden... So that one cannot do this, and has to roll with the leaders he got : Either you divide the stack in two before the turn, hoping that one of the leaders is active and will get away but risking separation and defeat, or you just keep them all together, but have to take a chance with one leader (ie the most senior one), or you have to actually send a really good leader there to ensure their extraction.. tough choice that would make the game so much better. This is the way the AI plays, the fact that we know which leader is active or not leads us to gaming the whole "leaders' game" which is a central component of the actual game.
Users browsing this forum: No registered users and 4 guests