ohms_law wrote:Speaking of forts, I really think that we ought to have a "build fort" unit to purchase, instead of the whole "4 wagons and 6 cannon" deal.
That would be a lot more intuitive, if nothing else.
Besides, I'd really like to use some 6 lb.'ers in action, sometimes.
ohms_law wrote:Speaking of forts, I really think that we ought to have a "build fort" unit to purchase, instead of the whole "4 wagons and 6 cannon" deal.
That would be a lot more intuitive, if nothing else.
Besides, I'd really like to use some 6 lb.'ers in action, sometimes.
elxaime wrote:Even better I think would be to make this a series of game-beginning options the CSA can choose where there is a trade-off between having a fort there or getting some guns. Would need some tweaking, since I imagine some of the starting set-up already incorporates guns the CSA dragged from an existing fort (would not want to give them a cornucopia of ahistorical guns). It would basically allow for the CSA to make a series of choices based on what happened between the 1860 election and the beginning of the war.
grimjaw wrote:Fort Clark (& Fort Hatteras), NC - Not part of the seacoast defense system, didn't exist before the war. Built by the Confederates at the start of the war, completed by August '61. Few guns, and probably not much more than earthworks.
grimjaw wrote:There's already an RGD to build redoubts. The option to build could be expanded into regions that didn't have a city (e.g. Fort Fisher). I agree that combining cannons + supply wagons into a mixing bowl and coming out with a CW-era dirt redoubt and no cannons doesn't make sense in the current game.
One more issue with the forts, and I'm sure tripax will confirm this for Monroe at least, is a good number are subject to naval blockade which severs them from the mainland.
Another thing which is going to have to be addressed eventually is the high number of replacements needed to fix all the batteries.
grimjaw wrote:Monroe, Pickens, Jefferson and Zachary Taylor should be subject to this, not that the CSA can pull it off. Until the Union can take surrounding mainland territory and establish another avenue for supply, those forts are basically islands. Starving out a fort like Moultrie via naval blockade alone should be highly unlikely, if not impossible. There's plenty of land access to that fort, and for a naval blockade to get close enough to effectively cut that off should expose it to coastal battery fire. Fort Morgan, AL, is another example. In the case of Fort Gaines, it's 2-3 miles from Dauphin Island to the mainland, and if a few supply boats couldn't run that distance at night using the island as cover from the Gulf ...
Merlin, I think it should be simple for some of them.
Few if any of the forts were chock full o'guns. Many of them were in caretaker status and the guns dismounted. However, a complete complement of guns at 2nd and 3rd system forts would have meant 100+ cannons. Not all of that would have been coastal and fort batteries, obviously, but I could do some research and figure out a best guess at a percentage.
In the vanilla game, a CSA coastal battery represents 24 guns and Union represents 36; fort batteries, CSA represents 8, Union 15. Totaled for each that's 32 CSA and 51 Union. 32 guns hardly represents the full complement of a battery of most 2nd or 3rd system forts.
IMO, most of those types of forts, *when they were taken*, should be at or near 100% health as far as guns are concerned if there isn't definitive evidence found to show they were spiked like at Moultrie. Many of the forts were taken months before Fort Sumter. That would have been enough time to get crews in to man what was there.
Early on the CSA considered threats against the Gulf Coast ports to be a lower priority. As such, resources (i.e. artillery) were relocated from the some of those areas to the border areas with the Union. I haven't been able to find much on what was relocated. The game represents some of this already with the units present in the regions involved, like Mississippians and Alabamans in Virginia, and Texans in Missouri and Tennessee. These regiment locations are very accurate. Fort artillery locations in April '61 are more nebulous, however.
This thread raises the possibility of significantly changing the coastal defensive structure of the CSA. It could change the types of forts in some regions drastically, and remove some altogether. It could possibly raise the level of fortifications and armament along the Union coastline and its border with Canada. To go along with that, I see no reason to further penalize the CSA with double digit numbers of extremely weak fort artillery units that are cost prohibitive to maintain and ripe for capture and defeat.
None of the fort units should be fixed. If the development team and beta tester legion absolutely insists on keeping them fixed, then disbanding should be added as an option to fixed units.
(Ideally, Rodmans, Columbiads, fort and coastal batteries should have two states: mobile and combat. If they can fight, they can't move. If you can move them they should be more mobile, but they can't fight. 1-2 turns required to switch between states.)
This means that to sail into Albemarle Sound safely you should first have to take Fort Clark to be able to sail into Pamlico Sound and then sail north past Roanoke Island into Albemarle Sound.
I think you'll find more than those few of the coastal forts can be blockaded, and simply interposing a fleet between a major city and a fort across the river is enough to cause the batteries to evaporate.
grimjaw wrote:I don't doubt it. I meant to imply that it shouldn't be possible to blockade some that easily, even though the game will allow for it.
Perhaps forts which can be reduced over-quickly through lack of supply should start with a level 1 depot?
grimjaw wrote:I don't doubt it. I meant to imply that it shouldn't be possible to blockade some that easily, even though the game will allow for it.
grimjaw wrote:Take Fort Delaware as an example. The island is just over a mile long at it's *widest*, but look how much of it is marshy terrain. It's not that far from the mainland and wouldn't be hard to supply by boat from upriver, but why would you want to stage a large force there? Why would you design that fort to support a large force?
If Fort Delaware has the equivalent of an in-game harbor (protects from weather and naval bombardment), I'm a monkey's uncle. It has a boat dock. You might as well say coastline anywhere has a harbor if this place does.
It's accessible from mainland New Jersey in the vanilla game. IRL, I don't think so. That'd be one hell of a pontoon bridge.
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Fort Trumbull, CT, on the other hand, should be a tough nut to crack. It's on the mainland. It could have the equivalent of a harbor, and the fort could be between the harbor and waterside attack. Who cares if you blockade its harbor? You could supply this place from land anytime you want.
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