aryaman wrote:A simple way to limit deep raids would be to limit SupplyStore and AmmoStore of models
Edit: In fact, although Ammostore can be ok, SupplyStore looks too high from an historical perspective, most units carry at leats 2 turns, that is, 1 month of supply with them, that makes fast units like cavalry very independent of supply lines.
gunnergoz wrote:It is frustrating I agree. The good news is that, if you defend in some depth, keeping militia stationed in all the major towns and cities, the Rebs can seldom break through very far. After a while, build up a reserve and go after them. They will soon enough peter out because of lack of replacements and if they are hit hard with good leaders, you can really put a dent in them. After a while they give up and go South again. At least, that's been my experienced, which is admittedly limited. But I know what you mean - just don't give up.
arsan wrote:Really, i think complaining so bitterly because the AI is actually fighting you and giving you some headaches is pretty funny
It's what an AI should do, you know?
Major Tom wrote:For myself, the problem I have with this AI CSI strategy is not that it causes headaches, but that it is ultimately suicidal, especiallywhen she does it in Winter. I don't want to win the war that way.
arsan wrote:On the real war there was quite a lot of (probably somewhat foolish and wasteful) CSA invasions: Antietam campaign, Gettysburg campaign, Braggs invasion of Kentucky... even the late war "suicide" campaign of Hood against Nashville (on a time when Tennesee was deep behind the front line and with 60% of the of CSA territory under USA control).
Surely Ai invasions are different or deeper than the historical ones but i don't think you can draw a hard coded line for this. It woudl be pretty boring and predictable.
Specially because the game situation can be very different form the real one. If the CSA is winning why should she limit herself to wait in the trenches and not try a "coup de grace"??
What on the historic situation could look ludicrous can be pretty reasonable on the game campaigns development.
I definitely agree there is room for improvements on all this but not so hardcoded that is leaves the CSA player without the possibility to make his own decisions and mistakes.
Regards
TheDoctorKing wrote:I'm in favor of allowing the southerner to make mistakes. I just think that we should be more aware of the cost of those mistakes. Right now, if a southern army invades a northern state, that northern state raises a cavalry regiment. I think there should be very much more substantial penalties - 1) a big hit in foreign intervention level, recouped if the CSA wins a victory in a major battle on foreign soil, 2) a large free call for volunteers for the north, perhaps delayed a couple of turns to reflect northern public response to anything seen as a major invasion or an attempt to conquer northern soil, 3) a boost to northern NM, small on the first turn of the invasion and very big after three or four turns. The upside for the CSA might be to give out big victory points and NM increases for any victories in the north, and maybe for the (even temporary) capture of northern cities. None of this should apply to CSA entry into slave states (Maryland, West Virginia, Kentucky, Missouri) or western territories, or even states west of the Missouri (Kansas, Oregon, California, I don't think they would have triggered the same violent reaction in the north).
barkhorn45 wrote:am in late summer '61 in april'61 full camp.against ai as union.joe johnston is running rampant thru northern pa attacking reading and then lancaster.i have taken manassas and hold harpers ferry with banks and shields and the former army under patterson is in strasburg
AoNV had a battle with a force under pgt beuragard[which i lost] and now he appears to be slipping around washington[which is well defended] to head north.
I'm sorry but i don't think at this stage of the war that this is realistic,game or not,it's taking the fun out of the game.I know that this is what a human player would do[and for that reason i probably won't play pbem]but seems gamey to me.doesn't it?
i know this is a personal view but i think 15 day turns are to much in a igo ugo game even at this strategic level.
just my opinion but i'm about to give up.
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