Injun wrote:Guys,
I figure in about a month or two I willbe taken on some pesky Reb.
So I sarted this thread as to which house rules you like to use if any.
A few I have thought of:
1) no Teleporting of officers. All must be move by rail, river craft, or ship.
2) Only Cavlary and horse artillery may make raids.
3) partial mobilization in 1862 and full in 1863.
4) When a General takes command of an army must give notification when submitting turn.
5) only one battery of Rodman rifle or Whitworth cannon can be bought each year, these babies where rare.
That would be my choices. What are yours?
aryaman wrote:Whitworth are not in the game, you probably mean Columbiad.
I would add
6) No paper money printing
7) No river transport to invade enemy territory, use actual ships to do that. I have tested that rule and it goes a long way in creating realistic campaigns.
Gray_Lensman wrote:Somewhat correct... but for a different reason than you'd actually suspect!
I recently did a tally of the resources required by both sides by both sides to build up 1861 April Campaign Scenario forces to the 1862 Campaign Scenario levels and there is a tremendous shortfall in 2 of the 3 categories for both sides.
USA Net differences: (by 1862 Early March)
[color="Red"]-$1128 [/color] (shortfall)
[color="red"]-2211 conscripts[/color] (shortfall)
+885 war supplies (surplus)
CSA Net differences: (by 1862 Early March)
[color="Red"]-$1382 [/color] (shortfall)
[color="red"]-751 conscripts[/color] (shortfall)
+187 war supplies (surplus)
There will be some changes in these numbers as the OOBs are historically corrected, but you can see there is a major resource deficit for both sides in both money and conscripts. I'm not able to fix this at this time until the 1861 and 1862 Campaign scenario's OOBs are closer to historically correct. For the time being, it is almost mandatory to produce money and conscripts via the political choices if you want to even get close to the historical force levels of 1862
If you'd like to see details of what the tally includes, see: http://www.ageod-forum.com/showthread.php?t=13285&page=2
Injun wrote:Guys,
I figure in about a month or two I willbe taken on some pesky Reb.
So I sarted this thread as to which house rules you like to use if any.
A few I have thought of:
1) no Teleporting of officers. All must be move by rail, river craft, or ship.
2) Only Cavlary and horse artillery may make raids.
3) partial mobilization in 1862 and full in 1863.
4) When a General takes command of an army must give notification when submitting turn.
5) only one battery of Rodman rifle or Whitworth cannon can be bought each year, these babies where rare.
That would be my choices. What are yours?
andWell, one thing I'd say is that "mysterious transportation"--if you mean leader redeployment--is much more realistic than it may appear. This procedure is meant to represent the relative ease of moving a leader and a small staff by rail across long distances.
The normal rail movement rates are based on the transport of large military units, which involves collecting rolling stock and arranging special trains for the purpose of shuttling thousands of men (plus their horses and kit, as well as the supplies involved). Giving a single leader a rail movement order with these rules can result in some very unrealistic situations.
For instance, I recently ordered a general from Baltimore to Philadelphia using normal rail transport, and the game indicated that this would take a week. Since the distance is only about 100 miles, I'm pretty sure the general could walk it in less time than the train would require. Unit redeployment, which is only available for what are after all very small groups of men, is more realistic than the normal rules in this case.
Basically, there are few situations where unit redeployment does much harm to realism. Even a trip from DC to Minnesota, for a single leader and staff, would take fewer than the 15 days of a game turn. The only glaring cases are with isolated units, but a "house rule" takes care of that nicely, and I don't think the AI is programmed to be that devious.
I quote myself because I am lazy...All of my PBEM games involve a house rule that redeployments should be "reasonable," which means limited to conditions under which moving a leader by rail and horse would be possible. It's reasonable for a Union general and his staff to "teleport" from Chicago to New York because individuals could easily make that train trip in one turn. However, moving from DC to (say) occupied New Orleans is disallowed because there is no safe rail and road net along the way.
In practice, I find that 99% of leader redeployments involve teleporting the general from DC/Richmond into the theater where he will then spend most of the war. I have never even tried a "tactical" redeployment for the sole purpose of an upcoming battle, and the temporary reduction in leader stats makes that a foolish idea anyway.
The game engine does include two points that seem right in line with my house rule:
1) It's impossible to redeploy a leader into or out of a location under siege,
2) Admirals cannot be redeployed (obviously they can't take an express train to the middle of the Atlantic or the Gulf).
Gray_Lensman wrote:Paul Roberts:
Incorrect assumption. In reality, the only thing RR movement rates are based on in the game is the fact that the minimum increment of movement between regions is 1 day. (not a fraction of a day but... 1 DAY). This necessarily causes RR travel times which are greater than historical movement times.
andatiep wrote:Currently, the entire rail transport capacity of the South (let's say 90 pts) can be available during one turn (15 days) deep far away in the Texas. That same totallity of the nation mobilized locomotives and train can be immediatly available 1 turn after (so 15 days after) in the completely opposite side of the country, let's say in north Virginia.
The same for the Union.
This is absurde and unrealistic.
I don't know if it is easy to implement, but i would suggest, instead of having only a big rail transport value for all the country to fix at the begining of the games or scenarios a value for each big region of the map (like the "naval region" scale for example).
Then you can buy more rail capacity for each region separatly.
Then you can also transfert a part of this capacity but only to one theater close to a another... and only if there is not dynamited lines cutting the links or if there is naviguable river links to transport the locomotives.
Banks6060 wrote:As far as the leader redeploy goes...I have really enjoyed the "3 Redeploys" option in mine and Soundoff's game. It allows you to move commanders...but in some cases...more importantly....allows you to move engineers, HQ, Signal Corps, Hospitals, and other support units.
I don't find teleporting to be any detriment to the realism of the game whatsoever. It did not take a month for a general to be transferred from one military district to another.
Gray_Lensman wrote:It's actually still somewhat economical to build the Militia units and have them convert as usual, but they will no longer be able to be spammed so much with the WSu limitation.
xpyre wrote:Ah this is a sore subject with me...
The only thing that is imperative about Human vs Human house rules is that both sides fully agree what they are. If you can find someone to agree with then it really doesn't matter what they are!!!
However my own personal opinion is as follows:
This game is a reasonable attempt at setting the framework for a good contest, a compromise between history and a challenging game.... It is not a simulation of the actual war. Indeed I'm not sure what fun playing a simulation would be. History has already turned out one way, this game allows you to have different choices and therefore different outcomes. As soon as you make a single different decision you deviate from history.
Some are saying that it is not "historical enough". So they introduce house rules. Most of these are personal work arounds for the game engine not being perfect, the problem is that they are not universal. Some people seem to want too use house rules to stop any inivative way of deviating from history.... There is at least one person on these boards who would stop playing if he saw Grant in the east in 1861. (as per Soundoff vs Banks)
So I would advocate letting the game designers decide what is right and wrong and just play the game for fun!!!
After all there is no fun to be had from sitting motionless for 2 years waiting for Meade et al. to turn up!
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