Black Cat
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April Campaign Game

Wed Jul 04, 2007 8:54 pm

New player here Hello :)


Started the April Campaign as the South and some questions and an observation or two.

Questions:

I promoted Jackson to Division Commander and gave him Bee`s , Smiths, and his own Stonewall Brigade. I notice that Both Bee and Smith do not combine with their Brigades into his division, but remain as seperate commanders. Is this how it works ?

How do I add new units to existing Divisions ?

It`s late Aug. and I`m getting overwhealmed by the Union forces, both in the East and the West, who seem to be bringing double my numbers to the battle, even though my Reinforcement panel is full and I`ve raised all the funds I can, very few new Units are appearing in the Cities ?

I have built the Merrimac and it`s sitting in Hampton Roads, it will move along the Coast, but won`t move into the Atlantic Raiders box. What do I do with the thing ?

Observations:

The AI Cavalry raiding is out of control IMHO.

Up to late Aug. they have been 6+ AI Union units raiding, 3 in the East and 3 in the West, and at lease 4 have ripped up the rails, and taken 2 Border Cities in the West. In one case they raided right outside of Richmond to rip up rails, which had the Garrison Brigade set to an aggressive defensive but it did nothing.

As I say above I just don`t have the units to Garrison enough Cities, and also I don`t think early War the North raised more Cav. then the South and surely didn`t run deep raids that early in the War.

I think this is a big issue, since the South, with smaller numbers need the rapid movement the rail lines afford it`s interior position.

Beyond that, as Commander in Chief and Political Chief, trying to run the war, I really don`t want to chase down raiding parties in Tenn.

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aristoteles
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Wed Jul 04, 2007 9:13 pm

Beyond that, as Commander in Chief and Political Chief, trying to run the war, I really don`t want to chase down raiding parties in Tenn.


Oddly enough, you will have to, if you don´t want your whole railroad web to be destroyed, this sure should be further refined IMHO.

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bloodybucket
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Wed Jul 04, 2007 9:49 pm

What patch are you using? IIRC, one of the most recent ones encourages cavalry raiders to head home sooner due to a cohesion loss for being in uncontrolled territory. That might help with your raiders.

Black Cat
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Thu Jul 05, 2007 1:07 am

bloodybucket wrote:What patch are you using? IIRC, one of the most recent ones encourages cavalry raiders to head home sooner due to a cohesion loss for being in uncontrolled territory. That might help with your raiders.


Installed 1.05E when I bought the Game through Download yesterday.

Currently there is an entire Union Division, the 8th. ( or just a leader ) sitting in Lexington, just West of Richmond. It looks like it got there in 1 turn, which is odd since I hold all the Cities North - West up to Fredericksburg in a arc and in Force. There`s also a Union Cav. unit in Buford much below that ??

PS: I`d still like to know how to add a unit to an existing Div please ?

Thanks

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James D Burns
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Thu Jul 05, 2007 2:48 am

Black Cat wrote:PS: I`d still like to know how to add a unit to an existing Div please ?
Thanks


Use ctrl-left mouse click to select the division and the unit you wish to add to it. Then make sure you have the right column selected out of the three columns just to the left of the unit display section (I believe it’s the little tent icon) and left click the + symbol to add the unit.

Jim

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Pocus
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Thu Jul 05, 2007 7:42 am

This is normal to not engage a cavalry doing some evasive actions with just some troops, you will have to catch them with cavalry on your side too.

If several people complains about this part of the AI, I can reduce its interest in doing them a bit...
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Spruce
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Thu Jul 05, 2007 11:15 am

yeah, raiding is a bit of a harassment for any player.

I would like to see that damaged railroad is automatically repaired after some time (f.e. 3 months) - now sometimes you noticed you won't make it in time with your big corps due to some damaged railroad track from 6 months ago you had overlooked (or was not repaired).

veji1
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Thu Jul 05, 2007 12:39 pm

To be honest, I like the way it works : It forces the player to build Militia in depot cities and many cavalry units to begin the game so that he can counter the raids and raid himself.

jimwinsor
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Thu Jul 05, 2007 1:02 pm

Not only that, but I've noticed raids trigger free militia units (including cavalry) being formed in states the targets of raiding. So, the rules do allow you the tools to counter raiding, you just have to work them into your overall strategy.
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Black Cat
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Thu Jul 05, 2007 3:26 pm

Pocus wrote:This is normal to not engage a cavalry doing some evasive actions with just some troops, you will have to catch them with cavalry on your side too.

If several people complains about this part of the AI, I can reduce its interest in doing them a bit...


I restarted the april Campaign as the CSA, same issues around Aug. I have 2 Union Cav. deep behind Richmond. When they were near Winchester I sent 2 CSA Cav. to engage them, they avoided a fight, just moved deeper South in 1 turn and tore up 2 East-West track lines and are now sitting there.

It`s now impossible, in **Aug. of 1861**, to rail units from the deep South to Richmond.

All Cities north of Richmond are held in force by the CSA. A full Union division did the same in the previous Game.

This seems to indicate that:

The AI Units, especially Cav. ignores supply considerations.
The AI units, especially Cav.movement rates do not seem to be effected by dense military Control in my Regions.
An AI unit can in 1 turn destroy track _ and_ move.

I have a Sav. game And a Screen Shot available.....


In a Grand Strategic Game this is just Wrong and is a Game killer for me personally, I would respectfully like to see it either toned down a lot or a switch put in that it can be turned on or off at Game start for those that think it`s neat.

Thanks

Black Cat
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Thu Jul 05, 2007 3:33 pm

jimwinsor wrote:Not only that, but I've noticed raids trigger free militia units (including cavalry) being formed in states the targets of raiding. So, the rules do allow you the tools to counter raiding, you just have to work them into your overall strategy.


It seems that the South does not have the Cav. come on line in time to counter this, and even when you have them the AI Kamakazie Cav. avoids combat, moves deeper into your core, and still tears up track. The " Tools " come in too late and are ineffective in stopping this.

Also, what`s your counter for a full Union division that " slips " past Richmond, and now sits in Buford ?

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Pocus
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Thu Jul 05, 2007 4:05 pm

The AI Units, especially Cav. ignores supply considerations.

the AI don't cheat, rest assured on that.

An AI unit can in 1 turn destroy track and move.

Yes, this is the standard rule.

A switch in the game options to have the rails automatically repaired can be done. But preventing cavalry raids by the AI would be going too far. Cavalry raids were historical, and tearing rails, burning depots too. First step would be to see if the AI can be less kamikaze though. I can do that for 1.06.
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Black Cat
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Thu Jul 05, 2007 4:14 pm

Pocus wrote:the AI don't cheat, rest assured on that.

**I didn`t think so, which is why I like the Game so much, perhaps the internal workings of movement/engagement could be made more transparent down the road.**


Yes, this is the standard rule.

A switch in the game options to have the rails automatically repaired can be done. But preventing cavalry raids by the AI would be going too far. Cavalry raids were historical, and tearing rails, burning depots too. First step would be to see if the AI can be less kamikaze though. I can do that for 1.06.


I really would like to see a auto repair switch for rail damage, and *Please*
see if the AI can be made less Kamikaze, and perhaps toning down the number of raids.

Thanks you for the response, if it was not obvious that you have created a wonderful & enjoyable Game system here I wouldn`t feel so strong about it.

Adam the VIth
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Thu Jul 05, 2007 5:13 pm

Back down off the ledge....

Okay ... I play this game as the CSA all the time and don't have those issues --- and I don't see most others talking them either. You might need to tweak your tactics.

1: Build militia heavy in Tennesee and VA. Put two units in each city near the border and then combine them -- this holds the cities. It also gives you units to fight off maurading cav.

2: Build lots of cav in those two states -- put a 2 regiment team in Winchester, maybe one in Loudon (if you hold it) and have them assigned to kill raiding cav. Their presence will prevent some raids, while if raids do get through, you have mobile forces right there to counter it. Put them under a commander as well, adds some punch.

3: eventually have a 2 cav 1 engineer unit in VA (or anywhere you are getting raided) -- this is used to repair any damaged rail quicker.

4: The AI does not cheat -- right now, quite honestly, you just stink. We all did when we first started. You can't just have one army in one spot and hope the AI won't exploit your weakness elsewhere. You need strong garrisons -- you need to spread forces out to deter advances and raids. It takes some work, but you'll get it. I leave a bde and cav in the Shenandoah Valley area to hold it and deter raids. Similar garrisons needed along the Ohio and MS rivers to thwart USA troops out of Cincinnati and Cairo.

If the AI wants to waste its cav in these raids, then kill it and be happy.

Raid right back at them -- tear up the tracks near Baltimore (use that evade combat button (not just retreat posture) -- you'll get the AI running around as well.

Yeah -- the raiding might be a tactical level detail in an operational/strategic game, but then again, amateurs study tactics, professionals study logistics.

DEL
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Thu Jul 05, 2007 5:58 pm

It's great to see enemy units raiding behind your lines destroying railroad track as they go.

Playing as the South you start with more than enough units to respond to any raids. First thing I do is free up the cavalry units that are with Huger and Magruder as well as the Georgia units in Charleston and Savannah. In the east you have quite a few Volunteer brigades located with the cavalry as well as those Reserve and Volunteer brigades that are released a few turns into the campaign. In the west I always have more cavalry than I know what to do with. I'm usually the one doing all of the raiding!

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Pocus
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Thu Jul 05, 2007 6:17 pm

I would like to say why I'm willing to add an option: because this is an option which can reduces micro-managing, so overall it is not a bad idea, indeed it can be a good one even! (and also because I think it can be done somehow rapidly).
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Crimguy
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Thu Jul 05, 2007 7:06 pm

Pocus wrote:the AI don't cheat, rest assured on that.


Yes, this is the standard rule.

A switch in the game options to have the rails automatically repaired can be done. But preventing cavalry raids by the AI would be going too far. Cavalry raids were historical, and tearing rails, burning depots too. First step would be to see if the AI can be less kamikaze though. I can do that for 1.06.


That might be a good idea. While they're not cheating, they certainly are ignoring their own self-preservation. I can usually knock them off in one blow. But for the railroads being destroyed (a temporary problem for the north at best), they are pissing away their conscription points on units that are effectively committing suicide.

I like the raids, but I do think they should auto-repair for the north after 1863 or so. The historical reasons for this are twofold. First, the railroads in northern territories were managed by private companies, and it was civilians who likely did the work fixing the railroads as needed. The historian Gary Gallagher at UVA comments that the private RR companies and the federal government had a surprisingly good level of cooperation during the course of the war.

Second, the RR in captured territory came under the umbrella of the US Military Railroad Commission. Either they created new railroads, or repaired existing. Regardless, perhaps a military event could be added to the game to allow accomodation for this.

Assuming it doesn't upset play balance (which it might).

I might also add that in the later stages of the war the South was unable to mend much of the railroad torn up by Sherman's army. They did not have the materials/infrastructure to do so.

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Uncle Billy
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Thu Jul 05, 2007 8:29 pm

I like auto repair, not so much the idea of cutting raids down anymore then they have been, though I've yet to play long with the new fix.

Auto repair I think would work best as an 'in game' policy rather than an option from the option menu, if practicable. The game is so vast its easy to miss a destroyed rail line, and I think it does fall more toward the micromanagement end of things, but I wouldn't mind seeing something that offers an option to catch the mistake at a greater cost or time delay than if the player manages it himself. Perhaps a 'solicit private contractors for RR repair' policy that has an upfront cost and works slightly less well than doing it one's self. That way the Union can use its resources to take the edge of management, and when the game gets tight the player can opt to manage things themselves and shepard their resources. An option n the options menu would have the game confiscating resources the player may not want to spend to auto fix something non-critical

I do think that much of the raiding complaints stem from being new to the game. Once a player starts getting a better idea of how to prepare and react to a raid it becomes another enjoyable facet of strategy in my opinion. Yes, it still is occasionally annoying, but isn't that was raids are supposed to be? :sourcil:

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pasternakski
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Thu Jul 05, 2007 9:23 pm

Pocus wrote:I would like to say why I'm willing to add an option: because this is an option which can reduces micro-managing, so overall it is not a bad idea, indeed it can be a good one even! (and also because I think it can be done somehow rapidly).


Well, here I am again, about to be hoist on my own petard, but, c'est ma vie.

I would like to see some differentiation between "reducing micromanagement" and "oversimplifying the player's responsibilities."

If I wanted to play a game that shuts me out of the decisionmaking process and basically plays itself, I'd get married again.

...man, I really miss division HQs ... grumble, mumble, gripe, groan, complain ...

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HMSWarspite
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Thu Jul 05, 2007 9:30 pm

The way to deal with raiders is
1 garrison, all cities anywhere near the borders
2 scan the map for enemy cav, and chase them with you cav
3 scan for destroyed RR (can't mis them, they are red - any red symbols on the map need attention, they are either towns under siege with a breach, torn up RR, or ravaged counties.)
4 Just follow up after them and retake any town they do take, and you will get some free supply (this could do with being toned down a little, I can actually make a profit on raids - when you retake the place occasionally you get more supply back then was there when the place was captured, which is a neat trick in northern IA etc!
I know: wrong war, wrong country, wrong century. But she's my favourite:nuts:

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pasternakski
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Thu Jul 05, 2007 9:30 pm

Uncle Billy wrote:I like ... not so much the idea of cutting raids down anymore then they have been, though I've yet to play long with the new fix.


Good comments, Uncle Billy, although I'm not so sure about the RR auto repair. The time and resources you have to spend keeping your rails up and running seems to me to be part of what you have to be accountable for in your game role. After all, you decide how much rolling stock to buy in the first place...

The effect on raids seems to have been pretty much as desired, with penetrations not as deep and as prolonged.

I see cavalry raids as one of the headaches you just have to deal with and be prepared for as best you can. So far, I am happy with the mutant squirrel's solution to the problem.

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Thu Jul 05, 2007 10:12 pm

The raiding and counter raiding makes the game an even better challange ... I don't see any problem with its concept in the game.

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Thu Jul 05, 2007 10:29 pm

The longuest cavalry raid :

July 1863 General John Hunt Morgan and his guerrilla force of 2,500 Confederate cavalry terrorized towns and farms in Ohio and Indiana. Best known as Morgan’s Raid, it covered over 1,000 miles through Tennessee, Kentucky, Indiana and Ohio.

Image

I just think raids are too deep but don't kill them ! :nuts:
Image

Grotius
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Thu Jul 05, 2007 10:31 pm

I don't mind the raids, though I think they go too deep and too long. In my current game there's one CSA raider wandering around Chicago and environs, and I can't catch him. Given that the front line is at Nashville, this seems a bit far. :) But the raids in general are a good thing; they force us to buy militia and garrison cities when we might not otherwise bother.

I don't really mind repairing, either. Sometimes it involves a bit of a decision: do I wait a turn or two for the cold weather to pass? I don't really care whether we get auto-repair, but one alternative might be to give units something like a "repair sentry" command: if there's a broken RR nearby, a unit on "repair sentry" automatically goes to fix it. (You can do this to fix pollution in Civ 4, as I recall.) If that's too much work for Pocus, then I could live with the current system just as well.

Black Cat
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Fri Jul 06, 2007 12:21 am

pasternakski wrote:Well, here I am again, about to be hoist on my own petard, but, c'est ma vie.

I would like to see some differentiation between "reducing micromanagement" and "oversimplifying the player's responsibilities."

If I wanted to play a game that shuts me out of the decisionmaking process and basically plays itself, I'd get married again.

...man, I really miss division HQs ... grumble, mumble, gripe, groan, complain ...



Well Pas, it nice to see you and Jim Burns over here from the WITP Forum, have you given up on them at last as well ? Too bad what they did to WITP.... :siffle: The AGEOD guys seem better grounded in Historical Reality and creating a fine AI.

As far as the raids, if it makes people happy to micromanage RR repair and chase Raiders around Bunsfreeburg Ark. in a Grand Strategy Game that`s fine by me, however it seems to be **much more damaging to the South** then the North VS the current AI because the South doesn`t have the numbers to defend the whole Map while trying to assemble a Striking Force in the East.

It cannot afford to have it`s RR system wrecked in 1861.

If you keep buying Cav. to chase raiders, and Inf. to garrision the whole border cities are you gunna have the Heavy Inf. Brigades and Arty, you need to crack the AOTP before 1862 ?

At the default AI setting, which seems very aggressive early on IMO compared to history, it looks like the AI as the North puts together a huge killer stack around Washington, and several large ones in the West, and then just rolls over you.

As far as "Shutting Out" I think introducing the rail repair as a Player Option should make all camps happy.


Best Regards Rich L. AKA Black Cat

Black Cat
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Fri Jul 06, 2007 12:25 am

Adam the VIth wrote:Back down off the ledge....

Okay ... I play this game as the CSA all the time and don't have those issues --- and I don't see most others talking them either. You might need to tweak your tactics.

1: Build militia heavy in Tennesee and VA. Put two units in each city near the border and then combine them -- this holds the cities. It also gives you units to fight off maurading cav.

2: Build lots of cav in those two states -- put a 2 regiment team in Winchester, maybe one in Loudon (if you hold it) and have them assigned to kill raiding cav. Their presence will prevent some raids, while if raids do get through, you have mobile forces right there to counter it. Put them under a commander as well, adds some punch.

3: eventually have a 2 cav 1 engineer unit in VA (or anywhere you are getting raided) -- this is used to repair any damaged rail quicker.

4: The AI does not cheat -- right now, quite honestly, you just stink. We all did when we first started. You can't just have one army in one spot and hope the AI won't exploit your weakness elsewhere. You need strong garrisons -- you need to spread forces out to deter advances and raids. It takes some work, but you'll get it. I leave a bde and cav in the Shenandoah Valley area to hold it and deter raids. Similar garrisons needed along the Ohio and MS rivers to thwart USA troops out of Cincinnati and Cairo.

If the AI wants to waste its cav in these raids, then kill it and be happy.

Raid right back at them -- tear up the tracks near Baltimore (use that evade combat button (not just retreat posture) -- you'll get the AI running around as well.

Yeah -- the raiding might be a tactical level detail in an operational/strategic game, but then again, amateurs study tactics, professionals study logistics.


Thanks Guy ! I was about to jump.... :bonk:

I`ll give your advice a try in yet anothe restart as Dixie.

Question: Have you tried the full campaign as the CSA and how did you do....???

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Queeg
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Fri Jul 06, 2007 2:52 am

Two points:

1. The problem with raids is not that they are too frequent or too deep. It's that the little silicon buggers don't seem to care if they make it home or not. If they had a more human sense of self-preservation, they couldn't be such a nuisance.

2. I think I like the idea of auto-repair, with a variable delay tied to VPs or NM. In a perfect world, I think I'd like to see the game combine both: the player could repair the RR right away by committing a unit to do the repairs or do nothing and wait for the RR to be repaired automatically with the timing being uncertain and tied to VPs or NM.

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Queeg
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Fri Jul 06, 2007 3:03 am

Black Cat wrote:
At the default AI setting, which seems very aggressive early on IMO compared to history, it looks like the AI as the North puts together a huge killer stack around Washington, and several large ones in the West, and then just rolls over you.



I haven't had that problem really. The supply rules really do limit the utility of uber stacks. In one of my recent CSA games, I managed to isolate the main Federal army in Stafford (the region between Alexandria and Fredericksburg), cut off from supply and with its back to the Potomac. In many games, that would work better in the manual than in the game itself. But in AACW, that meant the Federal army was dead. After trying to fight their way out for a turn, they were left with low cohesion and low ammo. I wiped them out the next turn. 25,000+ POWs!

Black Cat
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Fri Jul 06, 2007 3:16 am

Queeg wrote:Two points:

1. The problem with raids is not that they are too frequent or too deep. It's that the little silicon buggers don't seem to care if they make it home or not. If they had a more human sense of self-preservation, they couldn't be such a nuisance.

2. I think I like the idea of auto-repair, with a variable delay tied to VPs or NM. In a perfect world, I think I'd like to see the game combine both: the player could repair the RR right away by committing a unit to do the repairs or do nothing and wait for the RR to be repaired automatically with the timing being uncertain and tied to VPs or NM.



I like that idea, it give the player a decision point on how,and if, to use his VP`s or NM.

Black Cat
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Good News

Fri Jul 06, 2007 3:19 am

Queeg wrote:I haven't had that problem really. The supply rules really do limit the utility of uber stacks. In one of my recent CSA games, I managed to isolate the main Federal army in Stafford (the region between Alexandria and Fredericksburg), cut off from supply and with its back to the Potomac. In many games, that would work better in the manual than in the game itself. But in AACW, that meant the Federal army was dead. After trying to fight their way out for a turn, they were left with low cohesion and low ammo. I wiped them out the next turn. 25,000+ POWs!



That`s very encouraging to know that the Game design allows that kind of elegant and historicaly possible approach, no need to create Death Star stacks and bash your way to D.C.

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