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soundoff
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Replacements.

Tue Feb 12, 2008 10:29 am

Firstly to those who responded to my rant yesterday. Best wishes and many thanks for taking the time out to respond. I think I might have a particular affinity with GrudgeBringer....we seem to be out of the same stable in our attitude to gaming. I wont let the d***ned game beat me either. Still does not stop me from thinking that poor basic explanations must have lost the game many potential supporters.

Making a game difficult to play well should not be reliant on making it difficult to understand. The mechanics of chess for example are easy to grasp but to play well enough to win!! Anyway enough lecturing.

Now my first question that I cant seem to find an answer to is related to replacements. I assumed that these ALL had to be purchased but it seems, as least with Militia, that some appear automatically. What gives?
I purchase a trollyful of Militia units to guard against raids and lo and behold the following turn I access the replacement screen and I find umpteen replacement milita units appearing. How? Why? Does the same apply to say regular, cavalry, artillery units etc? Do you automatically get a number of line replacement units if you purchase a certain number of regular units? If so whats the formula?

There has been me spending some of my hard earned confederate dollars on militia replacements thinking they would be necessary and to get them into reserve sooner rather than later and it appears that I dont need to do that.....or do I?

To Runyan99 many thanks for the info regarding targetting raiding cavalry. Now there was something I had not noticed.

To GrudgeBringer I'm aware that as the CSA I need to build Militia units to defend the towns and cities. What I'm not happy with ......and will try to work around is the tactic advocated in several posts that it be used primarily as a weapon to get cheap regular units over time and then moving them into the main forces or again have I misunderstood.

Finally to one and all I would be grateful, and I mean this most sincerely if responders did not point me in the direction of good civil war publications that they believe would somehow help me understand how to play the game. By all means tell me about good books to read to expand my understanding of the conflict. But I am firmly of the school that believes that no history book tells one how to play any sort of wargame well. Its just impossible, however wonderful the game and brilliant the programmers and designers may be, to capture what war would have been like in reality. Nor to truely build in the vagarities that caused one battle to be won and another lost. And I'd be very much surprised if campaigns in this game have not been won by using 'unhistorical' strategies. In fact thats one of the beauties of wargaming - allowing for the 'what ifs' that never occurred.

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Jabberwock
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Tue Feb 12, 2008 10:44 am

Some militia and line infantry replacements appear by event. It has nothing to do with how many units you buy. I almost never buy militia replacements, as the militia units upgrade fairly quickly to infantry, and the free replacemeents in this category are usually enough. There are no free replacements for cavalry, artillery, etc.

Be careful targetting enemy cavalry when they are close to their own lines. If they pull back to a larger force, you could end up losing the units sent to intercept them.

Buying militia for upgrade purposes does get overused. Most Virginia outfits were formed from militia companies, but several other CSA states purposely held back their militia. I don't believe the USA used militia as the basis for line infantry much after spring 1861. There was more patronage available to politicians if they formed "new" units. Nevertheless, it is one of the best ahistorical strategies available.

I don't advocate playing the game with a copy of Shelby Foote open in your lap, especially if you're enjoying a frothy beverage at the same time. I do advocate buying and reading Shelby Foote.
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lodilefty
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Tue Feb 12, 2008 12:06 pm

Actually, the CSA does get some free Cavalry replacements, too! :dada:

See these files.
http://www.a-acw.com/english/gallery.html

They too are a bit dated, but the replacements files are still pretty good for the as-installed campaigns....

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Jabberwock
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Tue Feb 12, 2008 12:36 pm

Sure nuff - I must've been using them up too quick to ever have noticed.
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lodilefty
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Tue Feb 12, 2008 12:44 pm

Jabberwock wrote:Sure nuff - I must've been using them up too quick to ever have noticed.


Yes. Many of the CSA units that arive in April-May show up lacking elements, and it seems most of them lack Cavalry [1st Virginia in Shenandoah is missing 2 Cav and a Horse-Arty!!!]. I usualy buy 1 per turn in addition to the freebies until I get 2 to 'stick' there [October or so..]

Arty peplacements are another problem. Same story, everybody needs them, and they're expensive..... I've yet to be able to afford Heavy guns as the CSA... so some of my forts have inherent weaknesses.

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soundoff
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Tue Feb 12, 2008 12:50 pm

Many thanks for answering my question. Now that explains a thing or two.

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Jabberwock
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Tue Feb 12, 2008 12:54 pm

I try to keep about half as many cavalry replacements as line infantry. Try to keep increasing through 1861 until I can end each turn with maybe 10 & 5.
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soundoff
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Replacements 2

Tue Feb 12, 2008 1:02 pm

Oh well here goes and apologies in advance for being a pain in the backside.

Now the manual says that providing a unit does not move, that each hosting phase they will gain a small percentage of replacement. Now there is nowt in the manual about where a unit ishould be located in order to receive said replacements - just that it must not have moved. The Wiki however says that units must be in either depots, harbours or minimum level 2 cities in order to draw replacements?

Which is correct?

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Jabberwock
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Tue Feb 12, 2008 1:18 pm

lodilefty wrote:Arty peplacements are another problem. Same story, everybody needs them, and they're expensive..... I've yet to be able to afford Heavy guns as the CSA... so some of my forts have inherent weaknesses.


Have you tried the strategy of flooding the Gulf Blockade with one massive fleet of brigs under Semmes (or Tatnall if you're using the leader mod)? Not for PBEM, but it works against Athena. I get better results with that than normal economic development, and brigs fight back (some).

Jeff Davis was complaining that he had 200,000 volunteers with no weapons before Bull Run. Imagine if even a tenth of them had been enlisted in the CSN and given whatever shipbuilding training was available. Order some steam engines for delivery to Havana, and you start getting exponential growth as soon as you can pick them up.
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W.Barksdale
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Tue Feb 12, 2008 1:21 pm

soundoff wrote:Oh well here goes and apologies in advance for being a pain in the backside.

Now the manual says that providing a unit does not move, that each hosting phase they will gain a small percentage of replacement. Now there is nowt in the manual about where a unit ishould be located in order to receive said replacements - just that it must not have moved. The Wiki however says that units must be in either depots, harbours or minimum level 2 cities in order to draw replacements?

Which is correct?

I do believe that stacks will receive replacements at supply depots, harbours, and level 2+ cities. Note that setting the stack to passive posture will give priority for receiving replacements.

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arsan
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Tue Feb 12, 2008 1:21 pm

Both.
You can fill in the strength of an element everywhere (but on the wild it will be painfully slow, better to put the unit on a structure (city, fort, depot, and the bigger the faster).
But to draw a full missing element (like a regiment missing on a brigade) you need to be on a depot or a +2 city.
Regards

PS it would be better if you posted the several replacement questions in just one thread. Also this kind of general doubts about the game would also be better on the general AACW forum instead of the Strategy Discussion. This sub forum is more for strategies than rule doubts.
Just my 2 cents. :siffle:

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lodilefty
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Tue Feb 12, 2008 3:17 pm

Jabberwock wrote:Have you tried the strategy of flooding the Gulf Blockade with one massive fleet of brigs under Semmes (or Tatnall if you're using the leader mod)? Not for PBEM, but it works against Athena. I get better results with that than normal economic development, and brigs fight back (some).

Jeff Davis was complaining that he had 200,000 volunteers with no weapons before Bull Run. Imagine if even a tenth of them had been enlisted in the CSN and given whatever shipbuilding training was available. Order some steam engines for delivery to Havana, and you start getting exponential growth as soon as you can pick them up.


Doing this now, and it's working....

I'm playing my 'draft limited mod', so I'm way ahead in $$ and WS. I'm going to send Semmes hunting....

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Le Ricain
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Wed Feb 13, 2008 12:29 am

arsan wrote:Both.
You can fill in the strength of an element everywhere (but on the wild it will be painfully slow, better to put the unit on a structure (city, fort, depot, and the bigger the faster).
But to draw a full missing element (like a regiment missing on a brigade) you need to be on a depot or a +2 city.
Regards

PS it would be better if you posted the several replacement questions in just one thread. Also this kind of general doubts about the game would also be better on the general AACW forum instead of the Strategy Discussion. This sub forum is more for strategies than rule doubts.
Just my 2 cents. :siffle:


Also to draw a full missing element, the brigade needs to be separated from its division.
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tagwyn
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Wed Feb 13, 2008 1:15 am

I sincerely believe you are wrong about books helping with games like this one. I was banging my head against the wall in the French & Indian war scenario in BOA. Reading a good book on the subject helped me employ strategies whcih greatly improved my game play. You have not had time to read the AARs I suggested for you or to play the shorter scenarios. Get busy and quit talking so much. My old football coach used to tell us that "empty kegs always rattle!" I believe this to be true. Tag :PAPY:

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pasternakski
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Wed Feb 13, 2008 1:50 am

Once upon a time (or was it long ago in a galaxy far, far away, I can never remember which), there lived creatures called "board wargames." They had maps (ordinarily with "a hexgrid superimposed to regulate combat and movement," whatever those are - or were), unit counters, rules booklets, battle manuals (sometimes, or other such frippery), and other falderal (often including a "randomizer," frequently six-sided, with pips or numerals depicted on the sides - is it just me, or, with the six-sided model, were the "one" and "six" far more important than the "two through five?").

In any event, among the most vital inclusions were materials called "player aids." These presented the game player with information (ordinarily in the form of charts and tables) regarding such various and sundry matters as "terrain effects," "combat results," "order of battle," "reinforcements," and "replacements."

Ah, but alas, provision of such material seems to have fallen into disfavor here in the computerized morass known as "the 21st century" (where a curious phenomenon called "modding" appears to have overshadowed the venerable tradition of "playing the game as designed," but I won't go there beyond shedding a wistful tear while sadly adopting a woeful countenance - or should that be woefully adopting a sad countenance? - oh, well, Let It Be).

I'd kinda like some idea sometime of what I'm getting and when, though...

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arsan
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Wed Feb 13, 2008 10:15 am

tagwyn wrote:I sincerely believe you are wrong about books helping with games like this one. I was banging my head against the wall in the French & Indian war scenario in BOA. Reading a good book on the subject helped me employ strategies whcih greatly improved my game play. You have not had time to read the AARs I suggested for you or to play the shorter scenarios. Get busy and quit talking so much. My old football coach used to tell us that "empty kegs always rattle!" I believe this to be true. Tag :PAPY:


Its not needed to read history books tho play this kind of games but it sure greately improves the enjoyment one gets from both the books and the games :coeurs: :coeurs:
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tonedog
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Mon Feb 18, 2008 11:26 pm

do units need to actualy be IN cities to recieve the most replacements or merely in a region with a city or depot etc?

if the answer to that question is yes then is it a big difference if they are in the structure or outside?

i think im finally gettin the hang of this excellent game although i have to admit the learning curve is pretty big. just the sheer size of the map is pretty overwhelming

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arsan
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Mon Feb 18, 2008 11:51 pm

Its enough to be on the area.
But i think inside the cities tunits recover cohesion a little bit faster.
Regards!

Coregonas
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Tue Feb 19, 2008 12:15 am

pasternakski wrote:Once upon a time (or was it long ago in a galaxy far, far away, I can never remember which), there lived creatures called "board wargames." They had maps (ordinarily with "a hexgrid superimposed to regulate combat and movement," whatever those are - or were), unit counters, rules booklets, battle manuals (sometimes, or other such frippery), and other falderal (often including a "randomizer," frequently six-sided, with pips or numerals depicted on the sides - is it just me, or, with the six-sided model, were the "one" and "six" far more important than the "two through five?").

...


I nearly erased this from my mind...

I can even remember another kind of creatures... normally 2 to 8 who sitted around those maps .... and used to eat and drink iusing the small spaces left void around the map.

The usually were arguing against each other about how to change the rule 3.4.b/1 ---> the one telling that if the pip is a 1 but nearly a 5 it should be re-rolled.... or not!

Jones76
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Sat Feb 23, 2008 6:37 pm

Quick question about replacements and to save starting a new thread I'll ask here....

When a certain group, say line infantry, is showing a "red" zero, meaning no replacements, you click once and a envelope appears. More you click, more envelopes. What number of troops does this represent? Thanks.

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Gray_Lensman
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Sat Feb 23, 2008 6:59 pm

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Big Muddy

Sat Feb 23, 2008 8:48 pm

W.Barksdale wrote: Note that setting the stack to passive posture will give priority for receiving replacements.


I wasn't aware of this, that will certainly be of help. It's also helpful, if affordable to draft extra troops, such as line infantry before a battle to cover loses that may occur.

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Jabberwock
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Sat Feb 23, 2008 9:11 pm

One replacement costs about the same as one "standard" regiment of a particular category. I believe it will, on average, replace about 1.5 regiments. As G_L says, there is a lot of randomness involved.

Also, I tend to put self-imposed limits on the different categories rather than 10%.

early July '61 might look something like this:
1 Army, 1 Elite, 5-6 Line, 1 Light, 1 Skirmisher, free Militia, 2-3 Cavalry, 1 Lt. Art., 1 Field Art., 2 Supply, 0 Service, 1 Engineer, 0 Naval Engineer

early January '62 might be:
1 Army, 2 Elite, 10-12 Line, 1-2 Light, 2 Skirmisher, 2 Militia, 4-6 Cavalry, 2 Lt. Art., 1-2 Field Art., 1 Hvy. Art., 1 Supply, 1 Service, 1 Engineer, 0-1 Naval Engineer

The actual numbers vary depending on which side I'm playing, what strategy I'm using, and how the game is going. In winter, I might increase the artillery or support numbers slightly, that's what I tend to build in winter. In summer, I might increase infantry or cavalry replacements. During '61, I will try to keep an extra replacement in supply.

If I lose an apocalyptic battle one turn, the chances are that lots of the units were completely destroyed, they won't be needing replacements. So I just try to keep the numbers at more than I think I might use up in one turn. IMO 10% is too much in most categories. Somewhere between the two systems is probably "about right" for most players.
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Walloc
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Sat Feb 23, 2008 9:32 pm

The way I play i find my self closer to the 10% rule in general. As USA its normal for me to have 30 inf replacements, 15 Cav, 10-15 Elite in Vanila and around 3-5 of the rest.
I rarely lose elements.
Once after 2 big battle I saw 28 inf replacement be used up in 1 turn, which why i keep the numbers so high as soon as i can afford it.
I loathe losing elements :tournepas
I do this so I wouldnt have to wait for replacements, but keep my armies at more or less full all the time to keep up the pressure after for example a won battle. If u are able, hitting the AI forces succesivly can make them lose lots of elements and there by gain/lose NM, is my experience.


My 2 pennies of the day,

Rasmus

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Jabberwock
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Sat Feb 23, 2008 9:46 pm

Right . . . What is apocalyptic to me is apparently not that apocalyptic to you. I do try to go into combat light and fast, and fight a war of maneuver. That's why I said somewhere between is probably right for most. Or . . . I may just be completely off base. Should I put the "Don't take advice from Jabber" disclaimer back in my signature?
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Walloc
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Sat Feb 23, 2008 9:54 pm

Why i underlined it was the way I play.
No need to get defensive Jabber :sourcil: wasnt meant as a Jab.
What u have in ur signature is ur choice and only urs!
Sorry but thats not my responsibility.
I dont see any thing i say can change that. I express MY opinion as u have urs and u play the way u do, as i do mine. I dont see a necesarrily right or wrong in that, just difference.
Just saying I need many replacements else I lose elements which i loathe.

Kind regards,

Rasmus

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Jabberwock
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Sat Feb 23, 2008 10:22 pm

Right again, . . . I just wanted YOUR opinion about MY sig. :niark:

Kind regards,
JWK
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Walloc
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Sat Feb 23, 2008 10:31 pm

I dont see why u should have that sig, but again what u want in ur sig is ur responsibility. I cant see that any thing any one else can say or do should change that. Well ok Moderators might interfere but that is totally different story. Rules are rules.

I generally find that most of what ur saying is the way i think is optimal too or near that. Ofc there will be area's where we if not disagree then the meassure of agreeing differs :fleb:

Kind regards, :coeurs:

Rasmus

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Jabberwock
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Sat Feb 23, 2008 10:57 pm

Well, I actually had "Don't take advice from Jabber, he's nuts! :bonk: " in my sig for the first couple of weeks after the authorities let me back out in public. So I wasn't being defensive, it was a semi-serious question. :niark:
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Walloc
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Sun Feb 24, 2008 12:07 am

Well, as said i see no reason why u should add it, but its my fundemental believe that no one, but u can make that decision. Its a choice u have to make, what feels right too u. Not what i think or any one else.

Do u think ur comments are helpfull?
Do u think ur comments are so nutty that they in no way are helpfull?
In answer lies in there i would think, what do ur gut tell u.

Kindest regards,

Rasmus

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