tonedog
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Thu Feb 28, 2008 9:00 pm

whats the deal with most of my generals always bein inactive? ive played 6 months game time now and most of my generals are inactive, is this to signify early warfare, does it improve and what can i do to improve it?

Bertram
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Thu Feb 28, 2008 9:12 pm

I suspect you play the Union side...

If you look at your generals you will see their rating. For the Union it is something like 3-1-1 (for the better ones). The first number is the initiative rating. Each turn a "die" is rolled, and if the roll is lower or even ith the initiative rating the general is active... So a 1 rating makes a general active in about one in six turns.

Lower echelon generals in an army are influenced by their commander.

The Union Generals at start are a pretty inactive bunch, historically the Union army was very hesitant to engage. This is reflected in the game. The CSA side has much less problems in this regard.

The situation gets better later in the war, when the Union gets better generals. Generals also can get better after battles, though experience... Fire the worst of them, use the better ones.

Or switch sides :niark:

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arsan
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Thu Feb 28, 2008 9:25 pm

Hi
I bet you are playing with the North! :sourcil:
The game simulates the difficulties Lincoln had with many of his high ranking generals. Many were overcautious leaders with little aggressiveness or just fools who get the charge more by political influence that for merits.

In case you don't know, the game determines which general is active each turn rolling a virtual 6 sided dice against the strategic rating of the general. If the roll is equal or lower, he will activate.
So a 6 strategic rating general will (Like Lee or Grant) will always activate, whereas a very passive leader like McCllelan with a(1 or 2, i don't remember now) will only be active 1 or 2 out of six turns. :p leure:
The north will recieve better generals as the war goes on (Grant, Sherman, Sheridan...) but they will have to fight to get enough seniority to be able to replace the bad ones
You need patience. As in the real war.
The South (outnumbered and outproduced) survived so long mainly because of the bad high ranking leaders.
If you find it too frustrating, you can turn off the activation check on the options menu and all generals will be always active. :nuts:
But that way you will loose half of the excellent ACW simulation this game is. :siffle:
Another option is to play as the South. Most of their leaders are pretty good... but you wont have the money, conscripts or industrial power the North has.
Chose your poison... :niark:
Regards

EDIT: Bertram was faster... and we said the same!! :bonk: :niark:

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Jabberwock
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Thu Feb 28, 2008 9:37 pm

A general who was inactive on the last turn also gets a slight malus on the initiative roll. A general who was active before gets a slight bonus. So sometimes you will get a 'hypo' general who just mopes around for months, can't attack, can't create a division (even if he has a halfway decent strategy/initiative rating). Other times you will get a 'hyper' general, who can just keep going as long as you keep sending reinforcements.

Also, army commanders pass some bonuses and penalties down to their corps commanders. The Union high command is loaded with low strategy rated generals at the start (Halleck, McClellan, Butler, Fremont, McDowell, etc.). So even with halfway decent corps commanders, you will often have this issue, until you can switch out the guy at the top of the command chain.

A big part of the game is putting promotable generals with high strategy ratings in a position where they will get the credit for winning fights; and trying to clean out the seniority list above them so you don't lose lots of Morale and Victory points.
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tonedog
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Thu Feb 28, 2008 11:49 pm

lol im actually playin as the csa not the north. most of the generals are 1 or 2 star and they always seem to be inactive, ive played 12 turns now and i reckon they have only been active for maybe 3 or 4 of those which seems a bit harse. i just thought maybe there was some way of increasin the chance of them bein active but if not fair enough

id rather not turn the rule off though as id prefer to play the game as realistically as possible

tonedog
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Fri Feb 29, 2008 7:29 pm

ok im in late october and am thinkin of goin on the offensive. whats the best method to try and take large cities? what posture do i use to simple besiege a city and not assault it?

and how long does it take to capture a city? how much arty is required to have any success?

also, is it a bad idea to siege/move armies during winter?

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arsan
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Fri Feb 29, 2008 8:41 pm

tonedog wrote:ok im in late october and am thinkin of goin on the offensive. whats the best method to try and take large cities? what posture do i use to simple besiege a city and not assault it?

and how long does it take to capture a city? how much arty is required to have any success?

also, is it a bad idea to siege/move armies during winter?


Orange to fight units outside and siege
Red to assault
Oh, and you can mantain the siege of a city/fort on defensive (blue) and most of the times it's a very good idea...

Bear in mind that ACW cities are not fortified medieval cities with stone walls, castles... the defensive advantages of cities is small.
You should siege if there is a big garrison and/or want to keep your losses low.
If its small and/or you are in a hurry you are better assaulting it...
Now, if there is a fort there... :siffle: For this you will need much more arty, and probably even siege arty.

Winter and active campaigning??? VERY bad idea... except if you are on the deep south :niark:
Try to not move/siege with snow on the region unless you have no other alternative.
Regards!

tonedog
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Tue Mar 04, 2008 8:37 pm

ok ive got a fleet question.

is it more effective to stack blockade runners together or is it better to have lots of seperate blockade runners? the same question goes for blockading

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arsan
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Tue Mar 04, 2008 8:52 pm

Hi
I could be wrong, but this is how i done it :siffle:

Runners: i like to put them separate. In case one is caught there is just one damaged ship which has to return to port while the rest keep on "running"

Blocade ships... not sure... but i usually put them togheter stacked with a transport which will provide them with supplies and let them stay longer on the box.
Regards!

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Jabberwock
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Wed Mar 05, 2008 3:11 am

Seperate fleets means each fleet is less likely to have enemy contact, but it is more likely for at least one stack to have contact overall, and individual ships are more vulnerable. For runners, it depends on your naval strategy and circumstances. If you are trying to challenge the USN presence in the gulf, go with one big fleet, and rotate out runner squadrons when they drop to about 10 strength. If you are not trying to challenge, just survive, you may want to compromise with small fleets of runners. It really depends on USN strength.

Arsan is absolutely right about blockade squadrons. Blockade % is dependent on how many combat ships (elements) you have in the boxes each turn, so grouping together with extra supplies for longevity is the way to go. USN Brig squadrons come in handy here as well (cheap, some supplies, provide 2 elements).

Hunter-killer fleets should be made up of armored and steam frigates, usually 3 or 4 ships in each is enough to do serious damage. It was recently pointed out to me that seperate fleets in the same box do provide supplies to each other. If there is no other supply source in the box, they will need to bring along a transport or some brigs.
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Rafiki
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Wed Mar 05, 2008 7:05 am

I'm fairly sure that in the blockade boxes, it's blockade values that count, not number of elements?
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Jabberwock
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Wed Mar 05, 2008 7:48 am

Yes it is. Blockade ships and regular frigates are the most cost effective for blue water blockades. Save brigs for brown water blockading and small amphibious raids.
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tonedog
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Wed Mar 05, 2008 10:41 am

great stuff. what about the percentage number in the blockade boxes? when the war starts they are at 25% then go down to 15%, what do they signify?

a big problem with playin the csa apart from the lack of war supply, is that the north can land troops from the sea with impunity cos of the lack of naval ships. how do people combat this?

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Rafiki
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Wed Mar 05, 2008 11:00 am

tonedog wrote:great stuff. what about the percentage number in the blockade boxes? when the war starts they are at 25% then go down to 15%, what do they signify?
That the blockade strength in at least one of the boxes has been reduced, e.g. because ships have returned to port for resupply/refit
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arsan
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Wed Mar 05, 2008 11:46 am

tonedog wrote:great stuff. what about the percentage number in the blockade boxes? when the war starts they are at 25% then go down to 15%, what do they signify?

a big problem with playin the csa apart from the lack of war supply, is that the north can land troops from the sea with impunity cos of the lack of naval ships. how do people combat this?


Hi!
I think the wiki states that the % on the blocade boxes reduces the CSA production of everything (money, food, ammos, war supplies) half as much.
So a 40% on the boxes means the CSA has 20% less porduction everywhere.
In addition, if the union blocades individual ports, the affected region will get a 50% reduction on his production.
The % numbers on the box will increase or decrease depening of the number and type of ships the Ai allocates there.

About naval invasions. the south has little to fear from the Ai :p leure: but against a human player is a very important danger.
I think New Orleans, Norfolk or the towns above Fort Pickens are very popular areas to create a second front for the CSA.

Again this you should have some garrisons along the coastal towns and a reserve corps located on central position ready to speed to the invaded area and eliminate the union forces before they can consolidate their hold.

But this is easier said than done... :siffle:
Regards

tonedog
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Wed Mar 05, 2008 2:54 pm

can u point to where on the wiki your gettin that info cos i cant find it?

so if it says 50% in the blockade box then that means that the north is cuttin my income in half. that kinda makes sense but what doesnt make sense to me is that if would affect what i actually produce.

and about blockade runners im still not clear what the % sign means.

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Jabberwock
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Wed Mar 05, 2008 3:21 pm

tonedog wrote:can u point to where on the wiki your gettin that info cos i cant find it?

so if it says 50% in the blockade box then that means that the north is cuttin my income in half. that kinda makes sense but what doesnt make sense to me is that if would affect what i actually produce.

and about blockade runners im still not clear what the % sign means.


on the wiki here

The South had an agricultural economy. They were very import dependent for everything else. Lots of weapons, raw materials, and manufactured goods (think machinery) were smuggled in by blockade runners.

The % does not directly affect blockade runners that you have bought, Those bring in a certain amount each turn they are in the box no matter the %. The % only affects the overall economy. It is a pretty good way of estimating the strength of the blockade fleet, the fleet which generates that % also hunts for your runners.
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arsan
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Wed Mar 05, 2008 3:34 pm

Also, bear in mind as i said on the previous post, the % on the boxes has to be halved to know what you lose on production.
A total blockade (100% on the boxes) will give the south a 50% reduction on the total production on all their regions. I suppose the other 50 is considered internal production and is never affected by the blockade.
It’s the same with individual blockade of ports. A port completely blockaded by one the north fleets will produce half as much as before the local blockade was in effect.
Regards!

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marecone
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Wed Mar 05, 2008 3:45 pm

I did read somewhere that ship strenght and number should be close to equal in both blockade boxes.
When you reach 25 or 30% it is time to strat blocking enemy ports. This way you will incresee blockade % in blockade boxes or to put it simply; your blockade will have a better effect.
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

tonedog
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Wed Mar 05, 2008 9:23 pm

is there any advantage in having units simply attached to a stack and not actually part of a division, for example having a corp with 3 divisions in it and having an arty unit attached to the stack instead of bein in one of the divisions?

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Jabberwock
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Thu Mar 06, 2008 1:04 am

There is, specifically for artillery. Of all the arms, artillery is most affected by frontage (the restriction of only being abler to get a certain number of units firing). That is why the recomended makeup of a division only includes four artillery.

When there is 'corps reserve' artillery loose in the stack, it may fight without any bonus from a division leader, but up to four batteries can fight alongside any division. So for your example, each division should have four batteries, and the corps can have an additional four batteries; for a total of 16 artillery units firing at once.
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Le Ricain
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Thu Mar 06, 2008 1:55 am

tonedog wrote:is there any advantage in having units simply attached to a stack and not actually part of a division, for example having a corp with 3 divisions in it and having an arty unit attached to the stack instead of bein in one of the divisions?


Inside a division, artillery (up to maximum of four batteries) will support the elements of that division against the opposing unit. If used as an independent unit within a corps, the artillery will instead always fire against the strongest engaged enemy unit. This feature can sometimes be quite useful.
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Walloc
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Thu Mar 06, 2008 2:22 am

Jabberwock wrote:A general who was inactive on the last turn also gets a slight malus on the initiative roll. A general who was active before gets a slight bonus.


Just making a small clarification, as i became aware of this not to long ago.
Its been widely regarded in the community that its the way it worked. So its no supprise that ppl think that, i did too until recently.

Non the less the in-engine rule is in fact different. u get +1 if u were ACTIVE not INACTIVE last turn. And supposedly only that. Confirmed by Pocus.

I know it was even wrong in the wiki at some point.
I havent checked lately.

Have it been changed Rafi?


Kind regards,

Rasmus

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Rafiki
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Thu Mar 06, 2008 8:26 am

Walloc wrote:Have it been changed Rafi?

Can't say anything like that has caught my eye, but if people find a place in the wiki that's wrong, it's easy to correct it (or you can let me know, and I'll correct it)
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Coregonas
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Thu Mar 06, 2008 10:12 am

Jabberwock wrote:A general who was inactive on the last turn also gets a slight malus on the initiative roll. A general who was active before gets a slight bonus.


Very occult, interesting & important thing... How did you get to this?

So a 5 active general has, next turn 5/6 chance to activate or (5,5) / 6 chances for instance?

This seems reallistic to me.

When Lakers (thanks to Gasol of course, he´s from home) are winning, they win every day...

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arsan
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Thu Mar 06, 2008 10:26 am

I think you only get a +1 bonus if active to remain active next turn.
But not a malus if inactive for remaining inactive.
Ithink this is what the manual says, at last. :siffle:
Regards

Walloc
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Thu Mar 06, 2008 12:41 pm

arsan wrote:I think you only get a +1 bonus if active to remain active next turn.
But not a malus if inactive for remaining inactive.
Ithink this is what the manual says, at last. :siffle:
Regards


and how according to informed sources it works, confirmed by Pocus.

Kind regards,

Rasmus

Walloc
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Thu Mar 06, 2008 12:43 pm

Rafiki wrote:Can't say anything like that has caught my eye, but if people find a place in the wiki that's wrong, it's easy to correct it (or you can let me know, and I'll correct it)


Ok i was told this my the informed source. ill go check see Rafi, how it is. Been a while since i visited the wiki.

Kind regards,

Rasmus

Walloc
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Thu Mar 06, 2008 12:49 pm

Coregonas wrote:Very occult, interesting & important thing... How did you get to this?

So a 5 active general has, next turn 5/6 chance to activate or (5,5) / 6 chances for instance?

This seems reallistic to me.

When Lakers (thanks to Gasol of course, he´s from home) are winning, they win every day...


As im informed if u had 5 in base strategic rating and is active last turn u now "count" as a 6.
Note u cant roll more than a 6 on 6 side die, but if u are a 6 and u rolled a 6. Engine rolls another dice. If thats a 6 too, u go inactive.
So even a 6+ has a chance of going inactive tho pretty small 1/36= 2,7778 % chance.

Kind regards,

Rasmus

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Jabberwock
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Thu Mar 06, 2008 2:01 pm

Coregonas wrote:Very occult, interesting & important thing... How did you get to this?

So a 5 active general has, next turn 5/6 chance to activate or (5,5) / 6 chances for instance?

This seems reallistic to me.

When Lakers (thanks to Gasol of course, he´s from home) are winning, they win every day...


Honestly, I don't remember where I first (or last) read this. As you can see from more recent posts, it may not have been completely accurate.
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