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Attacking across a major river?
Posted: Wed Jul 30, 2008 10:33 pm
by Daxil
*What does "major" penalty mean in numerical terms?
*What if you attack with a corps by land and an army HQ (as I understand it they always assist) is across the river? Does it get a river penalty? Or is it just the original corps' attack point that matters?
*How likely are corps on the opposite side of a major river to assist another corps?
Posted: Wed Jul 30, 2008 11:13 pm
by arsan
Hi!
1- Don't know... high is... you know, high
2- HQ stacks don't alwasy assist, but they have more probabilities than corps stacks in doing it (a bonus). Still thay can fail to assist.
In the case you explains, only the units on the HQ stack will get "across the river attack" penalties.
3- Success percentage on assisting other cops/HQ in battle depends of leader strategic rating adn of distance/time to travel to the adjacent battles. So its much more probable between two areas connected by rail road.
A main river is an obstacle (increase travel time between two areas) so it will not help at all. But it also depens on the connction across the river (bridge, ferry, nothing...)
The important data to consider here is the days to travel between zones in normal circusntances (no battle assisting). The bigger the harder to get a corps to assist another. For example, mud is very bad in this regards.
Don't count on corps assisting each other on different sides of the Missisippi, but for example, between Washington and Alexandria is quite common (rail connection)
Sorry, but don't know exact numerical data of any of this
Regards!
Posted: Wed Jul 30, 2008 11:19 pm
by Rafiki
Daxil wrote:*How likely are corps on the opposite side of a major river to assist another corps?
For the long answer to this:
http://www.ageod.net/aacwwiki/Marching_to_the_sound_of_the_guns 
Posted: Thu Jul 31, 2008 12:04 am
by Daxil
Troops marching to the sound of the guns will not be penalized if they cross a river to reach the region where combat takes place.[
Oh, that's an interesting one. You know, it would be nice that if you had the "move by" buttons depressed that stacks would be more likely to assist also since they would be hogging those resources.
Another question: When you have the move by button depressed, is it possible to issue straight to commands? ie order a unit to "not" use water/rail even though its the most direct route? The obvious reason being you dont want the water invasion penalties. It seemed like the tutorial showed a way.
Posted: Thu Jul 31, 2008 12:08 am
by lodilefty
Daxil wrote:Oh, that's an interesting one. You know, it would be nice that if you had the "move by" buttons depressed that stacks would be more likely to assist also since they would be hogging those resources.
Another question: When you have the move by button depressed, is it possible to issue straight to commands? ie order a unit to "not" use water/rail even though its the most direct route? The obvious reason being you dont want the water invasion penalties. It seemed like the tutorial showed a way.
You can always drag a stack one region at a time, to take the 'long way', but avoid cross river attack, or occupied territory etc.
Posted: Thu Jul 31, 2008 12:12 am
by Daxil
lodilefty wrote:You can always drag a stack one region at a time, to take the 'long way', but avoid cross river attack, or occupied territory etc.
Not when you have a "move by" button depressed and the quicker route is to use the resource, unless I'm doing something wrong. In this situation you need the water resources to get to an adjacent hex and then want to march by land.
Posted: Thu Jul 31, 2008 12:20 am
by lodilefty
Daxil wrote:Not when you have a "move by" button depressed and the quicker route is to use the resource, unless I'm doing something wrong. In this situation you need the water resources to get to an adjacent hex and then want to march by land.
Oops, misunderstood you.
It's been a while since I've played AACW, but I don't recall a way..
Posted: Thu Jul 31, 2008 12:54 am
by Jabberwock
Daxil wrote:Not when you have a "move by" button depressed and the quicker route is to use the resource, unless I'm doing something wrong. In this situation you need the water resources to get to an adjacent hex and then want to march by land.
Unfortunately not possible. If you have the special command on, it counts for the entire turn. So if you land adjacent to a fort, and then try to march from one region to another, you will likely get bombarded.
Posted: Thu Jul 31, 2008 2:48 pm
by Daxil
Jabberwock wrote:Unfortunately not possible. If you have the special command on, it counts for the entire turn. So if you land adjacent to a fort, and then try to march from one region to another, you will likely get bombarded.
Out of curiosity, was there a reason it was designed that way?
Posted: Thu Jul 31, 2008 3:04 pm
by Jabberwock
I expect it's just part of the WEGO system. All orders are issued for two weeks in advance. Creating special exceptions is a design and programming issue.
AGEOD (and Gray) are aware of the issue, and I think they are working on a way of indirectly addressing it, without complicating the orders process.
Posted: Fri Aug 01, 2008 9:55 pm
by Daxil
Just a quick related question. If your detection rating is +2 vs an enemy fleet so you're seeing ship names but not strength would you detect if it's transporting an army?
edit meant for amphib invasions thread. (if mod wnts to move)
Posted: Fri Aug 01, 2008 10:23 pm
by soloswolf
Through my own play, I have seen that. That you will be able to see the units transported (and any parent commands) but not their strength levels.
Posted: Fri Aug 01, 2008 10:28 pm
by Daxil
Yeah, I justran a test and confirmed it.
*I think, this is how it works.*
+1 You usually only know there is a force and will see its graphic with *maybe *** or an inaccurate assessment that says regular militia etc.
+2 You will see all the leader/unit names, but not strength/,
abilities.
+3 and above you see everything.
Posted: Fri Aug 01, 2008 10:57 pm
by soloswolf
Word.
Posted: Fri Aug 01, 2008 11:41 pm
by Daxil
You know, I just ran another testand found something interesting. Four elements block river movement, but in effect they block two river hexes. The attacker cannot commence an attack to their original position and if they arrive where the attacker is trying to ford thjey block movement there, too. Since they move like 4X as fast unless the attacker has marines, the place is usually as good as blocked. I guess that's where delay penalties come into play. Regardless, this can become quite the guessing game.
Posted: Sat Aug 02, 2008 5:13 am
by Gray_Lensman
deleted
Posted: Sun Aug 03, 2008 1:57 am
by Daxil
As it is right now, what if you have your fleet set to evade combat, but in defensive posture? Would it still block? Or what if there are two fleets present in defensive mode of opposing sides?
Posted: Sun Aug 03, 2008 2:29 am
by Jabberwock
Defensive/evade will block. Presence of a friendly fleet (any size) nullifies blockading.