Naval quirk
Posted: Fri Jul 24, 2009 12:56 am
Here's an annoying thing I've had happen to me in a couple of games. I have a large union fleet messing around near and/or in the mouth of the Mississippi River. Bombarding forts, helping with amphibious assaults--you know, just trying to stay productive. Then it's time to head back to the Florida Keys to refit, so I plot a course back. Lo and behold, on the way there they run across some CSA riverine units. After a lopsided battle, my USA fleet ends up capturing one of the CSA's shallow-water units. But now my fleet can't make it back to the Florida Keys because the fleet has one or more captured units that can't go into ocean water!
So I spend an extra turn divesting my fleet of the shallow-water units, then head to the Keys. Not an issue worth spending any programming time fixing; something to laugh about more than anything else. "Don't capture those guys, captain, otherwise we won't be able to make it back for an extra two weeks!"
Maybe there's a CSA naval strategy buried in there somewhere.
So I spend an extra turn divesting my fleet of the shallow-water units, then head to the Keys. Not an issue worth spending any programming time fixing; something to laugh about more than anything else. "Don't capture those guys, captain, otherwise we won't be able to make it back for an extra two weeks!"

Maybe there's a CSA naval strategy buried in there somewhere.
