what units if any should go in the corps or army stacks but not in the divisions. I'm thinking here of reserve artillery and spare cavalry units and also support units such as medical and signals.
Cavalry raids. It seems only possible to destroy rail when you're actually in the region during the orders phase. Is this right or is there a way to destroy rail as you pass through a region with your cavalry?
Early in the campaign you cannot form divisions or corps. Should I wait until at least divisions can be formed before mounting operations? If not how best can I use stacks before divisions?
Chuske wrote:Hi,
I have a few questions I've struggled to find answers to on the forum. I'm early in the 1861 w Kentucky campaign as Union.
1) When forming armies, I understand how division should be composed (from the Strategy guide on the wiki) and know how to create a corps and armies but don't know what units if any should go in the corps or army stacks but not in the divisions. I'm thinking here of reserve artillery and spare cavalry units and also support units such as medical and signals. Where are these most effective? In Corp stack, army stack or independent commands?
2) Cavalry raids. It seems only possible to destroy rail when you're actually in the region during the orders phase. Is this right or is there a way to destroy rail as you pass through a region with your cavalry?
3) Early in the campaign you cannot form divisions or corps. Should I wait until at least divisions can be formed before mounting operations? If not how best can I use stacks before divisions?
4) Still rather overwhelmed on what to build when, and what my priorities should be early war as Union. Any advice would be appreciated.
Thanks
Chuske
Longshanks wrote:8<
2. the rules have changed. You must start AND STAY in the region to cut rails. Plus, it's not guaranteed.
Destruction of RailRoads is no longer automatic:
A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model
All Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos now have “*NoCapture*|*pillage*” attributes. (All show the Pillager ability icon)
Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction occurs.
Longshanks wrote:8<4. Lots of choices. Since you're learning, stick with artillery, infantry and cavalry in that order of priority.
Longshanks wrote:Also, with some settings (Historical attrition for the player only) you will need to be in a region with a depot to get replacements.
rattler01 wrote:If you have spare art from having 4 in a div then, yes set up to 2 or 3 in the corps stack. Along with the medical and a wagon. The cav thing I have no idea.
Recruiting officers are best in 10+ level cities. You can see there increase conscription on the blackboard on the screen.
All engineers do is increase the rate u entrench, and entrenching is important. Keep them in your advancing attack to protect from counter-attacks.
Captain_Orso wrote:Firstly it will depend on 2 things, are you playing vs AI or an human opponent; which patch level are you playing.
I hope this has helped and smooth sailing
Longshanks wrote:With the latest update there are two significant factors:
1. You can invade the same turn you leave port. (aka Distant Unload). This makes surprise invasions possible. Matters most in PBEMs.
2. Ship repair is greatly reduced. My understanding is that it is to be increased, but for now when ships get damaged they will repair very slowly indeed.
So, the first point is to your advantage - make sure you have plenty of transports, and brigs to access the "Shallow" waters, as transports can only go in coastal waters.
The second means it may be quicker to simply build new ships.
The main thing to know about fort invasion is this: for ground combat the coastal artillery = 0! This means a fort without reinforcements is really not that big a deal. Plan on 3:1 minimum without counting the coastal gun. That'll be somewhere around 200-300 PWR, but you may "cheat" and will probably take them for less. But one warning: sea invasions and river crossings come with BIG penalties if you fail!
Chuske wrote:Hi,
Should I ever take on big naval guns or stay clear even with river ironclads? ie Can you run past entrenched guns in this game ala Vicksburg campaign style? If not do I have to rely on ground assaults to take out naval guns?
I'm trying to come up witha strategy to dominate the rivers but kinda tricky if every fort and naval gun position sinks my fleets.... Are fleets only useful for blocking enemy river crossing and taking on other fleets or should I use posture settings to make sure fleets retreat before getting sunk?
Pat "Stonewall" Cleburne wrote:The AACW wiki says that stance doesn't matter (well green doesn't work but blue does). I thought for a long time that it was offensive too. I haven't tested to see if blue works though.
Jim-NC wrote:8<
Any artillery unit can bombard if it meets certain criteria:
1. Double adjacency (next to 2 river/ocean regions)
8<
Captain_Orso wrote:I have. It works on defensive.
Actually I think this is bass-ackwards with regards to blockading. To prevent units from setting over a river you would have to patrol the stretch you want to protect. This would be well reflected by being on offensive mode. To blockade a harbor you sit and wait and watch for ships and boats to try to run past your blockaders. This is more like defensive.
I've never tried what happens with a fleet on passive.
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