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Supply wagon?
Posted: Thu Apr 25, 2013 3:14 pm
by Irish_Brigade
Do they slow down the movement of cavalry? Was looking to forge a rapid response force in the west of like cavalry, cavalry artillery and Texas rangers. But I know supply will be a huge issue. So was wondering if anyone knew if supply wagons would slow down their advance?
Posted: Thu Apr 25, 2013 4:54 pm
by Captain_Orso
Yes, they will. But you can also send the supply train separately behind them so that they can rendezvous a couple of turns later out in the wilderness and then return them stacked together to a supply source. Just be sure that they have some escorts and that the enemy isn't going to be targeting them.
Whether this is actually necessary is another question or if it will work as you are expecting. They will provide supply to your force, but your force will not regain cohesion as quickly way out in the wilds as were they to be rest in a civilized region with a town for example.
Posted: Thu Apr 25, 2013 5:53 pm
by Irish_Brigade
Yea that's what I was thinking. I wanna try out the confederate side of the game. And figure a quick army raiding the far western front would lighten up my fight on the East and possible flank the fighting along the old miss
Posted: Fri Apr 26, 2013 7:33 am
by Ace
You are welcome to try every possibility, but I am not sure it is a good one.

Posted: Fri Apr 26, 2013 8:38 am
by Captain_Orso
You learn more from making mistakes than from doing the proven. Besides, it can bee a hell-of-a-lot-fun if you can get away without getting bruised up too badly
That being said there are a couple of things you should be aware of:
- Fort Leavenworth KS is a strategic location. Always good to take them SL's.
- Once the Saint Louis Massacre has occurred, Saint Joseph MO will general be the only town in Missouri with enough loyalty for the Union to produce units (a faction needs =>25%).
- If a town, harbor, depot or Indigenous Peoples Community (
villages) has <50% loyalty to your faction, you cannot capture it with early war cavalry alone, although you can capture the region. You need at least 1 militia regiment which must remain inside the location for you to control it. Conscript infantry and better can control locations by just being in the region. - If you do not control a location in which you have <=10% loyalty, the population can revolt and generate an enemy partisan unit.
- If you are using units with the raider/pillager ability (Rangers, Indians, etc), if you send them through an un-garrisoned location containing supplies, they will take what they can carry and destroy the rest. Not good if you are low on supplies. If you end their turn in such a location, they will just take what they need and leave the rest which then can be shared among your following units.
- With a probe into such relatively unimportant areas, you will not scare Athena as easily as you might a human opponent, who might not analyze exactly what the values of those locations are and only see rebels on the Missouri River

Have fun, but don't expect any radical influence on the game.
Posted: Fri Apr 26, 2013 10:29 am
by Ace
Captain_Orso wrote:If a town, harbor, depot or Indigenous Peoples Community (

villages) has <50% loyalty to your faction, you cannot capture it with early war cavalry alone, although you can capture the region. You need at least 1 militia regiment which must remain inside the location for you to control it. Conscript infantry and better can control locations by just being in the region.
.
The upper is true only for towns.
Harbors, depots and villages can be captured at will.
Posted: Fri Apr 26, 2013 4:51 pm
by Captain_Orso
Right you are. Also destroying supply happens when the units are set to Evade Combat. Since my scouting cavalry are usually set to do this, when the pass through an empty harbor or town they wind up burning the rest-supply

Otherwise only Pillagers do this. My bad
