W.Barksdale wrote:This has already been discussed in considerable detail. Consider the scale of the game and two week turns. If the rebels decided to force a crossing into union controlled areas think of the quick reaction that the bluebellies would have. The best way to simulate this is to have boats able to block the crossing. How else would you model union control of the rivers? Seriously...
You can build your own river fleet and challenge their boats to force a crossing. Besides I have noticed some SERIOUS game balance issues when this rule is not in place especially in the April '61 campaign.
Well, regardless of previous discussions, this function makes no sense. I applaud the developers for their response to community requests but this function is unrealistic and ill-conceived.
I am more concerned about the impact this function has on the lesser rivers. These lesser rivers should be fordable in many areas. Both Hood and Price crossed many of these lesser rivers despite 100% naval superiority by Union gunboat control with little impact.
With this function, you can wall-off whole areas of a lesser river which could be easily cross via ford by creating a naval "berlin wall". As Berto points out, in the later stages of the game you can essentially shutdown confederate raids that occured historically. How is that realistic?
Another question I have is how does the AI deal with this? I see no evidence that the AI uses this function and I suspect it can't deal with it.
Your suggestion to build a fleet to fight a naval battle so that you can cross a generally fordable river makes no sense from a realistic, logical perspective. Even if it made sense, the game does not allow you select the specific location of a reinforcement but rather randomly selects cities within an entire region.