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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Stopping non-activated moves into enemy controlled territory

Sat May 17, 2008 8:54 am

Thanks to Pocus and some new Omega Drivers, I’m able to get back into the game again, thank you Pocus.

As I peruse all the changes since I was last able to get into the game many months ago, I noticed the new optional feature that prevents non-activated leaders from moving. While a great option, I feel it is a bit too restrictive and a less than a perfect solution.

What I’d like to see is an option that prevents non-activated leaders from entering enemy controlled territory. So for example if a leader fails his activation roll, he can move anywhere he wants in regions that are 51% or higher friendly controlled, but any region that is less than 51% is shown as a red zone and that unit/stack is prohibited from entering those.

Leaderless units would always be considered to be in a non-activated status, so it would put an end to the crazy cavalry raids we see all the time. Additionally the AI wouldn’t be sending many small individual units running through my territory all the time trying to merge with one of its stacks deep in enemy territory. I can’t tell you how many supply wagons and artillery pieces I’ve captured because of that.

But the most important effect would be to slow down the Union advance. With this option in effect, only activated commanders leading troops can venture into enemy controlled territory, so Union leaders and their low strategic ratings would be a real handicap early in the game, and it would slow down the conquest of the south quite a bit.

Non-activated stacks should be allowed to retreat as normal into any zone if needed, even if they are retreating into a red zone. This would prevent an opponent from exploiting the red zone on turns where a leader fails a roll.

I know it’s a lot to ask for a game that has been around for so long, but I think it would add a lot to the historical feel of the game if it were included.

Jim

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Gray_Lensman
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Location: Who is John Galt?

Sat May 17, 2008 12:09 pm

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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Sat May 17, 2008 6:36 pm

Gray_Lensman wrote:Your idea here sounds quite logical, especially the effect on "Leaderless Cavalry" units, except once you have a cavalry raid going with a leader and he doesn't get activated, he could end up being annilated pretty quick if he was already behind enemy lines. This would not seem quite so logical in this case.


That's why I said normal retreats would have to be allowed. Most cavalry only forces retreat before combat anyway (or at least they try to), so allowing a retreat should prevent too many problems.

Just be sure to assign high strategic rated leaders to your raiding forces if you don't want to get stuck too long in one spot. And raids deep into enemy territory should be well thought out in advance.

Either way, I would prefer the rule over not having the rule, as what we have now is crazy. I've got AI units running amuck hundreds of miles in my rear areas and have to commit far too many resources to chasing them all down.

Then there is the issue of McClellan being able to attack Richmond at will with no real constraints. This rule would keep him tied down in friendly territory and require a slow methodical advance south, taking the time to convert territorial control before moving forward. The south could then easily react to the move and run rings around his ponderous force.

But right now he can move on Richmond in a couple of turns at will. It just doesn’t feel like it should for 1862, the Union is too flexible and can do anything it wants with no real restrictions.

Jim

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