Jabberwock wrote:Thank you, Rafiki - for finding that again. I had no idea where it was.
Banks6060 wrote:Honestly, all of those combination deals are just a little TOO detailed and overwhelming for a guy like me. I've thought streamlining that whole process could be beneficial.
I just don't think the average shmoe will even worry about any of that. And its affect on the game is SO small, you wonder if it's even neccessary? Other than combining militia regiments....I think it's rather useless.
Coregonas wrote:The effect of combination is not SMALL.
It is gameytricky VERY useful![]()
Just the basic combo: 2x Militias
Every state has a limited number of militia SLOTS (i.e Virginia has, for example 12 militia units for purchase)
Once recombined into 6 2-militia brigades, the Engine FREES 6 EXTRA SLOTS.
So you can buy another 6 extra militias.
And... those 6 into another 3 2militia a couple turns after.
So you can end having 24 militia elements (12 brigades) instead of 12 militia elements.
Jabberwock wrote:Bewhere? I use them mostly for hit and run attacks. ... and then they appear someplace else (halfway across the map) a few turns later. I'm not sure how Andrew or Johnny will want to use them.
GShock wrote:This stuff should retrofit the 101 run did.![]()
Jabberwock wrote:Yes, I would like to add to his 101, but not while the GC is in its early stages. As he said, "don't teach at the table". Ignoring that precept was how he got his first loss.![]()
This stuff can stay separate from strategy 101, it falls more under the category of OOB analysis.
BTW - GC guys, take any public comments I make about my own strategy/operations with a grain of salt. Confused yet?
Coregonas wrote:Another little tricky thing. These are the advantages of math & simulations.
Consider a Brigade lacking a artillery slot.
You can get it replaced by 2 ways
- Purchasing a replacement slot (and hope it gets to the brigade we want)
- Purchasing a new unit, send it to the brigade I want, and MERGE.
In the first case, the cost is going to be the basic Replacement cost (An average on the several artillery types)
In the second you are going to pay the exact arty you want to buy (i.e. the cheapest if you are in need) -> This is a small contribution in the BIG NUMBERS, but each $ counts!
The same goes for cavalry (purchasing conscripts); infantry (purchasing militias, just wait until raise to conscripts); and so on.
You can consider using this just as the difference between a GOOD administrator and an AVERAGE one (in real world that is a big difference). A WAR is WON not by the generals, but for the "economics".
We are not playing a WAR simulation, but and STRATEGIC one.
Must be the system changed to avoid totally getting the max from your scarce resources.??? I feel NO! If you can not do these things, whats the interest in the reinforcements? JUST BUY ELITES, COLUMBIADS AND THE SUCH.
Banks6060 wrote:You make a good argument. And I agree about the artillery placement. But Marines with Zouaves? c'mon....that's just straight out gamey and you know it. It's taking advantage of a bug.
Coregonas wrote:These are the advantages of math & simulations.
Coregonas wrote:In the second you are going to pay the exact arty you want to buy (i.e. the cheapest if you are in need) -> This is a small contribution in the BIG NUMBERS, but each $ counts!
The same goes for cavalry (purchasing conscripts); infantry (purchasing militias, just wait until raise to conscripts); and so on.
You can consider using this just as the difference between a GOOD administrator and an AVERAGE one (in real world that is a big difference). A WAR is WON not by the generals, but for the "economics".
Jabberwock wrote:It's not marines with zouaves. It's marines with elites (of which there are only two single regiments available), sailors with zouaves (or regulars, or upgraded militia). I like the idea of using zouaves as specialized amphibious assault troops ... the ones you call in when the other guys just can't cut it. As a practical matter, their uniforms (short jacket, pantaloons) would have been more appropriate for service in the deep south and coastal areas. Sashes make great improvised ropes for going over walls and other obstacles. It makes more sense to me than using marines to guard embassies, or using the Secret Service to go after counterfeiters.
Jabberwock wrote:I was pushing it too far with the sashes thing ... but I think the rest makes sense. Do you have a better doctrine for zouaves?
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