


As of the 1.16 (newest) patch, what are the general "procedures" or "do's and don't's" of effective raiding? We both want to know because I may find myself in butternut one of these days...
Thanks a head of time!
Jim-NC wrote:By the time of 1.16 the rules have been tweaked on raiding. Early calvary can not capture an enemy town (early cav turns into late cav in late 1862/early 1863). A depot is considered inside a town. An enemy town is where you don't have a high loyalty.
Thus a early cav only unit/division can't capture and blow a depot in a town unless it is in the native area (read has been controlled by your side for a while, and just recently lost).
To blow up depots behind the lines, you need men with the pillager ability (either general or unit). Note, they suffer the same can't capture enemy towns problem. Indians make good raiders in the early game as they have this characteristic, and they don't need much supply.
This was changed to prevent single unit cav raids in enemy territory (some considered this a gamey exploit) blowing up everything in sight (rails and depots).
Wraith wrote:Well, that renders my entire western plans and forces for those areas completely ineffective and effectively worthless for another year.
What's the point of even having those units (ie, those irregulars etc) available for purchase if they're completely ineffective for years?
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