KillCalvalry wrote:OK, still learning the game, have some questions:
1. RAILROADS: What is the best way to rebuild a railroad? What factors go into rebuild chance, does the amount of troops or presence of engineers make a difference?
2. COMMAND POINTS: The manual is unclear on command points. It says individual units cost between 1 and 4 command points to command. What is the factor there, number of elements?
3. SUPPLY: How does riverine supply work? I understand you can use that in lieu of railroads as Union, saving alot of garrison troops in the rear. How does a line work? Would you need a depot on the river, and a RR to the front from the River Port? Actually, some advice on supply in general would help.
4. BROWN WATER BLOCKADE: How does it really work? To blockade Mobile, for example, do you need get ships past Ft. Morgan into the harbor, or can you blockade outside? If outside, how many sea zones do you need to control? And, how many ships per zone? (the game says 4, so that means alot of ships to shut down Mobile).
5. INDIAN VILLAGES: Is there an advantage to either side to destroy the Indian Villages?
Many thanks in advance!
1. You rebuild railroads with units. Militia rebuild poorly, normally requiring two turns to complete the task. Also, they have the annoying habit of forgetting what they are supposed to be doing after the first turn requiring you to remember to re-punch their button. Regular units (infantry and cavalry) do a good job especially when combined with Engineer units. Also more units are better than one unit.
2. Command points costs are determined by the number of elements in a unit. However, divisions only have a 4 point command cost regardless of number of elements present. Also some elite units with a BG embedded have a 0 CP cost.
3. Supply works by channeling ammo and supplies from your national supply to your depots, assuming that you have enough RR, riverine and sea transport Depots have a five region range. Within this range they will supply your supply units using your RR, riverine and sea transport points. It is important that your main armies and corps have supply units attached to be able to catch these supplies, especially when operating in enemy territory. To be able to use a region's RR, you need to have at least 25% control. To use a river, it must be free of entrenched enemy artillery units.
Basically you need to build a network of depots and/or supply units. Each needs to be within 5 regions of the next one and connected by >25% controlled regions and/or enemy arty free rivers.
4. For each coastal city (and river city) place your tool tip over the water rectangle (harbour) in the lower right hand corner. This will tell you which adjoining water regions need to be occupied (and with how many units) in order to blockade that city. For Mobile, I believe you need to run the forts in order to set the blockade. Your tooltip over Mobile's harbour will tell you exactly what you need. The basic requirement to blockade a region is four units which can be brigs (as they are cheap to build). If you control the protecting fort the requirement is reduced to two. If you do not control the protecting fort or the enemy moves an arty uniy into the city, your requirement increases to a maximum of six.
5. I can not think of any advantage to either side of Indian villages. They will not protect your units from attrition during the winter months and contain too little supplies to help your units.
I hope the above helps.