Pocus wrote:Cav in stack: if you have a stack using 16 CP or more and don't have at least 4 cav elts, you get an additional -1 to your hide value (cav screening).
Cav is also used to major losses when the other side rout in battles.
Ejack wrote:Arty = Adds firepower up to 4 units - more than 4 is a waste.
Banks6060 wrote:I think too many players waste too much time thinking of what would constitute the "perfect" division. If you're playing against anyone that's worth a dang....you won't have time to put that all together.
I just buy the units I can afford...send them all to a rallying point...and then organize from there. Putting together the "perfect divisions" is a waste of time IMHO.
Slap a few purchased brigades together...perhaps with some artillery...then give them a decent leader....even a 3-1-1...and you'll usually have what you need to succeed in combat.
People waste a ton of time trying to buy the exact 11 inf., 1 cav., 1 sharps, 4 arty....whie they're doing that...I'm using my rough shod divisions to take their cities. Just a thought.
Rafiki wrote:Is that because of militia upgrading into infantry, or simply because you consider militia to be good enough as they are?
Jarkko wrote:1) When you need troops fast to be in a position, you need troops that are available fast. Need a city garrisoned, need to push fast for that currently open strategic point? My militia will be there entrenching when you are still building the infantry. What is more, you can spread out the strategic movement; if you are short on rail/river move, move in first the militia and then the artillery, with full infantry brigades you have to have capacity to lift the whole thing at one go. Who gets there first has the advantage, and entrenched militia will be a match for attacking infantry.
2) Militia upgrades to infantry eventually. The 6-pounders upgrade to 12-pounders eventually.
3) Recruiting militia you will have more troops eventually. Or if by some miracle you run out of man-power (I was able to do that before I realised how to use the different drafts to maximal advantage, and I bet everybody else is able to figure that out too), you can recruit special troops instead (marines, engineers, signals) when you figure out how to not let the manpower pool run drySimply put: More is better. A swarm of militia will be better; those which upgrade to infantry form the backbone, while the rest holds strategic locations and/or do suicide missions to cut supply-lines.
4) Recruiting militia you will have resources for everything else that will make you win. Special troops, upgrades to rail/river, industry.
I don't know just how bad ratings militia should have for them to not be superior to infantry. As it is, I consider it pretty much stupid (from a purely effectivenes point of view, no role-playing POV factored in) to waster resources on infantry. The only thing you get is a bit better militia, but the price in resources and especially *time* is too high in my opinion.
Banks6060 wrote:3. Militia's off, def., discipline stats....FAR lower than line infantry. What does this mean? My 6,000 man regular division will not only out-fight your 10,000 man militia division head-to-head (even IF your defending with your militia)...my REGULAR troops will also stay on the field longer....your crappy militia will run. (i.e. VERY poor discipline rating compared to infantry.)
4. Yes militia upgrade....eventually....but I would much rather trade the time it takes crappy militia to upgrade for the time it takes regular infantry to train and be on the front lines fighting battles and gaining experience.
- Regular Inf. avg. training time....maybe 2.5 turns??
- militia upgrade time....as many as 10 turns??
No brainer man.
I could go on and on about this....but I suppose I'll stop there.![]()
Gray_Lensman wrote:-snip-
I did ask Pocus if it were possible to charge 1 WSu during the upgrade itself, and though it would be possible, he doesn't like the idea because this would result in a "hidden" expenditure that wouldn't be possible to be reflected in the game budget balance. My personal opinion is that I'd like it charged that way anyhow, and the player/gamer would just have to be responsible for maintaining a few extra WSu at the end of each turn to account for it. -snip-
Jarkko wrote:I don't know just how bad ratings militia should have for them to not be superior to infantry. As it is, I consider it pretty much stupid (from a purely effectivenes point of view, no role-playing POV factored in) to waster resources on infantry. The only thing you get is a bit better militia, but the price in resources and especially *time* is too high in my opinion.
Banks6060 wrote:I think too many players waste too much time thinking of what would constitute the "perfect" division. If you're playing against anyone that's worth a dang....you won't have time to put that all together.
I just buy the units I can afford...send them all to a rallying point...and then organize from there. Putting together the "perfect divisions" is a waste of time IMHO.
...
Dixicrat wrote:Years ago when I was in the United States Army, I overheard a conversation between a young Sergeant and the Company First Sergeant. The young Sergeant was trying to explain how his idea on a particular point was better than the way the 1st Sergeant had chosen to have the Company do it. The 1st Sergeant listened until his patience was exhausted, at which point he said, "Damn, son! I've spent more time in the Field than you've spent in the Army!"
In other words, bright ideas are no substitute for experience. I've had what I thought were a few bright ideas in regards to AACW, but it remains to be seen whether they'll bear the test of time, on the battlefield.
My analysis work on artillery not withstanding, I doubt that there is such a thing as "the perfect division". The game is too broad, and there are too many contingencies and variables for it to be otherwise. Even so, I strongly believe that in a meeting between two commanders of equal ability with a roughly equal investment of men and equipment, the commander with the qualitatively superior force will win, more often than not.
As I see it, there is more to qualitative superiority than just buying "Marines", instead of "Regulars". There is also the question of which units work well together, and which units are superfluous for a given force. There are considerations of what force you can bring to bear at what range, and trade-offs to be made (initiative for firepower, for example, with the inclusion of a sharpshooter.) There are many other considerations too, but I'm sure you get the idea.
I agree with Banks, when he says that you often won't have time to build a force that's exactly what you'd like. But IMHO, I think that a Division which is put together thoughtfully, rather than haphazardly, will have that qualitative advantage, and consequently win more than its share of battles.
Rafiki wrote:Why? This is interesting stuff, and decisions about this a very central part to any strategy pursued![]()
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