Major Dilemma wrote:Got Lee to 2399 power tonight. He's still got a little room to grow. Took Louisville, rested and is laying siege to Cincinnati..
That can be done in the chain of command with Army/Corps/Divisional designations too...

Major Dilemma wrote:Still a newb by every measure, things are coming at me quick. Today I have come to the conclusion (likely wrong) that trans-Miss is for the Union to hold and the CSA to ignore. Well I mean everything north of Arkansas and west of Cairo. That includes the plum city of St. Louis. The CSA should simply act as though it is no man's land because that's what it is and given the manpower advantage of the North the South must focus what it has where it counts.
Missouri doesn't count considering the manpower required to keep it so why dissipate inevitably outnumbered CSA manpower into the plains of Missouri/Kansas/Iowa?
Well this is my thought of the hour and I could find out how I'm wrong the hard way by many more days of gameplay or I could simply hope someone who knows how to win will comment. Thanks.
Major Dilemma wrote:Still a newb by every measure, things are coming at me quick. Today I have come to the conclusion (likely wrong) that trans-Miss is for the Union to hold and the CSA to ignore.
Gray_Lensman wrote:Okay, I give up, I've pounced on so many exploits that I've lost track of some of them. There's still a few out there yet to squash, so which specific exploit might you be referring to?
Gray_Lensman wrote:Redeemer and Major Dilemma:
This game design has already been set in place and in use for almost 2 years and it's also in use in several other games, the game executable code being common in a lot of way between the other games.
Though, interesting, you will probably not see an extra step of "brigade" creation added to a game 2 years old, especially since the game was designed around divisions in the first place. As I understand it, the only reason for the "brigades" was to reduce the number of "units" necessary to display on the reinforcement screens for purchase.
arsan wrote:IMHO, the last thing AACW needs is still more micromanagement...
Assembling forces can be rather cumbersome already with brigades... but having to buy individual regiments, keep track of where they appear and move them around the map to the front and organize them on divisions one elemnet at a time looks more like a nightmare that a game to me
Maybe in AACW2 (if it gets done someday) the idea could be OL, but ir will need new game mechanism to lighten the micromanagement burden... like being able to select where the units will appear or tell them where to go automatically after being recruited (rally points) or even being able to organize them off map and deploy them latter on map.
Personally, i don't see any problem with the use of premade brigades.
Just my two cents![]()
Gray_Lensman wrote:Okay... Let's do the math
There are at least 15 separate states/areas that produce various items. Just looking at Regular infantry regiments and Militia infantry regiments alone which would be common to all 15 of these area, you have already used 30 of the slots... Start throwing in Zouves, and other units, you will very easily exceed the max of 40. But let's just say we can indeed squeeze in a change like this and keep it at or below the maximum of 40 units. Here's the real kicker:
Gray_Lensman wrote:I think that picking where the units are produced would be way too much micromanagement especially since historically, there was no actual control over where units were built/formed... What is actually needed is a "muster" command, so that once the unit is placed on the map, you could assign a "mustering" location that the unit would then head for itself, without the necessity of pre-plotting movement destinations.
Redeemer wrote:Maybe I am being dense, but wouldn't this change actually decrease the number of units in the reinforcement screens for purchase?
Instead of all the different brigades by state in the regular tab, you simply have regular inf regiments by state, with maybe some states getting two or three varieties to represent Zouaves and Black regiments. Militia, Cav, Art tabs would stay the same with the exception of maybe adding more being available to purchase to make up for the loss in the regular screen.
And the combining of units already exsists, just the number of "free slots" would need to be adjusted. ie, you can combine two militia regiments, isn't changing this to "4" a simple number change?
I know I am oversimplifying it some and it would take some work, but I do still see some other complicated work being done for 1.12a.
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