Big Ideas wrote:Regions with low loyalty can switch sides if not garrisoned correctly- thus preventing RR. To garrison a region any infantry, militia, or cav have to be inside the city. Regions with 90% enemy loyalty can swap very regularly. (Also disloyal regions can reduce your military control, so last turn you might have been able to RR through- but this turn you are prevented because loyalty changed the MC.
BI
Hmm, a bit unclear. Always distinguish between Loyalty and Control.
With at least 25% Control, the side in question may use the RR and may transport Supplies.
Loyalty is something different. I have an ongoing game in 1.13b (as Union, April 61 start) that is now in very late 64 and I have taken every Objective except Mobile. There are regions in VA I have held for over two years whose Loyalty remains essentially unchanged. As a matter of fact, some of these will revert to CSA Control if I do not garrison the Regions themselves or nearby Regions.
Reaching 100% Control does not take long with adequate forces and garrisons. Loyalty takes a long time. There are definite benefits to increasing Loyalty, but Loyal Regions are not the
sine qua non needed for successful operations.
Establish and maintain Control to ensure land transportation (i. e., RRs) and the uninterrupted flow of Supplies.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster
[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898
RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.
