User avatar
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Burning depots while beseiged

Fri May 22, 2009 11:18 pm

I am currently getting my butt kicked (again) as the CSA (hi Redeemer!), and I am discovering that when my cities get surrounded I can't destroy the depot. I really want to burn everything before the Yankees come and get it as supply difficulties is my only chance to slow the invading scum down. How do I pull this off? Or is it really impossible for besieged units to destroy their own supplies?
Stewart King

"There is no substitute for victory"

Depends on how you define victory.

[SIGPIC][/SIGPIC]

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Sat May 23, 2009 2:20 pm

You need 5 days to blow up a depot. So, if they assault you before you get the chance, then they capture your depot. It is usually better to destroy the depot before being besieged.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

User avatar
Redeemer
Major
Posts: 228
Joined: Mon Dec 15, 2008 10:27 pm
Location: Eastern US

Tue May 26, 2009 12:01 am

hey Stewart :thumbsup: waves to Richmond....

Any.. I was wondering myself why you didn't destroy certain depots, though I think there are several things working against you.

One, some depots I believe cannot be destroyed.

two, like above if I am attacking, it takes 5 days for you to destroy the depot, if I kick you out before that, nothing happens.

three, you do need a certain percentage (not sure the number) of military control to destroy the depot (someone verify this for me), so if I take military control of the region from you, I don't think you can destroy the depot

four, locked units cannot destroy depots... not sure why.

five, I am thinking early cav and partisans cannot do it, though I might be mixing this up with seizing cities.
[SIGPIC][/SIGPIC]

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Tue May 26, 2009 2:16 am

Locked units cannot destroy depots (and a stack containing 1 locked unit will not be able to destroy the depot).

About the calvary, you can't capture cities, if you already own the city, you can burn the depot.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

User avatar
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Tue May 26, 2009 6:42 am

I think the issue has been that the commanders were not activated. Now I know to break a unit off to do the job. Assuming I get the five days. You've stolen a march in eastern Tennessee thanks to this.

BTW, I've been playing a game against Athena using the hard activation rule. Next time we play, we must use this. It makes the paralyzing endless waits to do anything much more likely to happen. And if your commander can't activate everybody in his stack is locked! Even subordinate generals who could activate if they were alone! The best you can do is split them off into another stack and put some troops with them and hope for the best next turn.

I'm also using the fully randomized generals option. It is also a lot of fun. As the Union, a couple of my early generals are like 1-4-2 and 0-3-4. Perfect divisional commanders! And one of my early 2-stars is a 6-1-2.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

Return to “AGEod's American Civil War”

Who is online

Users browsing this forum: No registered users and 23 guests