slimey.rock wrote:There's really not a whole lot you can do as far as engaging them. The best course of action is to clean up their wake and, like DaemoneIsos said, attempt to stop river crossings. The problem used to be a lot worse in 1.13b. Now, because of cohesion loss, I don't see raiders as nearly a big of threat anymore.
slimey.rock wrote:There's really not a whole lot you can do as far as engaging them. The best course of action is to clean up their wake and, like DaemoneIsos said, attempt to stop river crossings. The problem used to be a lot worse in 1.13b. Now, because of cohesion loss, I don't see raiders as nearly a big of threat anymore.
soundoff wrote:Just shows you different strokes for different folks. Me I hate 1.14. I'd rather have raiders rampaging over all of the continent chewing up rails at will than have the current situation where depots are virtually impervious to attack until 63 so players now have little need to worry about garrisoning key locations early or mid game.![]()
soundoff wrote:Just shows you different strokes for different folks. Me I hate 1.14. I'd rather have raiders rampaging over all of the continent chewing up rails at will than have the current situation where depots are virtually impervious to attack until 63 so players now have little need to worry about garrisoning key locations early or mid game.![]()
soundoff wrote:Just shows you different strokes for different folks. Me I hate 1.14. I'd rather have raiders rampaging over all of the continent chewing up rails at will than have the current situation where depots are virtually impervious to attack until 63 so players now have little need to worry about garrisoning key locations early or mid game.![]()
Colonel Dreux wrote:I like 1.14 better, but I raid much less often. No more hurrying along to Grafton or Cairo to blow up those depots. Plus I want to play a long game and want the Union to stay in the game as long as possible, so I hold back.
1. Block the Ohio with gunboats. If I remember correctly, you'll need 4 combat elements per river province, which mass-building of gunboats (and brigs if you run out of gunboats) will most easily satisfy. 2 units of gunboats/brigs = 4 elements.LSSpam wrote:just sends wave after wave of partisans into the old Northwest?
Gray_Lensman wrote:Wrong. I suggest reading some good Civil War history books or at least Shelby Footes' 3 vol. narrative.
Gray_Lensman wrote:Forest and Morgan disrupted Rail traffic for most of the war in Kentucky/Tennessee especially Forest. So much so, that there were several attempts to launch deliberate reprisal tactics against them especially Forest, but Sherman was never able to completely stop Forest no matter how much he tried to push his sub-commanders to do just that.
The game does a darn good job of allowing these tactics against RR lines themselves and if it's a nuisance to you imagine how much of an historic nuisance it was to Sherman and Grant.
Gray_Lensman wrote:My point is that at no time during the rework process was it ever comtemplated to restrict the destruction of RR lines themselves since it was an historically documented behavior.
Gray_Lensman wrote:but then you are talking about a new design with significant design changes, something that can't really be addressed within the current game design.
James D Burns wrote:I'd like to see an option added to the game options where units can only enter non-controlled (less than 50% military control) territory if lead by a leader who has passed his activation roll for the turn. This would go a long way to preventing these crazy 400-800 mile deep raids we see.
Then make it so a leader who is wounded without a proper retreat path (i.e. at least one non-red zone to flee to) is captured instead, and players would have to spend a lot more thought on the cost effectiveness of the raids they choose to launch with their partisan leaders.
Make it so partisan leaders all have a strategy rating of 5 or better, and they'd be active enough to make raids into enemy held territory a possibility, but the risk of losing the leader would make very deep raids a very risky venture.
And leaderless units would only be operating in contested regions of the map where military control is in flux.
Another possible solution would be to make it so destroying rail or supply in an area was an attack roll. Give each region an intrinsic strength based on local population and then modify that strength by the percentage of military control for the area.
Then units trying to destroy the rail or depots in an area would have to perform a combat against that intrinsic strength before succeeding in destroying anything. But this would probably be a lot harder to implement than the above suggestion.
Jim
LSSpam wrote:See I defended those early on.
I'm not talking/complaining about fullscale raids (i.e. 3 or more calvary regiments, a brigade or more of infantry) it's those darn partisan units you cant bring to battle for the life of you.
If you want to risk 20 manpower on a raid, go for it. I think the reward (blown depots and rail lines) should justify the means.
But sending free partisan units that you cant block and (by definition of "free") have zero risk attached is just annoying. It's not that they're really overly disruptive, it's just incredibly a-historical and therefore a personal nuisance to me.
Colonel Dreux wrote:No, I agree. The few times I've played as the U.S., not even talking about partisans, raids have been carried out by Jackson, J. Johnston, and others to Philidelphia and New York City. I was like what? Raids with brigades of infantry no less too. Never would have happened. Now if a 60000 army were to end up in Philly, I can see that, but a small several thousand command force, not so much.
James D Burns wrote:I'd like to see an option added to the game options where units can only enter non-controlled (less than 50% military control) territory if lead by a leader who has passed his activation roll for the turn. This would go a long way to preventing these crazy 400-800 mile deep raids we see.
Then make it so a leader who is wounded without a proper retreat path (i.e. at least one non-red zone to flee to) is captured instead, and players would have to spend a lot more thought on the cost effectiveness of the raids they choose to launch with their partisan leaders.
Make it so partisan leaders all have a strategy rating of 5 or better, and they'd be active enough to make raids into enemy held territory a possibility, but the risk of losing the leader would make very deep raids a very risky venture.
And leaderless units would only be operating in contested regions of the map where military control is in flux.
Another possible solution would be to make it so destroying rail or supply in an area was an attack roll. Give each region an intrinsic strength based on local population and then modify that strength by the percentage of military control for the area.
Then units trying to destroy the rail or depots in an area would have to perform a combat against that intrinsic strength before succeeding in destroying anything. But this would probably be a lot harder to implement than the above suggestion.
Jim
cptcav wrote:I hope everyone that is concerned about the South conducting ahistorical raids will willing accept the same restrictions on the North. Because it is equally frustrating to have numerous Union regiments running around behind the lines.
Regards,
CptCav
MrT wrote:Also I have learnt a new annoying tatic the union can use, board cavs onto ships, park ship in deep south river unload cav, reload cav, cav gains new food, repeat. Thats quite gamey Barksdale quite gamey.
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