Pocus wrote:Guess what, the Rebels troops if the river is interdicted and if there is enough remaining rail pool will board the train and move from R to T then B to get into battle!
Pocus wrote:You will have to plan ahead and give to the corps either the rail move mode or the river move mode or both, the hosting phase won't switch by itself the corps to this special move even if you have points in reserve.
beatoangelico wrote:from what I understand you can have a stationary stack with rail move [order] selected and that stack could move by rail during the resolution phase if called by "the sound of the guns"
You will have to plan ahead and give to the corps either the rail move mode or the river move mode or both, the hosting phase won't switch by itself the corps to this special move even if you have points in reserve.
Tobi wrote:totay one of my armies supported one of my corps one hex away...
i had no move by ship or move by raild selected.. (i loaded last turn orders to check)
in the replay it doesn't do anything for 8 days (like ordered)... then after the battle.. the army moves on the river... arrives there and starts moving back to the locatione where it started but doesn't arrive there bevor the turn is over..
so i know i have an army on the river with move by rail and move by ship selected..
i asume thats a bug?
Tobi wrote:1)can it be that if Corps join a battle in an adjacent regione they stay in the region where they started.. and you have to manuel select move by rail or ship to increase chance..
2)and if army hqs join a batlle in adjacent region that they also move there
3)and auto select move by rail and move by ship?
that would explain what happend
(and sry for my bad english)
3) Don't think so...
Tobi wrote:can it be that if Corps join a battle in an adjacent regione they stay in the region where they started.. and you have to manuel select move by rail or ship to increase chance..
and if army hqs join a batlle in adjacent region that they also move there
and auto select move by rail and move by ship?
that would explain what happend
The program rolls the dice and if it falls within that 60% then our Army HQ marches to the sound of the guns. Takes part in the battle then goes back to the region it started in.
If you attempt to actually put a movement order in for an Army HQ or a Corp to get it to the region in which the battle is going to take place you will NOT march to the sound of the guns. You just move to the region. If your movement gets you there before the battle occurs then your force will take part. If it gets there a day or two late it will miss the battle.
Doesn't matter if you order it to move or not. If it's responding to a MTSG situation it will move using rail or river movement IF you have the extra pool capacity available. See Pocus' reply in Post #2 above.
Tobi wrote:they do...
i tested some more... and so far i got the army hq joining the battle without moving there... the army hq not joining the battle..
and the army hq joining the battle by moving there by using a river and switiching to move by river and rail (takes part in battle, but arrives in the hex where the battle takes place way after battle, sometimes not even in the same turn)
here are some files to show that:
(don't wonder why troops are starving and are in strange position.. i used a old file of the game i play and just set up those battle)
i had to resolve those turns a few times until i catched both armies on the river... (thats why smith moves around per rail bevor attacking)
so that people can see that the armies switched to move by rail and move by ship...ussally they arrive bevor the turn is over
(btw i looks like they are moving back in the hex where they started... but if you move them you will notice that that is displayed wrong.. they moving in the hex where the battle did take place)
in bbbb that happens in Kentucky... notice the union army cannot retreat for some strange reason! 2 Hex with 100% miltary controll close...
but if you load the backup and move the army hq away so that it cannot join
then the union army can retreat
EDIT: actuall thats not true.. Union army cannot retreat then too...
hmmm can someone explain me why? i though when you have an adjected Hex with 100% military controll you can always retreat?
in cccc it happens in virginia, union army cannot retreat too, but this time it is because they controll no Hex close (tried to also create a battle there where they can retreat to a Hex close... but somehow Lee refuse in that caese to move per river)
Jim-NC wrote:In the KY area, I assume you mean Banks' army. He has emplaced coastal artillery in the 1 division. This causes him to have a 2900+ day travel time between regions. I don't think he can possibly retreat with that long of a travel time. You seem to have forced something weird. The coastal guns show that they can not move from the region. I think you may have stumbled on the rare case of forcing emplaced guns to retreat (not capturing). It appears that Bank's slow mover combines with the artillery to make these absurd movement times. If I pull out the artillery, and it plots a movement of 35 days, when you add Banks it becomes 3000. It is Banks and the coastal artillery. If you remove him from the army, or keep him in, it makes no difference, it takes 3000 days to move.
I am not sure if this is a bug or a WAD.
To test the lack of retreat, I would suggest removing the coastal guns from Banks' army and rerunning the test (I would bet you won't get the same retreat failure).
It is not "immediate". It is calculated to move to the region using normal movement rules as if you actually gave it orders.
It will use rail and/or river movement as necessary to make the move, (if you have the excess points left in the rail or river pool to utilize).
Once the battle is over, it is returned to the region it started in.
In the KY area, I assume you mean Banks' army. He has emplaced coastal artillery in the 1 division. This causes him to have a 2900+ day travel time between regions. I don't think he can possibly retreat with that long of a travel time. You seem to have forced something weird. The coastal guns show that they can not move from the region. I think you may have stumbled on the rare case of forcing emplaced guns to retreat (not capturing). It appears that Bank's slow mover combines with the artillery to make these absurd movement times. If I pull out the artillery, and it plots a movement of 35 days, when you add Banks it becomes 3000. It is Banks and the coastal artillery. If you remove him from the army, or keep him in, it makes no difference, it takes 3000 days to move.
I am not sure if this is a bug or a WAD.
To test the lack of retreat, I would suggest removing the coastal guns from Banks' army and rerunning the test (I would bet you won't get the same retreat failure).
For starters the early July turn does not match up with the late July one but never mind.
With the early July turn in Virginia you have the Army of the Potomac with McClellan taking too long to move because the 41st Division that is attached to him has coastal artillery in it. Now coastal artillery does not move very fast - its not intended to be located in divisions that you move. Its primary function is to do what it says.....be a coastal artillery battery. So site them in your ocean forts. Dont put them in divisions that you move about with.
With the late July turn as Jim-NC has said there is a problem with coastal artillery combined with a slow mover commander such as Nathaniel Banks and you have coastal artillery in the 42nd Division in the Army of Tennessee.
Try the following. Remove the 42nd Division complete. Then see what difference it makes to the Armys move. You will see that Banks can now make his march in 14 days. But it gets better. Banks is a slow mover so lets remove him from the Army. That reduces the march time to 9 days even though we only have a two star general leading.
Lets also look at that 42nd Division that was within the Army of Tennessee. On its own the time it takes to make the move has been significantly reduced but it is still over 14 days. So lets take one of those spare 2 star commanders you have in the Army of Tennessee and give them overall command of the 42nd. Much better. We get there quicker as we get rid of the command penalty.
Remember and repeat after me....... COASTAL ARTILLERY IS FOR COASTAL DEFENCE ONLY
There is such a lot to remember in AACW. The learning curve is very steep but I'm sure you will get there. We all went through it. And AACW is well worth while persevering with. Good luck and keep asking the questions
P.S. I will concede that in the move with the Army of Tennessee there is a bug with the Banks/Coastal Artillery movement combination but its not a game breaker.
Now as regards Lee in your second file I'm not sure I can help you with that as I have only your orders not your opponent.
Let me begin by saying that I cannot get the program to work other than as intended. I process the late June turn and when Smith attacks sometimes Johnston MTSG and sometimes he does not. More times than most he gets to join the battle but not always. Just as you would expect. Now when you look at the screen just after the battle is finished yes you get the rail and the river icons up above his portraits head. Thats just the computers way of getting him back to where he started from. When you actually look at his picture when the turn is finally finished they are gone. He's not on water or on the railroad at all nor are those movement icons selected. He is back where he started. (At least the 10 times plus that I tried it)
For some reason however, and I do not know why as I cannot reproduce it, in your early July turn Johnston has orders to move back to the region he started from by a combination of rail and river. Yet he's already there. I presume you clicked on the river and rail movement icons when doing your early July orders.
If you click off the move by river and rail icons and just pick up Johnstons graphic and drop it back in the region you will see he's where he should be. He needs no orders at all. However because he is being told to move back to a region he is already in it has caused a glitch for its showing he's going to take 8 days which is false.
As I said I cannot reproduce that early July state for Johnstons Army but as you have already entered your orders I assume you entered movement orders for his army thinking him to be either on the river or on the railroad.
Does that answer at least part of your question? I hope so
See how it differs from the Early July result I obtained. In many ways its even worse. It shows Johnston apparently in Meade but according to the Army information he's moving from Meade to Jefferson yet it looks as if he's moving to Meade. In addition both the rail and the river icons are activated although no orders have been entered.
So yes Tobi you have a problem and one that you should not have. I suspect that in some way you have corrupted files but how or why is beyond me. Best of luck in getting it fixed.
That it took me some time to pick it up was because I simply kept processing the turn and looking at the result from the map. When you just look at the picture everything seems to be as it should. Its only when you open up the detail box in relation to the force that it becomes apparent that all is not well.
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