John Sedgwick wrote:Heavy industry in Arkansas, eh? Huh, whodathunkit. I never even considered AR - the only industry I'd associate it with in this period would be logging. I wonder if this is a subjective impression based on luck, or if there's actually something in the code that predisposes Arkansas to effective industrialization. I'd be interested to see the results if you or anyone else decides to run some experiments on this.
MarkCSA wrote:I usually have tons lying around too, but then my strategy is a Morale Victory asap, and that means no Mobilization (ever!), Volunteers with $1000 bonus and Embargo on Cotton whenever I can afford it. This leaves money short in the beginning, later when my runners start pouring in cash this slowly goes from money short, lots of guys to lots of money, short on guys. WS is never ever short.
W.Barksdale wrote:Strange. I am nearly always short of WS and conscripts. Money is never an issue.
Mickey3D wrote:I think WS is not an issue for MarkCSA as he is not using mobilization and only 1k volunteers.
This strategy won't be sustainable in a PBEM where the Northern player would assuredly overrun southern forces with "horde" of soldiers.![]()
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MarkCSA wrote:Yup, my only (short) PBEM game ended around turn 15 or 20 or so with my 10 to 20k stacks behind rivers retreating before combat against several 50k+ Yankee stacks.
I don't like the Union (or the CSA for that matter) going straight for full mobilization (ahistorical and nonsensical, this is not Command and Conquer Red Alert where you win by the equivalent of Tank Rush), but at least the AI has the decency to be slower and wander around more, leaving my smaller, highly motivated stacks to do their worst.
Pat "Stonewall" Cleburne wrote:I think alot of people would be fine if you wanted to insitute house rules regarding draft/mobilization. I played a game against GraniteSlater with limits on mobilization.
Mickey3D wrote:Yes, lot of player use house rules to limit mobilization in 61/62. It's becoming more difficult (and more interesting) for the North and the South is in position to win early in the war.
I see one problem with this kind of rules : The south will use less WS to build units and can instead use them to build an ahistorical railway systems (being able to move a complete army each turn and making it too much mobile) and an ahistorical navy.
andatiep wrote:This can also be fixed with an easy MOD action. E.g. i changed the costs of the Options to buy more railroad capacity in RUS with a 1:1 ratio between WS and RR points (see here :
http://www.ageod.net/agewiki/A_RUS_wishlist_mini-MODs_workshop#WS_.26_Ammunition_production).
So you would have to pay 100 WS to get 100 railroad capacity.
If anyone is interested, i can quickly do the same mini-MOD for AACW.
If not, i'll do it later.
Mickey3D wrote:I see one problem with this kind of rules : The south will use less WS to build units and can instead use them to build an ahistorical railway systems (being able to move a complete army each turn and making it too much mobile) and an ahistorical navy.
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