plau011
Conscript
Posts: 10
Joined: Fri Mar 18, 2011 12:27 pm

Random questions for first campaign

Fri Apr 06, 2012 1:42 pm

Hi all,
I am playing my first campaign and as I am playing I am writing down questions as they come up. Wonder how long this thread will be by the time I finish. :neener:

Here are my questions.

1. When purchasing units there is no way to see the unit values(Attack,Defense, Range....),right? Can only see them when they you select them after they are created?

2. In supply filter when a region is flashing green, that means there is a Depot in that region, right?

3. Is there anyway to move a unit, have it board a ship, then move the ship and unload the troops in one turn? I think to do this you need 2 turns right? To move and load. Then to move ship and unload. Reason I ask is that the Rebs are attaking Ft.Monroe and want to try and reinforce as fast as possible!

4. Lastly I don't quite understand this graphic entirely
The attachment WhatThis.png is no longer available

I am union hovering over Winchester unit outside the city
This is before Divisions are allowed.
There is 1 green icon on his base. That means this unit has 1 unit. That is the 71 Detachment
On the right there is the number 2 in green. that means 2 units here(outside the city I assume?), besides the 71. CSA? Those would be Stonewall and Howard's Brig? So that 2 on the right means how many OTHER units besides the one selected?

Sort of hidden behind on the left is also a number 2. 2 units in the city I assume.
Also on the base of the city are 3 green lights= 3 units in the city?(Winchester,Johnston and Floyd)
Why isn't this number = 2 for the # of units in the city.


5. Lastly is there a page with what all the little icons above the unit mean? Some are in the manual, or are movement orders. But others I can't seem to find the meaning and intelltips don't work on those.

Thanks in advance
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Jim-NC
Posts: 2981
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Location: Near Region 209, North Carolina

Fri Apr 06, 2012 9:20 pm

1. Nope, but you can look at similar units you already posses. For example, if you want to know what a 12 lb battery looks like before purchase, find one on the map. The same with other units. If you want to know the power or abilities of a 2 inf/1 sharp, find one on the map.

2. I believe so.

3. No. You have to start in the same region as the ship.

4. There are 4 CSA units in the region. The little 2 flag on the right is the number of stacks that were in the region. Behind the unit, is a flag with 2 in the city. This means that there were 2 units in the city. I say "were", not is. You see the map as it was at the end of last turn. Your enemy may have combined stacks during his orders phase. If you look at the also here, you see 3 units (plus detachment 71). There was a total of 4 stacks in the region (2 with generals, 2 without). The green dot is for detachment 71, indicating there is "1" unit in the stack (I don't think the artillery counts, but am not sure). Floyd has a command, as does Johnston. I can tell you that most likely, the Winchester garrison is in the city, so detachment 71 is probably meeting with or just separated from a stack with a general. From the picture, it's hard to tell if there are 2 or 3 lights in the town. BTW, there is a unit with a cannon hiding in Winchester (I can see the cannon underneath detachment 71).

5. AFAIK, there isn't a single page that has all icons.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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Longshanks
AGEod Grognard
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Joined: Wed Apr 13, 2011 11:48 pm
Location: Fairfax Virginia

Fri Apr 06, 2012 11:17 pm

As for #3....you could rail the reinforcing unit to the coast, then use river movement (the button to the right of the rail movement button) and move the unit directly to Ft. Monroe through coastal regions This will work if you're not TOO far away .....
Two Rules: 1. The Tournament Director is always right. 2. When the Tournament Director is wrong, see Rule 1.
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rattler01
Captain
Posts: 183
Joined: Tue Jun 16, 2009 5:34 am
Location: Phx, AZ

Sat Apr 07, 2012 6:12 am

#5
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From left to right

Entrenched unit
Move inside town at end of movement
Forced March
Rail Movement
River Movement
Intercept unit (both friendly and opponent)
Evasive Orders
Coordinate Movement from same region
Embark ships


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Ambush (never seen it work)


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Build Depot/Fort and I think for repair RR
Destory RR/Depot/Forts




Anyone know if others?
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"To fallen comrades. And Winged Warriors; past, present, and future. One team, one fight. Winged Warriors."

plau011
Conscript
Posts: 10
Joined: Fri Mar 18, 2011 12:27 pm

Tue Apr 10, 2012 8:32 am

Thanks all! This was very helpful. Thanks Jim for explaining that. I think I was getting stacks and units mixed up. That makes sense that artillery isn't counted a unit in the stack. That was throwing me.

For now I just have 1 more question.

6. The Power(Pwr) ranking of an enemy stack that you can see, is attrition calculated into that? Reason I am asking is that I have like 3 rebel stacks cut off from supply. I see with the supply filter they are in the orange or red. But when I intellitips them the power is still like 640. This is before a Corps/Army enable so I don't see (current/max) I just get the current. I thought I read that this is calculated in but am not seeing it drop on each turn
On a related note in it's better to fight unsupplied units then let them waste to nothing(disappear) right? You gain National Morale and experience if you fight. If you wait til they disappear you gain nothing(besides not having to find a battle)
This is the 2nd time that Athena has got herself cut off from supply and doesn't attempt to fight her way out. Just sits there. Maybe I need to tweak some settings?

Thanks again

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

Tue Apr 10, 2012 11:09 am

You (or your enemies) units don't start taking damage until they are completely out of supply. Red indicates they have less than 25% of their maximum capacity. A wagon unit has a maximum of 80 supply points, so 25% or less is 20. If you have a unit only eating 4 points per turn, it will take 5 turns to start seeing damage from starvation (but it will be red the whole time). Just wait until you see their power start to drop (it may take a few more turns than you think). You need to attack, you get no NM for starving them out. And even if they surrender to you, you get 1 or 2 NM, no matter the size of the force (single element or corps). So better to charge when they are weak, as you get experience and NM.

As to Athena, she sends stacks to their death on occasion. She doesn't understand being surrounded and disappearing (she wants to hold the important piece of ground she just captured, and starving to death has no penalty in her eyes).
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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Longshanks
AGEod Grognard
Posts: 842
Joined: Wed Apr 13, 2011 11:48 pm
Location: Fairfax Virginia

Tue Apr 10, 2012 12:25 pm

Also it's good to attack units that are low on or better, out of, supply.
Two Rules: 1. The Tournament Director is always right. 2. When the Tournament Director is wrong, see Rule 1.

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Captain_Orso
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Location: Stuttgart, Germany

Tue Apr 10, 2012 2:22 pm

About under supplied units

Units use general supply to recover from cohesion loss, also in battle to some extent; hit's are traded for supply. So the more cohesion loss a unit would get from hits, the more supply it will use up.

Ammo supply carried by units is enough for 2 battles. Once a unit has used up its ammo it will try to avoid fighting, even if they are forced into battle. If it does get involved in combat it will have a very low power.

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