Actually, I am promoting all my three stars general one after one, without losing morale or VP ....

Ace wrote:There was a big debate in beta whether a cost is needed for Army creation or not. I would like to hear from other players whether it is needed or not. Historically armies were formed without much cost, but using the current system (without cost) it is sometimes too easy (and gamey) to promote all generals to Army command, thus avoiding NM and VP penalties for giving armies to lower seniority generals.
Blutch wrote:Yes it is the word 'gamey'.
No hope of improve otherwise than with house rules ?
Boomer wrote:Paying for army creation is one of the changes in the new game that I really appreciate. There were lots of times in ACW 1 when building a new army command as the South was just too much in money and WS.
Micah Goodman wrote:I never liked the you had to have an HQ unit to form an Army concept in ACW 1. Why not just have a cap on the number or Army formations available to each side based on historical precedent? Similar in concept to the no Corps or Divisions before a certain date? That still limits the North's ability to have every stack an Army yet retains the flexibility (more or less) of the current system.
willgamer wrote:Firstly, I liked the old system with required, but limited in number, HQ elements.
However, in the spirit of moving on, here's a simple suggestion for a rule addition to the current system:
Every turn that an Army General fails to have X (unlocked) elements under his command, a morale and/or VP penalty of P is paid.
X is specified by year and side.
Y is derived from the generals political rating.
The rational for this is that the more politically savvy a general is, the more he will bitch/moan/complain that he has not been "fairly treated" if promoted but shuffled off to a remote hamlet.
Also I suggest a new ability for generals: Consensus Leader- may replace any other general without any penalty cost.![]()
Blutch wrote:+1
This type of limitation, is really interesting, meanwhile, you should have information about morale/VP penality every turn. Pocus is it possible without waiting CW 3 ?![]()
willgamer wrote:Firstly, I liked the old system with required, but limited in number, HQ elements.
However, in the spirit of moving on, here's a simple suggestion for a rule addition to the current system:
Every turn that an Army General fails to have X (unlocked) elements under his command, a morale and/or VP penalty of P is paid.
X is specified by year and side.
P is derived from the generals political rating.
The rational for this is that the more politically savvy a general is, the more he will bitch/moan/complain that he has not been "fairly treated" if promoted but shuffled off to a remote hamlet.
Also I suggest a new ability for generals: Consensus Leader- may replace any other general without any penalty cost.![]()
Micah Goodman wrote:I never liked the you had to have an HQ unit to form an Army concept in ACW 1. Why not just have a cap on the number or Army formations available to each side based on historical precedent? Similar in concept to the no Corps or Divisions before a certain date? That still limits the North's ability to have every stack an Army yet retains the flexibility (more or less) of the current system.
Ace wrote:When Corps are available, Army command stack is usually empty. How would you handle that?
Also, if his replacement(Grant) is good enough, I do not see public (NM loss) moaning for McClellan in the long run.
Saltaholicwm wrote:The simplest solution might be a soft-cap:
Number of armies (Y) without financial penalty = X + 2, where X is the year in the war. If Y > X +2, then Y-2 * $2,000 is the upkeep costs per month of keeping additional armies.
So in 1861 (where X = 0), you can have 2 armies and pay no upkeep costs. In 1862 you can have 3 armies and pay no upkeep costs. If you want more than the soft caps of those years, then you pay a small (but not totally insignificant) fee for it.
RebelYell wrote:Per turn NM penalty is too powerful IMO, one time cost will stop Union from using the best guys from the start.
willgamer wrote:Historically, the North didn't use its best guys from the start... I think that's the point!
The Union needs to pay the political cost to bypass the political generals or suffer a significant penalty. There should be no small cost for abusing the seniority system.![]()
RebelYell wrote:I agree but one time cost is enough, loosing 1 NM per turn is very powerful, it makes it impossible to pass anyone.
The one time NM cost can be significant also but you only pay it once.
willgamer wrote:Just to be sure we're on the same page... The soft cap penalty would be in addition to the out of seniority order penalty (if any).
So the player could still:
1. go over the cap, stay in seniority order=pay cap penalty; or
2. stay under the cap, break seniority order=pay (today's) out of order penalty; or
3. exceed the cap, break seniority order=pay both penalties.![]()
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