
Ol' Choctaw wrote:That is a problem. The Problem.
It is needed by the AI. If you just eliminate it, it is also going to give you supply problems.
Solutions are much more complex and not deemed worth the results.
veji1 wrote:I think he only meant troops transport, abstracted supply transport via rivers is a great thing and works fine I think, as entrenched artillery on the side of a river would block it if I am not mistaken.
RickInVA wrote:I would think that this would only be both a) unrealistic and b) a problem if actual river naval units cannot attack units/forces moving this way. I know I have accidentally moved forces by "river movement" near an enemy fort and the whole stack got sunk. So if you don't patrol your rivers why would it be unrealistic for a unit/force to requisition a bunch of barges or other civilian river craft and sail up/down the river? So long as the calculus includes the likely possibility that your whole force may get sunk by a couple of small military craft I don't see what the problem is.
tripax wrote:I can think of a couple things:
Did the either side use the Mississippi alongside Kentucky before Kentucky picked a side? I think that riverine movement interior to Kentucky should be impossible before Kentucky picks a side, and maybe Mississippi invasions of Island 10 as well.
tripax wrote:Forces on shores with good MC should be able to draw supplies from the water without having a harbor on hand.
tripax wrote:Regarding skibear's point about escaping by sea, Units trapped in a region because they have too low power and MC should not be able to use riverine travel to escape a region.
Skibear wrote:Re. Battle of Chickasaw Bayou. That was Sherman being transported by a fleet of gunboats and troop transports. Thats an entirely different proposition to utilising riverine transport points for combat or offensive movement in enemy territory. As Capt Orso states generally folks made sure there wasn't steamers left lying around waiting to be acquired and used ad hoc by the enemy. In this case a) Buell had to bring his own ie. this should be specific transport units. b) Banks has to do without. Its not like the Union is short of resources to ensure that it has adequate transports to use for offensive operations.
Skibear wrote:For me the mission statement for riverine transport points is that there are to avoid micromanagement of supply, and for ferrying units in friendly territory. This is how I restrict their use for my games by self discipline/house rule and find it works fine, is not a game stopper in the slightest. But in 'no house rule' tournaments etc.. then obviously it becomes a free for all and for me personally seeing it used for offensive ops spoils my enjoyment quite a bit.
Skibear wrote:I think at a minimum there are 2 solutions to consider as covered above; a) riverine transport must start at a friendly harbour to ensure a supply of boats to requisition b) cohesion hits should be incurred to simulate working with civilian boats unused to the amphibious task and make sure that fighting at the other end is less possible. These 2 things would be a step in the right direction I think and should still be workable for the AI.
Captain_Orso wrote:I strongly believe that cohesion should not be touched at all. Transports were nearly--if not completely--all civilian. Every historic example of troops being transported along or over a major river demonstrate that there was no issue with this.
Skibear wrote:Its nice thinking but I can see why went with current system instead as really it does the same thing without having to play the card, except without the delay of the transports next turn.
Skibear wrote:Unless the turn cycle is reduced there will not be a satisfactory solution to the time dimension for a lot of things. But actually in a lot of other ways it does nicely represent the pace of operations. The physical act of unloading might take just 1 day but the planning cycle, faff factor and general command and control issues would always eat up time. One day somebody will make a massively detailed battalion scale game with 1 day turns and I will get no work done and my wife will despair of me.
Captain_Orso wrote:This is also the type of situation for which we couldn't find a simple solution. If the South is sitting in Pittsburgh at 100% MC, how can you determine whether the force should be allowed to use RivTP to escape or not?
Skibear wrote:Ok, re. the cards I can see on reflection that playing a card might at least restrict the size of shipping found to smaller forces. This is something missing in a big way at the moment that if you are the Union and want to find boats for 100k men in an instant they are there.
Skibear wrote:Well assuming having gained 100% control of Pittsburgh might at least increase the chance of sourcing captured shipping then allowing them to move on using riverine transport is certainly preferable to them sitting at Pittsburgh at 0% MC and still be able to use riverine transport to escape, or even 0% MC of any coastal region too. Progress is good, it would be an improvement on what currently is in place for many of the arguments you make yourself that support what I have been saying.
Skibear wrote:Sorry you are not a fan of my assumptions about military logistics, they are based on 16 years infantry service where, in training and operations all over the world and a lifetime studying it, the reality is that if it can go wrong it likely will. Every game of simulation should factor in that while it might in reality take 2 days to cross a region or 1 day to load a boat there are a multitude of factors that go into the planning and execution and a multitude of things to throw a spanner in the works.
Skibear wrote:I'm not Bohemian BTW I just lived there when my profile was set up many moons ago.
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