Michael T wrote:I am sorry but did you read Ace1 reply?
They do not march at the same pace when MTG is invoked. See number 1.
Number 2 is particularly poor if you take out the gamey case. A legitimate spoiling attack should be rewarded by tying down a potential MTG Corp.
Number 3 is also bad.
And 5, you are kidding right?
Michael T wrote:Also, assuming they have a rail line, would the MTG Corp have to have the required available Rail Cap in order to use rail movement rates?
Michael T wrote: But the question begs why is that info not in the manual... A good understanding is cruical. Yet the manual is blank on it. Incredible really.
Frosty_MooseHead wrote:Just a thought, maybe MTSG should be renamed something along the lines of 'counter-offensive'
MTSG sounds to me like it is involving a battle which has already been initiated. When in reality it seems the game mechanic sounds more like a 'maneuver to counter a possible attack'.
Ace wrote:1) No, they disembark before combat, regions are large enough.
2) Yes
Michael T wrote:This whole March to the Guns thing needs some tweaking IMO. Its too simple and in favor of defense. I like it in principle but it needs some work. It would appear to me that the defending units are marching faster than the attacking units. After all the attacker knows where he is going, the defender guessing. The attacker has little opportunity at finesse here. It's simply an all in show, no matter what time, space and other engagements would influence in reality.
ArmChairGeneral wrote:Re Rail and MTSG:
I am not convinced that rail orders affect MTSG in any way. I have tested this (under 1.04) several times, and the percentage chance for MTSG quoted in the battle log remains the same whether I have rail movement selected or not. The percentages shown in the log are consistent with the number of days it would take to march to the region on foot, including the time it takes to cross rivers, the effects of weather, etc.
Minutiae: Rails count as roads for non-rail movement, so having a rail connection to the region in question DOES reduce the base marching time, but not all the way to one day. Also, rail bridges negate the extra time needed to cross the river in question on foot, so MTSGing from Louisville to New Albany, for example (adjacent with a rail bridge) is more likely than MTSGing from Louisville to Madison (adjacent but no rail bridge).
Gray Fox wrote:This is from the MTSG thread in the AACW Wiki:
"The base chance of joining the battle is 100%. This probability is modified by the following factors[1]:
-10% for each day of marching (all normal factors affecting the stack's movement apply) (my underlining)
+10% if adjacent to army HQ
+25% if the army HQ itself
+5% for each point of strategic rating of the leader
Every 5% of military control lacking gives -1% chance (both for start and end region)
-10% if in defensive posture[2]"
1. Post by Pocus in thread "March to the Guns" at the AACW forums
2. Post by Runyan in thread " Bunch of questions (n00b alert)" at the AACW forums
Either this applies to CW2...or it doesn't.
ArmChairGeneral wrote:According to the battlelog, it does not. It will take me some time, but I will rerun the tests and post the results again.
ajarnlance wrote:Two other rules I have read about before are:
1. If your Army or Corp is in passive mode it is considered unable to MTSG.
2. If your Army or Corp commander is inactive it will not MTSG.
ajarnlance wrote:Thanks for checking this. It makes sense for troops to be able to use rail to MTSG (think 1st Manassas). But I don't want to waste the rail capacity if it doesn't work. Maybe it will need a patch...
pgr wrote:I assume the base chance for non-defensive postures is 100%?
I suppose if you were playing with hard activation, and an inactive leader is locked in place, he wouldn't be able to MTSG.
Users browsing this forum: No registered users and 7 guests