Saltaholicwm
Conscript
Posts: 19
Joined: Tue Oct 15, 2013 9:26 pm

John B Floyd stuck in WV

Tue Dec 10, 2013 1:07 am

Every time I start a new game, I have about a 75% chance of having John Floyd and his troops stuck in WV (only time I've saved him was when union troops didn't attack, which has only happened in one game I think). Because the Union troops near him activate before him, they attack and he loses cohesion. Though I might win the first or second battle, eventually his troops lose enough cohesion that he just continually tries to retreat. Ultimately, his 5500+ troops just lose all cohesion and every time they regain any, they get attacked again, etc etc. Is there a way to bring him and his force back ASAP? Has anyone else been able to? I've even tried sending some other forces up there, but not much else is active soon enough near the beginning. By the time they reach, the loop has already begun (and my relief force gets outnumbered).

User avatar
Ol' Choctaw
Posts: 1642
Joined: Sat Feb 19, 2011 7:13 pm

Tue Dec 10, 2013 8:36 am

At the start of each game as CSA I send more leaders to the two stacks in WV. 3 leaders in fact. Two to the stack in the south and one more to Floyd.

The terrain is bad there but you can usually get him out moving to the rail lines to the southeast. Cut the rails in Clarksburg before you leave. Detaching the Cavalry unit also helps. The Cavalry Brigade is the most important element in the stack and can get away in short order. You might even use it to cut other rail lines in the area before you run to safety.

If the ranking leader is inactive check to see if the second is active and move the troops with him, if he is. Do what ever it takes to speed their moves.

I hope that helps some.

veji1
AGEod Guard of Honor
Posts: 1271
Joined: Fri Dec 08, 2006 6:27 pm

Tue Dec 10, 2013 12:41 pm

Ol' Choctaw wrote:At the start of each game as CSA I send more leaders to the two stacks in WV. 3 leaders in fact. Two to the stack in the south and one more to Floyd.

The terrain is bad there but you can usually get him out moving to the rail lines to the southeast. Cut the rails in Clarksburg before you leave. Detaching the Cavalry unit also helps. The Cavalry Brigade is the most important element in the stack and can get away in short order. You might even use it to cut other rail lines in the area before you run to safety.

If the ranking leader is inactive check to see if the second is active and move the troops with him, if he is. Do what ever it takes to speed their moves.

I hope that helps some.


I understand what you are saying, and you are obviously right that ingame, this is how it works. But it is another example of why I would so so love to have activation status hidden... So that one cannot do this, and has to roll with the leaders he got : Either you divide the stack in two before the turn, hoping that one of the leaders is active and will get away but risking separation and defeat, or you just keep them all together, but have to take a chance with one leader (ie the most senior one), or you have to actually send a really good leader there to ensure their extraction.. tough choice that would make the game so much better. This is the way the AI plays, the fact that we know which leader is active or not leads us to gaming the whole "leaders' game" which is a central component of the actual game.

Njordr
Sergeant
Posts: 92
Joined: Tue Sep 07, 2010 4:00 pm

Tue Dec 10, 2013 2:17 pm

Saltaholicwm wrote:Is there a way to bring him and his force back ASAP?


If you're not interested in defending that position, set the stack in a complete passive mode. When engaged in combat, Floyd's force will retreat more easily towards a friendly region, unharmed.

Congoblue
Conscript
Posts: 10
Joined: Sat Oct 19, 2013 3:00 pm

Tue Dec 10, 2013 7:19 pm

veji1 wrote:I understand what you are saying, and you are obviously right that ingame, this is how it works. But it is another example of why I would so so love to have activation status hidden... So that one cannot do this, and has to roll with the leaders he got : Either you divide the stack in two before the turn, hoping that one of the leaders is active and will get away but risking separation and defeat, or you just keep them all together, but have to take a chance with one leader (ie the most senior one), or you have to actually send a really good leader there to ensure their extraction.. tough choice that would make the game so much better. This is the way the AI plays, the fact that we know which leader is active or not leads us to gaming the whole "leaders' game" which is a central component of the actual game.


If there was an option to hide activation status I would definitely use it. Likewise if I had the option to hide 'Power' and just go on troop numbers I would use that too.

Return to “Help improve CW2”

Who is online

Users browsing this forum: No registered users and 3 guests