ArmChairGeneral wrote: Some are overpowered (sea-mine anyone?) others are essentially useless (telegraph and road).
losing depots is a serious drain on resources, particularly for the Union, if you have to replace them
Q-Ball wrote:Not sure how others feel, but I think the Partisan Raid card is way too overpowered.
It's pretty easy, first of all, for either side to play the card. Just get a Partisan adjacent to a depot in one piece; that's it. Pretty simple really.
After that, a 50-50 chance of that card being successful
Torching the depot is bad enough; losing depots is a serious drain on resources, particularly for the Union, if you have to replace them
But much worse is the 1 NM gain. There is no reason that a player cannot successfully complete 1 Partisan Raid per turn, or even 1 per month, thereby inflating the NM. Over a 3-year period, basically your NM gain will be the total number of Partisan raid cards, divided by 2. How many does each side get? 12 a year?
The NM gain, IMO, needs to go. It's too easy to pump NM through this mechanism.
That is my opinion of the day, not sure what others think
Ol' Choctaw wrote:I think you guys miss the point entirely!
You want to stop partisan raids? It is called troops!
Garrisons and forces to chase the buggers away. Don’t let them next to your depot. Protect your lines of communications and your supply lines.
It is not supposed to be easy and you are not always able to put every last regiment in a division and put it on the front lines.
Garrison your soft spots and keep them out. Even when it means next to something.
Most people think everything they build should be up front where it could go into battle and then get excited when raiders and partisans tare up everything behind them.
We now have auto garrisons in places but they are not dependable and they shouldn’t be.
You still need to garrison if you don’t want your stuff broken.![]()
Q-Ball wrote:I don't think I'm missing the point. My main beef that I outlined in the original post is the NM gain. This part is pretty ridiculous.
Also, I've lost depots and also torched depots with up to 15,000 or so troops in the hex. How much is enough? Way more than it should be.
It's one thing if Forrest or Wilson descend with 4000 trooopers and trash the depot; fair game. Happened in CW. But a rag tag band of partisans avoiding 15,000 troops to destroy it? And inspiring the nation to the exact same extent if, say, Norfolk falls?
The balance isn't right
Ol' Choctaw wrote:Uh, I think you did.
If the depot is that important you don’t want partisans getting next to it.
Partisan Units are weaker than militia units. Rather than having 30 elements guarding a depot, ring your depot with units. If they can’t get next to it they can’t blow it up.
One or two regiments in a region should be enough for that.
Grant had 10s of thousands of men guarding his supply lines from Mosby’s 600. Those raids, McNeill’s raids, and Shelby’s and Forrest’s raids were inspiring.
If the enemy has partisans in your rear it is going to take a lot of troops to cover your bases.
Ol' Choctaw wrote:Partisan Units are weaker than militia units. Rather than having 30 elements guarding a depot, ring your depot with units. If they can’t get next to it they can’t blow it up.
James D Burns wrote:Not going to help, just put your partisan stance to green/green and give them evade combat and they can easily enter a region with just a few militia on defense, then they play the card in the next turn and move away. Even if they are unlucky and get killed in the attempt to leave, the card still gets placed. The only chance to prevent them getting to place a card would be if the militia was already in attack posture when they move into the region and that’s suicide if a sizable stack of cavalry comes calling.
The partisan card while a good concept is simply borked right now due to how powerful it is. A small unit of 30-60 men can blow up a level 4 depot with 15,000 men guarding it... please. A better result for partisans would be to allow them to destroy a certain percentage of the on hand supplies in a region, it simply makes no sense that they can destroy the industrial infrastructure in a region in just two weeks time. Perhaps an argument can be made for the small band to be able to destroy a level 1 depot, but larger depots represent munitions production and other war industries smaller than the large arsenals players can build from the ledger.
Think of dozens and dozens of small ma and pa cottage industries (blacksmith’s, bakers, etc.) spread throughout the region all tasked to create and furnish war supplies. Now imagine 60 guys sneaking in and trying to first identify them all and then trying to destroy them all in just two weeks. All this while being chased by tens of thousands of troops tasked to guard said industries. At best they might manage to intercept and destroy a baggage train or two and burn a few store houses, nowhere near enough damage to utterly wipe out all production in a region.
So in my mind allowing partisans to attack the stockpiled supplies makes sense as it’s easy to identify those as everything in the region is moving towards the storage point. Letting them destroy the infrastructure that makes all the supplies makes no sense at all, that would be a task for a far larger force, and shouldn’t even be allowed unless you have 100% military control and no sizable military opposition in the region.
Jim
Q-Ball wrote:Not sure how others feel, but I think the Partisan Raid card is way too overpowered.
It's pretty easy, first of all, for either side to play the card. Just get a Partisan adjacent to a depot in one piece; that's it. Pretty simple really.
After that, a 50-50 chance of that card being successful
Torching the depot is bad enough; losing depots is a serious drain on resources, particularly for the Union, if you have to replace them
But much worse is the 1 NM gain. There is no reason that a player cannot successfully complete 1 Partisan Raid per turn, or even 1 per month, thereby inflating the NM. Over a 3-year period, basically your NM gain will be the total number of Partisan raid cards, divided by 2. How many does each side get? 12 a year?
The NM gain, IMO, needs to go. It's too easy to pump NM through this mechanism.
That is my opinion of the day, not sure what others think
Ol' Choctaw wrote:Great Plan! Just keep playing my side wins and get rid of the headaches. Right?
Ace wrote:Sherman left almost noone behind to guard/quell. He simply marched onwards.
Ol' Choctaw wrote:The only reason I can see that partisans have become so very impotent is player complaints. They just want to be secure without doing anything at all.
Now how historic is that?
Did they destroy depots? Yes. All they had to do was slip in and set fires. If it was unguarded they took all they could and burned the rest.
Did they blow up bridges and wreck rails? You bet they did.
Were they always successful? No but if there are no enemy troops in a region there was nothing to stop them.
Making them weaker, yet again, is not what is needed. Knowing roughly how many units make a region safe is more in order.
ArmChairGeneral wrote:
Partisans themselves are weak and sad units that evaporate at the first whiff of the enemy. BUT, if you put a couple of cav and a HA in a stack with a partisan, the stack becomes a fearsome raider with lots of special abilities that can pillage, destroy supplies, tear up tracks and even survive occasional contact with the enemy, plus it gets the cav's 5 detection, so is actually useful for scouting. (Rangers are even better than cav for this if you have them in-theater, although only 4 detect). Quantrill thus outfitted becomes a really useful leader that noticeably affects outcomes in the theaters he participates in. Again, probably gamey and ahistorical, but....
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