tripax wrote:In FoF, how does the game prevent the Union from quickly overpowering the South, then?
jscott991 wrote:
If the game has things at 1-1 much later than mid-1861, then something is wrong. Even Forge of Freedom, which is pretty ahistorical in most respects, gets this simple relative balance of forces correct.
If the game isn't handling the Union's manpower advantage correctly (it should be pretty close to 2-1 by 1862), is it easy to mod the files to make this happen?
ArmChairGeneral wrote:Seriously, though, just based on your posts you sound like the kind of person who is going to love this game!
jscott991 wrote:I probably would.
But I honestly can't make any sense out of the first one, which I already own. The learning curve is significantly higher because of a clunky interface than Forge of Freedom, Grigsby, Europa Universalis, Crusader Kings, Hearts of Iron, and almost anything else I've ever played.
I've been trying the 1862 scenario in the original game over and over and I can't even figure out how to begin launching the Peninsula Campaign. There don't seem to be enough transports to do it (the ones in Anne Arundel can barely move one corps and because they are in a different region, I can't figure how to even load troops on them).
It's just too inaccessible. The AARs provide flavor and the tutorials show a few things, but there's just nothing making actually playing a full turn transparent at all.
Also, I'm wary of even getting to far into it if the war is abstracted to make the Union too weak so the CSA isn't steamrolled in 1862. McClellan's and Halleck's forces were enormous and the CSA survived by luck, better generalship, and awkward logistics. It didn't survive because it had numerical parity. I don't want a game that doesn't accurately show that the CSA was heavily outnumbered from late 1861 on.
jscott991 wrote:
Does the Union enjoy about a 2-1 advantage as fast as it did historically? For example, Grant almost always had a 3-2 or 2-1 advantage out west and McClellan certainly enjoyed it on the Peninsula and at Antietam.
jscott991 wrote:I've read a bunch of AARs and reviews trying to figure out if I should buy this game.
In many of the older ones (including an early AAR on Armchair General), lots of comments were made that the Union Army wasn't big enough vis a vis the CSA's in 1861 and 1862.
There's a great AAR by two new players that delves into this issue repeatedly ("You Are All Green Alike", http://www.ageod-forum.com/showthread.php?32938-quot-You-are-all-Green-Alike-quot-PBEM-Game-Q-Ball-%28CSA%29-v-Michael-T-%28USA%29). They conclude that the game is unbalanced in favor of the CSA, particularly during the early turns.
Because some of these AARs predate a lot of the latest patch work, I was wondering if this problem was ever solved.
Does the Union enjoy about a 2-1 advantage as fast as it did historically? For example, Grant almost always had a 3-2 or 2-1 advantage out west and McClellan certainly enjoyed it on the Peninsula and at Antietam.
I've seen a lot of information showing a 109 balance of forces or something similar in mid-1862 and that is a little disturbing to me.
Thanks.
Gray Fox wrote:8<
My Battalion Commander was trying to totally spell out something new to his troops and answer every possible question. I told him, "Sir, you're like the guy who is trying to explain French kissing to someone. Just let them do it a couple of times and they'll be fine."
8<
jscott991 wrote:Thank you everyone for the replies and feedback.
I'm going to keep focusing on playing the first game, unless people think the second is so much better or so different that would actually hinder my enjoyment.
I'm really bothered by the historical troop thing (Buell's army in the 1862 scenario in AACW is really, really off in terms of size; he's barely the size of a real life division, much less his actual army), but I'll trust people for now that it's not as far off as a lot of the AARs suggest.
ArmChairGeneral wrote:Cpt. Orso,
I managed to make this work in CW2. (It is hard to target the distant unload order at coastal forts because the land region is so small, and the flashing blue is hard to see for the same reason, but it can be done.) You definitely have to use distant unload, they do not disembark automatically just from sailing in and out of the harbor. The hotkeys didn't work for me, I used <Shift> to override the "cancel move" behavior. <Cntrl><4> changed the map overlay. Where is a list of CW2 hotkeys located? It is useful to be able to hide all units and I can never remember what the correct key combination is.
[Edit] Maybe you were referencing AACW hotkeys, since that is what the OP is asking about....
jscott991 wrote:
I'm going to keep focusing on playing the first game, unless people think the second is so much better or so different that would actually hinder my enjoyment.
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