Ace wrote:Even stranger is you can destroy enemy lvl 4 depot, while you can't destroy your own?
ohms_law wrote:I'm nearly positive that the "drive by" thing doesn't work.
The destroy depot special order takes 5 days too, just like the card does. I think. I'm nearly positive.
ajarnlance wrote:Yes, but considering how much a level four depot is worth and how few of them there are it is a big hit. I guess I have to protect them betterWhile we are on the subject of depots is it possible to build back up to a level four e.g. every couple of turns I 'add' another supply unit. Does anyone know if these can 'build up' above a level one depot?
Merlin wrote:I didn't see this earlier. You can build depots larger than level 1 by this very method, and level 4 is the maximum. Big depots accumulate a lot of supply, and I use them to influence where my supply gets stockpiled as the CSA. If you meticulously plan a robust depot network as the CSA and properly build level 2-4 depots in the necessary intermediate regions, you can almost completely ignore river/rail supply transport and use the pools to move units instead. Union players get really frustrated when you can shift multiple corps from Virginia to Middle Tennessee to Western Tennessee to the seaboards at will. Best of all, it only involves a one-time expenditure of resources equivalent to about one and a half divisions.
Merlin wrote:The CSA already has a number of large depots, so it's normally a matter of adding a level or two to existing level 1 depots to convert them to regional stockpile locations. The big project is creating level 1 depots in TX, LA, AR, TN, AL, MS, GA, SC and NC. Most of that can be done by flatboat, and I average about 3 wagons used over time.
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