havi wrote:and check on the river region how many riverboats/ships u need to block that place!
havi wrote:and check on the river region how many riverboats/ships u need to block that place!
Cardinal Ape wrote:Yes, your ships need to be in offensive posture to be able to stop river crossings. They also can not be using the evade special order. A minimum of 4 ship elements are needed. Each provides a cumulative 23% chance to a maximum of 90%.
Grant was not able to receive supplies because the CSA had 95% military control in the region. You need at least 25% MC for supplies to flow.
Very nice version of your own Gettysburg you had there. You cut the difference of NM in half. It took massive causalities, but the Confederacy seems to be worse off than you from it. Looked like they had two full divisions wiped out. And maybe some good generals lost their lives too?
I try to refrain from giving advise in on going games, but now that the threat has passed: When D.C. was threatened I would have tried to maximize the chances of your adjacent forces to MTSG by putting them in an offensive posture with rail movement active.
Good thing the depot in Mobile was not blown. He almost had your supplies stretched to collapse in the area.
Also, I feel like the California militia burning towns in Florida would be one of those sensationalized and infamous war stories that ignites an undying rivalry between the states. Sadly, they won't be able to celebrate their victory in Disney World.
Looks to be a very fun game you guys are having. Thanks for sharing.
Mickey3D wrote:You make use of the "plunder" RGD and you lose 5 VP and 5 development points. You burn a town to the ground and you have no penalty : seems someting is not proportional...![]()
pob303 wrote:Are there any negative game results that occur from the burning of towns?
Are the positives less WS and a lower recruitment pool for the enemy?
charlesonmission wrote:I just faced a CSA army of 170,000. Has anyone ever seen one that large?
B0rn_C0nfused wrote:So what happens if D.C falls? You take a huge NM hit and lose the 50 VPs every turn (and the confeds gain them?)? I feel like D.C has breathed its last breath. Also, when you saw that huge mega army a few turns ago, why didn't you start pulling men from other theaters of war? I feel like the only meaningful resistance was in middle/upper TN. So you can spare troops from the deep self and still use small units to capture, burn, rape, pillage and gain MC. Even if they didn't arrive in time to defend D.C they could be used at Baltimore, Philly, NYC, Harrisberg, Atlantic city, Scranton etc. etc. I can't imagine Lee stops at D.C once he crushes it.
B0rn_C0nfused wrote:So what happens if D.C falls? You take a huge NM hit and lose the 50 VPs every turn (and the confeds gain them?)? I feel like D.C has breathed its last breath. Also, when you saw that huge mega army a few turns ago, why didn't you start pulling men from other theaters of war? I feel like the only meaningful resistance was in middle/upper TN. So you can spare troops from the deep self and still use small units to capture, burn, rape, pillage and gain MC. Even if they didn't arrive in time to defend D.C they could be used at Baltimore, Philly, NYC, Harrisberg, Atlantic city, Scranton etc. etc. I can't imagine Lee stops at D.C once he crushes it.
charlesonmission wrote:Agreed, I waited 1 turn too late. Once I saw Forest come in, I should have brought more forces. By the next turn, it was too late.
I'm hesitant to give up DC - it just seems to unrealistic. I think DC can hold with the 2 corps that are there.
B0rn_C0nfused wrote:PS: I think if you had taken several of your units already entrenched in DC and split them into different stacks, then targeted those stacks with incoming divisions, corps armies etc. Then they would of received the entrenchment level of the original unit. IE your most powerful fighting units would have been entrenched like 6, 7, or 8 or somewhere in there. I could be wrong, but one of the turns I think i saw some units in DC with 0-1 entrenchment. I could be wrong though.
Gray Fox wrote:Once you move the stack to the region for the sea insertion, a round marker icon will be in that region representing the move. You can then move the round icon to another stack and it should then land in the region and merge with that stack.
You also have an option to move your capital. (Nudge, nudge...wink, wink)
B0rn_C0nfused wrote:I assume by the navy you mean on ship units in the game and not by "riverine" movement. Is that correct?
Users browsing this forum: No registered users and 11 guests