Gray Fox wrote:One way to imagine riverine points is that your side has X number of steamboats (as described in the manual) available to move supplies and yes, troops. This abstract way skips over how these steamboats may happen to be in AR one turn and GA the next. Another way to imagine this, is that your commanders have an intrinsic skill for movement by river, that you can increase. Local commanders will do what's necessary with whatever is available for missions that range from moving simple supplies all the way up to a miraculous Dunkirk operation. If you don't want raiders rafting around your rear areas, then build gunboats or use artillery to control the zones of your rivers.
Gray Fox wrote:If you use water movement and pass through two areas that the artillery has (fill in the blank with a term other than ZOC) then your unit will take fire.![]()
Captain_Orso wrote:Yes, the abstraction is very extreme. Heavy usage if the RivTP can shift between rivers with no connection to each other at all from one turn to the next. Or imagine a Union force pushing down from Arkansas to capture Shreveport and then using the RivTP to sail down the Red to New Orleans. The Union force might capture some transports in Shreveport, but generally the danger was known in advance the steamboats were moved out of harm's way.
It would be very cumbersome to depict river traffic more realistically. One would have to devise a way to determine where how many steamboats were at what time--so that they could move cargo up and down certain stretches of river--and then be able to control their presence on those stretches of river. Add more to increase transportation. Remove some or all to prevent them from falling into enemy hands, with some chances of present steamboats being forewarned and escaping without the player having had to actually order an evacuation.
But it would add a huge amount of 'micro-management' that most players would balk at. Many currently just use the game-handling of the Blockade and replacements and those are far simpler and much less work than realistic river transportation rules would be.
ArmChairGeneral wrote:Though I do find the uses of the River Transport to be somewhat problematic, I also wouldn't want to get bogged down in micromanaging dozens of transports, either.
I wonder what the benefits to using transports are (aside from preserving RivTP for supply movement). You would think that troops on a transport would be less vulnerable to enemy bombardment or naval action than ones traveling naked, if only to encourage the use of transports. Is a RivTP stack more, less or equally likely to be discovered and attacked than a transport fleet? Do the troops in question suffer higher casualties if they are using plain Riverine movement versus being on board a ship? Does the Evade Combat special order apply when using RivTP? Should it? Does taking hits to a transport shield the troops it is carrying from also taking hits? If both take hits, then RiverTP is clearly advantageous compared to using a transport fleet.
Based only on experience (rather than testing or information from the game-files and logs) it feels like movement by transport is not as good. It takes more management, and it seems like the odds of interception/bombardment are about the same, so why would you spend money on building transports when you can get better, more flexible lift capacity through the RivTP?
Supposedly land troops in regions adjacent to water transports can draw supplies from them, which would be a good reason to use them rather than RiverTP, but I have not been able to confirm in-play that this is actually occurring.
B0rn_C0nfused wrote:I think one of the biggest advantages to river transport with actual ships is that you can have an admiral(s) in the stack. Many of the admirals have useful traits like seaman and fort runner.
Thirdly, is was also noted that under certain circumstances movement by RiverineTP may be hindered and the troops may disembark in a region you did not intend them to disembark in.
Lastly, if unit(s) moving by RiverineTP encounter an enemy fleet and engage in battle. I have to imagine they are much squishier then when in ships, Again I'd have to imagine that when ina actual ships that are accompanied by "war" ships (like ironclads) the transport vessels will suffer less hits, since some of the "war" ships will soak them up. You have no such protection when moving by RiverineTP.
Rod Smart wrote:There are an unlimited number of private operators trading privately on the rivers. What the riverine transports numbers represent is your nations budget for renting those private transports for military use.
There you go. Easier to understand, and more historically accurate.
ArmChairGeneral wrote:Though I do find the uses of the River Transport to be somewhat problematic, I also wouldn't want to get bogged down in micromanaging dozens of transports, either.
I wonder what the benefits to using transports are (aside from preserving RivTP for supply movement). You would think that troops on a transport would be less vulnerable to enemy bombardment or naval action than ones traveling naked, if only to encourage the use of transports.
ArmChairGeneral wrote:Is a RivTP stack more, less or equally likely to be discovered and attacked than a transport fleet?
ArmChairGeneral wrote:Do the troops in question suffer higher casualties if they are using plain Riverine movement versus being on board a ship?
ArmChairGeneral wrote:Does the Evade Combat special order apply when using RivTP?
ArmChairGeneral wrote:Should it?
ArmChairGeneral wrote:Does taking hits to a transport shield the troops it is carrying from also taking hits?
ArmChairGeneral wrote:If both take hits, then RiverTP is clearly advantageous compared to using a transport fleet.
ArmChairGeneral wrote:Based only on experience (rather than testing or information from the game-files and logs) it feels like movement by transport is not as good. It takes more management, and it seems like the odds of interception/bombardment are about the same, so why would you spend money on building transports when you can get better, more flexible lift capacity through the RivTP?
ArmChairGeneral wrote:Supposedly land troops in regions adjacent to water transports can draw supplies from them, which would be a good reason to use them rather than RiverTP, but I have not been able to confirm in-play that this is actually occurring.
B0rn_C0nfused wrote:I think one of the biggest advantages to river transport with actual ships is that you can have an admiral(s) in the stack. Many of the admirals have useful traits like seaman and fort runner.
B0rn_C0nfused wrote:My speculation is that units traveling on ships see the ships take most of the hits, and if a ship sinks then some unit(s) may be lost. In RiverineTP the units take all the hits all the time.
B0rn_C0nfused wrote:Thirdly, is was also noted that under certain circumstances movement by RiverineTP may be hindered and the troops may disembark in a region you did not intend them to disembark in.
B0rn_C0nfused wrote:Lastly, if unit(s) moving by RiverineTP encounter an enemy fleet and engage in battle. I have to imagine they are much squishier then when in ships, Again I'd have to imagine that when ina actual ships that are accompanied by "war" ships (like ironclads) the transport vessels will suffer less hits, since some of the "war" ships will soak them up. You have no such protection when moving by RiverineTP.
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