ussdefiant wrote:interesting:
Are there any changes to the autoraise force pools on either side? I always felt that the american were getting shorted on irregular units compared to the Brits, with only 1 ranger in PA compared to the ones that the Brits can get in both NY and the South. Also, i've never noticed any militia being raised in Canada for the Brits, even though looking at the data files for them would seem to indicate that they should be there.
Omnius wrote:Jagger,
On point 18 that's "Dunmore" not Dunbar that appears in Virginia with the Ethiopians. Ironic that the original game's announcement is incorrect in stating that Courtland Skinner raises Dunmore's units. Skinner raises loyalists in New York when the British capture Manhatten.
There's no fixing the British lack of transporting troops by sea. That's something that AGEOD has to do, hopefully in BoA Gold. There's also some large French contingents that show up in the French East Indies that never make it to the continent because they show up with ships but not loaded on already. It would be rather impossible to have a decent Civil War game if this naval transport aspect isn't working.
Omnius
ussdefiant wrote:My concern is that there seems to be a bug somewhere in that the British do not seem to recieve any militia reinforcements in Canada. They seem to be set in scenario files to recieve a max of 2 regiments of militia in Montreal, 2 in Quebec, 2 in Halifax, and 2 more Tory regiments+a ranger regiment set to be raised in Canada in general. They start the 75 campaign with the 1st Montreal militia on-map, and receive two Tory regiments(Royal Greens and Highland Emigrants) + the Rangers (Butler's boys) but once these units go away through battle or disband, I have never seen them come back, let alone any Quebec or Nova Scotia militia be raised. (Unit IDs 29-31, 33, 41, and 47, for reference)
This has me scratching my head a little, as most accounts i've read suggest that the Canadians were quite willing to stay with the British instead of the Americans, and various wikipedia articles (though not the most realible force) names about 300 brit regulars+ 800 French militia as defending Quebec from Montgomery and Arnold in 75. I do wish i could find a detailed OOB for these forces somewhere, but details on the Canadian campaign are suprisingly hard to come by on the web.
Edit: Another problem related to the autoraise in base game is name conflicts in some of the American Continental units. Units 86, and 75-81 have the same unit names as milita in their files, and when they are raised, i've frequently noticed their names conflicting with already-present militia units, with the ugly result of the program assigning 17. Infantry esque names to them. This can probably be fixed easily by changing their names to things like 1st MA Line and such.
orca wrote:While the American riflemen were very effective when in rough terrain or when entrenched, they were quite vulnerable to regulars in clear terrain because their rate of fire was so abysmal and because they couldn't mount an effective bayonet in their rifles.
If you're modeling them as the elite forces in rough terrain, their deficiencies need to be modeled too.
Jagger wrote:Oops, sometimes my brain slips out of gear and I don't even notice it happening. Yes, Dunmore!
Event descriptions such as Skinners can be changed easily in the strings file of the scripts folder with wordpad.
The problem with the French could be fixed fairly easily. Simply have them show up loaded and in the sea region. Although I don't know what the AI will do with them. The Ai might just turn around and land them again. Of course, those troops might be intended for defense of the East Indies rather than shipment to America.
orca wrote:While the American riflemen were very effective when in rough terrain or when entrenched, they were quite vulnerable to regulars in clear terrain because their rate of fire was so abysmal and because they couldn't mount an effective bayonet in their rifles.
If you're modeling them as the elite forces in rough terrain, their deficiencies need to be modeled too.
Omnius wrote:Jagger,
It kind of seems like you're trying to force balance the game's stats to make the American side more powerful than it should be. Don't forget that the Americans lost most battles, but in doing so they bled the British white and kept the British generals interested in hunkering down. Even without any mods it's quite possible to lose battles yet win the campaign as the Americans by wearing down the overly busy British AI, even at the hardest levels.
Omnius
Jagger wrote:Actually what I am trying to achieve is results within historical boundaries and a competitive, fun scenario.
However when we look at reality, Burgoyne was not only stopped but destroyed. The Brits never controlled large portions of the country and were often confined to small sections of the country-unlike the sea of red which occurs within the 75 scenario.
The Brits were defintely not supermen. They lost at Saratoga, Breeds Hill, Benningham, pyrhic victories at Cowpens, Guilford, etc. Look closely at many of these battles and often they were tough battles. For some reason, we tend to overrate the Brits and underrate the Americans. All we remember are the disasters and forget the victories. We need to remember both.
If the Brits were supermen, America would still by the colonies.
anarchyintheuk wrote:IIRC Knox only removed the most useful and transportable pieces, not all of them.
anarchyintheuk wrote:Whether Washington had enough powder or any ammo for their use is another question. What I've read doesn't make clear that Knox brought any ammo, although it seems likely that he would.
I think the presence of the guns was more important than their number. Why it took Gage, Howe, Washington, et al so long to see the heights importance is a mystery.
As you say, Ticonderoga was weakened by the shuffle.
anarchyintheuk wrote: Was wishing there was a way to have the AACW corps level movement in minature. In the same province only those leaders in command of a separate stack roll for initiative. All others are considered to have failed. Once a leader is separated out (w/ whatever units you want to attach) it can roll for initiative normally next month. No switching of units between commands or initiative fails. Represents the time to take to form/organize and supply a separate command. If a province w/ separate commands is attacked the largest command has a weighted chance against the smaller commands to defend and a AACW "sound of the guns" kind of chance for the other commands to start w/ or reinforce the original defender.
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