GShock wrote:The general rule of the 10% is a good one but you might need more depending on the situation. A replacement chit is surely expended if an entire element is replaced, otherwise you might get refill in strenght without expending that chit, so this explains why the general rule is good. If you have a chit in each category you're covered.
As of the need to know where the reinforcements come from, take a look at the settlements where reinforcements arrive, take a look on a state-by state. You can use the color filters (i.e. MO = green). Filter out the non fixed units and among the few fixed in that state you will see the newly forming bdes.
GShock wrote:theres the message about new troops being levied. If u click on that red line in th elog u ll see all units coming on the journal page.
Pocus wrote:and the list tell you each location and each units raised. The nato symbol before each unit can be clicked to jump to the location.
Coregonas wrote:The game is designed that way.
I believe it is a good balance between TOTAL control and REALISM.
You (as president) are demanding the Local "Governors" to RAISE troops, asigning them the money and materials to do the job, but these GOVERNORS raise troops as they can, not as YOU WANT.
The game works fine for me as gives you strategic control and orders, but does not allow you to exactly do ALL you want to do.
Drambuie wrote:The raising troops issue is one that has caused some frustration for me - particularly annoying when a brigade you recruit pops up in the city nearest to the frontlines and then that city gets attacked, hitting your half formed and low cohesion unit.
Also with ships - should the 'random' location of construction really apply? I'll admit a limited knowledge of where/how ships were actually built during the Civil War but to be able to specify a certain shipyard would seem sensible so at least you can get naval engineers in place etc. Was shipbuilding really so haphazard then? (Perhaps thinking more of ocean going rather than riverine forces)
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