jondoe777 wrote:Ive been playing the scenarios and i win everytime on normal difficulty now, so I have moved on to the confederate campaign. Ive put the AI on passive. So time for the dumb questions.![]()
1) Industrialization.....why when what where and how much... I put 3 in georgia because it said it had the best potential
2) Trains and river transports? build any of these from the start?
3) Training Troops from the start. It seems like you are having alot of them come on line by themselves. I trained a few divisional HQ's but thats it. should I train some arty maybe?
Anyways thats where I am at now. Putting a few stacks together getting rdy to make a thrust into the Northern Aggressors. O yea I almost forgot
4) how many supply wagons should i have. Say 1 per division or what?
Banks6060 wrote:Suppy wagons are very important for large formations....the average I use is about 2 per Corps for normal operations....3 or more for extended offensive operations farther from your depots. Remember....supplies only get pulled by a few things.......depots, forts, ports, and SUPPLY WAGONS. So put them with any smaller commands that you've got protecting an area without a depot, fort or port.
TheDoctorKing wrote:But don't they cost oodles of WS? I have tended to buy river transports instead and use them to build depots in ports. Wagons go to the trans-Mississippi and maybe West Virginia if I'm doing a major op there. For the USA it is a little easier since they generally have more WS.
CWNut77 wrote:Let's face it -- very few of us play the scenarios, and no one plays them PBEM that I have seen. They have their place as a quick fix...but if you want to learn quickly you have to get over the overwhelming nature of the full campaign and dive right in, to see all the game has to offer.
Rafiki wrote:bigus, was that a Minority Report?
(Sorry couldn't help myself)
IMO, the scenarios are a very nice place to get your feet wet without getting overwhelmed. Limited scope, limited number of units, some let you diregard naval matters, etc. I see the charm in diving head-first into the full campaigns, but I also appreciate that it can be nice to take things one step at a time![]()
GShock wrote:...and it's doubled when playing PBEM against a human opponent.
Everyone lands there sooner or later, and it's the major power of this game.
CWNut77 wrote:I can agree -- and I didn't mean at all to sound offensive (my apologies, bigus, if I came across that way).
I guess I should have said that the scenarios are often overlooked, especially among the more seasoned players (of which I cannot yet claim to be one). So, bad choice of words.
Pocus wrote:Even if the Campaign is the 'Real Thing', I really enjoy the small scenarios, especially when I tweak the AI. They are focused, you can identify a sound strategy and see if the AI (or you) can reproduce it. It is a bit like the exercises you get in chess, when one ask you to win in 3 turns, or take the tower without losing more than a pawn, etc.
(Disclaimer: I'm utterly crappy and know almost nothing on chess)
Gray_Lensman wrote:What's not so obvious is the changes that may or may not be needed to accomodate the different time frames.
Also, can a particular individual game engine (such as ACW) accomodate different time frames for different scenarios without any serious side effects?
Example:
All the Campaign Scenarios retaining the 2-week turns, and at the same time all the smaller scenarios working on 1-week turns.
Gray_Lensman wrote:I really don't think movement rates themselves will be a problem at all, since they are in days not turns. Supply distribution phases are what I'm primarily interested in. That and any other (per turn) items that would basically be doubled in a 1 - week turn.
Gray_Lensman wrote:I really don't think movement rates themselves will be a problem at all, since they are in days not turns. Supply distribution phases are what I'm primarily interested in. That and any other (per turn) items that would basically be doubled in a 1 - week turn.
Gray_Lensman wrote:This is really a cool idea for the smaller scenarios. I'm hoping Bigus' sees this also, though it probably will involve quite a bit of adjustment to these small scenarios. I'll try to give him a hand regarding structure production adjustments and hopefully we'll have 1-week turn versions of these scenarios available about the time you are ready to resume patching ACW. I would imagine we might leave both versions of these scenarios with a notation as to which are 1-week turns and which are 2-week turns to accomodate everyones' particular timeframe desires.
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