cmdrsam
Corporal
Posts: 51
Joined: Mon Sep 01, 2008 5:24 am

Newbie help please.

Fri Sep 05, 2008 3:49 pm

First off I have got to say I think this game rocks. I have played various civil war games most of my life. Johnny Reb and Rally round the flag with 15mm and 25 mm figures. Victory Games Civil War. The list goes on and on. The A.I. does have some flaws but over all very solid. Now I just need to get off of my butt and go buy the game.


Am having a couple of problems. Maybe I'm dense, I have gone thru here about replacement/reinforcements. Question 1: I have read here about something about a 10 Percent rule most use. Is this 10% of the number you already have on the board?


What is the best way to operate in the beginning. Buy your units from the reinforcement table, therefore cutting into the amount of replacements? I actually played one game which I did alright in where I didn't buy any units just replacements only. Obviously this would of of worked long term as I am still on the demo.

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sval06
Captain
Posts: 191
Joined: Mon Mar 27, 2006 7:46 pm

Fri Sep 05, 2008 4:07 pm

If you play April 61 campaign, you have to buy replacements on the first turns as you will received "free" army and units (on both sides); but they arrive nearly empty. That means that you will have to purchase replacements to complete your troops.
If you don't, then your units will remain red which is a problem :D
But, do not purchase basic infantry and militia replacements as events will give you free ones during the beginning.

After this imperative, it will depend on your strategy, your side, your economic situation if you are on CSA's side, etc...
I a am not sure there is only one good answer, as AACW is very open :)

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Dixicrat
General
Posts: 523
Joined: Wed Aug 13, 2008 8:55 pm
Location: East Tennessee
Contact: ICQ

Fri Sep 05, 2008 4:50 pm

Welcome to the forum, Cmdrsam! I think that you'll find that the forum rocks, too. :thumbsup:

cmdrsam wrote:Question 1: I have read here about something about a 10 Percent rule most use. Is this 10% of the number you already have on the board?


You're correct in your assumption that the 10% refers to the number of units on the board. Just in case you haven't noticed, you can hover your mouse over the replacement category in Replacements (F3) to quickly determine how many you have.

While many advocate a 10% rule, I tend to follow a different approach. My method seeks to anticipate demand, and I believe that it is more cost-efficient.

First, I use the roster (F1) to examine the strength of the units in each category of available replacements. You probably already know this, but in case you don't, you can filter the roster by using the tabs on the left, and sort the roster by clicking on various catagories (e.g., "Health"). While examining the units in the roster, I maintain a mental tally of how many full replacements units would be required to bring all units in that category (light artillery, FA, etc.) up to full strength. For example, suppose that I notice that there are three units with health of 6/8, three with 7/8, and two with 1/8. I would order three replacements of this type unit, and possibly add one more to serve as a buffer of sorts.

It may take a couple of turns for your replacements to arrive at the units that you bought them for, since Conscripts and equipment must be transported to the units that need them iaw normal supply distribution rules. If you're particularly anxious about a particular unit, you might check to see where the closest conscript source is to your understrength unit (Look for a small white tent on a city's structure), and the nearest source of war supplies (look for smoke stacks at the upper left of city's structure.) It's important to keep in mind that units in offensive posture don't receive replacements.

While the supply delay may seem rather frustrating sometimes, it provides an opportunity to "buffer" your replacements budget, particularly with expensive categories. What I mean by this is that you need not purchase everything that you've calculated that you need, all at once. For example, at the beginning of the Grand Campaign, the CSA begins with coastal artillery woefully understrength, and yet coastal artillery is one of the most expensive categories of replacements. Using this "supply trickle" method of replacements, you simply budget to buy one Heavy Artillery replacement each turn, until such a point as you have all of them up to strength, and 1 in your force pool. Then, just keep a casual eye on that force pool catagory, and when it drops to zero, buy one more. If you seem to be doing this a lot, then bring your inventory to 2. And so on.
[SIZE="3"]Regards,[/size]
Dixicrat

[SIGPIC][/SIGPIC]

Basic Training for AACW newcomers

cmdrsam
Corporal
Posts: 51
Joined: Mon Sep 01, 2008 5:24 am

Fri Sep 05, 2008 7:29 pm

sval06 wrote:If you play April 61 campaign, you have to buy replacements on the first turns as you will received "free" army and units (on both sides); but they arrive nearly empty. That means that you will have to purchase replacements to complete your troops.
If you don't, then your units will remain red which is a problem :D
But, do not purchase basic infantry and militia replacements as events will give you free ones during the beginning.

After this imperative, it will depend on your strategy, your side, your economic situation if you are on CSA's side, etc...
I a am not sure there is only one good answer, as AACW is very open :)



Thank you for your response. And your insight.

Dixicrat wrote:Welcome to the forum, Cmdrsam! I think that you'll find that the forum rocks, too. :thumbsup:



You're correct in your assumption that the 10% refers to the number of units on the board. Just in case you haven't noticed, you can hover your mouse over the replacement category in Replacements (F3) to quickly determine how many you have.

While many advocate a 10% rule, I tend to follow a different approach. My method seeks to anticipate demand, and I believe that it is more cost-efficient.

First, I use the roster (F1) to examine the strength of the units in each category of available replacements. You probably already know this, but in case you don't, you can filter the roster by using the tabs on the left, and sort the roster by clicking on various catagories (e.g., "Health"). While examining the units in the roster, I maintain a mental tally of how many full replacements units would be required to bring all units in that category (light artillery, FA, etc.) up to full strength. For example, suppose that I notice that there are three units with health of 6/8, three with 7/8, and two with 1/8. I would order three replacements of this type unit, and possibly add one more to serve as a buffer of sorts.

It may take a couple of turns for your replacements to arrive at the units that you bought them for, since Conscripts and equipment must be transported to the units that need them iaw normal supply distribution rules. If you're particularly anxious about a particular unit, you might check to see where the closest conscript source is to your understrength unit (Look for a small white tent on a city's structure), and the nearest source of war supplies (look for smoke stacks at the upper left of city's structure.) It's important to keep in mind that units in offensive posture don't receive replacements.

While the supply delay may seem rather frustrating sometimes, it provides an opportunity to "buffer" your replacements budget, particularly with expensive categories. What I mean by this is that you need not purchase everything that you've calculated that you need, all at once. For example, at the beginning of the Grand Campaign, the CSA begins with coastal artillery woefully understrength, and yet coastal artillery is one of the most expensive categories of replacements. Using this "supply trickle" method of replacements, you simply budget to buy one Heavy Artillery replacement each turn, until such a point as you have all of them up to strength, and 1 in your force pool. Then, just keep a casual eye on that force pool catagory, and when it drops to zero, buy one more. If you seem to be doing this a lot, then bring your inventory to 2. And so on.





Your right Dixicrat, I have been on many a public board and too much hate and discontent. Not this one. I know about f1 function but you're explaination hit me with a big DOH! Hangs head down "Thanks Mr Obvious never quite made the connection." Now it makes sence. Thanks again for the help.

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