GraniteStater wrote:Or am I mistaken? I do believe that recruiting is not available in the corresponding States once the Recruiting Tent is seized.
And Strat Cities are important - Loyalty checks, among other things.
GraniteStater wrote: Richmond, of course is at the top of the list in almost every category, unless the Southern player doesn't put his capital there - but VA is the single biggest source of manpower for the CSA, AFAIK.
dolphin wrote:Is there actually an option to start with the Southern Capital somewhere else. As far as I knew it is only a costly option done as a last resort if the CSA has to move it if and when it is captured?
Does moving the capital change the recruitment conscript value of Richmond, or perhaps move it to the new capital?
Does moving the capital alter the +50 VP per turn Richmond gives the Union as an objective in the grand campaign game?
It seems to me if the CSA loses Richmond and simply cannot take it back quickly that a +50 vp per turn is insurmountable in terms of the CSA having a chance to win. Washington is only worth +10 per turn for the CSA. All other objectives being worth mostly just a +1.
Cromagnonman wrote:I don't think the Union actually gets 50 VP per turn for holding Richmond.
dolphin wrote:I keep seeing these four letters referenced in quite a few posts including yours this time. What is IIRC ?
dolphin wrote:That is what it says in the objectives screen. Seems to me it would have been changed in one of the updates if it was wrong.
Now you have me totally in a conundrum about this issue and it will keep nagging till I one day find out one way, or the other.
dolphin wrote:That is what it says in the objectives screen. Seems to me it would have been changed in one of the updates if it was wrong.
Now you have me totally in a conundrum about this issue and it will keep nagging till I one day find out one way, or the other.
dolphin wrote:I would enjoy reading some additional extrapolation and confirmation on the importance of both Tents and Strategic objectives and there direct effects in game.
As it is I only have a general idea.
As far as tents go is there a map mode to determine where they all are?
The way I have been playing I have mainly been advancing on strategic locations and supply depots exclusively and looking for any and all oportunities to win battles for NM.
Pat "Stonewall" Cleburne wrote:Tents give 2 conscript points per turn. This is modified by the national morale coefficient though. Strat cities give 1 vp per turn I think? The objective cities give more but nothing like 50/turn. The big bonus with taking Richmond or Washington is it usually gives an insta-win. There's something like a 100 nm swing for taking DC.
GraniteStater wrote:The Union must guard against spreading thin - you have to garrison quite a few places. The AI on more challenging settings, or a human, most especially a human, will knock you silly with a 2x4 if you let the oppo approach up ill guarded corridors. It's rather inconvenient to retrace your steps and be forced to wheel around to retake Nashville, or Harper's Ferry, or Cincinnati.
sbr wrote:This is my problem in my current PBEM. It is Oct '62 and I have 25 divisions in 4 Armies but I have this terrible habit of not garrisoning important cities/depots. I still have my Militia and 1-2 Infantry element garrisons that I used to hold off the initial Cavalry horde but I haven't done much to improve that. I lost Louisville, which was the only city in Kentucky I held, when a small Rebel Corps made an almost unopposed landing last turn. The is another large Rebel Corps embarked that I am rather sure is going to take Ironton, which has 2-3 Infantry elements, next turn and I don't think I can do anything to prevent it, so I will have to go back and retake it.
What sort of units and in what numbers do you all use to garrison important targets like these?
sbr wrote:This is my problem in my current PBEM. It is Oct '62 and I have 25 divisions in 4 Armies but I have this terrible habit of not garrisoning important cities/depots. I still have my Militia and 1-2 Infantry element garrisons that I used to hold off the initial Cavalry horde but I haven't done much to improve that. I lost Louisville, which was the only city in Kentucky I held, when a small Rebel Corps made an almost unopposed landing last turn. The is another large Rebel Corps embarked that I am rather sure is going to take Ironton, which has 2-3 Infantry elements, next turn and I don't think I can do anything to prevent it, so I will have to go back and retake it.
What sort of units and in what numbers do you all use to garrison important targets like these?
Cromagnonman wrote:I'm not sure what you mean when you say you've won but she won't surrender. If you continue to play on after breaking her morale or maxing out your own, that's your affair. Athena's only purpose is to fight.
Now, in terms of goals, I aim for a couple things. First, I aim to cripple her economy as much as possible: blue water blockade, plus brown water blockade of Richmond. The second objective is her armies. Eat up her conscription points, and then her cities will fall easily. One easy trick is that if you're on the verge of taking a major city, it may behoove you to wait to order your assault until you are also ordering a draft/call for volunteers. You're likely to catch a few forming units this way.
I usually focus on eliminating or neutralizing her starting armies in the '61 scenario, and then march on Richmond. This aim is abetted by her unhealthy fascination with Pittsburgh and Fort Monroe.
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