For the CSA having 20 lbers draw replacements from the heavy artillery pool could have a great impact. Since I wasn't sure, I preferred 12 lbers and they are also great on defense.
I agree, there were some great posts in those 1,008 posts you made so far, and they helped me drive Athena back to Washington I wonder what the project is Captain Orso is talking about ...
Which are the same replacements the guns in the forts need? Is there a way to prevent the fort artillery to take the heavy replacements chits to use them for 20 lb artillery?
I didn't know you could upgrade a fort after you built it. Question is, is the extra resources worth it? Depends on a lot of factors of course but I wonder. That's 8 art and 8 supply elements to build a level 2 fort. In future CW games, they should just make a built/upgrade fort action with the prop...
And what if the fighting they did in Mexico would influence their stats and they could be carried over to a CWII game? So you could play the Mexican campaign and have the generals stats altered. Another way to randomize stats :) @CaptainOrso With historical I meant that you don't know the stats in a...
That's what I always do. It makes the game IMO more realistic. They didn't know in advance which general was good or not. They had an idea but it had to be battle tested
The north eventually roles over the CSA. Adding Lee to the mix only makes it worse. What if Lee started the immediately and doesn't stay inactive in Richmond? Might not be fun either, as the Union would be in trouble in the first years.
I had mentioned the CSA transport thingie also around the time GraniteStater mentioned it. It does feel wrong to get supplies this way As for Grant, that's what I had a couple of months back in a game as the CSA. I captured him and could use him. It was weird.
Good question. I don't know, I hope the lack of recent patches means we'll be gearing up for CW III. There are a lot of features that could still make this game better that it already is. I would really enjoy having more political (state) options.
I always immediately retreat. I see no point in defending there. If your forces are forced to retreat, changes are they will suffer greatly during the retreat.
I think grimjaw is correct. However I can't seem to find in the wiki that there is still a chance troops can cross. It does state troops can cross if there is more then 1 region to cross the river, or if there is an enemy ship in the region.
ArmChairGeneral discussed 2 options already. But you have a 3rd. It's like in chess. If an opponent threatens a piece or a side, you can create your own threat. You could assemble your forces to move on Washington as well. It might trigger some Union troops to retreat back to Alexandria/Washington. ...
I agree. That's why I like the West in the game. You need to plan far ahead to construct depots, get wagons before you march some troops north (as the CSA)
Nice info, thanks for that Gray Fox. For me, it shows I lack knowledge of ZOC. Hopefully strengthening Montgomery is something Ageod can put in Athena's routines. Small price for the Union to keep the early threath at bay.
Fortifications if guarded by troops/cannon should be very strong. Require endless bombardment and then fall to surrender... Assaulting a Fort should be deadly on you. Think if you will the German Army with a frontal assault on the Maginot in '40. Now after a short while you starve them out and that...