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Creating divisions
Posted: Wed Apr 23, 2008 4:02 pm
by hootieleece
As a Union player i find it frustrating to wait turn after turn to create divisions. Waiting for the Generals t0o activate. If one has the resources, why can't I just pay for them, and have them, work at reduce ability just like if you form them and and don't have the resources.
It Seems to me that Athena doesn't have this problem. Rebel divisions from turn 2 or 3.
Posted: Wed Apr 23, 2008 4:57 pm
by GShock
Johnnie Reb has superior leaders, especially at the beginning, that's why its activation rolls are easier and there are less problems with forming divisions.
You might try the option to randomize generals' stats. That would give a more balanced shuffle of strategic ratings between the sides.

Posted: Wed Apr 23, 2008 5:03 pm
by pepe4158
Hmmm but you get boat loads of leaders to start, surely you can find 1 or 2 activated?....create a city forming grounds somewhere, where all your troops meet and you have your leaders stored perhaps?
Posted: Wed Apr 23, 2008 5:50 pm
by Banks6060
hootieleece wrote:As a Union player i find it frustrating to wait turn after turn to create divisions. Waiting for the Generals t0o activate. If one has the resources, why can't I just pay for them, and have them, work at reduce ability just like if you form them and and don't have the resources.
It Seems to me that Athena doesn't have this problem. Rebel divisions from turn 2 or 3.
I've toiled with this myself, but recently come to the conclusion that without it...you can assign commands at absolute will and could easily just put all your best commanders at the front with the worst in the rear.....while you already have SOME ability to do that....the current system makes it that you, in a way have to play with the hand your dealt.
If you've got an offensive in mind and are looking to form up a division with a 1-3-4 commander that's inactive....with a 5-1-1 active....you just have to use what you have....or wait. I'd say that's accurate.
Posted: Wed Apr 23, 2008 10:40 pm
by Brochgale
GShock wrote:Johnnie Reb has superior leaders, especially at the beginning, that's why its activation rolls are easier and there are less problems with forming divisions.
You might try the option to randomize generals' stats. That would give a more balanced shuffle of strategic ratings between the sides.
CSA also has problems forming divisions. I have noticed activation problems with several generals. A minor inconvenience compared to JJonstones almost continual failure to attack Feds when I give him command to do so.
I live with the randomness of Activation rolls - I just put it under the FOW and SNAFU circumstances.Cross my fingers and hope that Yanks dont notice the idling?
Posted: Thu Apr 24, 2008 7:53 am
by GShock
You don't strictly need to form DIVs at the beginning. Especially as CSA has more leaders and better ones, you can supply the lack of DIVs with extra CPs generated by these generals and even when inactive, occupy a position to hold in defense and force the Union generals to come and get you by going offensive (and inactive because they are worse than CSA generals so more likely to be inactive) with penalties.
