Stoertebeker wrote:What about the "armored support" trait of armored trains: the manual indicates, that it's "applicable only to the unit to which an element belongs". As I can't merge a train into a Division: Am I right to say, that the trait is quite useless for armored trains?
OneArmedMexican wrote:Welcome to the forum!
Yes, it is not as useful as it could be since the only unit that profits from the trait is the train itself. The developpers once stated though that they are considering some changes to solve this issue.
Stoertebeker wrote:Okay, next question:
I read that the penalties for troops being commanded by a "stranger" is a CP-Penalty.
What about penalties for Units that refuse to fight outside certain regions (Don Cossacks etc.): Same thing or does their combat strength suffer?
Yarpen wrote:Lame newbie question, but is it possible in RUS to change names of corps, armies ect.? If so, how?
Edit: I mean change names in-game, not predefine list of possible ones in files.
Yarpen wrote:Thank you all for help.
Just one more, general and strategic issue. I'm playing my first GC as WHI now. All goes OK, Red Ukrainian Front is crushed, I'm moving towards Tsaritsyn. But... Having read about loyalty affecting many things (i.e. supply system efficiency) I wonder how can you actually raise loyalty of rural areas? I need almost all of my troops on first line, so if I move towards Tsaritsyn and further I'll leave behind a large area with many rural regions (without a town/city) still under Red military control or even if controlled by me - with high Red loyalty. Will they ever switch loyalty if I'm holding main cities in a given region? Maybe it's happening but if so, it must be painfully slow and hardly noticeable. Do you usually garrison cities that you leave far behind the front? If so, with what and how many units? Right now I have an impression that I would need gazillion troops everywhere to obtain a good level of control over whole areas, which is impossible.
On a side note, having read many books on RCW, one thing is especially striking - total passivity of peasants. It was a war of ancien regime elites on White side against "professional" revolutionaries backed by forced conscripts on the other side. In rural areas control and "loyalty" switched in an eye-blink. Peasants didn't care at all. Whoever armed enough happened to come by - red commissar or white ataman - immediately was taking control of the village and getting "loyal" support. Of course, in fact it didn't mean much. But in the game terms I think in rural regions loyalty and military control should switch MUCH quicker if a given side is somehow present nearby and controls main cities/towns in whole area.
Yarpen wrote:On a side note, having read many books on RCW, one thing is especially striking - total passivity of peasants. It was a war of ancien regime elites on White side against "professional" revolutionaries backed by forced conscripts on the other side. In rural areas control and "loyalty" switched in an eye-blink. Peasants didn't care at all. Whoever armed enough happened to come by - red commissar or white ataman - immediately was taking control of the village and getting "loyal" support. Of course, in fact it didn't mean much. But in the game terms I think in rural regions loyalty and military control should switch MUCH quicker if a given side is somehow present nearby and controls main cities/towns in whole area.
ERISS wrote:I think you don't talk about loyalty: For you Military control should be much faster.
Why would you want paesants being active with a red/white rifle aiming at them?? Passivity was their main defense, that was their main 'activity' against Red or White invaders.
Peasants where active when they could, or when desperate: some turned Green, i.e. fought for themselves.
Perhaps you're brash, not many paesants were.
And, why talking about just paesants? That was the same with the few in town.
Yarpen wrote:Military control can be established quickly, it's OK. I mean loyalty. I just find it strange that i.e. you can trash all Red forces in Southern Russia, be marching on Moscow ect. and still have dozens regions behind you - in areas secured long time ago - with 70-90% Red loyalty. Or vice versa. I just think that loyalty could change quicker, as it happened in real life.
ERISS wrote:In RUS, captured areas can not be secured long ago (i.e. 20 years: Yes, Red used for them revolutionnary loyalty which started long before 1917). In war times where you can do few politics and fewer economic deals, loyalty takes many times to be bought. People could hope for better (maybe this hope is what you call 'loyalty') when the other side was coming, but this other side (especialy the Whites, who had no plans) had few time to do politics and make things better with evidence for people. Military goal is to kill and destroy: politics times are before war and after. During war, politics are just other military tool made for cheating: The loyalty you make with lives not long times, and is to obtain first military then police control (then cheated people back unloyal are trapped).
What bother you is that Whites had few people to do this police, so you think RUS must make people loyal in order Whites no longer needs police?
(But, as I almost don't play RUS, maybe I really didn't understand your problem)
Hohenlohe wrote: the Southern Whites have no garrison or military police forces at hands. historically there were no such forces, only some cossack units which stayed behind. Only the Siberian get some.
we should consider to introduce White garrison forces consisting one or two elements and eventually some additional police units like the cheka one.
TheDoctorKing wrote:The whites have plenty of conscript infantry regiments who will do fine for garrisoning towns. The lack of units with the "police" characteristic is a problem but it is balanced by the higher overall quality of their units. They can recruit regular infantry, which the Reds cannot do, for example. And their artillery is somewhat cheaper I think.
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