Page 1 of 1
Redeployment
Posted: Tue Oct 01, 2013 1:29 pm
by ajarnlance
I have searched the manual and there is nothing about redeployment. Can someone explain how it works, how long it takes and what the cost is? Thanks.
Posted: Tue Oct 01, 2013 2:39 pm
by Ace
Redeployment is a new feature that basiclly alows you to redeploy your troops anywhere on the map as long as the two regions are connected by rail.
Mechanics:
Select the option in special orders
Select the region you wish to redeploy to
The next turn, your stack will appear in the new region.
Redeployment uses rail point, the same as rail movement does.
Posted: Tue Oct 01, 2013 2:45 pm
by Canon
Is it faster than moving by rail normally? And does this logically make sense?
Posted: Tue Oct 01, 2013 3:39 pm
by Pocus
it's an abstraction of a strategic redeployment, as done in many others games (not saying that because it is done, it is right though

). But we will probably harden the rule though in a subsequent patch.
Posted: Tue Oct 01, 2013 4:04 pm
by ajarnlance
Thanks. Right now it seems too easy to move units around using redeployment. I agree that making it more difficult should be considered.
Posted: Tue Oct 01, 2013 11:18 pm
by NefariousKoel
I was just looking for the order button for Redeploying lone Generals, yesterday. But the one I had tried didn't have show any such available order.
Can we still redeploy generals?
Posted: Wed Oct 02, 2013 7:55 am
by Ace
You can redeploy stacks. If you want to redeploy general only, move him to an empty stack and redeploy him. He will appear next turn in the target region.
Posted: Wed Oct 02, 2013 10:40 am
by ajarnlance
Right now it seems too easy to move stacks around this way. Historically rail lines were constantly being sabotaged. Maybe redeployment should be for lone generals (+HQ) only??
Posted: Wed Oct 02, 2013 11:56 am
by oberst_klink
ajarnlance wrote:Right now it seems too easy to move stacks around this way. Historically rail lines were constantly being sabotaged. Maybe redeployment should be for lone generals (+HQ) only??
I second your notion. Are there limits, not just the RR points, for redeploying large bodies of troops?
Klink, Oberst
Posted: Wed Oct 02, 2013 12:45 pm
by Ace
Currently no, but there are ideas for the game to check if the player controls continuous rail line between the starting region and the redeploying region.
Posted: Wed Oct 02, 2013 1:04 pm
by oldspec4
Ace wrote:Currently no, but there are ideas for the game to check if the player controls continuous rail line between the starting region and the redeploying region.
Very good..That would work.
Posted: Wed Oct 02, 2013 3:53 pm
by ajarnlance
I agree. That would work, but generals should still be able to redeploy over big distances even if rail isn't continuous as they could commandeer special trains or use other means to get around quickly...
Posted: Wed Oct 02, 2013 4:56 pm
by NefariousKoel
ajarnlance wrote:Right now it seems too easy to move stacks around this way. Historically rail lines were constantly being sabotaged. Maybe redeployment should be for lone generals (+HQ) only??
That's how the original was, and I thought it worked okay. Although I recall there being a numeric limit on how many generals you could redeploy per turn and they also received a ratings penalty the turn after (as if they had just formed a Division).
My recent problem with Strategic Redployment of a General was that I couldn't find the button to do so for one all by himself. Perhaps I wasn't looking in the right area.

Posted: Wed Oct 02, 2013 10:00 pm
by Ace
Well I am not sure how someone could travel from Washington to El Paso within a fortnight. So for generals redeployment instead of teleporting what we used to have in AACW1 is actually more realistic. Remember, how someone could teleport Grant to East, then the next turn to West and ...
This is much better, generals wise.
Posted: Wed Oct 02, 2013 10:29 pm
by Templer
Help me out here.
What is the difference between redeploy and rail movement?
Why the game offers two options here?

Posted: Wed Oct 02, 2013 11:23 pm
by Ace
Rail movement can get you 15 regions a turn speed. During turn resolution your units are actually moving through regions at a pace of 1 region/day.
Redeployment abstracts rail movement completely.
It uses this logic: if realistically, one could travel from Washington to StLouis by rail in 15 days, why don't we have an option to redeploy units anywhere on the map. The unit will dissapear from map on the day 1, and will appear on a rail connected region (anywhere on a map) at the beginning of next turn.
Personally, I feel that if this is to be used for large bodies of troops, it could be misused for ahistorically large redeployments of troops all over the map. Of course, any opinions and ideas are welcome since this is a option that can be tweaked in the future.
Posted: Thu Oct 03, 2013 2:49 am
by willgamer
Ace wrote:Personally, I feel that if this is to be used for large bodies of troops, it could be misused for ahistorically large redeployments of troops all over the map.
+1
I really don't like the new way. I support redeployment, the way it now works, but for generals and support troops ONLY.
Thanks for listening....

ompom:
Very confusing
Posted: Thu Oct 03, 2013 7:40 pm
by Templer
I still don't really understand it.
Why AGEOD offers for the same purpose 2 different ways?
This is very confusing.
When do I use best which way?

Posted: Thu Oct 03, 2013 9:30 pm
by RebelYell
Templer wrote:I still don't really understand it.
Why AGEOD offers for the same purpose 2 different ways?
This is very confusing.

When do I use best which way?
Maybe for the AI?
I would use it only for generals, but i would also like to get a option in the settings.
Another option would be to remove the river movement, there is no reason for that playing against a human.
The new naval units in the game should be built, they are excellent.

Posted: Fri Oct 04, 2013 12:29 am
by James D Burns
The problem with the old way is it could take 2 months or more to get out west from the east via rail move only. While I can see a 2 week travel time if you take into account loading and unloading from the trains, 2 months was a ridiculously long time for the distance travelled.
I think the current redeployment system is fine, but an upper limit to the number of elements that can redeploy in a single turn needs to be imposed. Perhaps 1 element for every 10 unused rail points currently in the pool and an unlimited number of leaders?
This would simulate the fact that the rolling stock consists of more than just passenger cars and is spread out across your entire rail net and not all concentrated where it needs to be. It would also mean you couldn’t load up the entire 100,000 strong Army of the Potomac and rail it to Saint Louis in just two weeks. So for example 300 rail points would give you the ability to redeploy 30 elements in a single turn.
Jim
Posted: Fri Oct 04, 2013 11:14 am
by Captain_Orso
But also remember that large formations were transported over long distances during the war. Longstreet was transferred to Bragg at Chickamauga . And after Hooker with 3 or 4 divisions from 2 different corp moved from Virginia to Chattanooga. Both of these move took under a week.
Posted: Fri Oct 04, 2013 12:14 pm
by Ace
Actually it took Longstreet two weeks to arrive at Chikamauga, but that is more due to poor CSA rail infrastructure than anything else. When the battle took place, a part of Longstreet men, all guns and supplies were still waiting for transport in the Carolinas. They took another week to arrive as well. Only 5.000 men of First Corps, AoNV were present at Chickamauga and they routed entire Federal army. Talk about troop and leadership quality

.
Posted: Fri Nov 22, 2013 9:13 pm
by grimjaw
I know this is an older thread, but I'm of the opinion the redeployment mechanics in CW2 needs to be changed. I would have been fine if it had been removed or scaled down from AACW, or at least have the option to turn it off completely for both sides. If you want to simulate a general being able to get through the normal hub-bub, limit it to the distance in a turn normal traveled by rail, and ignore the fact that there's no rail.
Does anyone know how the AI is going to utilize this rule? Because it will significantly affect the way I play enough that I don't want to bother with the new game until it's addressed (and I just bought the game, too).
Posted: Sat Nov 23, 2013 10:49 am
by Ace
What patch do you have.
In 1.01. only generals can redeploy to regions with continuous rail line. They will appear at new location the following turn. What is wrong with that? I can see Bearuegard and his wife traveling safely from Mannassas to Memphis within a fortnight by train. In fact, they needed probably less time than that to do it.
Posted: Tue Nov 26, 2013 5:22 pm
by grimjaw
Ace, I'm using 1.01. At first it appeared that it was possible to redeploy units, and I also didn't fully understand the rail points involved until I tried to redeploy Banks out of Baltimore. This did not work because of the riot event near the beginning of the game, damaging the rail in that sector.
I still liked having the control in the previous game, but time will tell if I'll miss it that much.
Posted: Fri Dec 13, 2013 12:20 am
by TheDoctorKing
For what it's worth, I liked the old system of a limited number of redeployments of commanders and command-type units to any controlled region on the map. It is really a hassle to line up a transports unit, with a half-dozen or so ships, just to haul one general to the Gulf Coast somewhere. Alternatively, you can just order him to move through enemy-controlled territory, which will usually get him there faster but also has the unintended additional bonus of allowing you to sneak peeks at what is going on in the enemy's rear areas. In my current game, Don Carlos Buell is taking a steamboat cruise down the (CSA-controlled) Mississippi on his way to his new command in Pensacola. Wonder how many troops are in the New Orleans garrison? I'll find out next turn...
Posted: Fri Dec 13, 2013 10:13 am
by Pocus
Leaders should have 0 detection value... He should not see anything.
Posted: Fri Dec 13, 2013 2:06 pm
by Q-Ball
Ace wrote:Well I am not sure how someone could travel from Washington to El Paso within a fortnight. So for generals redeployment instead of teleporting what we used to have in AACW1 is actually more realistic. Remember, how someone could teleport Grant to East, then the next turn to West and ...
This is much better, generals wise.
That is true, though one area where generals should be able to teleport is when they first arrive on the map, particularly the Division Pool ones. The fact they all appear in Richmond or DC is an abstraction, and fine, but you should be able to teleport them quickly. It just makes sense.
Posted: Fri Dec 13, 2013 3:58 pm
by fred zeppelin
I've never been a big fan of teleport. That's what trains are for.
I always thought the teleport feature was added more to help the AI than the player.