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Posted: Sat Jun 04, 2016 2:05 pm
by Mickey3D
Gray Fox wrote:You should try to give your boys every break, but Lady Luck still has a say.


I can't remind who said (freely translated from French): "War is a game of chance, the one who calculates best wins at last". ;)

Posted: Wed Jul 06, 2016 12:46 am
by Straight Arrow
I was just editing the sticky, Points to Know - CSA, and I found myself being overwhelmed by the post's sheer mass of material. I was struck by the thought, "How in the Hell did I ever make something so large and complex when I knew so little?"

The answer is I didn't make anything; all I did was pan for the nuggets and pile them together. And thanks to the deep and rich deposits of gold to be found on this forum, the work wasn't very tough, just long.

I'd like do a shout to all the individuals who put the time and effort into creating the material used, but that would add another page to this post; I'm sure that y'all found where your words and ideas were woven in.

Thanks forum members for making a great game even better.

And yeah, keep those ideas flowing.

Posted: Wed Jul 06, 2016 1:49 am
by DrPostman
It's an invaluable resource, even for those of us who have been playing for
a long time now!

Posted: Wed Aug 17, 2016 6:50 pm
by Straight Arrow
Any suggestions for improvement?

Posted: Thu Aug 18, 2016 4:32 pm
by Captain_Orso
Something like this should really be in a Wiki.

I've been thinking about starting to revamp the new Civil War II Wiki and start fleshing it out. All this might be best put into that.

Although it is a Wiki, and I have contributed to it in the past, I would like to determine an organization and Wiki-Format to ease contributing for others, and to maintain a standard in use and feel.

But I don't own the Wiki, and I'm loath to simply barge in.

I am also very aware ---maybe a little neurotic--- of what I don't know. It's one thing to have a good idea of how things work, but once you've written it down, it's like in stone.... okay, not really like in stone, but it is often considered to be that absolut truth then, and I am loath to present anything as truth, when I don't know for sure.

Posted: Thu Aug 18, 2016 4:46 pm
by Straight Arrow
Captain_Orso wrote:Something like this should really be in a Wiki.


If You'll lead and shine a light on the path, I'll follow.

Posted: Thu Aug 18, 2016 5:39 pm
by Captain_Orso
I just checked. The simi-official Civil War 2 Wiki can be found here: Civil War 2 Wiki. It was created by ArmChairGeneral, so we'd need his approval above all else first.

Posted: Thu Aug 18, 2016 6:53 pm
by ArmChairGeneral
Actually, I think Ace created it, though a lot of what (little) is there I wrote. Either way, it needs all the attention it can get, so by all means let's get it going.

I share a lot of your reservations about posting "official" explanations, but the sooner stuff gets put up there the sooner it can be fact checked and tested by the community.

Posted: Thu Aug 18, 2016 8:28 pm
by Captain_Orso
I started a new thread for this, because I don't want to trash this with off-topic discussions any further than we already have.

The Wikia CW2 Wiki page

Posted: Tue Aug 23, 2016 2:34 am
by Cardinal Ape
If a faction loses control of all regions in a state that produce VP, they may lose access to free units created through events. For example: If the CSA loses all VP regions in Louisiana before late '62, the elite Tigers brigade will not be created. Same with the Mississippi brigade in Mississippi.

Posted: Tue Aug 23, 2016 11:42 am
by Captain_Orso
Cardinal Ape wrote:If a faction loses control of all regions in a state that produce VP, they may lose access to free units created through events. For example: If the CSA loses all VP regions in Louisiana before late '62, the elite Tigers brigade will not be created. Same with the Mississippi brigade in Mississippi.


Most events creating those special units are written using a statement which will either select a specific city/region to spawn the unit in, with an alternative area to spawn the unit if that city is not available, or a city/region where the unit will probably be spawned, but an alternative area if per chance the city/region is not selected. I'm not saying all events are written like that, but many are.

If every eligible spawn location is captured, of course the unit will not spawn.

Posted: Thu Aug 25, 2016 9:30 am
by Cardinal Ape
Ya, I figured I'd mention it because my opponent was getting confused by the messages in the log. He would get notifications of new units being created, but he couldn't find them. He wasn't sure why and thought something might be in error.

Posted: Sat Sep 24, 2016 2:11 pm
by BattleVonWar
Points to know should definitely be in WIKI, had I had this when I started I would have made half as many errors. Although some of the concepts cannot be employed in PBEM play they are interesting nevertheless.

I read through the whole thing but I forget if this is ever included in there...

With MTSG later game something I noted that I doubt has ever been brushed up on in the few hundred posts I've read! Say you have 4 Corp and 1 HQ. You send them all into a required objective. Make sure you set individually for each Corp what you want out of them. Attacking say a fort may not achieve the desired result. Though the losses were high when attacking a Capitol this is very important. I lost a game not understanding the exact rules of an engagement and I know they're not in the manual and I doubt I recall them explained to me in perfection here. (when entering/working in the same province each body requires it's on TOE to maximize your objectives)

Richmond/Memphis(if fortified)/D.C. and other locations. Redoubt structures are very resilient in game especially when units arrive lacking cohesion from Forced Marches, Battles, amphibious landings etc...

2nd Point is if you want a Capitol and have surprised the enemy, it must be taken before the turn cycles if you suspect he's moved it.. The minute the turn cycles to it's end you have lost the option to get the full 50 NM pop and drop.

I think someone could write an entire section on Commanders and their impact in game.(promoting, Seniority, etc.. should be required reading to be an elite CW player) Plus River and Naval Warfare.

Posted: Tue Sep 27, 2016 1:43 am
by Cardinal Ape
BattleVonWar wrote:2nd Point is if you want a Capitol and have surprised the enemy, it must be taken before the turn cycles if you suspect he's moved it.. The minute the turn cycles to it's end you have lost the option to get the full 50 NM pop and drop.


Yes, a capital can be moved while under siege. It took me a while to figure that out, in most war-games such a thing would not be possible. I believe that if one uses the option to move their capital and loses it in the same turn, then the move will still occur, costing them the NM from the event and the ability to regain the 50 NM if they retake their original capital.

Another thing I found odd is that if a capital is taken and then lost, even with only a single turn of occupation, the NM lost by the conqueror is only 5. So if you can take a capital, even if it is only for one turn, then do it. Once you gain that 50 NM it is not easily lost. The opposition will gain back their 50 NM if they retake their capital, but you will only lose 5 NM, so you should make out with a net gain of 45 NM. Or, if you are a downright dirty bastard, you could withdrawal from the capital and let it be retaken so that you could re-retake it for another 50 NM... And repeat.

Posted: Wed Sep 28, 2016 8:34 pm
by BattleVonWar
Cardinal, wow!

Posted: Thu Sep 29, 2016 11:43 am
by Captain_Orso
LOL CA's turning into a regular Rules Lawyer Image

Posted: Fri Sep 30, 2016 3:39 am
by Cardinal Ape
Captain_Orso wrote:LOL CA's turning into a regular Rules Lawyer Image


:innocent:

Because you used an emote called 'devil's advocate' I'll let the awesome voice of Clancy Brown speak for me as Brother Justin:
[video]https://youtu.be/8shFecDr4Bc?t=42s[/video]

Ya, whenever my friends get a new board game, they always make me read the rules.. At least I'm a lawful good rules lawyer, not a shark.

In a recent game I was trying to decide if I should attack my opponents capital. I figured it risky since he stood a chance of taking it back on the following turn. At the time I had no idea how that would play out so I tested it.. To my surprise, nothing really bad happened, the damage has been done and it can't be repaired. Honestly, I don't really care for how it works, but that's how it goes.

Posted: Fri Sep 30, 2016 3:48 pm
by Captain_Orso
"I will show you things, wonderful terrible things" *ahuh* Image

Re: Points to Know

Posted: Mon Nov 21, 2016 5:30 am
by Cardinal Ape
Orso pointed out in another thread that the Union blockade % only impacts CS regions with harbors.. So, that would make some CS industrial options quite a bit better than others. Greensboro, Atlanta, and, of course, Rome; iron and legions and all..

Re: Points to Know

Posted: Fri Feb 10, 2017 7:25 pm
by Straight Arrow
Currently updating Points to Know.

Anything out there that you think should be added?

Re: Points to Know

Posted: Sun Feb 19, 2017 8:23 pm
by hanny1
Straight Arrow wrote:Currently updating Points to Know.

Anything out there that you think should be added?
a list of usfull depot locations to build or destroy, would help new players get a feel for the logistics. force pools at plus 50 etc, are actually an increase in difficulty for the csa, as the limiting factors of money/manpower/ws, which the us has an inherant bonus of, makes the setting more of a bonus to the north.

Re: Points to Know

Posted: Tue Feb 28, 2017 9:41 pm
by principes romanes
There is one statement in the Points to Know that I believe to be false:

"• If an element is completely destroyed, the parent unit will need to draw a full replacement element from the Replacement Pool. For each unit, this is limited to a single replacement per turn.
• A division is a unit and only one element per turn per unit may be replaced. So, if more than 1 unit inside a division has a missing element, temporarily break those units out of the division."

I have observed a single blockade squadron (one unit) to receive two replacement elements in one turn.

Proof (link to AAR post with screenshot indicating two replacement elements received in same turn to same unit)

I do not have any evidence on whether breaking a division into individual brigades makes it more likely it will receive multiple replacement elements.

Re: Points to Know

Posted: Tue Feb 28, 2017 9:55 pm
by principes romanes
There is one statement in the Points to Know that I believe can be expanded on:

"• A general can't be both a stack and a unit commander at the same time. If a general is the stack commander and also has a division when a battle ensues, his division will not receive any division command bonuses."

The implication of this is that if you are putting a second general with a divisional commander to prevent the command penalty, it is (almost? - see below) always preferable to make the less senior general the division commander. That allows the more senior general to apply their offensive/defensive rating as the stack commander. It also allows the less senior commander to apply their offensive/defensive benefit as the unit commander, which you note the stack commander could not do.

On a related note, I'm not sure the Points to Know mentions the trick of adding a second commander to a division to negate the command penalty. Or of using 4 divisional officers to create an ad hoc corps of two divisions with no command penalties. I may very well have missed those points in the magnum opus that is Points to Know.

*There may be an exception to this as an absolute rule. The exception would be if there is a trait that a general has that only applies to the unit it is part of. I am not aware offhand of any traits that behave like that (I think they are all stack, region, or occasionally theater). It would also need to be a pretty strong trait to justify this.

Re: Points to Know

Posted: Tue Feb 28, 2017 10:59 pm
by Captain_Orso
principes romanes wrote:There is one statement in the Points to Know that I believe to be false:

"• If an element is completely destroyed, the parent unit will need to draw a full replacement element from the Replacement Pool. For each unit, this is limited to a single replacement per turn.
• A division is a unit and only one element per turn per unit may be replaced. So, if more than 1 unit inside a division has a missing element, temporarily break those units out of the division."

I have observed a single blockade squadron (one unit) to receive two replacement elements in one turn.

Proof (link to AAR post with screenshot indicating two replacement elements received in same turn to same unit)

I do not have any evidence on whether breaking a division into individual brigades makes it more likely it will receive multiple replacement elements.


I believe this was a fluke. I have never seen this happen.

In every April '61 Full Campaign I have played, I always pay attention to the two blockade flotillas the Union receives through events, which are missing some blockade ships; the NE- and NY Blockade Flotillas IIRC. They have always received 1 replacement per turn per unit, once you put the in PP, and each time they receive a replacement, they change to DP and you must manually put them back into PP.

It was a very good observation, but unless you can reliably repeat it, it was a fluke. If you can unreliably repeat it, it's possibly a bug.

Re: Points to Know

Posted: Wed Mar 01, 2017 12:46 am
by Cardinal Ape
principes romanes wrote:*There may be an exception to this as an absolute rule. The exception would be if there is a trait that a general has that only applies to the unit it is part of. I am not aware offhand of any traits that behave like that (I think they are all stack, region, or occasionally theater). It would also need to be a pretty strong trait to justify this.


There is one I can think of off hand. The Union general Christopher Auger has the Strong Morale trait. Its the same one elite brigades have. I tend to give that guy a division of artillery, cause yeah, quasi elite artillery is fun.

Re: Points to Know

Posted: Wed Mar 01, 2017 5:44 am
by principes romanes
Captain_Orso wrote:
I believe this was a fluke. I have never seen this happen.

In every April '61 Full Campaign I have played, I always pay attention to the two blockade flotillas the Union receives through events, which are missing some blockade ships; the NE- and NY Blockade Flotillas IIRC. They have always received 1 replacement per turn per unit, once you put the in PP, and each time they receive a replacement, they change to DP and you must manually put them back into PP.

It was a very good observation, but unless you can reliably repeat it, it was a fluke. If you can unreliably repeat it, it's possibly a bug.


I have another guess as to what might be happening, but that should properly have its own thread - this one is better reserved for essentially settled points, I think.

Re: Points to Know

Posted: Thu Apr 13, 2017 4:34 pm
by major snafu
Hi all,

I erroneously posted a response to the actual "Points to Know - CSA" and was asked to move my response to here.

There are a number of links at the bottom of the Points to Know - CSA post and many of them are dead.

Is this information now lost to new players such as myself, or might someone who has these gems make them available again?

Regards,

SNAFU

Re: Points to Know

Posted: Sun Apr 16, 2017 3:44 pm
by Captain_Orso
Those links all work for me, so no issue I can see.

Re: Points to Know

Posted: Mon Apr 17, 2017 4:35 pm
by major snafu
Well, I guess an apology is in order. Maybe it was my computer, but on the day I tried to open a number of those links all I got was a buch of errors or "could not find" messages.

However, they are all working now, so it was probably a PEBCAK (Problem Exists Between Chair And Keyboard)

SNAFU

Re: Points to Know

Posted: Tue Apr 18, 2017 12:46 am
by Straight Arrow
major snafu wrote:Well, I guess an apology is in order.


Nope, none needed.

Some links were broken. But as you requested, they were fixed.