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Newbie to AACW

Posted: Wed Sep 03, 2008 2:02 pm
by Barker
Is there a feature in the game to automate some of the features, supply placement, Automatic Division placements....etc

Posted: Wed Sep 03, 2008 2:22 pm
by Coffee Sergeant
Well supplies (ammo and general supply) will get moved around the map automatically. But there is no automatic unit movement.

Posted: Wed Sep 03, 2008 2:47 pm
by Barker
That would be cool though to set way points for divisions etc. Interactive general order type thing.....some games I owned had options where you could set standard orders to defend, attack, probe etc to a waypoint. Justa suggestion

Posted: Wed Sep 03, 2008 3:51 pm
by Heldenkaiser
Barker wrote:That would be cool though to set way points for divisions etc. Interactive general order type thing.....some games I owned had options where you could set standard orders to defend, attack, probe etc to a waypoint.


Not sure I understand exactly what you mean, but of course you can order your stacks to move a certain way, by dragging them from one region to the next. In fact it's often crucial to successful movement in the presence of the enemy.

Likewise, you can set your stacks to "defend, attack, probe" using the combat stance buttons. Send them into a region with an attack stance for instance but tell them to fall back when encountering heavy opposition. Most of the things you need are in the game if you figure out the how-to. :)

Posted: Wed Sep 03, 2008 3:55 pm
by Barker
true probably...like i said a newbie to this type of engine and system and looking very forward to learning this game. If y'all don't mind some very basic and stupid questions till the grognard comes out in me

Posted: Wed Sep 03, 2008 3:56 pm
by Daxil
One thing you can do is have them automatically merge with a unit by dragging and dropping on the unit you want to merge with. You'll see a text message at top and a scissors icon above your unit when you do. They'll then actually follow the targetted unit around the map until they merge.. which causes plenty of problems when you don't realize you have the merge order selected. :p leure:

Posted: Wed Sep 03, 2008 5:01 pm
by Barker
I will try that....this is what I was thinking
1. an option to set a major waypoint like nashville, etc
2. set a toggle button to assign to a predesignated waypoint
3. set the posture of the unit to defend attack probe or assault retreat

I understand the draging and dropping of units...the map is very slow on movement and panning is very slow. Brings another question has anyone thought of a tactical map for unit placement etc, then you can jump to the huge map for finer detail movement and such...

like I said I am totally ignorant on this game so this may seem painful for some , I just have a love for these types of games and want to play it correctly with the developers intent

Posted: Wed Sep 03, 2008 5:43 pm
by Coffee Sergeant
You don't have to pan - you ca use the mini-map on the bottom left hand corner on the screen

Posted: Wed Sep 03, 2008 5:47 pm
by Barker
I discovered that....easy to miss though.....if you don't know what your looking for....I am trying to read the manual...then ADD kicks and got motor to the game....again ignorance is bliss and I am almost dead

Posted: Wed Sep 03, 2008 6:36 pm
by AndrewKurtz
Coffee Sergeant wrote:You don't have to pan - you ca use the mini-map on the bottom left hand corner on the screen


I also zoom in and out of the main map a lot.

Posted: Wed Sep 03, 2008 8:28 pm
by Daxil
Barker wrote:I will try that....this is what I was thinking
1. an option to set a major waypoint like nashville, etc
2. set a toggle button to assign to a predesignated waypoint
3. set the posture of the unit to defend attack probe or assault retreat

I understand the draging and dropping of units...the map is very slow on movement and panning is very slow. Brings another question has anyone thought of a tactical map for unit placement etc, then you can jump to the huge map for finer detail movement and such...

like I said I am totally ignorant on this game so this may seem painful for some , I just have a love for these types of games and want to play it correctly with the developers intent


I think the waypoint idea is a good one, but it seems like something they'd implement in future games rather than patches.

Posted: Thu Sep 04, 2008 9:17 am
by Barker
I fanially have managed to start playing and this game is really cool...alot of aspects you really need to pay attention to or you get hosed by the AI.

1. Which type of ships are for blockade running?
2. Once you get to a foreign port what next ...does it do the supply automatically etc?
3. Do you have to conscript replacements to recieve reinforcements?
4. What is the optimal manufacturing size in which states for the CSA?
5. If you moe a general in an area and select him to be a division commander does he automatically gain regiments and brigades by reinforcing the state in which he is in?
6. Assault > Offensive posture....when attacking fort sumter why is itaking 3 turns to achieve this when in reality it took 36 hours to do this with the forces at hand...what am I missing?


More to follow

I know this very dumb questions but I gots to ask

Posted: Thu Sep 04, 2008 9:40 am
by Rafiki
1) Brigs are best; transports can do it, but aren't very good

2) Nono. to run blockades, the blockade runners need to stay in the blockade box. While there, they'll be regarded as running the blockade

3) No, you need replacement to replace missing elements in units and to rebuild damaged elements. To raise reinforcements, you need conscript points (as displayed at the top of the screen, alongside war supplies and money)

4) No idea, and YMMV :) It depends on what you want to do; if you wish to field large armies, supported by large amounts of artillery, supported by a large navy, you'll need more industrialization than if you go for other strategies.

5) No, you need to gather the forces into the stack he is in yourself

6) Not sure what you are describing; if you set a stack to assault posture, it should assault, unless there are significant reasons for the assaulter to imagine that the assault will fail miserably

Posted: Thu Sep 04, 2008 9:45 am
by Barker
I am using forces available in Charleston with a general to lead ...have gunboats assisting in the assault....i did this 3 times and everytime it took 3 turns....what am I doing wrong?

Posted: Thu Sep 04, 2008 9:47 am
by Barker
So it would be better to build the forces first turn, concentrate with replacements 2nd with some new units and then a moderate rate of replacements in future turns?

Posted: Thu Sep 04, 2008 10:41 am
by Bertram
It would be logical to build the forces first, then "buy" replacements for them. But you receive for free a large number of troops, who are mostly under strenght. As those troops 1. are free and 2. are often better (at first) then those you recruit it is in fact preferable to get those troops filled out.

So in general I buy replacements first. I try to get at least one replacement of each kind, and try to get the number of replacements up to about 10% of the number of actual used units on the map (so if the number of infantry regiments is 50, I try to get 5 replacements ready).
This isnt a hard rule, when there are a lot of troops (like 200 militia), I usually stop at about 10 replacements, figuring I have time enough to buy new ones before they are used up. And as the south I usually have less replacements in artillery, just because they are so bloody expensive.

As CSA this often means that I run out of men or money before I can buy reinforcements - but I figure that I am better of keeping the existing army then building a new one.

Additional info: the reinforcements you buy dont need replacements to get to full strenght the first time, those costs are figured in the initial price.

Posted: Thu Sep 04, 2008 10:59 am
by Barker
cool...now what about rail and supply...i tried several things bought 20 rail and 5 river the 0 rail and 20 river...bought alot of cav and horse....so like i said i am new to this but i am eager to learn and figure the best strategy for my game style

Posted: Thu Sep 04, 2008 1:14 pm
by Rafiki
You need to relate your river/RR purchases to to your needs in the field. If you have or think you will get problems transporting your supplies forward and getting your units moved where you want them, you need to invest.

Posted: Thu Sep 04, 2008 1:23 pm
by Barker
ok great

Posted: Thu Sep 04, 2008 2:41 pm
by Coffee Sergeant
I find rail to be more useful in transporting troops, especially in the eastern theater. Its the only way to move those troops from the Carolinas, Georgia, etc. to Virginia. Plus you can shuffle troops between theaters quickly if you hold on to the rail line that runs through Virginia and Tennessee. River is really only useful in the west, primarily along the Mississippi, and you can use your river transports sometimes.

Posted: Thu Sep 04, 2008 11:30 pm
by Spharv2
Barker wrote:I am using forces available in Charleston with a general to lead ...have gunboats assisting in the assault....i did this 3 times and everytime it took 3 turns....what am I doing wrong?


Might be rain or something slowing you down. Here's a hint, on the first turn, seperate the infantry from the other units in the stack in Charleston, set them to march on the fort and assault (Both red posture buttons). That should take it the first turn every time. Also make sure you use your militia to grab Norfolk and Harper's Ferry on the first turn before they're reinforced too.

Posted: Mon Sep 08, 2008 9:30 am
by Barker
Thanks for the advice guys.....
Managed to take 3 objectives on opening rounds
Harpes Ferry
Norfolk
Ft Sumter

Learned how to create divisions and corps...That is a very cool function.

Learning tactics with the Partisans and Raiders....great for disruption of supply lines and keeps some other troops busy

Created 2 corps 6 divisions 3 blocakde squadrons. I have noticed you are better supplied with no manufacturing, you can really build up supply then invest manufacturing.

My strategy: opening moves
1. Rail / Replacements - build the infrastructure first 3 turns
2. Build conscript and supply base
3. Take and hold choke points
4. Take the Cherokee and Creek nation as fast as possible.
5. Build up forces in the west very quickly to take San Francisco. Good Port
6. Take Manasass
6. Hold Ft Donelson and Cairo