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Burning depots while beseiged

Posted: Fri May 22, 2009 11:18 pm
by TheDoctorKing
I am currently getting my butt kicked (again) as the CSA (hi Redeemer!), and I am discovering that when my cities get surrounded I can't destroy the depot. I really want to burn everything before the Yankees come and get it as supply difficulties is my only chance to slow the invading scum down. How do I pull this off? Or is it really impossible for besieged units to destroy their own supplies?

Posted: Sat May 23, 2009 2:20 pm
by Jim-NC
You need 5 days to blow up a depot. So, if they assault you before you get the chance, then they capture your depot. It is usually better to destroy the depot before being besieged.

Posted: Tue May 26, 2009 12:01 am
by Redeemer
hey Stewart :thumbsup: waves to Richmond....

Any.. I was wondering myself why you didn't destroy certain depots, though I think there are several things working against you.

One, some depots I believe cannot be destroyed.

two, like above if I am attacking, it takes 5 days for you to destroy the depot, if I kick you out before that, nothing happens.

three, you do need a certain percentage (not sure the number) of military control to destroy the depot (someone verify this for me), so if I take military control of the region from you, I don't think you can destroy the depot

four, locked units cannot destroy depots... not sure why.

five, I am thinking early cav and partisans cannot do it, though I might be mixing this up with seizing cities.

Posted: Tue May 26, 2009 2:16 am
by Jim-NC
Locked units cannot destroy depots (and a stack containing 1 locked unit will not be able to destroy the depot).

About the calvary, you can't capture cities, if you already own the city, you can burn the depot.

Posted: Tue May 26, 2009 6:42 am
by TheDoctorKing
I think the issue has been that the commanders were not activated. Now I know to break a unit off to do the job. Assuming I get the five days. You've stolen a march in eastern Tennessee thanks to this.

BTW, I've been playing a game against Athena using the hard activation rule. Next time we play, we must use this. It makes the paralyzing endless waits to do anything much more likely to happen. And if your commander can't activate everybody in his stack is locked! Even subordinate generals who could activate if they were alone! The best you can do is split them off into another stack and put some troops with them and hope for the best next turn.

I'm also using the fully randomized generals option. It is also a lot of fun. As the Union, a couple of my early generals are like 1-4-2 and 0-3-4. Perfect divisional commanders! And one of my early 2-stars is a 6-1-2.