Couple of quick comments and some questions
First, my compliments to Ageod for another fine product. I own BoA and thought it was highly innovative and entertaining. AACW is such an excellent follow up that I am almost ashamed that I have waited this long to purchase it—and now that NCP is available I am in the same predicament (but no full campaign?) Before this purchase I bought FoF and thought that it also is a decent game.
However, after playing both titles I think that AACW has a slight edge for me because of its scale and operational feel. Terrain and maneuver are far more critical here. Controlling areas like Cairo or Vicksburg or Ft Monroe have a real impact here, unlike FoF where it is largely irrelevant unless the enemy is there (although I have to admit I enjoy assigning rifles and placating governors). I especially like AACW’s chain of command method and the limitations placed on promoting generals, nothing is more infuriating to me than when playing FoF against the AI and facing a four star Grant on Turn 3 or 4.
Now for questions/advice (v1.08). I apologize for a such a long post. I am reading the wiki advice but either missed these items or do not fully comprehend them. Thank you for taking the time to read/respond.
Supply seems easier than BoA. What am I missing here? Am I just doing a better job of it since learning my lesson in BoA? Sure there are plenty of at start depots, but I don’t seem to be using up many wagons. How many am I going to need before conducting serious operations? Here is the source of my bewilderment. Played up to mid 1862 as Union and had serious supply issues in central Kentucky and IT, east Missouri. Playing currently as Confederate (mid 1862) and having NO supply problem anywhere…this seems to me quite odd and backwards.
Industrialization. Where should I be placing this effort? States with high or low potential? How much is too much or not enough? (my first time out playing as Rebs I pretty much bankrupted my economy).
Blockades. Quite simply I just haven’t looked into this stratagem enough but at first glance it seems expensive for the Union (and expensive for the Rebs to build Runners). Any general advice on this is appreciated.
Battle. Large armies seem to annihilate one or the other. In other words, there seems to be a huge casualty disparity (FoF has same problem). While many Civil War battles saw casualty rates upwards of 20 percent or higher I cannot think of many that exceeded 50 percent. Which settings allow for an army to effectively disengage from a losing battle without being destroyed?
On observing/detecting nearby enemy forces, sometimes it will list enemy strength. Is there a way to see this strength displayed as number of troops, similar to how the control key displays my forces as number of troops?
Stand Watie and his warriors. The Indian units have a unique ability to forage for supplies for the entire stack? If so, is it wise to disperse these Indian units amongst nearby regular confederate forces to gain benefit?
I read that 3 star generals cannot be killed in battle? AS Johnston? McPherson (although a Maj Gen was in command of an Army at the time of his death)?
Naval battles are not reported?
“Super stacks” are clearly penalized for ground forces, but is this true for river units as well? I have combined the bulk of my Rebel river boats and see no noticeable negative effect…
Can naval leaders be given land commands? Semmes, for example, has some nice values…
Lastly, are the leaders’ stats listed in the manual still correct with all the new versions? I know leaders’ stats are a touchy topic because much of it is conjecture. On a similar note: I am surprised to see some generals are not penalized for fighting in various regions much like in BoA. I can send Lee to Indian Territory without repercussion. In fact, I know the map can be viewed by region, but I have yet to see what impact the regions make.
Thanks. I probably will have more questions as I continue to play.
Oh, one more. The max number of Rebel divisions is 24? Why is this? Since it is possible to build armies that would exceed the historical reality, why not be able to create a number of divisions that also exceed reality? I am just going into early ’62 and can see that I am going to be in trouble very soon. My opponent has landed sizable Union forces in Texas (a little too easily I might add) and pushing hard in Missouri, Kentucky, and taken a defensive posture in Virginia.
I have checked these advances momentarily in Kentucky with AS Johnston, Missouri is lost, checked in Texas with a hastily formed group around Bragg, Beauregard is holding well in Virginia and I attempted (very bad idea) to send J. Johnston west in an effort to push into Illinois with the possibility of advance on St Louis. He crossed the Ohio well enough after taking Paducah and sent out some nice cavalry raiders, but then ran into Mr Grant. End of offensive. Took his battered force back across the Ohio. Luckily for me, I had the advantage in river boats. But as you can see I am stretched. I know this is intentional for the Confederate player to be hampered in such a way, but since the “division” is so critical I wonder about this limitation. Comments?
PS: let’s see ageod do a 30 Years War or a 7 Years War with this system!!!!!!