Stopping non-activated moves into enemy controlled territory
Posted: Sat May 17, 2008 8:54 am
Thanks to Pocus and some new Omega Drivers, I’m able to get back into the game again, thank you Pocus.
As I peruse all the changes since I was last able to get into the game many months ago, I noticed the new optional feature that prevents non-activated leaders from moving. While a great option, I feel it is a bit too restrictive and a less than a perfect solution.
What I’d like to see is an option that prevents non-activated leaders from entering enemy controlled territory. So for example if a leader fails his activation roll, he can move anywhere he wants in regions that are 51% or higher friendly controlled, but any region that is less than 51% is shown as a red zone and that unit/stack is prohibited from entering those.
Leaderless units would always be considered to be in a non-activated status, so it would put an end to the crazy cavalry raids we see all the time. Additionally the AI wouldn’t be sending many small individual units running through my territory all the time trying to merge with one of its stacks deep in enemy territory. I can’t tell you how many supply wagons and artillery pieces I’ve captured because of that.
But the most important effect would be to slow down the Union advance. With this option in effect, only activated commanders leading troops can venture into enemy controlled territory, so Union leaders and their low strategic ratings would be a real handicap early in the game, and it would slow down the conquest of the south quite a bit.
Non-activated stacks should be allowed to retreat as normal into any zone if needed, even if they are retreating into a red zone. This would prevent an opponent from exploiting the red zone on turns where a leader fails a roll.
I know it’s a lot to ask for a game that has been around for so long, but I think it would add a lot to the historical feel of the game if it were included.
Jim
As I peruse all the changes since I was last able to get into the game many months ago, I noticed the new optional feature that prevents non-activated leaders from moving. While a great option, I feel it is a bit too restrictive and a less than a perfect solution.
What I’d like to see is an option that prevents non-activated leaders from entering enemy controlled territory. So for example if a leader fails his activation roll, he can move anywhere he wants in regions that are 51% or higher friendly controlled, but any region that is less than 51% is shown as a red zone and that unit/stack is prohibited from entering those.
Leaderless units would always be considered to be in a non-activated status, so it would put an end to the crazy cavalry raids we see all the time. Additionally the AI wouldn’t be sending many small individual units running through my territory all the time trying to merge with one of its stacks deep in enemy territory. I can’t tell you how many supply wagons and artillery pieces I’ve captured because of that.
But the most important effect would be to slow down the Union advance. With this option in effect, only activated commanders leading troops can venture into enemy controlled territory, so Union leaders and their low strategic ratings would be a real handicap early in the game, and it would slow down the conquest of the south quite a bit.
Non-activated stacks should be allowed to retreat as normal into any zone if needed, even if they are retreating into a red zone. This would prevent an opponent from exploiting the red zone on turns where a leader fails a roll.
I know it’s a lot to ask for a game that has been around for so long, but I think it would add a lot to the historical feel of the game if it were included.
Jim