Dixicrat wrote:Another important consideration with forts is the zone of control it exerts. Select any unit with a fort, then hover your mouse over the circular-looking icon at the left of the status icons on the unit panel. You'll see that units in a fort generate 100 zone of control points, which is massive.
Dixicrat wrote:Another important consideration with forts is the zone of control it exerts. Select any unit with a fort, then hover your mouse over the circular-looking icon at the left of the status icons on the unit panel. You'll see that units in a fort generate 100 zone of control points, which is massive.
Rafiki wrote:Does this help? http://www.ageod.net/aacwwiki/Fort#Effects_of_forts
CWNut77 wrote:MAN you're quick -- do you live in Cyberspace -- yes, most helpful, thanks
CWNut77 wrote:So you tell me Raf, what do YOU think? Are they worth the effort for the CSA?
CWNut77 wrote:It's just that the CSA is SO limited in supply wagons. Artillery can be more easily purchased...but the wagons are often too expensive to build. Oh well, more incentive to capture them from the Yankees
squarian wrote:I'm still a wet-behind-the-ears newbie, but the one place I have seriously considered building a fort is New Orleans, since it seems like losing it will more or less guarantee the loss of LA and lower MS too.
squarian wrote:Especially given the apparent river interception glitch
Coffee Sergeant wrote:The benefit of a fort is that it can hold off a much larger attacking force with minimal troops. This will give you time to get reinforcements down there to properly defend the region.
New Orleans is a good place to put a fort. It generates the most cash and WS of any Southern city outside of Richmond, and if I remember correctly provides a few conscript companies too. Plus it is farther away from the front, and easier for the Union to get to before you can react. It takes more than one turn for troops from the Tennessee theater to get there. If the Union is serious about taking it, the CSA can't get your troops in time to defend it properly before its captured, if you don't have a fort.
Coffee Sergeant wrote:Supply doesn't seem to be an issue. As long as transports are stationed adjacent to the region they will supply the troops there.
Zebedee wrote:I'm not certain why you won't see a substantial transport fleet sailing around the eastern part of the USA though.
Spharv2 wrote:Point is, that fleet you see can land anywhere along well over 2,000 miles of coast, they might be headed to NO, or Mobile, or any number of points. But, NO is the most important coastal city for the CSA, so you want to defend it as well as you possibly can.
As for stranding the union in a bad area? Doesn't work that way, your gunboat you're using to interdict supply won't last long unless the Union player is enough of an idjit to not send escorts with the fleet, if they do, your ships are toast. Plus, it's a lot harder to take NO back from the land side than it is from the sea. Those marshes and swamps absolutely kill an overland attack. Once NO is gone, it's very hard to reclaim, unless you're getting so little pressure elsewhere that you can move a pretty large force down there.
Jabberwock wrote:Hesitant to even post this, because it's one of my favorite tricks. I'll just state it, and let others figure out how it's done. I've given a few hints in various places around the forums. You won't even get a one-turn warning of an amphibious invasion playing PBEM against me, unless I feel like giving you one, or you're just very lucky. Sometimes I'm deliberately clumsy with early raids, to make an opponent think that they'll see it coming when it's for real.
One turn it looks like the coast is clear, the next I'll have troops attacking an objective (or several). It's harder to do in some areas, like Louisiana/Mississipi (or at least the initial objectives I can hit this way are limited there) ... Which is a good reason why I don't invade New Orleans much anymore.
Bâton Rouge wrote:is a fort equal to two strong brigades? I have no idea.
What do you consider a standard garrison for a fort if you expect a division size attack and need a 3 or 4 turns delay to prepare counter attack? Same question for a corps size attack.
what kind of artillery is better if you want to bombard ships? Columbiad and costal?
Is siege artillery of any use inside forts?
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