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Blowing Depots

Posted: Mon Jun 25, 2012 4:32 pm
by Jerzul
Another question (I'm sure none of you mind the new threads, hopefully overall activity will increase on the boards): If you give the order to blow a depot and then move, will the unit do that? What I mean is will the unit blow the depot before actually moving?

Posted: Mon Jun 25, 2012 5:47 pm
by John Sedgwick
Yes, it will, provided the leader is active. IIRC it takes 5 days to destroy a depot, so any moves taking longer than 10 days will not be completed in the same turn.

Posted: Mon Jun 25, 2012 7:47 pm
by Ethan
I'll have to correct my friend John ;) , but from 1.16a patch depots can be blown or not before you leave the county. Until patch 1.15 you could do what John said, but now the answer is 'maybe'.

Check out this (from the ACW updates file):


• Destruction of RailRoads is no longer automatic:

• A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model.

• All Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos now have “*NoCapture*|*pillage*” attributes.
(All show the Pillager ability icon)

• Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction
occurs.



Regards! :wavey:

Posted: Mon Jun 25, 2012 8:10 pm
by Jerzul
Ethan wrote:I'll have to correct my friend John ;) , but from 1.16a patch depots can be blown or not before you leave the county. Until patch 1.15 you could do what John said, but now the answer is 'maybe'.

Check out this (from the ACW updates file):


• Destruction of RailRoads is no longer automatic:

• A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model.

• All Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos now have “*NoCapture*|*pillage*” attributes.
(All show the Pillager ability icon)

• Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction
occurs.



Regards! :wavey:


Well doesn't that pose some interesting strategic questions...so to ensure that a depot gets blown you'll have to not move a unit out of the county. That will certainly affect future operations.

Thanks Ethan!

Posted: Mon Jun 25, 2012 8:25 pm
by Ethan
You're welcome. :thumbsup:

This was changed with the intent to avoid many cavalry raids that destroyed several railways in a few turns. Many PBEM players complained about it.

Posted: Tue Jun 26, 2012 5:32 pm
by Jim-NC
Aren't you mixing and matching railroads and depots (which are in fact 2 different structures)?

Depots usually take 5 days to destroy (I say usually, as on occasion, I have found to my horror that it takes a wee bit longer, and my raiding force gets crushed). If you send out a raid, and capture an enemy depot, it sometimes takes 10 days - I am not sure why exactly, but have seen it a few times. I believe you need to establish control or something.

Posted: Tue Jun 26, 2012 7:53 pm
by Ethan
Yes, Jim, you're right, they are two different structures but I supposed that it works the same way, though maybe I'm wrong. I'm going to try this in my current game and I'll post the result here.

Posted: Tue Jun 26, 2012 9:19 pm
by Ethan
Well, after trying several times to blow up various depots and move the stack in the same turn, I got two results:

* Some depots were blown up and the stack managed to move in the same turn.

* Other stacks were not successful destroying the depot and furthermore did not move that turn (and the stack's commander was active). It seemed as if the stack had not received any order, but when I went back a turn, I verified the order had been given.

Therefore, my conclusion is that it may not always be successful. :p apy: :)

Posted: Wed Jun 27, 2012 12:37 am
by Ethan
Well, after trying several times to blow up various depots and move the stack in the same turn, I got two results:

* Some depots were blown up and the stack managed to move in the same turn.

* Other stacks were not successful destroying the depot and furthermore did not move that turn (and the stack's commander was active). It seemed as if the stack had not received any order, but when I went back a turn, I verified the order had been given.

Therefore, my conclusion is that it may not always be successful. :p apy: :)

Posted: Wed Jun 27, 2012 3:03 pm
by Jerzul
Ethan wrote:Well, after trying several times to blow up various depots and move the stack in the same turn, I got two results:

* Some depots were blown up and the stack managed to move in the same turn.

* Other stacks were not successful destroying the depot and furthermore did not move that turn (and the stack's commander was active). It seemed as if the stack had not received any order, but when I went back a turn, I verified the order had been given.

Therefore, my conclusion is that it may not always be successful. :p apy: :)


I suppose that "adds to the realism" In war you can't count on anything!

Posted: Mon Jul 02, 2012 12:37 pm
by Wraith
To add my own questions about the destruction of depots to my Honorable Opponent's:

When the depots are blown, I'm assuming that any and all supplies of the various types are lost, and not evacuated... is that the case? I really don't want to blow a depot (other than an enemy's way behind the lines) if everything in it is going to be lost...

Posted: Mon Jul 02, 2012 7:17 pm
by Jim-NC
Welcome to the forums Wraith.

Everything is lost when a depot is blown. That is why you do it at the last possible moment.

Posted: Tue Jul 03, 2012 11:55 am
by Ethan
Hey! Welcome to the fellowship, Wraith. :thumbsup:

Hope you enjoy your stay here, and if you have any question don't hesitate to ask. :wavey:

Regards!



PS: Remember the search function can be a very helpful tool.