dragoon47 wrote:What influences what an army's name will be? Is it based on region, county, area, state?
This game starts out by assigning army names based on the historical names used,a nd then starts naming armies by geographical department or some other geographical feature. There's a messgae thread somewhere that describes the process in slightly more detail (someone was asking about renaming armies -- you can't).
How do I make a corp join a specific army? Does proximity to a certain Army's HQ stack determine which army the corp goes to?
I believe proximity is the deciding factor, and the leader you want to make into a corps commander must be within the command radius of the army general (see the army's command radius by selecting it and pressing the shift key). I have no idea why the game wanted to force your new corps under Buell, since Grant has seniority. It may be that the game assigns a priority to armies based on they date they are formed (?)
-When should I start buying units? I know each side gets some at the start but I'm afraid to mess with things I know nothing about .
Start buying as soon as you are able. Reinforcement units take several turns to become active. Also, buy some replacements immediately. Depending on the scenario, some of your starting units may be missing elements that need replacements, and some of your scripted reinforcements require replacements. This is especially true of the full April 1861 campaign. For CSA, make sure to spend resources buying brigs that you can send to the blockade boxes. These are essential for getitng war supply.
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What does an "ideal" division look like?
What does your ideal woman look like?
There are a lot of opinions on the message board about this. Check out the threads dealing with artillery strategy. Many of the most knowledgeable players like to build divisions that are very heavy on artillery -- as much as 50%. In general, though, a typical division will be mostly infantry, with some artillery (as much as you can afford but at least 3 or 4 elements), 1 sharpshooter element (this gives the entire division the "first fire" ability), and one or two cavalry elements. This is a good way to start, anyway, as you are learning the game.
-What are some important places to defend as the Union, Confederates? I only ask for defending because I'd rather do stupid attacks on my own .
This is a serious strategy question. Obviously you have to defend your capitols. For the CSA it's important to defend your rivers out west -- hang onto Forts Henry & Donelson and Island 10. Nashville, Memphis, Vicksburg, New Orleans are all important. The Mississippi river and it's main tributaries are vital supply links for the CSA, both historically and in the game. My own feeling is that the war, and the game, is won in the West. But -- there are many different strategies. For the North -- make sure you have each of your towns garrisoned, especially in the West, becaus ethe CSA will raid them.
-Are "elite" units recruited randomly by state or do they come by event?
The elite units are not randomly generated -- they are based on actual historical units. They arrive by event, but there is variability in the timing of arrival.
-How do I know which generals can form divisions or not? And is putting a general in charge of a single brigade a good idea if they can't form a division?
A general can only form a division if he's active. That is, he has to pass an activation check based on his strategic rating (basically, a 6-sided die roll equal to or better than his strategic rating). Hold the mouse pointer over the general and the tooltip will say whether he's active -- also, the little orders envelope on the unit panel will be white if he's active, brown if he's not. Also, you can't form a division with a general that's already embedded with a brigade -- you have to empty him out first.
-At the start of the main campaign, what's a good strategy for the CSA? USA?
There are many good strategies. For USA, it's hard to go wrong with the historical "anaconda strategy" -- split the confederacy by siezing control of the Mississippi. For the South, try to deal some decisive blows early in the game - in 1861 - while the North is still largely paralyzed by inactive leaders and still building and organizing his army. Against the AI, it's possible to take Washington by September 1861, but I'm sure that can't be done against a human opponent. Starting in 1862 the north's numerical advantage really grows fast. As the South, you really have to make sure that when you commit your forces you have the advantage of numbers and/or terrain. You can't afford to trade casualties 50/50.
-What does detroying railroads do really? I know it disrupts supplies but how much? What's its in-game effect on units?
Supply movement is pretty abstract, and I suggest you read up on it. If a rail network in region is destroyed, supplies will have to either go around via a different rail route or go through by land. The range that supplies can move is far greater by rail than by land. It's definitely worth it to destroy enemy rail network, and even more worth it to repair your own damaged rails. The only effect on units is that they can't use rail movement through that region.
-You replenish general supply in towns and cities right? Ammunition only when a depot is present?
You can also get ammo supply in cities and harbors. There's a good rundown on supply in Hobbe's quick guide:
http://www.ageod-forum.com/showthread.php?t=4213