ghostlight
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Mon Feb 02, 2009 4:48 am

Deca wrote:Keep in mind the alternative? Everyone plays a game in which we use the exact same commanders, to fight the exact same battles, for the exact same objectives, to have the exact same outcomes, over and over for literally each & every single time we play in which we find ourselves not even playing a game, but reliving the movie "Hedgehog Day" (good movie by the way).


Groundhog Day :D A very good movie.

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Deca
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Mon Feb 02, 2009 8:10 am

ghostlight wrote:Groundhog Day :D A very good movie.


LOL good catch.
I thought it looked odd when I typed it, but I had been reading about that Kharkov: Disaster on the Donets and about the german ability to form hedgehogs....clearly it stuck in my head.



Edited it.
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Chertio
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Mon Feb 02, 2009 12:57 pm

I've played the full campaign game twice as the Union, the deep raids worked for me in that they forced the Union to concentrate on building garrisons and learning how to organise forces, supply chains etc. Strong CSA offensives in Ohio and Missouri caught me napping in both games - good teaching material! And the CSA appears to go more onto the defensive in 1863.

But I won both games in early 1864, despite being gentle in Virginia, because the CSA didn't have enough left over to defend Richmond. I left a corps beseiging Richmond for a couple of turns both times, but the CSA didn't use the transfer-capital-to-Atlanta option.

IMHO if the CSA (as AI player) could switch capitals without penalty to any of the objective cities in the South when the current capital is taken it would make for a tougher game, the Union being forced to take and hold all the objective cities. Could this be made a game option? Or maybe I should just have refrained from taking Richmond.

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Tue Feb 03, 2009 4:32 pm

" A side thought, but an interesting observation/question: I'm wondering how many players are taking every possible unit they build and piling it into forward armies or the East theatre only to sit in DC without moving into Virginia until as Pocus says "the stars are properly aligned", and then are complaining about the deep CSA raids against their improperly garrisoned cities?

Occasionally, I read a post from someone who actually does bother to garrison his rear cities and for the most part they are quite successful in handling the deep raids the AI throws at them. Now against a determined human player, I'm not so sure a single Militia garrison unit will work as effectively, so the FI penalty thru 1862 may need to be applied to PBEM games for the CSA player"

I'm curious the designers have gone thru a lot of trouble to make this game as historical as possible ie period railroad systems,leader pics and abilities and correct unit designations,weather conditions and their effects.
historically what kind of garrison did reading pa have in sept'61?enough to repulse a 3 brigade army{i'm assuming that would be the designation at this point in the war}lead by competant leaders?
I find it "PRETTY FUNNY"[to paraphrase a poster]that it is considered completely acceptable to suggest "house rules "for pbem players to limit these activities I complained "bitterly"about.So i guess it's perfectly acceptable for the human csa player to sit and wait for the union to wipe them out with their HUGE armies in a pbem game
i would be interested to know how many csa human players playing with historical house rules win?None i would guess using the above criteria

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denisonh
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barkhorn45 wrote:" A side thought, but an interesting observation/question: I'm wondering how many players are taking every possible unit they build and piling it into forward armies or the East theatre only to sit in DC without moving into Virginia until as Pocus says "the stars are properly aligned", and then are complaining about the deep CSA raids against their improperly garrisoned cities?

Occasionally, I read a post from someone who actually does bother to garrison his rear cities and for the most part they are quite successful in handling the deep raids the AI throws at them. Now against a determined human player, I'm not so sure a single Militia garrison unit will work as effectively, so the FI penalty thru 1862 may need to be applied to PBEM games for the CSA player"

I'm curious the designers have gone thru a lot of trouble to make this game as historical as possible ie period railroad systems,leader pics and abilities and correct unit designations,weather conditions and their effects.
historically what kind of garrison did reading pa have in sept'61?enough to repulse a 3 brigade army{i'm assuming that would be the designation at this point in the war}lead by competant leaders?
I find it "PRETTY FUNNY"[to paraphrase a poster]that it is considered completely acceptable to suggest "house rules "for pbem players to limit these activities I complained "bitterly"about.So i guess it's perfectly acceptable for the human csa player to sit and wait for the union to wipe them out with their HUGE armies in a pbem game
i would be interested to know how many csa human players playing with historical house rules win?None i would guess using the above criteria


Runyan99 beat me in my first PBEM and he never invaded the North in strength, so I think it is not necessarily the case.

Like in most historical games, just ask the PBEM opponent to not use game loopholes/ exploits and play within the historical context. Call it "house rules" if you will, but that is nothing more than sharing expectations with an perspective opponent. I have a current game that the agreement is no sustained invasions in force in the non border states, but that if Kentucky seceeds the regions along the Ohio are fair game for sustained operations. Seems like a fair enough construct that gives flexibility to the CSA and makes the USA respect the range of possible CSA actions, yet seemingly keep the historical context.

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While I don't think the game, as it stands atm, realistically portrays deep raids and assaults, we can not deny that they happened on both sides; Forrest, Mosby, Stuarts rides, etc. for the south, and Grierson(sp) plus others for the north. The problem is that while raids happened and were destructive, destroying rail, property, depots, captured garrisons, horses, wagons, supplys, etc. None had a real strategic impact on the war in any theatre. They were nuisances, and the consequences were short term affairs. So, how do we portrait this in a game? I am thinking this may be solvable with supply. Make the supply chain shorter, you have to be closer to a supply base than currently. Make depots cheaper and easier to build. Make larger forces more dependant on supply chains, and make smaller forces easier to live off the land, like most raiders would be able to do. Don't let enemy cities supply you with ammo until it become a supply base in your unbroken chain of supply. Just thinking out load.

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While I don't think the game, as it stands atm, realistically portrays deep raids and assaults, we can not deny that they happened on both sides; Forrest, Mosby, Stuarts rides, etc. for the south, and Grierson(sp) plus others for the north.


That might be one of the solutions: all raids - the ones that destroy rails and depots, sieze garrisons - require a leader. And maybe a certain number of elements too.

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Redeemer wrote:While I don't think the game, as it stands atm, realistically portrays deep raids and assaults, we can not deny that they happened on both sides; Forrest, Mosby, Stuarts rides, etc. for the south, and Grierson(sp) plus others for the north. The problem is that while raids happened and were destructive, destroying rail, property, depots, captured garrisons, horses, wagons, supplys, etc. None had a real strategic impact on the war in any theatre. They were nuisances, and the consequences were short term affairs. So, how do we portrait this in a game? I am thinking this may be solvable with supply. Make the supply chain shorter, you have to be closer to a supply base than currently. Make depots cheaper and easier to build. Make larger forces more dependant on supply chains, and make smaller forces easier to live off the land, like most raiders would be able to do. Don't let enemy cities supply you with ammo until it become a supply base in your unbroken chain of supply. Just thinking out load.


I like all these ideas. It was very difficult for large bodies of troops to move about without supplies. And I've always thought that wagons cost too much or else too many wagons are needed to establish a depot.

But I still think there need to be some political penalties for the CSA if they invade the free states of the north. Historically, they did not do so - except on two occasions, in September 1862 with a very small force detached from Lee's army in Maryland and in June-July 1863 with Lee's main army moving no more than 50 miles into Pennsylvania, coordinated with a cavalry raid by a few thousand troops into Indiana and Ohio. Nobody ever even entertained the idea of conquering Ohio. Lee and Morgan in 1863 seized no large towns and did not apparently have any plans to do so. The other raids you mention were in what could debatably be considered southern territory: Kentucky, Maryland, Northern Virginia, West Virginia.

Grey, I understand what you are saying - you are a volunteer, you work for your own pleasure, and doing this would not give you any pleasure. I accept that, I just retain the right to say that this is a flaw in the game in that it allows the CSA player to do things that were impossible in reality. It is a version of the same problem that the Paradox games have, the "sandbox effect" where a player Nationalist China in a WWII game can conquer Japan and Asian Russia and become the new global superpower (I've done it).

Requiring the player to stay within historical limits is not the same as requiring the event to take place in exactly the same way every time. You can play a WWII game in which China is restricted in its ability to take the offensive and still have a wide variety of outcomes in the Pacific theater - And a good game, that is pleasurable to play as either side, but where the challenge is not mounting a historically impossible campaign but doing the best you can with the resources that history actually allocated to the side you are playing.

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Redeemer
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Gray_Lensman wrote:Define what makes it impossible in reality. In reality it was entirely possible for these raids. They even seized their own supplies as necessary. The fact that the raids weren't done was for more political and common sense reasons then being physically impossible to do. Therein lies the solution, but I haven't found the right combination of restraints or penalties yet.


I think the impossible parts are a cav regiment taking a level 2 or higher town by itself. That and Jackson running to Harrisburg with a 3 division corps and having Harrisburg supply him with food and ammo.

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Redeemer wrote:I think the impossible parts are a cav regiment taking a level 2 or higher town by itself. That and Jackson running to Harrisburg with a 3 division corps and having Harrisburg supply him with food and ammo.


I think 600+ armed, trained men working in unison can get what they need. It's not like the citizenry is going to form in the streets to stop them. Holding it is another issue, but they don't need to. They have gotten their supply and ammo and will move on.
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Deca
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Sat Feb 07, 2009 9:33 am

Those who keep harping on this issue are wilfully ignoring what Gray & Solo(as well as many others) have clearly pointed out, and should re-read it again.

The difference between what could be historically possible as compared to what was historically chosen is not synonymous.

So, the only possible outcome for Napoloean was defeat at the battle of Waterloo?

Likewise, I guess every game which models the Yom Kippur war will only have it possible for Israel to win. Furthermore, the Egyptian 3rd army will always be allowed to leave because that would be defying what took place in history.

By the same token, the Six Day war will O-N-L-Y be six days. Any deviations from this historical fact will render it a 100% a-historical game and not worthy of play.

Meanwhile the Mongolian "invasion" of Japan will always remain the quickest game in history (pun intended) because any game which tries to model that scenario will be forced to make sure that specific conflict never even starts due their fleet being sunk thereby never getting past the first turn 'cause that would be extremely ahistorical otherwise.


As stated, re-read the following. Then, read it again. Maybe, just maybe it might sink in.

Gray_Lensman wrote:You guys need to distinguish between what would have really been historically physically impossible to do, and what just wasn't actually done historically. They are 2 different situations.


soloswolf wrote:I think 600+ armed, trained men working in unison can get what they need. It's not like the citizenry is going to form in the streets to stop them. Holding it is another issue, but they don't need to. They have gotten their supply and ammo and will move on.
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Redeemer
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Gray and Solo, you both just proved my point. The raiders did not CONTROL the town. The came for prisoners, money, supplies, and to destroy vital infrastructure, but they did not cause the town to switch from Union to CSA. They exerted no military control over the towns as happens now in the game.

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The most difficult task in wargaming: separating what was impossible to possible.

Eliminating the impossible gives better accuracy. But defining too strictly the possible is just forcing the game first to be very limited in its outcome, second inaccurate in the sense some will think THAT move was possible.

Distinction between hard and soft factors: supply and other hard considerations makes a deep raid on Chicago impossible.

For some, some soft factors ( political will, diplomatic consequencies ) makes any sustained raid activity in Maryland, Pensylvania, Illinois impossible. But where are the models permiiting to test if it was so impossible? I don't know. What I know is some were made and didn't got any real diplomatic impact ( Morgan's raid on British or French opinions?).

So I'm inclined to think these raids were possible, so AACW must factor them. We may debate about some consequencies ( NM losses or gains, some variations to the attrition models) but definitly we have to get a system giving this possibility.
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Deca
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Redeemer wrote:Gray and Solo, you both just proved my point. The raiders did not CONTROL the town. The came for prisoners, money, supplies, and to destroy vital infrastructure, but they did not cause the town to switch from Union to CSA. They exerted no military control over the towns as happens now in the game.



Negative.

You've completely confused the differences between Loyalty & Military Control.

Example:
=======

If as the Union, you had a garrison & 95%+ Military control (regardless of the population loyalty), and a CSA Unit attempted to enter the region, it would be forced to adopt an offensive posture (some exceptions: Force’s in Passive Posture or those composed entirely of cavalry, Irregulars and support units may transit through enemy territory without switching Posture.)

"If both sides have troops present in a region, neither may increase Military Control until one side assumes an Offensive Posture"

Hence, if you had a garrison & if the CSA Unit did not switch posture, then they cannot gain military control in your Union MC region (and your entire arguement is a moot issue -- end of discussion).

If they do adopt an aggressive posture and defeat the garrison, then they rightfully gain some Military Control. If the force is large enough, and your unit vacates the region, they could have 100% Military Control.....again rightfully so.


Moreover, regardless of whether or not you decided to garrison that city, if the CSA Unit did gain Military Control (either by force or by your lack of garrison) keep in mind the city and surrounding region is still initially Loyal to the Union while those CSA are there.


In that regards you are a-b-s-o-l-u-t-e-l-y incorrect if you think that a 100%Union Loyal region would have dropped to 0% Loyalty.

It takes Loyalty much longer to shift.

On the other hand, if you allowed the CSA to maintain a military presence there for many months, the CSA should rightfully still maintain Military Control & Loyalty to the Union should rightfully drop. However, if that was the case, it would be your own inaction & inability which caused it...not faulty game AI logic.
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I said nothing about loyalty, it wasn't even part of the discussion. The point was that a single regiment of cav should not be able to gain military control of a city regardless of a garrison or even if it is empty in one turn. For example, if a cav unit from either side can pass thru or even just end up and a level whatever city, if no garrison is present and poof, it now has control of that city. It will not effect the loyalty and will probably not even move the military control of the region much, but the city itself switches. Try putting a cav regiment in Philly or Richmond by itself during the civil war and think about what would happen.

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I've never been an advocate for making it impossible under the rules for the CSA to invade. I think that the political consequences should be accurately modeled. Herewith a proposal:

Make a "CSA Raids North" and a "CSA Invades North" chit using the same model as the invasions of Kentucky in your add-on. The CSA player could destroy the unit at will, eliminating the continuing effects (including the ability to enter northern states.

The "raid" would allow CSA units to enter free states of the north (the border states would not be affected by this rule) for up to three turns, the two turns after the chit was purchased they could move freely, and on the third turn they would have to be ordered to move back to permitted territory (which would include border states). The "raid" would cost a small amount of NM to the CSA (maybe 1), cause a small loss of foreign intervention (2-5) and give the USA a similarly small NM boost, a dozen militia units in the towns of the invaded state (of they "insurrectory" type that disappear after a few turns) and a dose of conscripts (25-50). This would simulate the sort of thing the CSA actually did in the Gettysburg campaign: a movement a few tens of miles into free territory in order to outflank a defensive line and cut rail links.

The "invasion" would permit CSA units to freely enter USA territory but would give a big hit to NM (5 maybe), a big hit to foreign intervention (10-20), give the USA regular militia units in all its towns near the invasion point (so they don't disappear - if the CSA army isn't going away they won't either), give the USA a huge increase in NM, and the equivalent of a full mobilization in conscripts. This would simulate the absolutely inconceivable full-scale invasion of the north by the south, perhaps subsequent to foreign intervention or major victories by the CSA in their own territory. The USA never mobilized its resources fully for war; this simulates the reality that if they thought their national territory was going to be conquered by the CSA they most likely would have, and northern public opinion would have been more willing to stand for it given the northern fear of "slave power."

The NM bonus/malus for winning battles in northern free state territory for the CSA should be much higher than in the south, and a victory that gives the CSA NM should also reverse the loss of foreign intervention (or have a good chance of reversing it, anyway).

If you really want to simulate the political effects of such an invasion this is the kind of penalties you should have.

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Just Build Militia and cavalry in Key area's at the beginning of the game to squash the raiders Thats what I usually do I was annoyed at first but got over it quick when I figured that out :)
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Redeemer wrote:I said nothing about loyalty, it wasn't even part of the discussion. The point was that a single regiment of cav should not be able to gain military control of a city regardless of a garrison or even if it is empty in one turn. For example, if a cav unit from either side can pass thru or even just end up and a level whatever city, if no garrison is present and poof, it now has control of that city. It will not effect the loyalty and will probably not even move the military control of the region much, but the city itself switches. Try putting a cav regiment in Philly or Richmond by itself during the civil war and think about what would happen.


I can completely understand why you remain so cantankerous in your misguided view points. You've literally entrenched yourself into a position from which you simply cannot be extracted without admitting obvious errors. Hence, you continue to fiegn comprehension & maintain your same erroneous course in a vain attempt to bolster your unsubstantiated debate.
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TheDoctorKing wrote:I've never been an advocate for making it impossible under the rules for the CSA to invade. I think that the political consequences should be accurately modeled. Herewith a proposal:

Make a "CSA Raids North" and a "CSA Invades North" chit using the same model as the invasions of Kentucky in your add-on. The CSA player could destroy the unit at will, eliminating the continuing effects (including the ability to enter northern states.

The "raid" would allow CSA units to enter free states of the north (the border states would not be affected by this rule) for up to three turns, the two turns after the chit was purchased they could move freely, and on the third turn they would have to be ordered to move back to permitted territory (which would include border states). The "raid" would cost a small amount of NM to the CSA (maybe 1), cause a small loss of foreign intervention (2-5) and give the USA a similarly small NM boost, a dozen militia units in the towns of the invaded state (of they "insurrectory" type that disappear after a few turns) and a dose of conscripts (25-50). This would simulate the sort of thing the CSA actually did in the Gettysburg campaign: a movement a few tens of miles into free territory in order to outflank a defensive line and cut rail links.

The "invasion" would permit CSA units to freely enter USA territory but would give a big hit to NM (5 maybe), a big hit to foreign intervention (10-20), give the USA regular militia units in all its towns near the invasion point (so they don't disappear - if the CSA army isn't going away they won't either), give the USA a huge increase in NM, and the equivalent of a full mobilization in conscripts. This would simulate the absolutely inconceivable full-scale invasion of the north by the south, perhaps subsequent to foreign intervention or major victories by the CSA in their own territory. The USA never mobilized its resources fully for war; this simulates the reality that if they thought their national territory was going to be conquered by the CSA they most likely would have, and northern public opinion would have been more willing to stand for it given the northern fear of "slave power."

The NM bonus/malus for winning battles in northern free state territory for the CSA should be much higher than in the south, and a victory that gives the CSA NM should also reverse the loss of foreign intervention (or have a good chance of reversing it, anyway).

If you really want to simulate the political effects of such an invasion this is the kind of penalties you should have.


Impossible The Kentucky trick Both Gray and I used is based on blocking KY regions to both players until a release date. There's no toll to prohibit only one side to enter a region.

I just agree with you battles in the North should provide more NM losses or gains. My favoured system would be more NM for winning and less NM for losing a large battle for both sides as Lee's moves were at first creating panick in the North and both Antetiam and Gettysburg big boosts for morale in the nOrth.

Unfortunatly there is yet no tolls to alter NM for a battle considering the region it takes place. That's one of the toll I would like to have.
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Redeemer
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Gray_Lensman wrote:By game design there is no intrinsic defense of the structures themselves.

And yet the citizens can "revolt" after the raiding force leaves and you get a free garrison to boot.
Gray_Lensman wrote:You have to provide the defense capability yourself. So, by game design you HAVE to place a Militia unit in the town to represent its defense, otherwise, yes, a lone cavalry unit can conceivably gain MC of Philadelphia. Now, you can put a pair of blinders on and say that's not right because all the towns weren't garrisoned by actual Militia units and technically you'd be correct..

I understand if I want to or need to defend a position, I need to build forces to do that. The argument is that a raiding cav regiment would not realistically be able to gain military control of Philly (as an example) simply be moving to it. They could destroy the rail, destroy the depot if present, destroy some property, capture prisoners, money, wagons, horses, etc.
Gray_Lensman wrote:On the other hand if you think of those Militia as a form of town defense regardless of the name "Militia", you might understand that the idea of placing some sort of Miltia presence in your rear structures is really representing the structure's building up it's own internal defense.

That is not what I think. But, perhaps I am misunderstanding the game engine. If this fictional cav unit takes the defenseless philly for example, the loyalty will not change, the military control might change a percent, but the city itself changes from USA to CSA flagged. What does this mean in game terms?

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Sun Feb 08, 2009 4:58 pm

Redeemer wrote:If this fictional cav unit takes the defenseless philly for example, the loyalty will not change, the military control might change a percent, but the city itself changes from USA to CSA flagged. What does this mean in game terms?


I could be wrong, but I think it just means CSA will get the supply generated by the city. Also get VP if it's an objective city as long as it's garrisoned by non-militia (or loyal). Getting the supply probably won't do much good other than keeping the cav unit supplied, because you won't have a supply line to ship the supplies back home. Not sure about war supply and money -- you shouldn't be able to get these, either, without a supply line, but I'm not sure if that's true.
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Deca
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Sun Feb 08, 2009 5:59 pm

You seem to be oblivious of the contradictory nature of your entire debate.


I'll even use your own example:

If you presume that it's historically inaccurate that a single cavalry element would be able to take control of an ungarrisoned city as large as Richmond or Washington, or Philly, or any of the other major cities.....then you've blundered into your own trap by employing historically inaccurate strategies because they did maintain troops in those major cities.


In other words, the only way for you to encouter your "ahistorical" baby tantrum boo hoo hoo 1 cavalry element scenario is if Y-O-U play ahistorical by NOT garrisoning (with a single militia element) what was historical.


You sermonize about historical accuracy yet fail to acknowledge the circumstances which led to that situation were of your own device --- by not garrisoning that which was historically garrisoned.


Holy cow Bat Man.....can you say paradox of monumental proportions.


Hence, any lack of ability is the explicit fault of you the player not the AI.


However, what's comical is that we have a small group of circus clowns who are scrambling in a futile attempt to place that altar of blame at the feet of the games AI ---- instead of themselves.
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Gray_Lensman wrote:Whereas up until very recently, I was somewhat convinced that there should be a penalty for CSA movements into northern territory, I don't believe in any penalty for raiding the North now.

One of the objectives of Lee's original 1862 Campaign was to invade the North thru to the Susquehanna and threaten Philadelphia, Baltimore, or Washington, in order to gain Foreign recognition, by presenting the foreign governments with proof that the south could win the war. This was prior to the release of the Emancipation Proclamation. Also, Bragg's intent was to move on Cincinnati if successful in central KY. Now, historically we all know that neither of these objectives came to pass, but the fact that the southern leaders were contemplating them has convinced me that they were not worried about any sort of political backlash, but actually counted on positive benefits had they been successful. To sum it up, they were militarily defeated but not politically inhibited in their attempts to invade the north.

This is why I will absolutely NOT be providing any penalty for CSA invasions of the North in this game, and in fact I'm removing some penalties I was originally contemplating that was present in some future work for beta testing.


Good :thumbsup:

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