Schattensand
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Frustration all around

Thu Jul 30, 2009 5:24 pm

Frustration all around.
I was happy to find a game like this, but now I am nothing but deeply pissed.
Having no chance to achieve any victory is quiet annoying.
The blue armies roam my backyard inmidst heavy winter, tear up rails but dont fight.
If I manage to engage them the battles are nothing but piffpoff. If I beat them they retreat in an other area so it is written, that your cant retreat in total enemy dominated areas, AI can do. I bet if I play the blue side probably my whole armie would be lost.
I fight " the slows " in the North of Harpers Ferry. Next turn he is in Alexandria, forbidding me entry in that county, while its not possible how he can move that far way in wintertime particular.
The Ai is always reacting to what I plan. The enemy has a spy in my brain. If I beat( it is an achievment to engage them anyway) them their numbers are unharmed next round. They refill the ranks even in my backyard, they must have choppers. My own armies depleat rather quickly in wintertime movement not even fighting - only moving. Its winter of 61 and the north has 5 - 6 armies all 5-800 points strong just in Virginia. Without chors and divisions it is no more possible to take Washington early in the game. The featureres of the game and the historical setting are so nicely done, but the AI is in all regards to strong, to clever, to evasive, to reacting.
If I choose to replay, in a way knowing to decieve myself, AI will deacently react in its favour too.
Listen - if you want to show me, that the AI is always smarter than me, even when I set to easy and aggressive, even if my armies are well organized, have the far better leaders, fight in their own territory you scored that goal.
There is no sense to play a game where you cant win. There is one - not to play at all.

Have a nice day.

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MrT
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Thu Jul 30, 2009 5:30 pm

1) i think you should become a poet because that flowed quite nicely, nearly wanted to sing it.

2) try playing a human (http://www.ageod-forum.com/forumdisplay.php?f=88).

3) fresh air and deep breaths.

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cobraII
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Thu Jul 30, 2009 5:32 pm

In order for you to defeat them where they cant reatreat they must have less then 5 percent military control in a surrounding region, in your case look for the regions they passed through, send in a cavarly unit or something to block the retreat route then you score your cannae. Keep at it it will get less frustrating. :thumbsup:
Quote General Lee Gettysburg movie,
"Do you see, General, there is the great trap, to be a good soldier you must love the army, to be a good commander you must be ready to order the death of the thing you love. We don't fear our death. But if this war goes on and on and the men die and the price gets ever high. We are prepared to lose some of us, but we are never prepared to lose all of us. We are adrift here in a sea of blood and I want it to end. I want this to be the final battle".

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slimey.rock
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Thu Jul 30, 2009 6:38 pm

When I first started to play, I would give up the game for weeks at a time from frustration. Always came crawling back, though ;) . Eventually, I got the hang of it and moved to PBEM. Now, I'm so used to playing humans that if I even start a game with the AI, I really can't stand it.

For me, the middle to easy settings for the AI is simply too easy. However, with the hard settings, the combat and movement bonuses baffle me as the AI makes moves and wins battles that I'm used to not expecting. I'm sure that is the same kind of frustration you are facing. Bottom line: learn with the AI; play with humans :thumbsup:
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Heldenkaiser
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Thu Jul 30, 2009 7:32 pm

I'll echo that. Play PBEM. The difference between playing another human and playing the AI is like the difference between ... ah well, that wouldn't really be g-rated, but I guess you can guess what I mean. :D
[color="Gray"]"These Savages may indeed be a formidable Enemy to your raw American Militia, but, upon the King's regular & disciplined Troops, Sir, it is impossible they should make any Impression." -- General Edward Braddock[/color]
Colonial Campaigns Club (supports BoA and WiA)
[color="Gray"]"... and keep moving on." -- General U.S. Grant[/color]
American Civil War Game Club (supports AACW)

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arsan
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Thu Jul 30, 2009 8:03 pm

C'mon PBEM'ers!! :wacko:
He has problems winning the AI... the last he needs right now is a wily human opponent mopping the floor with him ;)
Let him learn the game first! :)
Schattensand,
Relax and breeth deeply. You are still getting hang of the game mechanics. Keep on trying, read some AAR and strategies threads around here, ask whatever you doubt about and soon... you will be frustrated because the "stupid AI" is not a worthy opponent for you ;) :D

Some comments...
The AI doesn't cheat besides the advantages on activation, detection and the like you select for her on the options menu.
All the strange things you relate are nothing more than the effects of the fog of war and your still uncomplete understanding of the game rules. Trust me! :thumbsup:

I see you are playing tej south. Its Ok to play with them , but bear in mid you are playing the underdog. If you what to have more troops, more guns, more ships and play offensively, planning grand invasions better play the USA.

That you cannot take Washington at camping start is GOOD news. :coeurs: The opposite would show bad design choices and a lame AI.

On the ACW, battles tended to be non conclusive (piffpoff as you call it :D ). That you experiment this kind of results is GOOD news also. :coeurs:
The game has needed lots of adjustment in battle results, casualties and the like to get to the actual situation.
By the way, one of the lattes changes is dropping the minimum 5% Military control need to retreat to an area, as this made circling and eliminating full armies too easy. And that was not historical.

Cheers!

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GraniteStater
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Thu Jul 30, 2009 8:17 pm

All right, let's try to help this armchair general. I see the OP expressed frustration on another thread, so I'll try to make some concrete suggestions.

Now you (the OP) are playing the South. I haven't played the South so far, just taken a peek under the hood, but I'll tell you how to beat the North, or at least how I'm going to try to do it in my newly started CSA game.

* What is the situation? It is this: you, the CSA, are an underfunded, underequipped, smaller military power who is right next door to a burgeoning industrial giant. This giant is going to be slow to marshal his strengths, however. Your advantages are that your recruits are full of spirit, at least in the beginning, much of the countryside that is wavering can be induced to support you, and you have by far the better leadership in the first two years.

* Your biggest goal is to get the UK and France to go to war on your side. To do this, you must try to be in the lead in VPs and NM on almost every turn, so that FI will trigger.

Therefore:

+ Husband your strength. You are going to be on the road to FI and victory by August 62 or it'll be much more difficult after Emancipation. So, what you want to do is try to have the battles that you have truly count. You don't want to fritter away your advantages in a lot of small, meaningless actions.

+ The road to NM/VP success is by eliminating enemy elements (sub-units) altogether (much NM there) or by seizing and holding towns with VP values.

+ Short version: Be happy with a stalemate in the East. You probably won't be able to get DC unless there is a bad lapse by the AI. Make the North pay in blood in the East, but hold Richmond. Try to avoid a seige of Richmond. Keep the Union at arm's length as long as you can and give him a bloody nose every time he pokes it beyond Manassas or F-burg. Concede Harper's Ferry and, if you must, the Valley (Winchester). He can trade 3 bodies for your 2, so make every Southern casualty a hero and make the North pay.

+ Still short: in the meantime, your offensives are in the Center and in Missouri. Fight for Kentucky tooth and nail. Deny him the Mississippi, the Cumberland, and Tennessee rivers. Capture and hold Louisville, KY, if you can. Hold onto Lexington, KY as long as you can - it's the recruiting center for KY. Yield grudgingly at best here, and fight. Out beyond the Mississippi, be opportunistic in Missouri and give the other guy fits. Raid. Nibble. Don't let him get comfortable, you have many loyal folks in MO.

+ Be prepared to repel seaborne invasions at New Orleans and Charleston and Savannah and Mobile. Guard those four and have mobile forces ready to go to the rescue at the places in between. You can't be everywhere on the coast, so guard the Big 4 and be ready to respond elsewhere.

+ Use any 'extra' resources to send out Runners to bring stuff back to you. The blockade will hurt you by 63. Make hay while the sun shines.

In short, block the East, fight in the West, and take advantage of every slip-up by the opponent. You're gonna be on the right path early or be facing a long defeat by late 62.

Good luck - I know I'm gonna need it myself as the CSA.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster

[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898

RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.


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Colonel Dreux
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Thu Jul 30, 2009 8:49 pm

Schattensand wrote:Frustration all around.
I was happy to find a game like this, but now I am nothing but deeply pissed.
Having no chance to achieve any victory is quiet annoying.
The blue armies roam my backyard inmidst heavy winter, tear up rails but dont fight.
If I manage to engage them the battles are nothing but piffpoff. If I beat them they retreat in an other area so it is written, that your cant retreat in total enemy dominated areas, AI can do. I bet if I play the blue side probably my whole armie would be lost.
I fight " the slows " in the North of Harpers Ferry. Next turn he is in Alexandria, forbidding me entry in that county, while its not possible how he can move that far way in wintertime particular.
The Ai is always reacting to what I plan. The enemy has a spy in my brain. If I beat( it is an achievment to engage them anyway) them their numbers are unharmed next round. They refill the ranks even in my backyard, they must have choppers. My own armies depleat rather quickly in wintertime movement not even fighting - only moving. Its winter of 61 and the north has 5 - 6 armies all 5-800 points strong just in Virginia. Without chors and divisions it is no more possible to take Washington early in the game. The featureres of the game and the historical setting are so nicely done, but the AI is in all regards to strong, to clever, to evasive, to reacting.
If I choose to replay, in a way knowing to decieve myself, AI will deacently react in its favour too.
Listen - if you want to show me, that the AI is always smarter than me, even when I set to easy and aggressive, even if my armies are well organized, have the far better leaders, fight in their own territory you scored that goal.
There is no sense to play a game where you cant win. There is one - not to play at all.

Have a nice day.


Winning against the AI is pretty easy actually. All I play is the South and the North usually gives up late 1863 to early 1864. You win enough big battles and keep most of your major cities free, you win the game.

Keep playing.
Oh my God, lay me down!

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cptcav
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Thu Jul 30, 2009 9:01 pm

arsan wrote:C'mon PBEM'ers!! :wacko:
By the way, one of the lattes changes is dropping the minimum 5% Military control need to retreat to an area, as this made circling and eliminating full armies too easy. And that was not historical.

Cheers!


Is that in the latest patch or is it something that is coming?

Regards,
CptCav
Born Texan, Texan till I die!

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GraniteStater
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Thu Jul 30, 2009 9:05 pm

It's the latest and is even in the beta release candidates (rcXX).

So, essentially, retreating is not the road to perdition anymore and is allowed freely.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]

-Daniel Webster



[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]

-General Joseph Wheeler, US Army, serving at Santiago in 1898



RULES

(A) When in doubt, agree with Ace.

(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.





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arsan
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Thu Jul 30, 2009 9:08 pm

cptcav wrote:Is that in the latest patch or is it something that is coming?

Regards,
CptCav


Its in 1.14 and i think it was added on some of the 1.13 RC beta versions.
Its in the readme too :thumbsup:

56.) Changed Minimum control to have in a region to allow a retreat into it to 0, was 5 (adopted from Clovis Mod)

Cheers

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Pat "Stonewall" Cleburne
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Thu Jul 30, 2009 11:20 pm

Don't set the AI to agressive. My first game, I played on easy/cautious and mopped the floor with the enemy.

As for initiating big battles, don't worry about it. Chasing the enemy around is a bad idea. Defend your main cities and depots and the enemy will starve to death.

kwhitehead
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Thu Jul 30, 2009 11:39 pm

Schattensand wrote:Frustration all around.
I was happy to find a game like this, but now I am nothing but deeply pissed.
Having no chance to achieve any victory is quiet annoying.
The blue armies roam my backyard inmidst heavy winter, tear up rails but dont fight.
If I manage to engage them the battles are nothing but piffpoff. If I beat them they retreat in an other area so it is written, that your cant retreat in total enemy dominated areas, AI can do. I bet if I play the blue side probably my whole armie would be lost.
I fight " the slows " in the North of Harpers Ferry. Next turn he is in Alexandria, forbidding me entry in that county, while its not possible how he can move that far way in wintertime particular.
The Ai is always reacting to what I plan. The enemy has a spy in my brain. If I beat( it is an achievment to engage them anyway) them their numbers are unharmed next round. They refill the ranks even in my backyard, they must have choppers. My own armies depleat rather quickly in wintertime movement not even fighting - only moving. Its winter of 61 and the north has 5 - 6 armies all 5-800 points strong just in Virginia. Without chors and divisions it is no more possible to take Washington early in the game. The featureres of the game and the historical setting are so nicely done, but the AI is in all regards to strong, to clever, to evasive, to reacting.
If I choose to replay, in a way knowing to decieve myself, AI will deacently react in its favour too.
Listen - if you want to show me, that the AI is always smarter than me, even when I set to easy and aggressive, even if my armies are well organized, have the far better leaders, fight in their own territory you scored that goal.
There is no sense to play a game where you cant win. There is one - not to play at all.

Have a nice day.


The game is very complex and the AI knows the rules so when you first start expect to be defeated by the AI. But you can win. Here is a good thread I posted on the ACWGC site that leads you through winning with the Union against the AI.

http://www.wargame.ch/board/acw/topic.asp?TOPIC_ID=13529

One warning, this was done under 1.13b version. The 1.14 introduces some significant changes you have to watch for especially regarding Manassas and Kentucky. I haven't played them as the Union so I don't know what the affect is.

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GraniteStater
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Thu Jul 30, 2009 11:50 pm

kwhitehead wrote:The game is very complex and the AI knows the rules so when you first start expect to be defeated by the AI. But you can win. Here is a good thread I posted on the ACWGC site that leads you through winning with the Union against the AI.

http://www.wargame.ch/board/acw/topic.asp?TOPIC_ID=13529

One warning, this was done under 1.13b version. The 1.14 introduces some significant changes you have to watch for especially regarding Manassas and Kentucky. I haven't played them as the Union so I don't know what the affect is.


* The "Manassas" is hard to explain succintly - suffice it to say that the Union needs to push in extreme Northern VA and it affects McDowell and McClellan; who's going to command the main US Army there.

* KY is easier - he can choose to play 'regular' w/o the KY variant from the Start menu. Or, if he does choose it, just wait 'til fall 61 and start counterattacking; it's not really something you have to know well; I just ignore it, really, and treat KY as a huge Neutral Zone until then.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]

-Daniel Webster



[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]

-General Joseph Wheeler, US Army, serving at Santiago in 1898



RULES

(A) When in doubt, agree with Ace.

(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.





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Schattensand
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Fri Jul 31, 2009 12:36 am

First Thx for all your comments, You really care - I said that before.

I play strategic games since 15 years or so.
Sure one has to learn every one new. Try 100 times from start again
and slowly one gets the game. The moment I get it compleetly I am done with it. I played WW1 two weeks - easy, but unstable. Boa2 easy.
NC not really started. To me ACW has the most potential - epic but frustrating.
Spanish Ambassador dont tell me the AI has no advantages.
He has an spy not in my headquarters but worse - in my own thoughts.
He knows all what I planned in one hour or so - then he needs 30 secs to find adequat countermeasures. Even all double saves will not help.
Changing a game to easy is normaly absolutely below my dignety.
Problem are this swarming stacks in wintertimes and the AI seems to suffer not at all. In Boa2 I saw enemy stacks vanish in winter outdoor conditions.
Here they dance around all in Virginia. Never attacking anything else but militia, destroying rails, besieging small towns, not even VP town cause they are guarded at least by a brigade. When I try to engage, got even Lee early in game, they just retreat and my armies suffer heavily by marching in pursuit. I dont know how AI even survive in that weather. AI even creates the weather to his favour - lookes like.
OK its Jan 61, I have far more VP, they did not gain a single mayor town, besides Kentucky, my reating 114 to 87 and 689 to 334 - not too bad.
But battle are mostly piffpoff ( Adm. Duchesne created the word talking on seebattles - ce piffpoff - btw ) They dont contest me in the Tennessies, nor in the west.
Granite - playing the south you have to pick up the fight, where the enemy advances. To be aggressive in the Middle-West you need the resources you dont have. Build up Depots is the last I can afford. Many other stuff You said is valuable - savegardind the ports, I did that. So the game provided State troops I left them untouched. Building running navy- did that too. But if Billy Yank is playing this destructing kind of bushwacker style war in Virginia - what can I do. If theese bustards would stay and fight I would have my victories or defeats. A Cannae would be nice, even a Fredericksburg will do, but all this won battle that are more a stalemate and dont give Vps, all this pursuit winter marches are idiotic. War is anyway idiotic.
For Pebm game I fear I am to slow, need lots of time, I am an old man.
One game Question
These Replacements are quiet expensive and seem to disapear every turn.
Are they only good for a rich mans war or is it prudent to invest money in it-
it looks absolutely futile. I guess it is the source while blue armies can survive so unharmed in my rear so I do not understand how an army can fill up ranks, when they are deep in the south. They should not be able to recieve any support deep in enemy area, but they are AI so one never knows.

Argh

Enough for today

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Jim-NC
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Fri Jul 31, 2009 12:43 am

Schattensand wrote:One game Question
These Replacements are quiet expensive and seem to disapear every turn.
Are they only good for a rich mans war or is it prudent to invest money in it-
it looks absolutely futile. I guess it is the source while blue armies can survive so unharmed in my rear so I do not understand how an army can fill up ranks, when they are deep in the south. They should not be able to recieve any support deep in enemy area, but they are AI so one never knows.

Argh

Enough for today


The replacements disappear, as they are being consumed to refill your armies. Yes, it is quite expensive to build them all, but well worth it (they are cheaper than buying new ones). As for the replacements, it is part of the game design, you can get replacements anywhere (except under siege). So if a unit rests, it "can" get replacements. This game has a steep learning curve, so keep at it.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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cobraII
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Fri Jul 31, 2009 12:44 am

Here is a question are you playing with historical attrion if not then ai can recieve replacements about anywhere, with historical attrion ai has to have units in depot same with you, just make sure you click historical attrition for both human and ai. Also have you learned that you can right click on political options and draft options to increase what you can get.
Quote General Lee Gettysburg movie,

"Do you see, General, there is the great trap, to be a good soldier you must love the army, to be a good commander you must be ready to order the death of the thing you love. We don't fear our death. But if this war goes on and on and the men die and the price gets ever high. We are prepared to lose some of us, but we are never prepared to lose all of us. We are adrift here in a sea of blood and I want it to end. I want this to be the final battle".

Schattensand
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Fri Jul 31, 2009 1:01 am

I guess it makes the play even harder, if it is harder for the Ai it may be welcome. Have to try. Bout this political and draft options sure I play them so not the printmoney option. AI plays them all.

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Pat "Stonewall" Cleburne
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Fri Jul 31, 2009 3:08 am

Also, are you playing with the most recent patch (v1.14)? I've noticed alot of the wierd AI behavior is fixed, though they still attack too much in the winter. If they attack in the winter, don't let em capture any depots or cities and they'll wither away.

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arsan
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Fri Jul 31, 2009 10:58 am

Schattensand wrote:Spanish Ambassador dont tell me the AI has no advantages.
He has an spy not in my headquarters but worse - in my own thoughts.
He knows all what I planned in one hour or so - then he needs 30 secs to find adequat countermeasures.


Not sure if you are just joking or really think that the AI knows your movements. :confused:
You can trust or not, is your call, but again i assure you that AGEOD Ai has the same fog of war on you that you have on her (except if you give him detection bonuses on the options menu).
Really, i guess AGEOD could take this ranting as a compliment to his competent Ai. Usually its the contrary. :bonk:
AACW Ai its pretty decent, specially considering the complexity of the game and that she doesn't cheat on production, combat results... unless you select in the options menu to make the game harder. But when you have some experience you will also find her weaknesses.

If i recall correctly, in standard setup the only advantages the AI gets are +1 activation roll and 3 leader redeployments for 1 to the human player.

Regards

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GraniteStater
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Fri Jul 31, 2009 2:26 pm

My 'Normal' setup is default, but I take away the +1 Activation from the AI. Oh, and I set the Naval Boxes to the 'Standard Rule'.

To Schatten - from what I'm reading, your major vexation is that the enemy is 'running around' and 'won't fight.' If this is the case, then remember - he has to come to you at some point. The Union must take your cities.

So let him run around, just use some Cav/Cav/HorseArty formations to discourage him from tearing up your RR tracks (or small Inf stacks if they're stronger), and as long as he isn't threatening to mess with your communications, don't worry overmuch. I'm not saying ignore him, just keep an eye on him. Mouseover his stacks for intelligence on strength and force composition.

When a strong formation of his comes into range, smack 'em!

He has to come to you.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]

-Daniel Webster



[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]

-General Joseph Wheeler, US Army, serving at Santiago in 1898



RULES

(A) When in doubt, agree with Ace.

(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.





Image

Schattensand
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Tue Aug 04, 2009 4:01 am

I am fine now with the game.
My only great mistake in the beginning was to gard valuable cities only with militia or not at all. This was a temptation AI could not resist, even in Winter.
But how does enemy know? AI surely find any undefended spot even far away. Tempt him to run for that, deny it to him and let him die for no support is an option now. My last try was nearly historical up to spring 62, than I became too strong. More and more I find out, what would have been a better to do. So it is tempting to start again and again.
Strange is this possebility that I may advance in def stance into a region. Mostly not even a fight happens, I leave my siege train there and few turns later it is mine, than leave one brigade with the captured arty and the place is even rather save.
The shopping is nice. Jeff Davies would have liked it to have all this stuff availible, he would dream of it. Guess to play Union must be much harder, maybe I try even this once. It is a nice game , tricky but manageble.

Up to now I was unable to melt units by will on subbrigade level. It is written that its possible but not how it works.
To use the Print money option - is it wise? If one does it asap and aoap the war should not take long - or ?

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MrT
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Wed Aug 05, 2009 7:39 am

hehe, yes its tempting to start over and over again...

Melt on a subbrigade level.. not sure i understand it... (deutsch?)

Otherwise i think you mean about the single units that are created, this means you can merge (melt) units together that are missing elements. e.g.

Unit a) 4 line units 1 6lb cannon

now unit a was in combat and lost 1 line unit.

unit a) 3 line units 1 6lb cannon

means now when you have a single line unit you can add it too the unit A as a manual replacement instead of using the normal replacement method (automatic after you bought replacements)

Schattensand
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Wed Aug 05, 2009 6:53 pm

exact this does not work somehow

mjw
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Wed Aug 05, 2009 7:34 pm

You mentioned that it is hard to destroy an army (cannae) and they keep retreating after a battle. I would let you know that in the entire civil war, the total destruction of an army only occured 3 times...2 were during a seige.

Ft Donelson and Vicksburg saw the loss of 2 confed armies. The Army of Tennessee under Hood was destroyed at Nashville by the Union Army of the Cumberland - or what was left of it- (but only through the recklessness of J. Hood, the commander)

There were dozens of huge battles and hundreds of smaller ones and everytime, the armies lived on. Look at the licking Lee took at Gettysburg or Pope took at second manassas. Both times, the army survived (in Pope's case it was eventually incorporated.

it is VERY hard to destroy an army or even inflict more than 15% casualties in real life...as with AACW.

The key is to get cavalry in behind the advancing Union force and cut its supply. Then once a few turns have passed and the Army has not retreated, try to move a brigade of infantry of more cavalry into the avenues of retreat. Begin to attack with your fully supplied Army. Begin by attacking but retreating after 2 rounds (the "blue" button in the attack stance), after 1 or two of those, the Union army will be out of supplies. You should now have significant control over the areas of retreat lessening the chances of a successful union withdrawl. Now, conduct an all out attack and you will really tear 'em up.

As Nathaniel Forrest says.."Keep up the scare!" In other words, If the Union Army does retreat, follow it up with another assault until the Army is destroyed or you are leaving your safe zone.

Also, as the confederacy, there is no reason to begin on the strategic offensive. You cannot take DC and all of the rest of the cities really have minimal VP value for what you will spend fighting for them. So long as you don't lose any strategic cities, you will accumulate more VP points that the Union every turn so let the Union do teh work. Sit back and pick off the armies.

Also, if you can, Place corps along a line in locations through which the Union will haev to attack. After summer of 1862, you can fortify up to a 5 which means an attaking army will have a hell of a time. Let your armies sit still and entrench unless you see a perfect chance to destroy an army...then move out. If not, stay put.

Schattensand
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Thu Aug 06, 2009 12:16 am

Thats a valuable reply.
I`m not that much for an Cannae, a Fredericksburg will do - as I said before-but the Ai will never attack foolishly, there is no Side Whiskers in the Ai pool.
In that regard Lincoln would be happy to have the Ai as general.
The strategy you describe works sometimes, sometimes Ai is even so deep raiding, that he perishes by itself- better would be a victory so. Some armies are never seen again. The prob is often that the Ai does not know what a frontline is, one can use this behaviour, still it is annoying. So I see that a +4 entrenched brigade + some arty is an obstickle Ai seldom tests. So what i do now i create this space all around in depot places and VP cities at least, what limits my offensive capability. On the other hand if i see what i am able to crete a havoc in blue backyard I dont want to play Billy Yank.

mjw
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Joined: Sun Nov 04, 2007 4:58 pm

Thu Aug 06, 2009 2:46 pm

Ok...since I'm so smart...here is an example of how this game will kill you...but do it fairly.

I sent out some lone brigades to try to shape the battlefield and funnel a Union force into a particualr area. I wasnt paying attention and all units were in supplied regions (I hit the "supply" icon and all areas were green). Two turns later, I received notice that two of my brigades had dissolved due to no supply.

My first reaction was to accuse the game of cheating since they were in a "green" zone. Upon review however, the only structure in the area was a level 2 town which cannot forward supply. The closest structure that could was a level 3 town 4 regions away. Unfortunately, that town was also pushing supply out to 2 other divisions nearby and the surrounding regions were "mud". So....technically the area my lost brigades were in was in supply...there was just not enough supply.

The structure could not push out enough supply for everyone so it gave to the units on "passive" (my divisions) relaxing behind the line and outside of the town.

There is no other game around that so accurately models supply...I guarantee it. Just like real life, supply will kill you. it really gives you a look into why Sherman's "march to the Sea" was so special and why there were no "Panzer" strikes deep into enemy territory. This isnt WWII so no deep pincer movements. The game does not "cheat"...there are just numerous variables.

Learn to cherish a game that finally presents a challenging AI without combat bonuses and extra money and such.

Topeka
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Joined: Sun Nov 23, 2008 4:53 pm

Thu Aug 06, 2009 4:05 pm

This discussion is fascinating. Only six days ago Arsan was predicting Schattensand would soon be complaining about the stupid AI. Lo and behold, 15 hours ago Schattensand is complaining about how stupid the AI is for sending deep raids in winter. You are an Oracle, Arsan! Delphi has nothing on you.

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arsan
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Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Thu Aug 06, 2009 4:09 pm

:D Thanks!!
Does somebody need any advice on stock exchange investments?? ;)
I only ask for a 25% share of the profits :wacko:

Topeka
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Joined: Sun Nov 23, 2008 4:53 pm

Thu Aug 06, 2009 4:13 pm

arsan wrote: :D Thanks!!
Does somebody need any advice on stock exchange investments?? ;)
I only ask for a 25% share of the profits :wacko:



Too late. I don't have anything left! :(

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