Citizen X wrote:That would come down to a Union sitting around untill a second army commander with considerable strat rating pops up. Because you don't only need to consider what is immobile now but also what MIGHT be immobile next turn, thus making campaigns over several turns too unpredictable.
And talking about historical, the Union army DID move. Just not in the right direction ^^
Stauffenberg wrote:Perhaps apply this just in winter months...
Ideally, it would be great if you could select on separate movement penalty % for non-activated leaders for either side in Game Options.
Pat "Stonewall" Cleburne wrote:That's supposed to be what the strategic rating represents during "normal" play. I've never tried the harsh activation setting.
The problem is, generals never refused to move when they were behind enemy lines or anything. Rosecrans might sit for months waiting for the perfect moment in Tennessee, but he stayed active once he finally got going.
That would come down to a Union sitting around untill a second army commander with considerable strat rating pops up. Because you don't only need to consider what is immobile now but also what MIGHT be immobile next turn, thus making campaigns over several turns too unpredictable.
Stauffenberg wrote:Non-activated commanders cannot move, nor can the units with them. This setting can be made in the Options/Game menu.
A quick question: has anyone tried a full campaign game with this game setting in place? Would this not be more historical given the 2-week time frame?
Various games I have played see the US far more active than was historically the case. The penalty for non-activations seems rather low, especially in winter. Given the disparity of quality between the Union and Confederate pool of generals, especially in the first two years of the war, this seems to be a real benefit for the north serving to blunt the south's advantage somewhat. I'd be interested in hearing views on that.
charlesonmission wrote:I only play with full activation. It really makes the game more realistic and historical IMHO. My current AAR is with full activation and it is 1865 and still working fine! The actual war took 4+ years to end. I think some players want a quick 1 year war and win. I prefer the slow march though. I just read all the comments above though and it seems I'm in the minority. I don't think Mortar in my PBEM game has lost any forces to being locked and starved, nor have I. To each their own, I suppose.
Charles
Stauffenberg wrote:<snip>
I wonder if a future patch (looks like this will miss the recent one) might include a sliding scale of % penalties. For myself I would be inclined to see winter turns with full activation and double the MF penalty for inexperienced 3-1-1 generals otherwise.
lodilefty wrote:Probably only in a brand-spanking-new AGE game, and only as a "side effect" in any updates for the "Elder Games". Developer time is the constraint.
Philippe wrote:Aren't submarines in the ACW single use weapons (you attack with them and they sink whether they damage the target or not)?
Philippe wrote:As you say, great chrome that would be entertaining to see in the game.
But probably not as a unit. The idea of a die-roll determing whether it damages anything in its target harbour would probably be the way to go. As for how much it would cost and how long or likely it would be to develop it, I have no idea since I don't know the game well enough to know what would be appropriate.
Another possibility would be to have it show up as an event that has little or no effect on the game, but that when you click on it you see the famous photograph and get to read a short paragraph describing what the Hunley attempted to do. This would add flavor and color, and wouldn't run the risk of diverting resources for chrome.
If it's going to cost something there should probably be a slight chance that you could get two uses out of it (or something like that) to give the Southern player a gambling incentive to divert resources.
Is the possibility of mounting the Dahlgren cavalry raid on Richmond late in the war modeled in the game? That would be another intriguing chrome event.
Stauffenberg wrote:This is what I thought I might hear more of, but most seem to prefer to avoid it because of a few extreme situations they cite. However, whatever bad situation you get with some general doing nothing, is sure to be offset by the fact that the other side is just as liable to get the same, and it is a long war as Charles points out.
Most of all I was inclined to argue it historically. There were numerous situations where a particular general on either side "inexplicably" failed to move, or react at all (even the talented Jackson in the Peninsula campaign). These aren't monthly or bi-monthly turns afterall, it's 2 weeks.
What caught my eye in the first few pbems I have played as the CSA was the extraordinary amount of initiative evident in union forces in 1861 and '62... as opposed to the historical. Union generals may be almost entirely 3-1-1s, but because they can move each and every turn (albeit with the MF % penalty), a resourceful union player will start hitting you everywhere with everything knowing he can move everything, every turn. In chess terms it's a sort of "pawn storm" strategy. Why not? It's what you would expect a good player to take advantage of. As a Russian general said in WWII: "Quantity has a quality all its own."
I wonder if a future patch (looks like this will miss the recent one) might include a sliding scale of % penalties. For myself I would be inclined to see winter turns with full activation and double the MF penalty for inexperienced 3-1-1 generals otherwise.
Oldman wrote:I've played PBEM with this setting as US. It is a totally different game. Such setting does force a more cautious/slower/duller game in the beginning which may be called "more historic".
But as Jim-NC has noted in his posts frustrating situations happens now and then when your forces lock down in the middle of nowhere. Or even worse - the main army locks down in, say, Manassas and doesn't even flinch when isolated corps in Alexandria are decimated by the whole CSA army (no MTSG while locked), which then is free to go for Washington if it so desires in the next turn - and you are still fully locked down... And these situations doesn't look more historical at all.
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