McNaughton wrote:Separate forcepools may be a necessity, otherwize how will you determine if you are building a Western, Eastern or Trans-Mississippi unit in the build que?
PhilThib wrote:We could work out may be some "regional" capitals...![]()
veji1 wrote:I am not sure I like this idea : Although I find the fact that div HQs for CSA appearing at Montgomery Al. at the beginning of the game is ridiculous, I think that getting all important support (HQs, Meds, Signal, Engineers...) at the capital makes sense, it means that eastern front is sort of the priority and gets organised quickly, while you need time to ship the units to other fronts that therefore take longer to organise... Makes sense to me.
caranorn wrote:Sounds like a good idea, but I'd opt for at least three regions. East, West and Trans-Mississipi. I assume this would also mean separate Force Pools for those support units, generally with a smaller Force Pool in the Trans-Mississippi then out East.
pasternakski wrote:Caranorn, you dawg, you're an old-time player of VG's Civil War, aren't you?
This discussion is not only a great one, but has significant import for the future shape of the game. Thanks, all you thinking critters out there. You're the greatest. No other forums are as good as these, gentlemen, and you are the ones who make it so.
Without going on at length (a relief, I am sure, for those of you who think I have an annoying tendency in that direction), I have a humble, fat and small analysis to offer.
The current limitation on number of armies seems to me about right. I don't see how the Union could have maintained the logistics for more than about five, and I think the Confederacy could not have sustained more than four effective field armies. These were huge, unwieldy beasts, to an extent the game doesn't really depict until you start trying to build them into an effective campaigning force. The single "army counter" does little to depict the massive structure and logistical and political investment an army of these times represented.
That said, I see the creation of new army HQs at the nation's capital as a convenient "shorthand" for what that army actually is: the most powerful immediate exertion of the national leadership's war effort. Formation of an army should be a matter of grave concern and significant difficulty (and when one considers the bother of creating its support units and subordinate structures, then melding them into an effective whole, the game is at its best in making achievement of competent organization a big pain in the butt).
Transporting the monster to the base area from which it will operate and matching it up with the various leaders and sub-units is all part of AACW's charm for me. I wouldn't change it, but I will be happy with whatever AGEod decides.
Two other minor things: formation of specialized support units (medical, signal, and so on) should not be possible in remote locations, either. These require specialized personnel and training available only at the major population centers of the east - on both sides. I do agree, though, that there should be a limitation on numbers of armies available by region, and (bless ya, caranorn), the best breakdown for that is east, west, and trans-Mississippi.
See? I didn't go on at length (sheesh, sorry 'bout that). I think that this is as important as correcting the division breakdown bug or bugs. I look forward to more discussion on the various points involved.
pasternakski wrote:The current limitation on number of armies seems to me about right. I don't see how the Union could have maintained the logistics for more than about five, and I think the Confederacy could not have sustained more than four effective field armies. These were huge, unwieldy beasts, to an extent the game doesn't really depict until you start trying to build them into an effective campaigning force. The single "army counter" does little to depict the massive structure and logistical and political investment an army of these times represented.
Transporting the monster to the base area from which it will operate and matching it up with the various leaders and sub-units is all part of AACW's charm for me. I wouldn't change it, but I will be happy with whatever AGEod decides.
Two other minor things: formation of specialized support units (medical, signal, and so on) should not be possible in remote locations, either. These require specialized personnel and training available only at the major population centers of the east - on both sides.
veji1 wrote:I think you don't realize that like in many games, things tend to go very fast in AACW. the engine needs to find tricks to slow down the players, otherwise you end up with armies better organized then the mid-late 1862 ones in august 1861...
The fact that it takes 3 months to build and then ship an HQ from Richmond to Fort Smith Arkansas makes sense in that perspective... Otherwise I would have had an up and running Army of the Missouri by july 1861... This would be way out of the picture...
It might be annoying, but this game is suppose to emulate to some extent the constraints faced by the two sides... and the fact that you have to plan in advance an HQ deployment because it takes 3 month to get it there makes sense to me..
Either that or you'd have to block the constructions of many support units until fall 1861 to emulate the time it takes to organize an army for war from scratch.
veji1 wrote:I think the whole support and HQ issue is really important to the game, as Pasternaski said. It has to be constraining enough to model the difficulty organizing an army was at the time, yet not too much otherwise it will be unbearable for players other than grognards...
I think for example that division HQs shouldn't be available before fall 61, to force players to play with big "forces" that have lots of penalties...
Same for support units other than wagons, forming med units, engineers, etc... takes time.. you shouldn't be able to organize "proper" armies befoe winter 1861...
veji1 wrote:I think you don't realize that like in many games, things tend to go very fast in AACW. the engine needs to find tricks to slow down the players, otherwise you end up with armies better organized then the mid-late 1862 ones in august 1861...
The fact that it takes 3 months to build and then ship an HQ from Richmond to Fort Smith Arkansas makes sense in that perspective... Otherwise I would have had an up and running Army of the Missouri by july 1861... This would be way out of the picture...
It might be annoying, but this game is suppose to emulate to some extent the constraints faced by the two sides... and the fact that you have to plan in advance an HQ deployment because it takes 3 month to get it there makes sense to me..
Either that or you'd have to block the constructions of many support units until fall 1861 to emulate the time it takes to organize an army for war from scratch.
Return to “Help to improve AACW!”
Users browsing this forum: No registered users and 3 guests