Coregonas wrote:Not exactly sure, but either 10 units or 10 elements are required 1 area from richmond.
Seem most USA players just ignore this event and lose the 10 points.
Banks6060 wrote:I dunno if I really dig this idea. While I really get annoyed at Union players who just sit around for 2 years outside Washington while they promote better generals from the west....I still think the game addresses this appropriately.
If you're the Union and you just sit there, you're libel to be attacked by a much better led army during 1862 and will likely be both outmaneuvred and outmatched in battle anyway. So I think strategically there is already incentive enough to get your butt goin' before an ambitious CSA player decides to take the war north. Which is, IMHO, what drove politicians to persist in demanding the war stay on the Virginia side of the line historically....that and taking Richmond.[/HTML]
What I think might be a nice compromise is making Richmond worth vastly more NM for the Union if they capture it.
Banks6060 wrote:I dunno if I really dig this idea. While I really get annoyed at Union players who just sit around for 2 years outside Washington while they promote better generals from the west....I still think the game addresses this appropriately.
If you're the Union and you just sit there, you're libel to be attacked by a much better led army during 1862 and will likely be both outmaneuvred and outmatched in battle anyway. So I think strategically there is already incentive enough to get your butt goin' before an ambitious CSA player decides to take the war north. Which is, IMHO, what drove politicians to persist in demanding the war stay on the Virginia side of the line historically....that and taking Richmond.
What I think might be a nice compromise is making Richmond worth vastly more NM for the Union if they capture it.
lodilefty wrote:It is relatvely simple to create an event that takes -1NM from Union per turn until they get to the 'Richmond Area'...
bk6583 wrote:Are you speaking from a PBEM experience (mine is strictly against Athena)? If left alone, by 1862 Union corps sitting in the three regions from Harpers Ferry to Alexandria, with a strength of 1600-1700, with 20 pounders and/or Rodmans, entrenched to level 7-8, can be very tough nuts to crack. I'd be curious to read from posters what strategies a human CSA opponent conducts to disrupt this.
Jabberwock wrote:My proposal is something that could be tried in a mod, maybe added to vanilla someday if it works well and the community likes it.
Banks - You really don't want to give me that much insight into your thinking.![]()
Jabberwock wrote:Actually, I'd personally like to see three related events:
-7 NM for not moving to the noth bank of the Rappahannock
-5 NM for not crossing the Rappahanock (using the original event area, with some minor changes)
-3 NM for not attacking Richmond
That way, there would almost be a guarantee of a fight at Bull Run, a good chance of the Union trying to push further, and everyone could give up on 3 NM. Odds are most players would lose 8 NM that way, and non-aggressive players would lose 15.
I'd also like to see a loss of 1 NM for every 2-3 turns that the Union doesn't have any significant forces in the "Close to Richmond" area. Right now it is too easy to sit back and wait for late '62. Significant might be defined as a smaller force than this event uses, but larger than a few raiders.
Banks6060 wrote:Yes...alot of the gamey'er Union players like to just sit and wait in the east for a couple of years with their crappy generals and wait for Grant, Sheridan, Meade and co. to be promoted to Army and Corps level command until they actually make a move.
I think it's a rather annoying strategy....sometimes effective, but allowing an aggressive and knowledgable CSA player the initiative...with a vastly better led army SHOULD be incentive enough IMHO to get a Union player moving in '62.
CSA offensives, if they build up enough Supply Wagons, can go just about anywhere....as long as they maintain a defense along the Orange and Alexandria Railroad....you can move to Grafton, then Wheeling or Pittsburg....or up through Harper's Ferry Behind Union lines to Baltimore and Annapolis....even all the way to Harrisburg....hell.....provided you have enough supply, you could probably run all the way up to Philedelphia with a "Pocket Corps" under Jackson. Stealing those VP and NM cities adds up for the CSA.
Then there's the incentive to break the CSA entrenchments before they become too strong. All a conservative CSA player has to do is form a line of trenches from Harper's Ferry all the way down to Fredericksburg.....I dunno...I just think's there's already plenty of incentive for the Union player to get moving in '62 and I feel that players who don't are rather foolish...but that's just me.
Although, as I mentioned above....some extra NM incentive for being "near" Richmond might help.
Gray_Lensman wrote:This will probably be more interesting as the new "Max Entrenchment Level" changes are implemented. A USA army that sits just outside Washington for the first two years will only be able to be entrenched to a Level of 5 or 6 thru 1862, making them somewhat more vulnerable to an aggresive CSA player.
Coregonas wrote:So USA players DECIDE: PROMOTING GRANT is my 1st TOP priority. I dont care about Richmond. I ll do it later.
soundoff wrote:...As I said for me its not the power of Jackson & Co, nor the entrenchment that stops me from moving on Richmond. Its trying to get the commanders activated.
soundoff wrote:As an aside and as a general question has anyone made a decent fist of advancing into Virginia when they have been up against a decent PBEM player rather than the computer? I know I have'nt been able to crack it. The major problem I find is not the bonuses given by such as Jackson nor the entrenchment bonuses. The real killer for me is too many Union commanders going inactive at critical times.
I must admit I dont make the attempt anymore as it just turns out to be suicidal.
Mind you I like the idea of a continuing cost for not making headway on that front.
Regards
chainsaw wrote:Yep - no matter what your intent might be, as a US player it comes down to will any of these lazy eastern theater bastards activate? Through mid 1862 it seems about 75% of the time the answer is "We're not ready yet! We need to change our socks! Ummm, we need a few more divisions...let's wait another month."
My favorite is when it's mud and blizzards then they come out of their slump. "On to Richmond! It might take 30 days to travel one region, and we will lose 80% cohesion, but we're ready to go now! Onward..."
My next game I'm trying the CSA (never have) to see what can happen when units actually activate and advance (what a novel concept)...
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denisonh wrote:This the real problem I find as the USA player. I have Union in PBEM and will attack when I have activated Generals in 1861/1862. If a Union player "goes to sleep" out east, he allows the CSA player to divert forces West. Attacking the CSA player in the East in 1861/2 "keeps him honest", keeping forces out East.
Even losing battles is not bad as long as you can bleed the CSA player.
Even so, I have only avoided the NM penalty for the "advance into Virginia" one time.
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