Unit/General Activation Question

AGEOD’S American Civil War - The Blue and the Gray is a historical operational strategy game with a simultaneous turn-based engine (WEGO system) that places players at the head of the USA or CSA during the American Civil War (1861-1865).

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emcgman
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Unit/General Activation Question

Post by emcgman »

What determines whether or not your Generals are `activated' on any give turn, so that they can perform combat actions?

At first I thought it was due to insufficient Command Points, but that doesn't seem to be the case.

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RE: Unit/General Activation Question

Post by SpharV2 »

It's based on a die roll against their Strategic rating.
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RE: Unit/General Activation Question

Post by Pocus »

And if he was activated the previous turn, he gets a +1 bonus to remain activated.
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RE: Unit/General Activation Question

Post by decaro »

ORIGINAL: emcgman

What determines whether or not your Generals are `activated' on any give turn, so that they can perform combat actions?

At first I thought it was due to insufficient Command Points, but that doesn't seem to be the case.

Is it also true that the general can't command a unit(s) until activated, i.e., he can't lead divisions or help form corps - if he's not activated? If so, that may explain the trouble I'm having organizing general officers so a to decrease the plethora of command penalties I seem to incur every time I try to build a force stack.

I recall that activation was used in BoA to simulate the reluctance on the part of some officers -- usu. British -- to move and fight; does it also model the same behavior in AACW?
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RE: Unit/General Activation Question

Post by Arsan »

ORIGINAL: Joe D.
ORIGINAL: emcgman

What determines whether or not your Generals are `activated' on any give turn, so that they can perform combat actions?

At first I thought it was due to insufficient Command Points, but that doesn't seem to be the case.

Is it also true that the general can't command a unit(s) until activated, i.e., he can't lead divisions or help form corps - if he's not activated? If so, that may explain the trouble I'm having organizing general officers so a to decrease the plethora of command penalties I seem to incur every time I try to build a force stack.

I recall that activation was used in BoA to simulate the reluctance on the part of some officers -- usu. British -- to move and fight; does it also model the same behavior in AACW?

Yes, certainly, a leader needs to be activated the turn you want to form a division, corp or army with him.
The strategic rating models the same on BoA that on AACW: reluctance to fight, low aggressiveness, slow mover... The Federal army is plagued by this kind of generals on the first years of war (McClelland and the likes of him [:(])
Al least, even unactivated leaders can defend without penalties. [8|]
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