Kentucky Neutrality attack question Ver 1.020

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Tempest_slith
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Kentucky Neutrality attack question Ver 1.020

Post by Tempest_slith »

This post was buried in another thread, and I was hoping for a game designer answer.

15.2.1 Kentucky Neutrality says: “If a player exits their movement phase with units in a neutral region of Kentucky before Kentucky’s neutrality has been violated, an attack will immediately be executed in the area.”

The game behavior is that if more than one Kentucky region is entered without an overrun executed, the above attack is only executed immediately after exit of movement phase in the westernmost region invaded. The combats for other regions are executed in the opposing player’s turn.

Was this single region immediate combat execution the design intent, or was it intended to apply to all affected regions? If per intent, why is the westernmost region selected?

There is a significant game play difference in the answer should Kentucky join the other side as a permanent state. If Kentucky does join, the unresolved combat attacked regions will both spawn militia prior to the combat(s), and the regions would be eligible for opposing player reaction move reinforcement. This doesn’t occur if the combats occur during the attacking players turn.
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Joel Billings
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RE: Kentucky Neutrality attack question Ver 1.020

Post by Joel Billings »

I was not aware of this. However, we added this rule in to make sure that the neutrality issues would be resolved prior to entering the next player turn. I doubt we will bother to make a change. Players are encouraged to execute all their attacks as overruns during their turn instead of waiting for the computer to execute one of them in order to resolve neutrality.
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Doc o War
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RE: Kentucky Neutrality attack question Ver 1.020

Post by Doc o War »

If you use the Jamins Kentucky Invasion  house rule the overruns can only be done when you have enough force in the region- per his tables-to do so, otherwise you tac move in and sit-  and the leaders must have initiative- it works really smoothly- I have played over a half dozen games now with these house rules and they really work right. It slows the a-historic 1861 blitzes we were seeing to a crawl and getting the Initiative to invade is a real nail biter. I have sat on a big stack of guys looking at Kentucky and not been able to move in. The early war chaos is really reflected in this.

Try it and see.

Oh and as for the system chosing the western most region, usually Paducah- and that sparking a possible swing to confederate- in which case your other battles are against the Kentucky Militia- That also makes sense to me- the state declaired war- ( in the one important dice roll of the game- and went south) - the same could happen to the rebs when they invade- if they are first. Which they rarely are.
If Kentucky ends up staying Neutral until conquered, no militia show up and you sweep over the state. That it picks th e west region first- depends on which regions you overrun- if you over run Only Lousiville or Lexington first- and not Paducah- then whichever region is western most triggers the roll and falls with a fight first. Th erest might have defenders. Depends on the states roll.

Though if you are the Union you had better take Paducah the easy way. But its up to you as the decider.

It could go either way.
Tell me the story of the common foot soldier, and I will tell you the story of all wars.
... Heroditus.
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