RE: Charlottesville, Round 2
Posted: Fri Nov 08, 2013 5:19 am
Well how is that about Balance ? See the balance issue is a complex one. You are in august 62 and territory wise it looks very much like mid 63 in VA... The issue is that sure the Union should have more troops, but it should also be stuck with poor leaders, here of course a clever player can optimize far earlier than in reality, partly because promotions are way too quick.
I remember in AACW one would often here the complaint from Union player in early to mid game "another turn wasted because they are all bloody inactive in VA." Here it is hardly the case.
In an engine that gives such a premium to leadership (this is why NCP was hardly playable, because Napoleon's super rating trickled down too well and made his army and corps virtuall unbeatable), the fact that this game has made leaders so much more flexible than in AACW is an issue.
I would recommend more troops for the Union, but a severe slowdown of promotions (Longstreet 3* in early 62 !), maybe even making all promotions cost VP or NM for example
I remember in AACW one would often here the complaint from Union player in early to mid game "another turn wasted because they are all bloody inactive in VA." Here it is hardly the case.
In an engine that gives such a premium to leadership (this is why NCP was hardly playable, because Napoleon's super rating trickled down too well and made his army and corps virtuall unbeatable), the fact that this game has made leaders so much more flexible than in AACW is an issue.
I would recommend more troops for the Union, but a severe slowdown of promotions (Longstreet 3* in early 62 !), maybe even making all promotions cost VP or NM for example