Amyone still here for help?

From the legendary team at 2 by 3 Games comes a new grand strategy masterpiece: Gary Grigsby’s War Between the States. Taking gamers back to the American Civil War, this innovative grand strategy game allows players to experience the trials and tribulations of the role of commander-in-chief for either side. Historically accurate, detailed and finely balanced for realistic gameplay, War Between the States is also easy to play and does not take months to finish.

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ryan1488
Posts: 160
Joined: Sat Jun 28, 2008 8:01 pm

RE: Amyone still here for help?

Post by ryan1488 »

manpower is holding you back. if you get yourself in that situation and you need replacements quickly you may combine 2 damaged units into 1 fully repaired unit at no cost. this should almost always be done when you are playing as the confederates.

the 2 units must be being repaired in the same city for this to work. I think you right click on them
Bearcat2
Posts: 578
Joined: Sat Feb 14, 2004 12:53 pm

RE: Amyone still here for help?

Post by Bearcat2 »

ORIGINAL: JonBrave

A couple of points on the answers above:

* For production, my bottleneck seems to be hugely manpower, not factories. When I'm in the build phase, the factory exist/used number shows I have plenty of spare factory capacity; my problem is that many regions' manpower available/required is negative, I have to cut right down to, say, at most 1 unit per turn per region-group to try to get it out of negative. I don't see how more factories would help. I think my problem is that I'm doing so badly that I might have, say, 30-odd infantry queued up for rebuild! My manpower is nowhere near keeping up with that.

* The sea invasion cannot quite be as you say, IMHO. I now do understand to provide enough transports/amphib in the destination area (as well as transports in the areas leading there). I am talking about, say, just 1 infantry with a leader with amphib initiative, so just 2 transports in destination (tried with more anyway). There are some regions (adjacent to sea) which stay "dimmed out". As an example, if I want to invade a "swamp" destination, don't I need more spare movement points than if it were plain terrain?


I have not seen this, I just played a turn to check it out, was able to invade swampy Jacksonville with 2 inf, ldr, 8 on the invasion transports: there is higher requirement for siege artillery.

"Two damaged infantry units (or two damaged cavalry units) on the production track in the same region[ex Chicago] may be merged by left clicking on one of the units. The player will be asked to confirm they wish to merge (if they say no, they will be asked if they want to disband the unit). If the units are merged, one unit is immediately placed on the map in the region, at no production or population cost, and one unit is disbanded." Rule 11.6

"After eight years as President I have only two regrets: that I have not shot Henry Clay or hanged John C. Calhoun."--1837
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