After my first game - many concerns about FOF
Posted: Mon Jun 11, 2007 12:48 am
Please forgive me if this post seems like I’m whining, as that’s not my intention. I’ve enjoyed most of my experience with FOF, but have some real concerns and questions that are right now spoiling an otherwise great game. I don’t have the manual yet, so some of this might be covered in there. Some of this might be due to some of the options I have/haven’t selected on startup. Thanks for your answers.
After having quite a bit of difficulty getting FOF to work, I’ve managed to get it operational and played my first game. I lost. Well, let’s just say I can’t win. I’ve won virtually every battle fought; yet I’ve lost the war. But I’m not sure if that’s due entirely to my own lack of skill or problems in the game itself.
Generals are turned off, so is extended supply. Governors are on as are different types of rifles. I’m playing on tutorial with a +2 advantage, so that I’ve lost seems entirely unreasonable. I'm not a newbie at wargaming or anything.
Here’s my situation. I’m playing as union. The year is 1865. I’ve had very few defeats and a lot of victories. Yet I’m entirely stuck. The Confederacy “get out of jail free” clock is ticking and they’re picking up victory points every turn now. For me, the war is lost. Yet I should have already won...
Let’s start in TN. I’ve decimated the Confederacy here. They had about 50,000 troops at one time and are down to under 20,000. They’re so weak that I just created forts, manned them with a couple of divisions and have marched my army East (more on that later). However, getting them to this state has been an arduous task and this brings me to my first three points/problems/questions.
1. Why do I always lose when I quick sim? And I do mean pretty much always. I once took on 28,000 ragged Confederate troops with a solid Union force of 70,000 and lost. Yet if I actually go in to play the battle and let the computer do everything from the opening turn, I win handily. I want to play this game from a strategic level, not a tactical one. In other words, I don’t want to play the battles. But I lose every single time with an instant sim and win every time when I go into the map and wait 20 minutes for the game to play both sides. Why is this? Is this a bug? This is a huge problem for me right now and is a major disappointment as I don't want to play each battle. I'm the President, not a General!
2. If I do go into the battlefield but want the computer to run my forces, why does it constantly suicide charge my Calvary? Calvary is good for flanking maneuvers and for taking down cannons. Yet in every battle, my horses go merrily running across the battlefield to engage infantry divisions well ahead of the rest of my forces. It’s most disconcerting, though my troops are getting used to the taste of Union horseflesh (after picking out the lead shot). It makes a fine stew.
3. Why don’t armies that decimated give up? From a historical sense, an army that’s been gutted repeatedly ultimately surrenders. It happened in the Civil War numerous times, yet these guys keep fighting and dying without a care. Hell, in my saved game right now, they’re trying to lay siege to Knoxville (turf we’ve fought over about 6 or 8 times) with 18,000 men (against my 9,000 in a fort). This was made all the more annoying since I kept losing quick sim battles here…I must have watched the simulation screen for a good 3 hours seeing my army repeatedly kick the crap out of a beaten army that didn’t know enough to give up.
Back in 1864, I had my own Sherman’s March (well, with no Sherman since I’m not playing with generals) through GA. With no Confederacy troops in sight, I took most of GA without much of a fight. This brings me to issue/question 4.
4. Why is it such a pain to get in the perfect spot on the map trying to find a fort, especially those against a river? I ultimately couldn’t take GA because of a fort or two I couldn’t seem to guide my troops to. I tried everything from both sides of the river (AL/GA border and GA/SC border) but these “stealth forts” kept me from taking the entire state. TN was a similar pain in the butt. Is there a hot key that I can use to find the exact pixel that my troops have to move into so I can lay siege to these forts?
As I mentioned before, I abandoned TN and marched east as the only remaining large force is the Confederacy force in VA, numbering about 250,000. We’ve sparred a couple of times and I’ve won 2 out of 3 against them. I’ve brought to bear over 400,000 mostly seasoned Union troops with improved weaponry, yet these Rebels are invincible.
5. How do armies get out of supply? I took my TN army East right across my home state of North Carolina. I’ve effectively cut off the VA troops from any supplies, reinforcements or hope of rescue. I’ve blockaded them in Norfolk as well. I figured that this would force the Rebels to either attempt a breakout or to slowly starve. Yet neither has happened, which is very discouraging. Is this because I don’t have the advanced/extended supply rule on? Or is this a major oversight?
6. How do you beat the Rebel supertroops? The Rebels must have gone through a Harry Turtledove time machine and gotten some modern weapons, because despite being cut off, vastly outnumbered and facing a well-equipped Union force (Springfields or better for everyone), they cut me to pieces. This is the one battle it doesn’t seem to matter if I instant sim or not as the Rebs are laying massive casualties against my hugely superior force. I’ve managed to isolate two armies and attacked them with 5 of my own – 420,000 vs. 175,000 – and got the living crap beat out of me. I’ve lost over 1,000 Union soldiers from one Rebel attack in one turn. I’ve not seen anything like it up until now, so what gives?
Now even this might be ok because I can afford 2-for-1 casualties anyway. But the Rebs get a massive boost in the victory conditions – a swing of 12 points – for a narrow victory. That’s about everything I’ve gotten combined for wiping out three entire Rebel armies out West.
7. What caused the points to swing so much here versus everywhere else? As I mentioned, the Rebs are getting a huge amount of points even when I've played that battle and gotten the casualty figures to be close. Grant didn't win every battle. He recognized he had a huge troop advantage and kept engaging the Army of VA. I was going to do the same thing here, but the game won't let me.
8. How can the Union win if all the Rebs have to do is sit tight, mass their troops around Richmond without regard to the rest of the battlefield? In the real world, if the Union had stormed through GA, taken most it as well as NC and Arkansas, captured all of TN and cut off all supply to VA, the battle is pretty much won. Yet here I am in a game I can’t win with those exact conditions. Is the balance in the game so poor that the Union side is virtually unwinnable? It was a concern of mine when I read all the AARs as the Rebels won every one of them. It almost stopped me from buying the game altogether.
Oh, and one more:
9. Why is the AI clairvoyant? Having replayed some of these battles to confirm problems with the instant sim engine, the supertroop issue and so forth, I've noticed that the AI knows exactly what I'm going to do each turn. Remember, the AI has three armies (about 220,000 total troops) in VA and they're guarding two seperate territories. Yet if I engage his stack of two armies with my 5 armies, his 3rd army comes to the rescue. Is this cheating or is this some sort of feature? Were the Rebels blessed with Fortune Tellers? Because I've never gotten wind of a Rebel attack, yet these guys know what I'm going to do before my turn ends.
I don’t like to lose anyway. But losing like this – with a huge setup advantage and after many hours of gamplay - is leaving a very bad taste in my mouth. If I really thought this is the way the game worked, I’d start charge-back procedures on my credit card because this would be a rip-off. But I’ve read enough on this board to think that most or all of this is due to my lack of knowledge or perhaps the options I started the game with. So your help is appreciated as I want to like this game. But as it is, I'm feeling a bit discouraged and regretting my buying decision right now. What happened here?
After having quite a bit of difficulty getting FOF to work, I’ve managed to get it operational and played my first game. I lost. Well, let’s just say I can’t win. I’ve won virtually every battle fought; yet I’ve lost the war. But I’m not sure if that’s due entirely to my own lack of skill or problems in the game itself.
Generals are turned off, so is extended supply. Governors are on as are different types of rifles. I’m playing on tutorial with a +2 advantage, so that I’ve lost seems entirely unreasonable. I'm not a newbie at wargaming or anything.
Here’s my situation. I’m playing as union. The year is 1865. I’ve had very few defeats and a lot of victories. Yet I’m entirely stuck. The Confederacy “get out of jail free” clock is ticking and they’re picking up victory points every turn now. For me, the war is lost. Yet I should have already won...
Let’s start in TN. I’ve decimated the Confederacy here. They had about 50,000 troops at one time and are down to under 20,000. They’re so weak that I just created forts, manned them with a couple of divisions and have marched my army East (more on that later). However, getting them to this state has been an arduous task and this brings me to my first three points/problems/questions.
1. Why do I always lose when I quick sim? And I do mean pretty much always. I once took on 28,000 ragged Confederate troops with a solid Union force of 70,000 and lost. Yet if I actually go in to play the battle and let the computer do everything from the opening turn, I win handily. I want to play this game from a strategic level, not a tactical one. In other words, I don’t want to play the battles. But I lose every single time with an instant sim and win every time when I go into the map and wait 20 minutes for the game to play both sides. Why is this? Is this a bug? This is a huge problem for me right now and is a major disappointment as I don't want to play each battle. I'm the President, not a General!
2. If I do go into the battlefield but want the computer to run my forces, why does it constantly suicide charge my Calvary? Calvary is good for flanking maneuvers and for taking down cannons. Yet in every battle, my horses go merrily running across the battlefield to engage infantry divisions well ahead of the rest of my forces. It’s most disconcerting, though my troops are getting used to the taste of Union horseflesh (after picking out the lead shot). It makes a fine stew.
3. Why don’t armies that decimated give up? From a historical sense, an army that’s been gutted repeatedly ultimately surrenders. It happened in the Civil War numerous times, yet these guys keep fighting and dying without a care. Hell, in my saved game right now, they’re trying to lay siege to Knoxville (turf we’ve fought over about 6 or 8 times) with 18,000 men (against my 9,000 in a fort). This was made all the more annoying since I kept losing quick sim battles here…I must have watched the simulation screen for a good 3 hours seeing my army repeatedly kick the crap out of a beaten army that didn’t know enough to give up.
Back in 1864, I had my own Sherman’s March (well, with no Sherman since I’m not playing with generals) through GA. With no Confederacy troops in sight, I took most of GA without much of a fight. This brings me to issue/question 4.
4. Why is it such a pain to get in the perfect spot on the map trying to find a fort, especially those against a river? I ultimately couldn’t take GA because of a fort or two I couldn’t seem to guide my troops to. I tried everything from both sides of the river (AL/GA border and GA/SC border) but these “stealth forts” kept me from taking the entire state. TN was a similar pain in the butt. Is there a hot key that I can use to find the exact pixel that my troops have to move into so I can lay siege to these forts?
As I mentioned before, I abandoned TN and marched east as the only remaining large force is the Confederacy force in VA, numbering about 250,000. We’ve sparred a couple of times and I’ve won 2 out of 3 against them. I’ve brought to bear over 400,000 mostly seasoned Union troops with improved weaponry, yet these Rebels are invincible.
5. How do armies get out of supply? I took my TN army East right across my home state of North Carolina. I’ve effectively cut off the VA troops from any supplies, reinforcements or hope of rescue. I’ve blockaded them in Norfolk as well. I figured that this would force the Rebels to either attempt a breakout or to slowly starve. Yet neither has happened, which is very discouraging. Is this because I don’t have the advanced/extended supply rule on? Or is this a major oversight?
6. How do you beat the Rebel supertroops? The Rebels must have gone through a Harry Turtledove time machine and gotten some modern weapons, because despite being cut off, vastly outnumbered and facing a well-equipped Union force (Springfields or better for everyone), they cut me to pieces. This is the one battle it doesn’t seem to matter if I instant sim or not as the Rebs are laying massive casualties against my hugely superior force. I’ve managed to isolate two armies and attacked them with 5 of my own – 420,000 vs. 175,000 – and got the living crap beat out of me. I’ve lost over 1,000 Union soldiers from one Rebel attack in one turn. I’ve not seen anything like it up until now, so what gives?
Now even this might be ok because I can afford 2-for-1 casualties anyway. But the Rebs get a massive boost in the victory conditions – a swing of 12 points – for a narrow victory. That’s about everything I’ve gotten combined for wiping out three entire Rebel armies out West.
7. What caused the points to swing so much here versus everywhere else? As I mentioned, the Rebs are getting a huge amount of points even when I've played that battle and gotten the casualty figures to be close. Grant didn't win every battle. He recognized he had a huge troop advantage and kept engaging the Army of VA. I was going to do the same thing here, but the game won't let me.
8. How can the Union win if all the Rebs have to do is sit tight, mass their troops around Richmond without regard to the rest of the battlefield? In the real world, if the Union had stormed through GA, taken most it as well as NC and Arkansas, captured all of TN and cut off all supply to VA, the battle is pretty much won. Yet here I am in a game I can’t win with those exact conditions. Is the balance in the game so poor that the Union side is virtually unwinnable? It was a concern of mine when I read all the AARs as the Rebels won every one of them. It almost stopped me from buying the game altogether.
Oh, and one more:
9. Why is the AI clairvoyant? Having replayed some of these battles to confirm problems with the instant sim engine, the supertroop issue and so forth, I've noticed that the AI knows exactly what I'm going to do each turn. Remember, the AI has three armies (about 220,000 total troops) in VA and they're guarding two seperate territories. Yet if I engage his stack of two armies with my 5 armies, his 3rd army comes to the rescue. Is this cheating or is this some sort of feature? Were the Rebels blessed with Fortune Tellers? Because I've never gotten wind of a Rebel attack, yet these guys know what I'm going to do before my turn ends.
I don’t like to lose anyway. But losing like this – with a huge setup advantage and after many hours of gamplay - is leaving a very bad taste in my mouth. If I really thought this is the way the game worked, I’d start charge-back procedures on my credit card because this would be a rip-off. But I’ve read enough on this board to think that most or all of this is due to my lack of knowledge or perhaps the options I started the game with. So your help is appreciated as I want to like this game. But as it is, I'm feeling a bit discouraged and regretting my buying decision right now. What happened here?