Garrisons for all

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shri
Posts: 305
Joined: Thu Jul 20, 2017 3:01 pm

Garrisons for all

Post by shri »

So, from what little i understand, the Corps represent actual corps which fought in the war, the detachments are brigade level or divisional level troops.
Garrisons are regiments.

Now,
Ottos need to protect a very long coastline, the Austrians need to Garrison the coast/Italy likewise and Belgrade and if Germany pushed into Russia, then they have to garrison Minsk etc and in case their navy loses a lot of ships, Hamburg etc.

So, why not allow say 5 garrisons each to all major countries, Russia anyway starts with around 5 garrisons, so maybe Russia can get 5 more.

This won't break the game. As garrisons are useless in attack, quite weak in defense and cannot entrench, but they can hold the line for 1 turn till troops are operated. This part is Historical.
FOARP
Posts: 707
Joined: Sun Dec 23, 2012 10:05 pm

RE: Garrisons for all

Post by FOARP »

They can cause problems when the AI puts them in the front-line, but am not against this in principle.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
shri
Posts: 305
Joined: Thu Jul 20, 2017 3:01 pm

RE: Garrisons for all

Post by shri »

Maybe the script can be disabled for the AI, AI anyway gets a lot of free units in the highest version.

Garrisons are the 5 strength units, think of Volksturm or Homeguard units of WW2. They have literally 0 attack abilities and any corps can kill them in max 2 shots. They are a deterrent to gain the 1/2 turns necessary to operate units to stop a massive amphibious assault, simply because such assaults were impossible in WW1 era.
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