Game Questions

From the creators of Crown of Glory come an epic tale of North Vs. South. By combining area movement on the grand scale with optional hex based tactical battles when they occur, Forge of Freedom provides something for every strategy gamer. Control economic development, political development with governers and foreign nations, and use your military to win the bloodiest war in US history.

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jsberry
Posts: 3
Joined: Mon Mar 17, 2014 11:22 am

Game Questions

Post by jsberry »

What a great game this is - somewhat outdated, but so is my Ram and Video Card, so it's perfect. But some things don't make sense:

(1) Camps - the two in Memphis seems to have a cumulative effect, but the one in Richmond is never replenishes my units there, why?

(2) Training Grounds - are these bonuses cumulative?

(3) Raiders - destroying RR always fails - why?

(4) Instant Battles - does it matter if you put all the cavalry brigades in division under a 2-star general with cavalry bonuses?

(5) Mystery: I am playing the CSA on colonel difficulty w/o weapon upgrades. The years 1861-62 are a breeze. Suddenly, in march 1863, 100K yankees invade Fredrickburg, so I send Lee/Longstreet/Early/Jackson with 150K troops to eject them. Quick Battle: even with the three forts, better general, and more men, I lost 51K casualties and USA lost 8K. He continued to beat me in two more battles in Petersburg and Norfolk, when I had the same advantages. How could that be?

KASHANKA
Posts: 17
Joined: Fri Feb 13, 2009 1:21 pm
Location: Middle of nowhere

RE: Game Questions

Post by KASHANKA »

Camps - the two in Memphis seems to have a cumulative effect, but the one in Richmond is never replenishes my units there, why?
Frm what I know, each camp provides the same amount of replacements, that get distributed evenly among all depleted brigades. Perhaps you had a large number of just slightly depleted brigades in the east, while a much smaller number of depleted units in the west.
If you have a huge number of depleted units and each gets just circa 50 men or less in replacements every turn, chances are that its not going to be really visible to you as a player.
Try adding more camps and see if the replacement rates still seem to be zero.
Instant Battles - does it matter if you put all the cavalry brigades in division under a 2-star general with cavalry bonuses?
Yes, as far as I know. the 2 star guy will provide bonuses to units in his division.
(3) Raiders - destroying RR always fails - why?
I've been playing the Yanks recently, and I think I remember the PO pulling off a RR destruction operation sucessfully.
(5) Mystery: I am playing the CSA on colonel difficulty w/o weapon upgrades. The years 1861-62 are a breeze. Suddenly, in march 1863, 100K yankees invade Fredrickburg, so I send Lee/Longstreet/Early/Jackson with 150K troops to eject them. Quick Battle: even with the three forts, better general, and more men, I lost 51K casualties and USA lost 8K. He continued to beat me in two more battles in Petersburg and Norfolk, when I had the same advantages. How could that be?
Have no idea, but it might be several factors:
1) Unit experience and attributes. Self explanatory.
2) Who was the "attacker"? Sometimes the defender can really benefit.
3) Unit types. You sure that your army wasn't 95% infantry, while the Yanks had a huge number of cannons?

Also, and this is very important - you used instant battles or quick battles? My personal advice would be to use either Instant or Detailed battles. Quick battles seem to have a few bugs.
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