ORIGINAL: heroldje
I'll fourth it.
I have always thought, however, there should be a PP penalty for not keeping a large number of troops in or around washington. That was a non-negotiable handicap northern generals had imposed on them.
Well, here you probably have the reason why it is as it is. You can't make everyone happy.
I think the best way to prevent the blitzkrieg in the west would be to require a full turn of occupation of a territory before it can be used for supply (maybe two for more remote regions?). Managing supply was a HUGE obstacle in the west, that I don't feel is modeled well at all. Also, a successful raid would force the union player to redo this "supply management occupation". That way if you try to advance to rapidly into kentucky, or beyond, your units will be extremely vulnerable and out of supply. (although it would still be possible to launch an offensive leaving your wagons behind)
I'm surprised you think so. A leader is much less likely to gain initiative without a depot, which generally means that a successful attack is followed by a month of reorganization, including building a depot in the new location and replacing losses. A successful raid can end up removing that depot bonus, possibly delaying a follow up attack by another month.
The only instance in the west where there is generally any kind of "blitzkrieg" is Kentucky and we're looking to address that. After that, there should be very few "overrun" opportunities, which are the only way to both take ground and build a depot on it in the same turn.
In my mind, the proof is in the pudding and from what I've seen, the game makes the historical rate of advance in the West challenging to achieve. In general, the war seems to unfold at about the right historical pace, which suggests to me that the delays due to supply are just about right.
Regards,
- Erik