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CSA Naval builds in 1.03b

 
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CSA Naval builds in 1.03b - 10/30/2008 8:38:39 PM   
silber

 

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For the first time I've seen the CSA build commerce raiders after the EA. They are now up to 10, and have only finally stopped building them six months after the EA. It's early 1863, and I have a hard time, with thirteen cruisers (under two commanders, with a full rota of sub-commanders) catching any of them. If I'm lucky, less than half will actually raid.

Interesting. Maybe next time I play I will pull all of my cruisers off of blockade duty.

BTW, I know that only cruisers can intercept raiders, but how are gunboats and ironclads at blockade?
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RE: CSA Naval builds in 1.03b - 10/30/2008 8:46:12 PM   
Joel Billings


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They are worth 1 blockade point while cruisers are worth 2.

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RE: CSA Naval builds in 1.03b - 10/31/2008 1:53:27 AM   
Treefrog


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The Union typically needs 20 cruisers with appropriate leaders (and in supply) to eradicate the CSA pirates.

The cost benefit analysis on this is probably that building 20 is too steep in terms of cost and that a longer campaign of only your 13 is better. However, in the world of instant gratification, it is sweet to sink 1 or 2 per turn until they rascals are all gone.

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RE: CSA Naval builds in 1.03b - 10/31/2008 3:01:01 AM   
Erik Rutins

 

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The key with the raiders is to be on top of it as the Union from Turn 1. Commit cruisers to the raider box and never let the number of raiders get higher than the number of cruisers. In the long run, this strategy seems to work best.

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RE: CSA Naval builds in 1.03b - 10/31/2008 10:12:16 AM   
GShock


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No no...they key is not to forget you need to keep the cruisers in supply or they will never catch a raider. 

When i realized that i felt the greatest of the dorks, lol


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RE: CSA Naval builds in 1.03b - 10/31/2008 7:31:03 PM   
silber

 

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How do you keep them in supply?

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RE: CSA Naval builds in 1.03b - 10/31/2008 9:16:40 PM   
Doc o War


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put a transport out in the sea area to supply the ships

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RE: CSA Naval builds in 1.03b - 10/31/2008 10:53:13 PM   
Erik Rutins

 

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All your ships need to be connected by a transport chain to friendly (home) territory. So just keep a single transport in the zone that's next to the New England Coast and the Blockade zone and you'll be fine.

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RE: CSA Naval builds in 1.03b - 11/3/2008 5:44:24 PM   
silber

 

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quote:

ORIGINAL: Erik Rutins

All your ships need to be connected by a transport chain to friendly (home) territory. So just keep a single transport in the zone that's next to the New England Coast and the Blockade zone and you'll be fine.


So you don't need one in the Blockade zone itself, just the adjacent. Does this also apply for the raider box, or do you need a transport there as well.

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RE: CSA Naval builds in 1.03b - 11/3/2008 6:47:29 PM   
Erik Rutins

 

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Correct, just need to have it adjacent if you're supplying the ships. Note that for those blockade areas that you've taken the islands on, you will need a transport in the sea zone to supply any troops on the island.

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RE: CSA Naval builds in 1.03b - 11/16/2008 4:43:46 PM   
spruce

 

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About supplying the ships - it's not very clearly in the manual I must say ! I lost my second Union game - do you guys know how many hours I spend on that ?

And a second thing - the manual says clearly to go and blockade the Confederate ports first and afterwards focus on the raiders - this thread suggests otherwise ! Now I come to think of it - if the raiders can hurt you for 3 years - 3 points a month - that's over 100 points ! And can indeed make the difference...

< Message edited by spruce -- 11/16/2008 4:44:10 PM >

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