WarHunter
Posts: 1207
Joined: 3/21/2004 Status: offline
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The Principles of War Objective: Have a primary Objective. Have a Secondary objective. Be flexible and adapt to the inititive revealed to you. Have an AC in Washington for the times you can do an Amphib. The objective is to take ground and hold it. Don't go for ground you don't intend to keep. Remember, As you push to your objective, the Rebel player is making the denial of that objective his goal also. Simplicity: Keep your plans simple. They have to be simple because inititive is never to be counted on. Unity of Command: Look for leaders that work well with each other. Leaders with a rating of 4 in their speciality are golden. having them spread out is foolish. Bring them together for a fast moving hard hitting force. Those with 1 ratings, keep them out. Place them in the static positions. Even if they get inititive, they wont move as far. You make or break your army based on the leader choices. Offensive: When you attack, dont put your blinders on and just attack in 1 region, for the whole month. If you do, don't be surprised when you lose. Main Attack, Flank attack, Overruns, Amphibs, Diversionary attacks. Use them all. If the main attack falters, you could still win that flank, or maybe pinned some reaction forces. That amphib might get you 2 political points. If you force a battle, make the Rebel player think, instead of just moving to one region for a huge monthly butcher bill. Maneuver: Use your Rails to move forces east to west and back. Don't be afraid to concentrate those transports on the river to make an Amphib. Build Ironclads on the Mississippi to clear it of Heavy guns. Once the river is clear, make it your river. (Watch out for Vicksburg). Use your ability to create Mounted infantry to overrun forward undefended regions. Just like when you took Kentucky. Amphib one month, next month make a mounted infantry and overrun that region the rebel player cant hold. Reinforce and hold on to it. Bring 3 AC's together for a multi region offensive. Crack the shell, watch the yolk spill out. Mass: Getting the mass of troops to the location of your attack, while not being obvious, is not easy. Build decoy Depots, Scout objectives, the one you want and the ones you dont care about. Recon forts with ships and engage in artillery duels, Raid the Rebel player in hopes of destroying his rail net. When inititive is yours, strike everywhere, but have your primary/secondary objective as the goal of your focused mass. Economy of Force: Make sure leaders have troops they can use. Look over the speciality ratings for the studs and the duds. The Infantry leader with a 1 artillery rating, is not a good choice to attach artillery to. Find the 3 rated leader. Dont hit a fort with 1 ship, if there are 2 or more guns, you are gonna get sunk. Send in multipule ships to spread out the damage. Build ironclads. Try not to use milita in battles. Not always possible. Surprise: Set up a forward line of regions lightly held, Have your AC's 1 region back. This is not always possible, But when it is, you will come to the fight, Unknown and deadly. Just like the Rebel player. Setup an AC in plain sight, fill it with troops and build 4 depots. Make it a target for the rebel cav. Then hit him where he ain't. Security: DRAFT, you need the extra milita to guard against the partisans. Expect to Draft 2 times for the numbers you need. Build Ships early, they protect your valuable transports. Build ports as needed when advancing. Build Cavalry, they screen your armies. At some point, every AC, needs a good cavalry force to protect it and scout for it. Dont be caught without. I can't say you won't find times of static lines. Winter being the most likey. But when its not winter, the Union is the one dictating the pace of the game. That last month of winter should have you sitting on your best possible chance of inititve to begin the Summer with. If not, you fail. You fail when all you do is feed the AC with the highest chance of Inititve and ignore all others. You fail if you dont make use of the navy to occupie coastal regions. You fail if your army is a a bunch of names and you can't recite from memory which are the Studs of your leadership. Those leaders in the chain of command doing the real heavy lifting during combat. You win if you can stay focused on what you want, can adapt to your opponents moves, are flexible with the inititive given, and can give credit where credit is due, when your opponent kicks ass and takes names.
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“We never felt like we were losing until we were actually dead.” Marcus Luttrell
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