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RE: An Uncivil War - 8/3/2008 5:56:20 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early June 1862

The situation in the Union is as follows:

The storm is rapidly building. Again, I reoccupied the Cumberland Gap. At the moment I have  3 Armies within a single area of Fredricksburg. There are more than 300,000 men finally armed, organized and ready to fight. The time for a rematch with the AoNV is drawing very near. I'll unleash the Union forces on the entire area if I can force the AoNV to back up even a few steps. That should begin to happen this very next turn.

My leadership is good. My experience is poor. I still outnumber him 3 or more to 1. That should be enough to at least rock him back.

By now the newspapers have asked for my head on a platter for not fighting. The President has visited me on numerous occassions and while my war record is not bad, it's not we've not been as active as he'd wish. He's pressing me to open the summer campaign. The time has come for those rebels to be driven from the land. A single short vicious campaign in the east could see the Confederacy surrender.

I don't expect that but it could happen. I'm amazed that my opponent is satisfied to sit and allow me to do as I please. His comment to me was that the longer I take the better for him it is. I totally disagree with that. All that does is allow for a bigger storm when it arrives. Something I think the Union can afford and the Confederacy cannot. We shall soon see.

Kentucky is still neutral. If after the battle with the AoNV it is still neutral I may invade it.

Out west I'm moving a division down towards Little Rock. Spreading unrest as I go. Continuing to build the Army just outside of Louisville for when Kentucky joins whichever side they want to join.

I turned my entire economy to producing money and horses. I will get $250 and 219 horses next turn. They will be used to buy more divisions and to continue arming the brigades I have.

I have maxed out my building infrastructure capacity. All cities are at maximum capacity. This winter I will need to build more mansions.

I've still not spent a penny on the Europeans. With Victory Levels at their current positions I'm letting them sit there. No change in either the European or Blockade Runner situation.


Victory Report: (No Change this turn)
USA - Victory Points 1 / National Will -1
CSA - Victory Points 3 / National Will 1

State of the Economy:
34 - Mint
9 - Factory
3 - Mine
6 - Horse Farm
37 - Arsenal
9- Railroad Stations
10 - Banks
12 - Iron Works
26 - Barracks
12 - Foundry
3 - Shipyards
21 - Training Grounds
10 - Manufacturing Centers
3 - Academies
3 - Armory
1- Laboratory
6 - War College
3 - Engineering College
4 - Naval College
3 - Schools
5 - University
14 - Camp  (+1)
5 - Hospitals
6 - Telegraph
1 - Signal Tower
36 - Capital
79 - Mansions (+1)
0 - Planations


In Production:
3 Corps
2 Divisions

Recruited:
0 Brigades - this is the first turn since the game started that I've not mustered troops. My manpower source is so big now I can't arm and organize them all but I'm getting closer. Next turn we go to war and see just how willing they are to fight.

US Generals
0 - 5 Star
6 - 4 Star
4 - 3 Star
18 - 2 Star
50 - 1 Star


Upgrades To Date:

USA: (10)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.



CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

(in reply to Mad Russian)
Post #: 31
RE: An Uncivil War - 8/4/2008 2:46:39 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early June 1862

The situation in the Union is as follows:

Four Union Armies in the East are preparing for an attack this turn. There should be no less than a 3-1 advantage against the AoNV. Now all that remains is to see if that's going to be enough. Interestingly enough, the Army in the Shenandoah Valley and in the Cumberland Gap has pulled Confederate troops down to cover the Lynchburg area. Not a problem that's not where we're going at first.

A US Division is continuing to move in the area just north of Little Rock. Converting all the land areas to Union control.

I armed 4 infantry brigades with Enfields this turn besides the 8 brigades with muskets.

Kentucky went Union this turn and I moved an Army of more than 40,000 past the capital and towards Nashville. I moved another Army over and into area of Forts Donelson and Henry. The 2 river monitors also moved into the river area. The CSA has forces at Memphis that can come my way. We'll see what happens and just how big those forces are. It's been my past experience that while CSA armies are big they are only rocks in the ocean. That much smaller Union forces can flow around them and threaten them with encirclement while still threatening them with armies of relatively the same size as their own.

The flood is coming. This is the summer of combat. I don't have alot of engineers yet. I do have 2 river monitors and another being built.

I turned my economy back to producing all four commodities. With Kentucky coming in that adds more money. I have 8 more mints already in some stage of construction as well.

I've still not spent a penny on the Europeans. With Victory Levels at their current positions I'm letting them sit there. No change in either the European or Blockade Runner situation.

My biggest issue continues to be organizations. All my Armies have 4 Star Generals in them, MOST Corps have 3 Star Generals but not all of them, I'm very short on 2 Star Generals for the Divisions. The training that my armies have recieved while I have been building them up should help with the coming firestorm of combats.

While this was a turn of movement. The next turn will be one of combat.

Victory Report: (No Change this turn)
USA - Victory Points 1 / National Will -1
CSA - Victory Points 3 / National Will 1

State of the Economy:  (No Change this turn)
34 - Mint
9 - Factory
3 - Mine
6 - Horse Farm
37 - Arsenal
9- Railroad Stations
10 - Banks
12 - Iron Works
26 - Barracks
12 - Foundry
3 - Shipyards
21 - Training Grounds
10 - Manufacturing Centers
3 - Academies
3 - Armory
1- Laboratory
6 - War College
3 - Engineering College
4 - Naval College
3 - Schools
5 - University
13 - Camp
5 - Hospitals
6 - Telegraph
1 - Signal Tower
36 - Capital
79 - Mansions 
0 - Planations


In Production:
1 Corps
3 Divisions
1 River Monitor
1 Frigate


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star (+1)
5 - 3 Star (+1)
15 - 2 Star (-2)
55 - 1 Star (+7)


Upgrades To Date:

USA: (11) (+1)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.



CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

(in reply to Mad Russian)
Post #: 32
RE: An Uncivil War - 8/4/2008 3:38:25 AM   
Ingtar

 

Posts: 194
Joined: 8/1/2004
Status: offline
Is there a shortcut to getting the count of various facilities that you are displaying?

(in reply to Mad Russian)
Post #: 33
RE: An Uncivil War - 8/4/2008 5:38:18 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
quote:

ORIGINAL: Ingtar

Is there a shortcut to getting the count of various facilities that you are displaying?


What do you mean by a short cut?

The list of what facilities you have built is displayed to the right when you open the build box. It shows each kind of facility you can build, the cost in resources, and to the very far right, shows you how many of them you currently have active in the game.

It doesn't show you how many you have in the production line being built. Just those that are finished and producing you resources.

The combat units/organizations in production I get from cycling through the cities.

Normally you don't have much in production and that is quick and easy.

I could also put which facilities are being built. That can be found in the events report. It shows what was recruited this turn, in other words which facilities became active and what was produced fresh and ready for deployment. It also shows what is under construction.

Hope that helps.

Good Hunting.

MR

< Message edited by Mad Russian -- 8/4/2008 5:40:56 AM >

(in reply to Ingtar)
Post #: 34
RE: An Uncivil War - 8/6/2008 5:24:21 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late June 1862

The situation in the Union is as follows:

Four Union Armies in the East are preparing for an attack this turn. Mis calculated. There isn't a 3-1 advantage against the AoNV. Pulling more organizations into the area. Next turn I should be ready to give the orders for the attack in the east.

A US Division is continuing to move in the area just north of Little Rock. The CSA tried to trap that division so I moved it out onto the river to the east of Little Rock. He should be able to become a raider and start putting some of the southern areas in unrest.

Fight on the Cumberland River near Nashville. The Union had 83,325 to the CSA's 89,070. The US lost 14,000+ to the CSA 6,500+. A 2-1 loss ratio is normal. So it was a draw in my eyes. Not in the games calculations.

Making more organizations to join the Western Armies and to contest Nashville, Memphis and Knoxville. The CSA has moved troops back south from the Richmond area towards Knoxville in an attempt to protect if from the Army moving into the area of the Cumberland Gap.

No change in either the European or Blockade Runner situation.

This last turn was one of movement and combat. This one should be as well. I won't win the war by slugging it out with him on all fronts. I'll win it by gutting his industry and taking his cities...more movement and less combat is a good thing. There will be battles to see just how resilient his armies are but they will be of my picking.

Victory Report:
USA - Victory Points -2 / National Will -3
CSA - Victory Points 6 / National Will 12

State of the Economy: (Changes mostly due to Kentucky entering the war)
42 - Mint (+8)
9 - Factory
3 - Mine
10 - Horse Farm (+4)
38 - Arsenal (+1)
12- Railroad Stations (+3)
10 - Banks
12 - Iron Works
27 - Barracks (+1)
12 - Foundry
3 - Shipyards
22 - Training Grounds (+1)
10 - Manufacturing Centers
3 - Academies
3 - Armory
1- Laboratory
6 - War College
3 - Engineering College
4 - Naval College
3 - Schools
6 - University (+1)
16 - Camp (+3)
6 - Hospitals (+1)
6 - Telegraph
1 - Signal Tower
39 - Capital (+3)
85 - Mansions (+6)
0 - Planations


In Production:
1 Divisions
1 River Monitor


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star (+1)
6 - 3 Star (+1)
14 - 2 Star (-1)
57 - 1 Star (+2)

Oganizations:
6 - Armies
12 - Corps
33 - Divisions

Upgrades To Date:

USA: (11)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.



CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

< Message edited by Mad Russian -- 8/8/2008 5:22:08 AM >

(in reply to Mad Russian)
Post #: 35
RE: An Uncivil War - 8/6/2008 5:27:02 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
I've seen it stated on some of the threads that if the Union gets a bad container that they decommission it and buy another. I don't have that luxury. A bad container will win fights if there are no opponents in the area. My main strategy is to flood the south with Union units so I NEVER decommission a Union unit.

Good Hunting.

MR

(in reply to Mad Russian)
Post #: 36
RE: An Uncivil War - 8/7/2008 5:46:57 PM   
11Bravo


Posts: 2082
Joined: 4/5/2001
Status: offline
Very good read that helps me to better understand this game. Appreciate your efforts. Excellent format as well.

I am very new to this game and the Civil War. A couple of questions.

Why do you use an April to April campaign year for planning? The campaigns in my game all start in November or June.

Are you satisfied with your 6-ship blockade fleets? The game rules suggest 3-ship fleets to be enough for the blockade victory points.

_____________________________

Squatting in the bush and marking it on a map.

(in reply to Mad Russian)
Post #: 37
RE: An Uncivil War - 8/8/2008 5:21:05 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
One of the first things I ran a test on in FoF was how to kill an enemy force. You have to surround it. When I watched two CSA formations move south to cover the Cumberland Gap I decided to try to destroy the Army of Norther Virginia.

This is a risky move at this point in the war. If I get it the war for the CSA just went from good to teetering on disaster. If I lose it will cost me more victory points and some National Will. Then, I'll have to start spending money on European Diplomacy.

The end of my orders phase left me with a situation that looks like this. I've tried to upload the picture but the site says it's too large. It's a jpeg file that is 249kb...don't know how to make it any smaller than that.........

The picture shows the Army of Northern Virginia surrounded by Union Divisions and Corps. It also shows the Union attacking forces are
268,163 to the AoNV's 100,427.

I don't know the outcome of the battle yet but it should be in my favor. Should have the game file tomorrow. This attack wasn't listed in my last post just in case my opponent is reading this thread.

Good Hunting.

MR




Attachment (1)

< Message edited by Mad Russian -- 8/23/2008 4:35:14 PM >

(in reply to 11Bravo)
Post #: 38
RE: An Uncivil War - 8/8/2008 10:09:50 AM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline

quote:

ORIGINAL: Mad Russian

One of the first things I ran a test on in FoF was how to kill an enemy force. You have to surround it. When I watched two CSA formations move south to cover the Cumberland Gap I decided to try to destroy the Army of Norther Virginia.

This is a risky move at this point in the war. If I get it the war for the CSA just went from good to teetering on disaster. If I lose it will cost me more victory points and some National Will. Then, I'll have to start spending money on European Diplomacy.

The end of my orders phase left me with a situation that looks like this. I've tried to upload the picture but the site says it's too large. It's a jpeg file that is 249kb...don't know how to make it any smaller than that.........

The picture shows the Army of Northern Virginia surrounded by Union Divisions and Corps. It also shows the Union attacking forces are
268,163 to the AoNV's 100,427.

I don't know the outcome of the battle yet but it should be in my favor. Should have the game file tomorrow. This attack wasn't listed in my last post just in case my opponent is reading this thread.

Good Hunting.

MR


You could always try to reduce its size, what I would do is use mspaint and then mark the essential area and leave the rest, then copy the marked area to a new sheet and save that.

11Bravo - April to April is more or less what the game uses as cycles, this is due to all population taking place in April (that means that if you have no more population to build units with, wait for April and it will "respawn")

(in reply to Mad Russian)
Post #: 39
RE: An Uncivil War - 8/9/2008 5:13:19 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
I have already cropped it. I didn't think it was that big myself. The site thought otherwise.....

Good Hunting.

MR

(in reply to terje439)
Post #: 40
RE: An Uncivil War - 8/9/2008 6:16:33 AM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline
Seems your opponent has AoNV at full army size (52 brigades)? He has allowed you to outgrow him by that much? Seems you will soon be eating oranges in Florida

Keep the results coming!

(in reply to Mad Russian)
Post #: 41
RE: An Uncivil War - 8/11/2008 4:44:24 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early July 1862

The situation in the Union is as follows:

Four Union Armies in the East are preparing for an attack this turn. Mis-calculated last turn. I didn't get everybody moved to get a 3-1 advantage against the AoNV. The Battle of Fredricksburg #2 took place with 179,857 Union troops vs 97,306 Confederates. The Union boys got their 2-1 butts handed back to them with the normal 2-1 losses. Losses were US - 10,859 and CSA - 5,911.

Rewind for the Battle of Fredricksburg #3. This time I have more troops closer to home. Have upped the number of artillery brigades and have moved troops into areas around the AoNV. At present I show US - 261,191 vs CSA - 95,334. Roughly 3-1. As the Union Fredricksburg is my favorite area to fight in. I can surround the AoNV easily there while controlling the Cumberland Gap. I can bring forces from all sides of him. I can land troops by sea at his back. There are no cities or forts in the area to help him the combat.......it's the perfect place for the Union to force the Army of Nothern Virginia to surrender. All you have to do is whip Bobbie Lee......that's all......

The real issue for the Confederacy this turn is that he had stripped his garrisons from both Lynchburgh and Petersburgh. As I moved into those areas they surrendered to me without a fight. I now have Union troops in those cities as garrisons. I own the Lynchburgh area but not the Petersburgh area. I do own both cities. At least I can make him lose some troops getting his own cities back. If he moves the AoNV down to help retake them then the Fredricksburg area will be mine....tough choices coming right up.

It will be interesting to see what happens in Kentucky this turn. I have an Army outside of Nashville and one in Memphis. The Union flood is about to start. I need to make some engineers this coming turn to start to destroy some forts he has.

A US Division is continuing to move in the area just north of Little Rock. The CSA tried to trap that division so I moved it out onto the river to the east of Little Rock. He should be able to become a raider and start putting some of the southern areas in unrest. While this division has caused some unrest it hasn't crossed the Mississippi River like I told it to. So, I gave the same orders for the same reasons this turn.

The Army of the West has moved to Memphis and started a siege there with 2 river monitors.

No change in either the European or Blockade Runner situation.

This last turn was one of trying to trap the AoNV. This turn will be as well. If however I don't get it I'll stop with that and turn my forces loose in just walking through the Confederacy from Virginia south. Capturing what I can as I go.

I currently have 2 Generals wounded because of his taking the sharpshooter training up grade. It's also why I took it. This winter I plan on giving at least one brigade per Army a sharpshooter attribute to help my own cause and lighten the CSA lead in generalship by shooting some of them.....

Victory Report:
USA - Victory Points -3(-1) / National Will -5(-2)
CSA - Victory Points 8(+2) / National Will 3(+1)

State of the Economy:

46 - Mint (+4)
9 - Factory
6 - Mine (+3)
11 - Horse Farm (+1)
39 - Arsenal (+1)
14- Railroad Stations (+2)
10 - Banks
12 - Iron Works
27 - Barracks
12 - Foundry
3 - Shipyards
22 - Training Grounds
10 - Manufacturing Centers
3 - Academies
3 - Armory
1- Laboratory
8 - War College (+2)
3 - Engineering College
4 - Naval College
4 - Schools (+1)
6 - University
17 - Camp (+1)
7 - Hospitals (+1)
6 - Telegraph
1 - Signal Tower
40 - Capital (+1)
86 - Mansions (+1)
2 - Planations (+2)


In Production:
1 Corps
1 River Monitor


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star (+1)
7 - 3 Star (+1)
13 - 2 Star (-1)
57 - 1 Star

Oganizations:
6 - Armies
12 - Corps
34 - Divisions (+1)

Upgrades To Date:

USA: (12) (+1)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute. However, I think I have to have both the Gatling Gun upgrades to have it. That's fine, when they show up the Confederates can start taking real casualties.


CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

< Message edited by Mad Russian -- 8/11/2008 4:46:08 AM >

(in reply to terje439)
Post #: 42
RE: An Uncivil War - 8/12/2008 3:07:10 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
I'm thinking the only reason I got the city of Petersburgh and not the area is I didn't have a controlled area adjacent to it. However, next turn I will have. The Lynchburgh area is Union controlled.

It will be interesting to see when the area goes Union. It will also be interesting to see what happens when the CSA comes to get it back since I've got a pretty sizable army that can respond to the threat of his forces. I outnumber him and with him on the attack with me having cities to aid in the defense this could get expensive for the CSA to get those cities back.

Good Hunting.

MR

(in reply to Mad Russian)
Post #: 43
RE: An Uncivil War - 8/12/2008 3:11:31 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: terje439

Seems your opponent has AoNV at full army size (52 brigades)? He has allowed you to outgrow him by that much? Seems you will soon be eating oranges in Florida

Keep the results coming!



I've pretty much stripped the West at the moment. I want to be defensive there as much as possible. Of course that means that I have to feint and advance and retreat alot out west but if I can catch the AoNV in a vice it will all be worth it.

Good Hunting.

MR

(in reply to terje439)
Post #: 44
RE: An Uncivil War - 8/12/2008 5:31:49 AM   
Jonah


Posts: 190
Joined: 12/15/2007
Status: offline
I could be mistaken, but you're running a little late on your time table!

_____________________________

“Duty is ours, Consequences are God’s.”

-Lieutenant General Thomas Jonathan Jackson

(in reply to Mad Russian)
Post #: 45
RE: An Uncivil War - 8/12/2008 1:22:59 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: Jonah

I could be mistaken, but you're running a little late on your time table!


That's what happens with time tables. Either you're ahead or behind with them. I've tried twice to defeat the AoNV. THe first time at what was 1-1. The second time at what I thought was going to be 3-1 but ended up only being 2-1.

I've got that same battle set again to fight at 3-1. In the meantime though I've cut the confederacy in half at Lynchburgh. That was an 1863 move.

So, while I'm behind in my combat goals I'm ahead in my terrain goals. For the moment....

As the Union you always need to remember that the war winning strategy is to take ground in the south. Not to win battles. The more ground you take for free the quicker you win. What you want to avoid is having tremendous battles where you lose lots of men.

The only reason I'm knocking heads with the AoNV at the moment over and over is that I pretty much have them surrounded. If I can win a battle against them with them surrounded they will surrender. That's worth the trouble.

Good Hunting.

MR

(in reply to Jonah)
Post #: 46
RE: An Uncivil War - 8/13/2008 6:43:25 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: Jonah

I could be mistaken, but you're running a little late on your time table!



My opponent doesn't think much of the situation. Whether I'm running late or not. Here's his last comment to me:

Still dicey in Virginia and getting that way out west.

Good Hunting.

MR

(in reply to Jonah)
Post #: 47
RE: An Uncivil War - 8/13/2008 7:00:26 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late July 1862

The situation in the Union is as follows:

Two Union Armies in the East have moved to the Lynchburgh area. This is where we can fight and win against the AoNV. On the defense in an area with a city. There are two other Union Armies in the Fredricksburg area in case the AoNV intends to move back to the north. I think they will try to retake both Petersburgh and Lynchburgh first though. This is some touchy situations for the Confederacy since I'm so close to Richmond now. If he attacks me I have a distinct advantage in numbers and could really give him some losses.

There was a small battle with a US Cavalry Division of a single Cavalry brigade vs the AoNV. The US lost 532 and the CSA lost 422. A single US Cavalry Brigade almost outfought the entire AoNV...of course it did this great feat while firing over their shoulders on the dead run deeper into southern territory. Someplace where there weren't 90,000+ Rebel soldiers.

It will be interesting to see what happens in Kentucky this turn. I have an Army outside of Nashville and one in Memphis. The Union flood is about to start. I need to make some engineers this coming turn to start to destroy some forts he has.

The Army of the West has moved to Memphis and started a siege there with 2 river monitors.  Island 10 went all the way from 100% defense down to 35%. Again this is going to be interesting to see what he does. He has an Army sitting on the Ohio river and a Corps over by Little Rock. Nothing in the area of Memphis, Nashville or Chatanooga. Knoxville had a corps in it but they moved to the Cumberland Gap. About a month too late. I've already gone through there into Virginia.

No change in either the European or Blockade Runner situation.

Now the Confederacy is getting itself into trouble. The last thing he wants to see is Union units running loose in the heart of the Confederacy. The unrest alone will be really damaging. Having the Union linking up areas that cut the country in half will be a war losing strategy for the CSA.

Victory Report:
USA - Victory Points -3 / National Will -5
CSA - Victory Points 8 / National Will 3

State of the Economy:

46 - Mint
9 - Factory
6 - Mine
11 - Horse Farm
39 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
27 - Barracks
12 - Foundry
3 - Shipyards
22 - Training Grounds
10 - Manufacturing Centers
3 - Academies
3 - Armory
1- Laboratory
8 - War College
3 - Engineering College
4 - Naval College
4 - Schools 
6 - University
18 - Camp (+1)
8 - Hospitals (+1)
6 - Telegraph
1 - Signal Tower
40 - Capital 
86 - Mansions
2 - Planations 


In Production:
1 Corps
2 Gunboats
1 Frigate


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star 
8 - 3 Star (+1)
13 - 2 Star
57 - 1 Star

Oganizations:
6 - Armies
12 - Corps
34 - Divisions

Upgrades To Date:

USA: (13) (+1)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute. However, I think I have to have both the Gatling Gun upgrades to have it. That's fine, when they show up the Confederates can start taking real casualties.
Bayonet Practice I - better results in combat.


CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

(in reply to Mad Russian)
Post #: 48
RE: An Uncivil War - 8/13/2008 9:23:02 AM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline
I am confused about what you write about gatlings, you do know that the gatling is a brigade upgrade? (like brigade cav/art, medical etc)

(in reply to Mad Russian)
Post #: 49
RE: An Uncivil War - 8/13/2008 1:29:30 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
quote:

ORIGINAL: terje439

I am confused about what you write about gatlings, you do know that the gatling is a brigade upgrade? (like brigade cav/art, medical etc)


Yes, but I've never seen it on the list yet after just picking the first one. So, I thought it took both of them to get it.

I'll check when I get the turn back to see if it's on there now or I have to get both of them to be able to buy it.

But while we're on the subject lets discuss some game mechanics.

Do two rapid fire attributes allow you to make an artillery brigade? Like buying the two artillery attributes do? When I give the brigade two quick firing attributes do I then buy a gatling gun when it comes time to arm the brigade with a weapon?

Then there is the question of arming brigades. I arm a brigade with anything and at that time it says that I am buying such armaments. When is that brigade actually armed with that weapon?

I see that attributes take effect immediately. Arming seems to take longer.


Good Hunting.

MR

< Message edited by Mad Russian -- 8/13/2008 3:11:36 PM >

(in reply to terje439)
Post #: 50
RE: An Uncivil War - 8/13/2008 10:57:21 PM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline

quote:

ORIGINAL: Mad Russian

Do two rapid fire attributes allow you to make an artillery brigade? Like buying the two artillery attributes do? When I give the brigade two quick firing attributes do I then buy a gatling gun when it comes time to arm the brigade with a weapon?

No, you buy the gatling as an upgrade. It is not a weapon. The gatling only comes into effect whenever your unit is standing still. I've never tried to buy two gatlings to a brigade, so what that does I do not know.

quote:

Then there is the question of arming brigades. I arm a brigade with anything and at that time it says that I am buying such armaments. When is that brigade actually armed with that weapon?

I believe arming takes place during movement phase of the turn (after you click "done" and the turn progresses), but not 100% on that, but yes it is slower than attributes.

(in reply to Mad Russian)
Post #: 51
RE: An Uncivil War - 8/15/2008 2:17:23 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
So, you could arm a brigade and still have it go into combat without the arms you bought for them? Or would they always get the weapons before combat?

Good Hunting.

MR

(in reply to terje439)
Post #: 52
RE: An Uncivil War - 8/15/2008 6:14:37 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early August 1862

The situation in the Union is as follows:

Two Union Armies in the East are in the Lynchburg area. This is where we can fight and win against the AoNV. On the defense in an area with a city. There are two other Union Armies in the Fredricksburg area in case the AoNV intends to move back to the north. These have support orders for the Lynchburg area. I've moved another Army into the Fredricksburg area to make that 3 Armies there.

The Division that took Lynchburg is now moving south into the Confederacy. Just moving and taking ground.

Petersburg has cost the AoNV 5072 casualties. Not bad for him having to retake his own cities and having him move out of Fredricksburg. The garrison I put in Petersburg has held this entire turn as well. The city is at 79% defense but I've only got a few men left in the city. He has done an encirclement siege(?) because he has terrible engineer and artillery ratios vs the city.

The cavalry brigade has done extremely well there though.

I have given 2 artillery brigades the rapid fire attribute. I finally found it....lol..... 1 brigade in two separate Armies in the East. This coming turn I'm going to try to give 3 more artillery brigades gatling guns.

Island 10 surrendered. The Army of the West has started a siege Memphis with 3 gun boats. A division has been ordered to Knoxville, An Army has been ordered out of Kentucky and into the area of Murphreesboro. Time to make the CSA decide where they want to fight out west. Wherever he stands to fight I'll attack in another location. I added 3 engineer attributes to the Army that is ordered to Murphreesboro.

No change in either the European or Blockade Runner situation.

Union units are starting to run loose in the heart of the Confederacy. He will be forced to do something about the situation of Union divisions moving through the center of the Confederacy soon. When he does I'll start doing amphibious invasions to capture towns and capitals. Texas and Florida are high on my list because they are hard for him to defend and give me points almost for the taking.

Victory Report:
USA - Victory Points -3 / National Will -5
CSA - Victory Points 8 / National Will 3

State of the Economy:

49 - Mint (+3)
9 - Factory
6 - Mine
11 - Horse Farm
39 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
27 - Barracks
12 - Foundry
3 - Shipyards
22 - Training Grounds
10 - Manufacturing Centers
3 - Academies
3 - Armory
1- Laboratory
8 - War College
3 - Engineering College
4 - Naval College
4 - Schools
6 - University
18 - Camp
9 - Hospitals (+1)
6 - Telegraph
1 - Signal Tower
40 - Capital
86 - Mansions
2 - Planations


In Production:
1 Corps
1 Gunboats


Recruited:
7 Brigades

US Generals
0 - 5 Star
6 - 4 Star
9 - 3 Star (+1)
13 - 2 Star
60 - 1 Star (+3)

Oganizations:
6 - Armies
13 - Corps (+1)
34 - Divisions

Upgrades To Date:

USA: (13)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.


CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

< Message edited by Mad Russian -- 8/15/2008 6:16:32 AM >

(in reply to Mad Russian)
Post #: 53
RE: An Uncivil War - 8/17/2008 7:53:20 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late August 1862

The situation in the Union is as follows:

Two Union Armies in the East are in the Lynchburg area. This is where we can fight and win against the AoNV. On the defense in an area with a city. The two other Union Armies, that were in the Fredricksburg area, have started moving south while the AoNV sits and encircles Petersburg.

These Armies are now moving south into the Confederacy. Taking ground. The areas of Greensboro and Salisbury have both fallen. The orders for my units are now to drive hard into the interior of the Confederacy and see if I can get a reaction. Getting Lynchburg hurt him. It's one of the Big 5. The Confederate manufacturing centers are Lynchburg, Charleston, Memphis, Nashville and New Orleans. Taking Lynchburg without a fight was extremely fortunate.

Petersburg is still holding. The city is down to a defense rating of 60. Not bad for him having to retake his own cities and having him move out of Fredricksburg. The garrison I put in Petersburg has held this entire turn as well. He has done an encirclement siege because he has terrible engineer and artillery ratios vs the city.

He broke the siege of Memphis. I was surprised that he showed up with 120,919 men when I was only besieging the city with 46,425. He lost only 3557 while I took a beating losing 14206. Now however I have moved troops to Nashville and Knoxville and a Division next to Little Rock. There is still a Corps sitting outside of Memphis. Now the Confederate Armies in the West will have to make some hard decisions.

I've added 4 rapid fire attributes to my artililery brigades this turn. All of them in the East though. This coming turn I'm going to buy at least 3 engineer attributes in the Army that is moving deep into the south and see if I can't start capturing some Confederate cities. I'm losing points in these lopsided battle wins he's getting. Time to make him pay for that by moving into the void.

A Confederate capital could fall this turn. There are 3 Confederate capitals within striking distance of my forces. Before winter is over I would like to have at least 2 of the 3 of them.

No change in either the European or Blockade Runner situation.


Victory Report:
USA - Victory Points -4(-1) / National Will -7(-2)
CSA - Victory Points 9(+1) / National Will 4(+1)

State of the Economy:

50 - Mint (+1)
9 - Factory
6 - Mine
11 - Horse Farm
39 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
27 - Barracks
12 - Foundry
3 - Shipyards
22 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory (+1)
1- Laboratory
8 - War College
4 - Engineering College (+1)
4 - Naval College
4 - Schools
6 - University
18 - Camp
9 - Hospitals
6 - Telegraph
1 - Signal Tower
40 - Capital
86 - Mansions
2 - Planations


In Production:
1 Gunboats


Recruited:
1 Brigades

US Generals
0 - 5 Star
6 - 4 Star
10 - 3 Star (+1)
12 - 2 Star
62 - 1 Star (+3)

Oganizations:
6 - Armies
14 - Corps (+1)
34 - Divisions

Upgrades To Date:

USA: (13)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.


CSA: (5)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training

Good Hunting

MR

< Message edited by Mad Russian -- 8/17/2008 8:10:51 AM >

(in reply to Mad Russian)
Post #: 54
RE: An Uncivil War - 8/17/2008 8:02:41 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Weapons Distribution:

Artillery:
6 Pounder - 11/50
12 Pounder - 0/16
12 Pounder Howitzer - 1/5
24 Pounder Howitzer - 6/5
Napoleon - 4/10
10 Pound Parrot Gun - 0/5
Ordnance Rifle - 0/5
Total Artillery Brigades - 22

Cavalry:
Shotgun - 1/40
Burnsides Carbine - 0/8
Musketoon - 1/5
Breech Loading Carbine - 8/12
Total Cavalry Brigades - 10

Infantry:
Musket - 124/150
Minnie Rifle - 69/60
Springfield Rifle - 14/100
Enfield - 15/80
Total Infantry Brigades - 222

Total Union Army - 254 Brigades

Good Hunting.

MR


< Message edited by Mad Russian -- 8/17/2008 8:05:35 AM >

(in reply to Mad Russian)
Post #: 55
RE: An Uncivil War - 8/17/2008 5:04:59 PM   
Randomizer


Posts: 1473
Joined: 6/28/2008
Status: offline
Am thoroughly enjoying you AAR and very much like your overall force mix and infrastructure builds.  As far as you strategy goes, I suppose that I'm a bit of a heretic in that I'm not convinced that gunning for the AoNV as you're doing (albiet successfully) is the way to go.  It seems that you have dug yourself a pretty deep hole in VP's and National Will that will be tough to overcome this campaigning season.  I prefer to fight in the West, using my forces around Washington to fix the Confederate main army whilst sitting on the Academy in Annapolis and getting more skilled every turn.  Still, to paraphrase the Laws of Combat Operations, 'If it doesn't sound right but it works, then it must be right'.  Thanks for the detailed analysis and thought processes behind your decisions.
On to Richmond!

(in reply to Mad Russian)
Post #: 56
RE: An Uncivil War - 8/17/2008 5:36:53 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
quote:

ORIGINAL: Randomizer

Am thoroughly enjoying you AAR and very much like your overall force mix and infrastructure builds. As far as you strategy goes, I suppose that I'm a bit of a heretic in that I'm not convinced that gunning for the AoNV as you're doing (albiet successfully) is the way to go.


Thanks. Doing the DAR is a bit of a risk if he's reading it. I try not to give too much away before he does his turn. I've got the record keeping down now too. I don't end the turn before I have all the information for you guys too....

The last time he and I played I took the Confederacy apart in the summer of 1862. The game ended with a Union victory in October. I did that by taking out the West. I took Nashville, Knoxville and Memphis all in the summer campaign, March-October, in 1862. I had a disastrous amphibious invasion of Texas and Florida. Both were failures. But I learned some valuable lessons along the way.

The most important thing I learned is that there is only one goal.

The goal is not to attack, in Forge of Freedom, but to defend. Since the game makes you the attacker on enemy ground, even if you are sitting there when the other sides forces move in, you are the attacker. That will cost you in this game. So, find a spot where he will have to attack you. Put him on the offensive and at a disadvantage.

Also, we are using instant Quick Combat to resolve our battles. Not detailed combat.

Since I need to be the defender I need inside the crust. The Confederacy is going to defend the outer crust. From a line of Little Rock, Memphis, Nashville, Chattanooga, Knoxville up to Richmond. My theory is that you need a hole in that crust SOMEWHERE...doesn't really matter where. The goal is to gain ground in the Confederacy and take cities. Not to win battles.

I went after the AoNV, in this particular game, because there was a chance that I could surround it and destroy it. Otherwise I wouldn't have come at him like I did.

It has been costly in VP points in lost battles but the gift of Lynchburg made it all worth it. That, and the most important point on this map to date was the Cumberland Gap. It was my way through the crust UNOPPOSED. I've made a lot of divisions. The excess is used for marching. They were only built to take ground. A couple of them only have a single brigade in them with improvised weapons. I don't intend for them to fight. I intend for them to disrupt the heartland of the Confederacy.

I have 6 Armies at present. That's all I'll really ever need. While the Union Army has taken it on the chin in some early fighting so did the original Union Army. If the game makes you sit back and hoard the Army of the Potomac, instead of fighting with it like was done, then playbalance for FoF is off. It should allow for the Union get hammered for 2 solid years and still come back and win the game.

I'm here, this time, to see if the strategy can be done like it was originally. Fight mainly in the East, with the West being a secondary theater. But again, this isn't about the battles you win. It's about winning the war. I could care less about the National Will. It's the victory points I want to see. Those can flip in a single turn. See what the victory point count is when I get a capital and a couple of cities to fall in a turn.

As far as the National Will goes I can use Emancipation anytime I want to raise it. AND if I own several Confederate cities when I do it that reduces what the CSA could gain from my triggering it.


quote:


It seems that you have dug yourself a pretty deep hole in VP's and National Will that will be tough to overcome this campaigning season.


I'm not worried about what happens in an single campaigning season. As I've alluded to before, the American Civil War very closely resembles the Eastern Front in WWII. Same time span. Same ebb and flow. Don't worry about how you are doing at the moment but how things are lining up for the next round.

Here's how I see things lining up for the next round:
1)I've got gatling guns in several of my artillery brigades.

2)I'm about to start converting infantry brigades to Springfield rifles.

3)I've got the ability to add 6 or more engineers to a single formation for the destructive power that gives me in sieges.

4)I've got 3 gunboats right now with another being built. The goal again is for 9 gunboats. No fort or city can withstand a bombardment siege from 9 gunboats for more than 2 turns and every time I've done it they fall in one turn. That will be set for the Campaigning season of 1863. I always intended to win the game in 1863. I still do. The game will be won in the heart of the south not on the crust in costly frontal assaults of the CSA's main armies.

5)I've got an amphibious fleet that I can call on at anytime that is large enough to carry an army. I've purposely built my blockade forces up to as close to 6 per port as I can so I can use 3 of those at anytime and still keep the required number at the ports and also have ships for invasions and supply when needed.

quote:


I prefer to fight in the West, using my forces around Washington to fix the Confederate main army whilst sitting on the Academy in Annapolis and getting more skilled every turn. Still, to paraphrase the Laws of Combat Operations, 'If it doesn't sound right but it works, then it must be right'. Thanks for the detailed analysis and thought processes behind your decisions.


I prefer not to fight. Or to fight on the defensive. Which is what the south does and beats you bloody when they do it. During the ACW, and FoF, the attacker takes heavy penalties. At least they do in Quick Combat. That's realistic. The army that is forced to do the attacking is taking all the chances. That's why I have 200,000 men sitting at Lynchburg while Fredricksburg sits empty.

The CSA wants to fight? Then come fight where I'm defending with 200,000 men and a city to support me. I own the area now so I don't need Fredricksburg anymore. He can retake that if he wants.

quote:


On to Richmond!


That was what cost him the game the last time we played. He thought I needed Richmond and the Mississippi river to win. I don't.

Start adding up the points that I get when he loses state capitals and cities. Then figure in that he starts losing some battles when he tries to take them back. Figure the loss in his production and manufacturing by me taking or no less than spreading unrest through the south. Once the crust is broken the rules change. I'm no longer attacking well defended locations. Now I'm the one defending and doing damage to his infrastructure just by moving through the area.

On to Richmond? As long as Richmond is still in Confederate hands he has to keep a force there to defend it. I can post an Army there and watch him while 5 other armies march through the south.

On to Richmond? Maybe....maybe not...I might just meet you in Atlanta and Pensacola instead...........

Good Hunting.

MR

< Message edited by Mad Russian -- 8/17/2008 5:54:33 PM >

(in reply to Randomizer)
Post #: 57
RE: An Uncivil War - 8/17/2008 7:25:18 PM   
Randomizer


Posts: 1473
Joined: 6/28/2008
Status: offline
Thanks for the details, I use DC exclusively and defensive grand-tactics when on the offensive as well.  The only problem there is scouting out the enemy forces and cavalry is uncommonly good at that which is good considering its intended role.  There is tremendous scope in DC for using period techniques but it can be a very frustrating experiance when your army lacks the quality and the leadership.  Just buying superior firepower is sometime not enough and the price of gaining combat experiance can be pretty high.

The 'On to Richmond' was just a salutation, not advice and having a bit more insights into your rationale explains much.
Cheers

< Message edited by Randomizer -- 8/17/2008 7:26:06 PM >

(in reply to Mad Russian)
Post #: 58
RE: An Uncivil War - 8/17/2008 8:02:03 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: Randomizer

Thanks for the details, I use DC exclusively and defensive grand-tactics when on the offensive as well. The only problem there is scouting out the enemy forces and cavalry is uncommonly good at that which is good considering its intended role. There is tremendous scope in DC for using period techniques but it can be a very frustrating experiance when your army lacks the quality and the leadership. Just buying superior firepower is sometime not enough and the price of gaining combat experiance can be pretty high.


As we've seen in my battles, QC can be brutal to you if your army lacks quality and leadership as well.

The 'On to Richmond' was just a salutation, not advice and having a bit more insights into your rationale explains much.
Cheers


I know. I just took the opportunity to comment on the various ways that the game can be won. I was under the false impression that the Union needed to capture Richmond to win. When I found out they didn't I like using Richmond to troll for CSA armies. Sometimes that's like having a tiger by the tail though....


On to Victory!

Good Hunting.

MR

(in reply to Randomizer)
Post #: 59
RE: An Uncivil War - 8/17/2008 8:02:44 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: Randomizer

Thanks for the details, I use DC exclusively and defensive grand-tactics when on the offensive as well. The only problem there is scouting out the enemy forces and cavalry is uncommonly good at that which is good considering its intended role. There is tremendous scope in DC for using period techniques but it can be a very frustrating experiance when your army lacks the quality and the leadership. Just buying superior firepower is sometime not enough and the price of gaining combat experiance can be pretty high.


As we've seen in my battles, QC can be brutal to you if your army lacks quality and leadership as well.

quote:


The 'On to Richmond' was just a salutation, not advice and having a bit more insights into your rationale explains much.
Cheers


I know. I just took the opportunity to comment on the various ways that the game can be won. I was under the false impression that the Union needed to capture Richmond to win. When I found out they didn't I like using Richmond to troll for CSA armies. Sometimes that's like having a tiger by the tail though....


On to Victory!

Good Hunting.

MR


(in reply to Mad Russian)
Post #: 60
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