herwin
Posts: 6059
Joined: 5/28/2004 From: Sunderland, UK Status: offline
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I'm putting together a USA opening move. It goes as follows: 1. Convert a militia to mounted infantry at Parkersburg, bring Davies (Pittsburg) down to command it, and overrun Charleston. 2. McClellan takes his army to Grafton and overruns. McClellan then redeploys to Washington. 3. Strategically move a militia unit to Wheeling to control dissent. 4. Sturgis overruns Joplin 5. Send Carr to Sigel, transfer a militia, convert it to mounted infantry, and overrun Springfield. 6. Charles county in Maryland is overrun by Hunter's division 7. Kent county in Maryland is overrun by a brigade with one militia unit. 8. Dix goes to Frederick to build a fort. Reinforce him with an infantry commander and militia. 9. Meegs goes to Harpers Ferry to build a fort. 10. Send a division commander to Fortress Monroe. Will need two depots and a fort level 2. 11. Send a heavy artillery to Fortress Monroe, attach to Banks. 12. Build Washington DC to fort level 2. Activate a cavalry commander and attach the cavalry unit. Scout Manassas. 13. Activate Henry Halleck in Cairo and make him AC. 14. Activate Grant (or Buell) in Cairo. 15. Cruiser to AO2 16. One cruiser off each port except New Orleans, which should get 2. 17. Prepare five leaders in Washington for naval landings (attaching one militia each) next turn. 18. Strat move everything in the north to positions along the border, particularly Kentucky and Cairo. 19. Put division commanders in Baltimore and Washington for use in turn 3 invasions. Assign 5 infantry and 1 artillery to each during turn 2. 20. Call a draft 21. Disband depots away from the front line. Use the engineering leaders to fortify and then build up depots. 22. Build up units in the Eastern Theater during turn 1. 23. The CSA invasion of KY is likely to be no earlier than turn 2, so position commanders and troops along the Ohio to respond on turn 3. Production 1. Build 2 ironclads and 17 cruisers in East Coast ports. 2. Build a factory in Cairo 3. Build gunboats in SL and Cincinnati 4. Build 3 light and 1 heavy artillery in Chicago 5. Fill out with supply.
< Message edited by herwin -- 7/14/2008 2:36:41 PM >
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Harry Erwin "For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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