GShock
Posts: 1245
Joined: 12/9/2007 From: San Francisco, CA - USA Status: offline
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quote:
ORIGINAL: spruce Gshock, did you say that you can capture Union artillery - that's new to me - how do you see this in the game ? Simple: When u see the casualty window, you'll see a (cap) by the number of units in the screen. CSA has an advantage with capturing USA arty. quote:
Diliemma 1 - do you build gunboats to keep the Mississippi open for as long as possible - or do you see gunboats as a sinkhole and invest the production points elsewhere? A closed Mississippi costs you big time - troops can not pass - disruption in transportation network. Remember some states (AR) allow gun boat production and do not allow artillery production - is a gunboat a better investment at the longer term. There is no pre-set rule. You might succeed with a strategy or fail just for a quirk of fate with a bad roll here or there (i.e. a dmg rather than destroyed unit, a wounded rather than killed leader, a unit suffering from attrition in a place or another). Too many variables to build a specific rule. The general rule is to adapt to the situation and, with production, this implies producing in advance, large advance what you presume you'll need. The gunboats can NOT keep the mississipi river open. USA will go for the 2 forts by the river mouth as primary target and when one of these is lost and garrisoned with a heavy arty the whole mississipi will be blockaded and ironclads will start pushing towards New Orleans. Conversely, the USA will also attack from the confluent but in this case each and every heavy arty you place from paducah to vicksburg can sink the USA gunboats. Both defensive strategies must be in place and in both cases the CSA gunboats play their role. It is important to note that if a gunboat is damaged, either at memphis or at new orleans it will be useful again in both support roles. quote:
Dillemma 2 - do you build factories in VA, GA and AL early game to build more artillery later game - in other words a big investments will yield a higer return on investment later game, Obviously yes but the point is that a factory means a whole set of supplies lost from production for an entire year. You should balance this loss by building factories in places u foresee u won't lose anytime soon but also...do not build factories all together or you'll run short of supplies. U might have to pause building to repair damaged units but there's no way to keep up in defense without a good number of factories. It's a must, but it's also a must to build factories with moderation. quote:
Dillema 3 - in my game the Union advanced on Memphis - do you want to keep the lines open to Nashville where militia are spawned? In my last game I took some risk at opposing and delaying the Union there and I got 4 to 6 extra militia from it. Militia that later would be converted to infantry. It seems the Union AI has set its mind on Memphis and Vicksburg - which makes sense to me. Do you take the risk to draw militia from parts of Kentucky and Tenessee and let the Union come closer to Memphis and Vicksburg ? Of course, but dont forget perhaps Nashville didnt fall yet because of initiative problems. Maybe the AI has more forces elsewhere committed, you could even surprise it with an attack from Nashville itself. Let the Union come and stretch their lines. Raid their backs and steal more supplies...the more you delay them the better it is but you must protect cities as priority even if it means losing some key territories with rail and roads. Prepare for the bloody assaults and fortify the towns. quote:
Dillema 4 - do you repair infantry - or do you merge them ? Depending on the manpower available and presence in area of a good ITR leader there may be occasional choices to keep both infantry and repair them but generally, its better to merge them because it saves manpower and production points; critical for CSA.
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