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Naval Units - 8/6/2014 4:29:06 PM   
jeffk3510


Posts: 4132
Joined: 12/3/2007
From: Kansas
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Dumb, very broad question here.

What is the best use to get out of all of my naval fleets that I have as the Union?

I understand, and use the river units fairy well.

I am curious about the massive fleets I have in my eastern ports.

How do I use the boxes effectively?

How many units go into each box before the effect isn't worth adding more ships?

Thanks.

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RE: Naval Units - 8/7/2014 12:28:14 AM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
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It's personal preferences that will control how players use their fleets. Some players like to micro manage fleets every single turn so they build lots of large fleets and actively plot attack patrols with them every turn sweeping all regions that don't have a fortress that can bombard passing ships. Others prefer less micro management and rely on off map boxes and fortress busting to blockade the south. I fall into the second category so I build a lot fewer ships and Generally have one large fleet I use to transport troops around to capture and hold the forts I take down.

The first method is probably the most effective method to keep the southern fleets from getting too adventurous, but it adds a lot of work to your turns. The south will more than likely hide in off map boxes if he finds lots of Union fleets are sweeping the seas every turn. so eventually you won't be catching much stuff with your sweeps. The easiest method for sweeps is to plot a move out and back from the same port (hold shift down to plot the move back to the region of origin). A more complex method is to sweep between two ports. I like to use Fort Monroe and Fort Pulaski (sp?) for the east cost sweeps I do.

< Message edited by Jim D Burns -- 8/7/2014 1:31:09 AM >


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RE: Naval Units - 9/7/2014 11:12:21 PM   
Symple

 

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Joined: 9/14/2013
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One of the things I do with Union fleets is a close blockade of southern ports. Typically 8 ships at a port like Charleston or Mobile will really reduce its production of supplies and war material. The port tip will tell you is you have enough ships. Adding an ironclad or two as the war advances provides a level of protection for your fleets. These fleets will occasionally need to travel to a port to resupply. I make about six to eight fleets of eight warships to cover the ports I am not planning on taking.

In the blockade boxes, you want some fast frigates or brigs to chase blockade runners.

In the shipping lanes, you want the more powerful frigates, maybe even steam frigates, to destroy the commerce raiders.

The naval game can be a sideshow for most players, but if you man the blockade boxes, chase down the commerce raiders, and do close blockade of the cities you do not capture, the CSA will be squeezed in its ability to sustain as big an army as it could do without your naval efforts.

(in reply to Jim D Burns)
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