rjh1971 -> AAR RJH (Union) vs Jon Pyle (South) (10/7/2007 2:25:29 AM)
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Hi everybody: Jon and I, among other people, have been testing the alpha version since january and now that we have a public forum we have decided to start an AAR so you can all get a feeling of how this game is going to be. As Joel said the game hard learning curve but it also has many strategic possibilities I will try to explain everything the best I can but if you have any doubts or questions don't hesitate to ask. The scenario we are starting is called Battle Cry of Freedom and begins in July 1861. The North has two main battlefronts the West and the East. In this game a crucial factor is leaders gaining initiative, without it they are basicaly unable to move into enemy territory and commit into battle. There are three types of leaders in this scenario Theater Commanders (TC) Army Commanders (AC) and Unit Commanders (UC). In any scenario you can have 2 TC and 4 AC, this are very important because they help in gaining initiative to the rest of leaders, TC with initiative assists AC in gaining it, all UC in the same region with an AC who has initiative will all have initiative. So why initiative important, because Leaders with initiative provide certain combat and movement bonuses. A red arrow indicates that a leader has initiative. In the first turn I have position my troops troops in order to invade Kentucky (Neutral State) as soon as I gain initiative. Taking Kentucky is the Key to win or lose the game, imo, as it will open the way to drive deep into the South along the Missisipi River. On the contrary if the South takes Kentucky they will create a bottleneck which if properly defended will be impregnable. I have sent my three Army Commanders to Cairo (Nathaniel Lyon), New Albany (George B McClellan) and Cinccinati (Irwin McDowell). In all those three regions I have created depots, each depot contain 20 supplies and are useful for obtaining initiative specially if your are in enemy conquered territory, not so much in your own territory. So if all goes well next turn I will have initiative and violate Kentuckys neutrality. This is what happens when you attack Kentucky: "Special rules are attached to the violation of Kentucky’s neutrality. If a player is the first to invade Kentucky, this will result in a loss of political points for that player. The loss is based on the player and the turn that the invasion violation occurred as follows: Union turn 1: 140 PP Confederate turn 1: 120 PP Union turn 2: 100 PP Confederate turn 2: 80 PP Union turn 3: 60 PP Confederate turn 3: 40 PP Union turn 4 and thereafter: 20 PP This loss may only occur once per game." Political Points is the way you determine who is winning or losing the game, to declare emancipation or the recruitment of color troops the Union must have 1000 PP or over, also Lincoln's reelection is won if the North has over 1000 PP. Each region has a PP value. [image]local://upfiles/19055/68174D09EC4A46F49CB0196C6EEBD498.jpg[/image]
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