Ugly Guy -> RE: Confederate AAR (4/9/2011 9:48:08 PM)
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Late January 1862 Strategy 1. This is the last winter turn before action begins again in earnest. I was wrong in my initial assesment about the cost of army, corps, and divisions, so I will probably build a corp or two to help manage my armies and give me more flexibility. Some may be under-brigade limits for awhile, but that is ok. The Union usually emancipates around spring/summer 1863, which will drive alot of brigades into my armies. I would like to have the organizational infrastructure in place before then to speed their integration into the fight. 2. I am still going to try and bait the Union down the Mississippi. Having played other games at this difficulty and scenario, I can't afford to have the Union going crazy in Kentucky. 3. I am leaning towards prioritizing St. Louis in my capture plans. The population there will be a perfect place for camps if it doesn't come under constant attack. I will have to see how it plays out. 4. I need more camps. Camps and Mints at the beginning. I will probably hold off on plantations for a few months given that camps don't count against my building limits and I have a decent amount of room in New Orleans, Charleston, and Atlanta for mints. My iron shortage will hold off my mint building some, which just means more camps. I don't know if other people build this many camps, but its usually the only thing that allows me to survive the mid-1863 attrition fest the Union always likes to engage in. 5. So this will probably be the last boring turn. I am sure the Federals are just as itchy for a fight as my troops are.
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