Here's how Tennessee looks at the start of the turn. The Union's forces are right back in Tuscumbia, where they fled after their defeat in Upper Tennessee River. Obviously, I guessed right, and sending the 1st Corps into that province from Huntsville worked perfectly. The presence of the 2nd Army in that province shows that it was called in to reinforce Hood's corps. I also note that Orme is no longer commanding that corps, suggesting that he was killed in the fighting.
Also visible in this screenshot is that the Tallahassee division made it all the way up, the division that kept failing to take Grafton reached Bowling Green, and Hatchie has been retaken. Plus, that new Raiders unit has appeared.
Unfortunately, that division down in Jackson failed to enter Lower Tennessee River, most likely because of the presence of that fort there. This means that the Union forces in Cumberland River are still fully in-supply. That's very bad.
So, here is what I decide to do. As mentioned above, the fact that a siege hasn't started yet at Fort Donelson means that I have an additional turn before I need to relieve Nashville. So, whereas I previously had no intention of taking another swat at those Union forces in Tuscumbia this turn, I now have the luxury of doing so. I will also try to cut off supplies to Sherman's army from all directions.
First, I try again to send the 6th Division from Jackson into Lower Tennessee River.
Next, I send the 2nd Army into Tuscumbia. I considered attaching Hood's corps to it now rather than later, but in case the Union's army and corps are set on "Avoid Battle" I have a better chance of catching one of them (and thus forcing the other to reinforce) if I attack with separate forces. (In other words, the Union would find it easier to avoid an entire army than an army and a corps. Not to mention that division over in Murfreesboro that will be entering the province for the same reason...)
Then, as mentioned above, I send the 8th Division, fresh from victory at Tallahassee, into Tuscumbia. The reason I do this is that I want it to join the 2nd Army -- it has no 2-star general to command it, so it's not as effective as an independent unit -- plus maybe it will catch the Union trying to sneak into Huntsville.
Assuming that all of the units go where their ordered to, this is how things should look. There's a chance that the Union's army and corps will escape Tuscumbia before my forces arrive, but I think I have a pretty good shot at them. And, as noted before, even if they escape they have nowhere to run, being at this point out of supplies (after losing two successive battles) and being completely cut off from Union territory.
Before moving these forces into Tuscumbia I had upgraded the 24-lb. Howitzer of the 2nd Artillery (attached to Jackson's army) by purchasing an Ordnance Rifle for it -- the most powerful artillerypiece the CSA can purchase at this point. I then purchased the Baggage Train attribute for it (using the 20 Money saved in lowered diplomacy), which will make it much more effective in combat. I also used 50 Money and the usual other resources to begin producing a new infantry brigade over in Savannah River. With the population refreshment coming next turn it made sense to do this now, since it costs 2 Men. I'm not desperate for new troops, but when one produces infantry brigades they come in at a very high quality (5.0/"Seasoned") and the ANV sure could use a unit like that, especially if I purchase some Lorenzs and the Sharpshooters attribute for it. (But by producing it in Georgia I can just as easily send it by rail into the western theater.) I also provide some Minie Rifles for three ANV brigades that lack decent weapons.
At the end of the turn it's time for a Training upgrade. I am presented with excellent choices, and choose Sharpshooter Training because I have several sharpshooters already, and such units are an essential counterweight to the Union's strength in artillery. Plus maybe a few more Union generals will be killed than might otherwise have happened.
And finally, as the last decision this turn, I decide to risk my newest Raiders turn by having it go after the Union's supplies. It can only destroy 16, but that potentially could make a difference two turns from now, when I expect to be attacking.
This past turn I did some things very rightly, but other things very wrongly.
Starting with the Event Report, my guess that Fort Donelson would take two turns to fall proved correct... but just barely. As can be seen here, when the Union's attempts to besiege the fort were over, it was down to 1% strength. This is a piece of very good luck, because Nashville can't be besieged until Fort Donelson is taken, and it will therefore still be two turns before that siege can begin. By then, I am all but certain to be able to send in my forces to relieve the city.
The report then shows that my port attack did happen, and as expected the harbor defenses did some major damage -- so, I did sink 12 enemy ships, but lost 25 of my own.
The excellent news is that I won another victory in Tuscumbia, forcing many brigades -- including four Legendary Units -- to surrender. Unfortunately, one of the two Union forces manage to avoid battle, and wasn't called in to reinforce. More on that force later.
The Economic Report shows that I received the full April population boost, so those provinces in which I'm producing artillery and infantry are once again producing money and resources at maximum levels again.
Disease did hit my forces, but fortunately hit Cumberland River -- where I'm about to lose Fort Donelson anyway.
And in the Political Report, it looks like diplomacy just paid off, with a major contribution to naval research from Britain.
Here's the Battle Report. Unfortunately, once again the only dropped weapons my units got to claim were enough Minie Rifles for a single brigade. I guess that Sherman's army and the Army of the Potomac must be the forces with decent weapons, since the forces I've been defeating have been poorly armed.
Here's Virginia. The scouting report for the Shenandoah army claims there are 83,667 men there, so it's not yet time to attack, since my Army of Northern Virginia currently is equal at best in terms of strength. At this point, I might as well wait for those artillery units to be produced.
At the right the CSA's fleet can be seen. The damage done during the port attack hit the ironclads in particular, so I don't want to risk losing them by attacking again this turn. Instead, I send the fleet into Norfolk, where it can be repaired over the next few turns. It can then try another harbor attack.
Here's Tennessee and northern Alabama. The Union army in Tuscumbia lost all of its brigades and is currently empty, other than some generals. The army container and containers within will be destroyed before the next turn begins.
Over in Cumberland River, two siegeworks can be seen, one for each army. Fort Donelson itself has been removed from view, other than the Cheshire Cat-like small flag and green/yellow squares just to the left of Nashville, which show where the fort would be if it hadn't been physically reduced by such great bombardment.
Again my divisions failed to enter Lower Tennessee River to cut supplies to Cumberland River, meaning that when I attack those armies will be in-supply.
Here's what can be seen when Fort Donelson is clicked on. Note that the siege had reduced its strength to 1%, but then its garrison got it back up to 6%. No matter what, the fort will fall next turn. Since resolving sieges is the first phase of each movement phase, even if I sent my army in right away it wouldn't arrive in time.
And here's what one learns when one clicks on the siegeworks. The Engineer Advantage and Artillery Advantage reflect those brigades with the Engineers attributes as well as siege artillery, gunboats, and regular artillery. And it shows that Sherman's army is nearly 107,000 men strong.
And now on to the incredibly stupid thing I did. Several turns ago, it will be recalled, I took the precaution of sending the garrison unit in Montgomery, which wasn't in danger of attack from the Union's forces, to Selma, which might have been in danger. Over the past two turns I've been so intent on smashing these units in Tuscumbia that I didn't notice that Montgomery is just two turns away, and thus easily reached if my forces could be evaded. And that's what happened -- while the Union army was destroyed, the corps avoided battle and reached Mongtomery. And since sieges occur first during the movement phase, nothing can prevent that corps from laying siege to the undefended city and taking it. This will at the very least cause all production in the city to stop until it's been retaken, and and worst could lead to plunder of the city. (The province itself cannot be taken, since one cannot capture a province that's not neighboring another province one controls. Still, the Union can squat there.)
This corps got down there with its supplies exhausted and must have suffered severe march attrition, but enough survived to cause some trouble.
Here's what Montgomery has to offer: 5 Money and 3 Horses per turn, plus some important buildings. The truth is that Montgomery is not as important to the CSA economy as some other cities, but if its Capitol is destroyed it will be a long time before the province starts producing money again.
Also, Alabama's governor supports money production each turn, and having him become angry with the Confederate government would not be a good thing.
After having sent two more nearby garrison units into Montgomery as well I then send the 6th Division -- which never did follow orders and cut off supplies into Cumberland River -- there as well. If I'm going to besiege and retake Montgomery I'll need at least a division to do it, and this one has 6000 men.
My guess is that if I do have to besiege the city it would not be difficult, since those enemy units would be out of supply or close to it, and they're not able to receive replacement troops. Still, this is a nuisance, and so unnecessary.
Next, I attach Hood's corps and the Tallahassee division to Jackson's army, creating a very powerful force. I then send the army by rail into Murfreesboro, which is as far as it can go by rail.
Next I send the army into Cumberland River by foot. Maybe I'll get lucky and the army will move three provinces this turn.
That's Gen. Hampton in Huntsville, and I'd love to add him to Jackson's army, but if the army stops to pick him up it might not get as far as it needs to this turn. Hampton will follow the army, however, so that next turn I can add him to it.
And here's how things should look if everyone gets where they should. The "plus" sign is the overflow button, and represents the 2nd Army plus the local garrisons.
And here is about half of Jackson's army. (The whole wouldn't fit on the screen at the same time.)
First, the strength levels. This army outnumbers the two Union armies by nearly 20,000 men, and will be fighting in CSA territory. Not to mention the fact that after all of these recent battles its Quality has shot way up.
And here's a shot showing the Quality of many of the units. This army will be tough to beat, based on its quality alone. Factor in the outstanding generals and command staff ratings and this is a very potent force.