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RE: AAR: Save the Union

 
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RE: AAR: Save the Union - 12/22/2006 10:45:02 AM   
marecone


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Yap. Also be cerefull not to buy too many weapons of same type. Every weapon has some limits and if you go over it it upkeep will cost much more.

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RE: AAR: Save the Union - 12/23/2006 6:16:33 AM   
Shoot Me_I Explode


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Humm, i guess you are right. I checked my weapons screen and I believe i am paying out 60 gold a turn in weapons upkeeps. Guess I let that one get out of hand. I will remember that in my new game. But what is the weapon you give most of your troops to keep the upkeep cost to a minimum.

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RE: AAR: Save the Union - 12/23/2006 6:17:26 AM   
Shoot Me_I Explode


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RE: AAR: Save the Union - 12/23/2006 6:21:57 AM   
Shoot Me_I Explode


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As you can see I emancipated this turn. I felt his support from europe was getting to high and I needed to stop it. Also I've read off the forums plantations will now turn to mansions so he will not get the benefits from that buildign.

I also lose another major battle, 29k to 7k.

I finish several mints this turn and my economy is right back on track. Even with the lose of Lexington i am produceing 89 horses per turn which is probally enough to sustain me. I'm up to 14666 replacements a turn and emancipation brough my NW up to -6 so they are of some better quality from last turns.

My troops in Cairo are taking a heavy toll on his siegeing units there. Hopefully they can hold out intill i can get an army over there to help.




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RE: AAR: Save the Union - 12/23/2006 6:22:53 AM   
Shoot Me_I Explode


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Here's the battlereport. Not to much to report, only a couple birgades dropped there weapons and none surrendered.




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RE: AAR: Save the Union - 12/23/2006 6:24:29 AM   
Shoot Me_I Explode


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In the east i move most of the army back into cumberlan.  I dont expect to battle Lee here as Jon will probally move him back into Virginia before any battle will happen.


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RE: AAR: Save the Union - 12/23/2006 6:25:40 AM   
Shoot Me_I Explode


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The army of Kentucky remains in Kentucky to protect the Capital with 35,000 men. 


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RE: AAR: Save the Union - 12/23/2006 6:26:44 AM   
Shoot Me_I Explode


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I moved a small division into Missiori to retake some lost terriority. At 2 gold a terriority i really want them back.




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RE: AAR: Save the Union - 12/23/2006 6:27:49 AM   
Shoot Me_I Explode


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At the end of my turn I get a naval upgrade which really dose not help me. But i chose Ironclad program mainly because Jon has it and if needed i can build cheaper ironclads.




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RE: AAR: Save the Union - 12/23/2006 7:53:23 AM   
Shoot Me_I Explode


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Turn 38

1/6




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RE: AAR: Save the Union - 12/23/2006 7:53:54 AM   
Shoot Me_I Explode


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2/6




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RE: AAR: Save the Union - 12/23/2006 7:55:30 AM   
Shoot Me_I Explode


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3/6



< Message edited by Shoot Me_I Explode -- 12/23/2006 8:08:19 AM >

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RE: AAR: Save the Union - 12/23/2006 7:56:09 AM   
Shoot Me_I Explode


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4/6



< Message edited by Shoot Me_I Explode -- 12/23/2006 8:07:52 AM >

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RE: AAR: Save the Union - 12/23/2006 7:58:35 AM   
Shoot Me_I Explode


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5/6



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RE: AAR: Save the Union - 12/23/2006 8:05:14 AM   
Shoot Me_I Explode


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6/6

Well, I belive that dose it for the union in this game.

With my NW back down to -8 my replacements are against unuseable while his NW shot up to 9 he must be getting great replacements.  Which means my guys will never  be able to defeat him on the battlefield, which means I will continue to lose, which means my NW will continue to go down and the cycle will repeat.

Too top it all of disease hit my army of 110,000 furture reduceing it.

I try to move them out of Grafton but the confederats are moving in preventing my army from moving and defeating me. 

Oh well, wish me better luck in my game as the south.




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RE: AAR: Save the Union - 12/23/2006 8:29:01 PM   
kfmiller41


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I have read this entire AAR and after seeing this I really think that disease in this game is extremely overdone. It may be bad luck but it seems to me that if you are in your home areas disease should be a lesser threat than it is. And the loss ratios in battles are (IMHO) way to lopsided. I have read many books on the Civil war and nowhere do you see 6-1 or 10-1 winner to loser rates. Even routes the winners were to beat up to chase the losers. It is kinda depressing only because you had such good plans and random disease and what seems to me like an overpowered diplomacy for the Confederate side really hurt you. I have no problem with the game system which helps the AI, but when you play head to head with those kind of advantages, the Union player is going to have a very very hard time winning against any competent opponent, which in the end will make it hard to find players who know they can play well and get stomped for there trouble.

Well played sir, you should have had a closer contest.

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RE: AAR: Save the Union - 12/28/2006 2:51:13 AM   
Shoot Me_I Explode


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Turn 39

Thank you Miller. I agree is should have been closer then what really happen. I was unable to win any of the major battles and his forces were able to just keep getting better and better. Hopefully I can do the same to him in our next game.


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RE: AAR: Save the Union - 12/28/2006 2:52:12 AM   
Shoot Me_I Explode


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RE: AAR: Save the Union - 12/28/2006 2:53:39 AM   
Shoot Me_I Explode


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I avoided another big defeat this turn but with my armies cut off and out of supply area its only a matter of turns before the entire AoP is destroyed and the game is over.

His support for France went up again despite the Emancipation.




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RE: AAR: Save the Union - 12/28/2006 2:54:43 AM   
Shoot Me_I Explode


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The AoP is cut off and I am unable to order them to move out of the territory they are in so I expect them to be completely defeated in acouple of turns from now.


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RE: AAR: Save the Union - 1/8/2007 12:59:36 AM   
General Quarters

 

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Thanks for the interesting AAR. I followed only the Union side, since that is what I am playing these days. It was very interesting to see the strategies pursued by another player. Does the South ever lose these pbems?

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