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The Anaconda Plan - 7/30/2007 10:33:54 PM   
d714

 

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LATE JUNE 1864 continued, Union VP 19/corrected to 27 (national will -5), Conf VP -4 (national will -3)

Concurrent with this victory in front of Richmond, New Orleans falls and the “Anaconda Plan”, somewhat archaic now with Grant now having fought to Richmond’s doorsteps, has been accomplished. However, New Orleans is the last great city of the west to fall. Also to fall during July is Columbus in Georgia, Wilmington, Montgomery (the capital of Alabama), Chattanooga had fallen the month before. Little Rock and Augusts are on the verge of being captured. Richmond, with no defensive army and a garrison force left, is doomed to fall as well. Remnants of the former 100,000 strong Rebel Army of Richmond are scattered in Norfolk, leaderless, numbering only a few depleted brigades, no longer a threat to the union.

Jefferson Davis is without options. Outside of Richmond, envoys from the Confederate States of America meet with Grant and his staff. Grant, speaking on behalf of President Lincoln, accepts the surrender of all southern armed forces. The Civil War has ended!

UNION VICTORY!!

edit note: Again, note the victory point bug. I really need one of those victory screen that the game gives me. I actually played this through, auto resolving the battles, to see if the game would give me enought victory points with Richmond taken and a few additional cities taken. It didn't.




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< Message edited by DI7 -- 7/30/2007 11:02:27 PM >

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The Anaconda Plan - 7/30/2007 10:38:43 PM   
d714

 

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EPILOGUE #1

The three years of battle had seen 36 battles, 6 had been decisive. The bloodiest had been The First Battle for Nashville with 60,438 casualties combined. The CSA won 14 battles and the Union won 22 battles.

Total battle casualties are estimated at 860,000, with 297,032 killed. This is estimated below:

Union:
Battle casualties: 262,000
Siege casualties: 150,000 (estimated)
Total casualties: 412,000
Total Killed: 117,832

Confederate:
Battle casualties: 373,000
Siege casualties: 75,000 (estimated)
Total casualties: 448,000
Total Killed: 179,200

An additional estimated 30,000 union soldiers perished from disease in camp. This number is unknown for the CSA.

Edit note: Siege casualties estimated based on results reports where I note that sieges last an average of 4 turns, about 1,500 casualties a turn for besieger (although I’ve seen as much as 14,000 for an aggressive siege), 750 for defender. I estimated I engaged in 25 sieges between all the forts and cities. Death rates vs. casualty rates gleamed from Wikipedia sources (28.6% for union, 40% for confederate), reflected inadequate medical care for the CSA.





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RE: The Anaconda Plan - 7/30/2007 10:40:41 PM   
d714

 

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EPILOGUE #2:

Final national armed force map.





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The Anaconda Plan - 7/30/2007 10:41:35 PM   
d714

 

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EPILOGUE #3:

Final manpower strength chart.





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RE: The Anaconda Plan - 7/31/2007 12:25:59 AM   
Joram

 

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Very cool.  Good job!  Too bad there isn't a timeline on that manpower chart.  I'm guessing the big dip was a result of a major battle that CSA couldn't recover from.

As far as the VP, isn't it listed twice? VP's at the beginning of the turn (which you show) and then VP's at the end of the turn (which you didn't show).

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RE: The Anaconda Plan - 7/31/2007 4:25:17 PM   
d714

 

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quote:

ORIGINAL: Joram

Very cool.  Good job!  Too bad there isn't a timeline on that manpower chart.  I'm guessing the big dip was a result of a major battle that CSA couldn't recover from.

As far as the VP, isn't it listed twice? VP's at the beginning of the turn (which you show) and then VP's at the end of the turn (which you didn't show).



Yes I was thinking that to, a timeline would have been nice. The dip was the result of the union starting to win the offensive in the west around Nashville, just kept of fighting them and capturing brigades.

Yes starting VP is listed at the beginning of the events report and ending VP is listed at the end. At the end of this final report it listed 19 VP - I got my 2 for achieving the "anaconca plan" as specified in the game manual, and 1 I think for capturing the capital of Alabama, but no others for capturing the other cities.

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The Anaconda Plan - 7/31/2007 10:20:40 PM   
d714

 

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FINAL THOUGHTS:

I hope my prose wasn’t overly melodramatic. I tried to keep it more of a historical narrative style rather than a document of the game playing mechanics. Behind the scenes I was doing a lot of stuff I just could not document without writing paragraphs – building this building or unit in this province at a certain time, moving this or that general around, buying this type of rifle at a certain time, or moving production from labor to money, or vice versa, at certain times.

BUGS NOTED:
1.) I could never emancipate for some reason. I know the last patch restricted emancipation to certain conditions until 1864. But still, in Jan 1864, I did not see the emancipation button, which I wanted to do just for historical effect. I have read others in the forum having this problem.
2.) As noted, the victory point bug kept me from getting an “official” win. I even played it through capturing Richmond and other cities and it never gave me enough victory points. One problem is it does not give you all your victory points for capturing cities, another problem is that if you lose a decisive battle it will sometimes take 6 victory points away. I am not sure it is capturing national will correctly either. This is being addressed by game developers.
3.) Miscellaneous bugs – a.) When I did an amphibious attack from a fleet originating in Annapolis, with my troops disembarking into Charleston, the events report listed it as a “siege of Annapolis”. B.) I lost an empty fleet container once as “container alone in enemy territory”. Strange since the CSA never had there own fleet. Maybe a runner moved into the province. C.) Sometimes the text on certain parts of the event report went crazy – listed in bold and larger text. Not a big deal, just strange. D.) Sometimes the engineer and artillery advantages would change from siege to siege with the same sieging units. Sometimes the artillery advantage would be “great”, then the next siege “average”. Maybe this is working as intended based on the defensive attributes of the fort being seiged, not sure.
4.) Confederate hordes – obviously the confederates created some ahistorical force levels. At one point Jackson had a force of 180,000 in Memphis. This is being addressed by game developers as I understand it.

TIPS FOR WINNING AS THE NORTH

Obviously my “anaconda plan” did not work as I planned. The AI seemed to read my mind and built a massive army in the west. However, note that I put the difficulty level as +2 for the confederates, and as “2nd lieutenant”. I also used the historical settings for the June 1861 start. That definitely gave me a starting resource boost, which seemed to give me a surplus in resources until about January 1862. After that it seemed I had tons of horses and iron, but was always lacking in labor and, in particular, money. I had so many horses I wish there was an option to feed my troops horse meat and thus save on money spent for hardtack and bacon. In 1863 I was forced to abandon my house rules and united my western forces because I was making no progress at all, but by that time I was just starting to achieve the benefits of the northern industrial might. Note that my amphibious attack into South Carolina was very effective and probably the turning point of the war. The key there is to have another force sneak in through undefended provinces to link up from the north. Once you get that link up you can officially occupy the province and expand outwards. My tips for winning as the north:

1.) Do not fight toe to toe with the CSA army unless you have 3 to 1 advantage – At least until you have well trained troops, maybe by 1863. Their morale, weapons, leadership, will be superior until this time and you will get your butt kicked. Also confederate brigades are larger than yours.

2.) Try to get the CSA to attack you, not the other way around - You get some good advantages to being the defender. Most importantly you get to choose your defensive ground – see #5.

3.) Draft and muster – some disagree because the quality of troops are not there and you risk a city going into unrest. However I found it the only way to fight the “confederate hordes” problem. You can put them with a good general for a few turns to improve their quality. At the very least you can use them as cheap garrison troops for the provinces you conquered. Be aware of risk however, you don’t want to draft from a huge resource rich city like New York if they have 30% risk of unrest.

4.) Capture enemy brigades – The confederate AI builds so many camps that just inflicting casualties does not work, you will find them back to full brigade strength next turn. Usually you must surround an enemy brigade to compel them to surrender. If the CSA is close to routing move your brigades into column so you have the range to move your brigades around them and encircle them. Cavalry helps. Also chase down and eliminate those CSA containers because if you leave them alone with 3 depleted brigades they will be back in a month with 12 full strength brigades.

5.) Chose your ground well in detailed combat – In my opinion the game does not reflect defensive good ground well in terms of the high ground, or, for instance, “the sunken road” type of defensive hexes. What they do model well is movement. If you want to flank, or are outnumbered and are at risk of being flanked (which the AI loves to do) be aware of rivers, swamp, mud, etc and use them to protect your flanks. If you get a map with plenty of rivers or swamps you can forget about any numerical advantage you have. It will be very difficult to maneuver and extend your line. If you get to choose a map and you have the numerical advantage choose an open map without many rivers or woods, if you do not have the numerical advantage choose “many rivers, many woods”.

6.) Move in close in detailed combat – Again, you just can’t fight toe to toe with rebel troops and expect to win. The best you can do is approach from the front to pin a CSA unit down in place, do not even bother to engage from the front, but approach another unit on the flank and engage with that one. Keep your brigades together from the same division – you get a boost to your flanking attacks.

7.) Watch your supply carefully in detailed combat – The AI has this advantage as they must use some complex algorithm to determine exactly which of their brigades to supply at any given time. I rarely see an AI unit go out of supply. Keep a good eye on your brigade supplies, I had to click on each brigade each turn to check supply levels. A pain to do, but you will be at a severe combat disadvantage if they fall out of supply. Also be aware of the penalties for fatigued troops. Most of the time they will be pinned in combat, but if you can move them back do it and move a fresh brigade into line.

8.) Shift your resources carefully. I had plenty of iron and horses, I am not sure if that was because I set the historical setting. But I always had a shortage of money and, to a lesser extent, labor. Also weapons. Don’t be afraid to shift resources from labor to money, or to impress funds from the states (at the risk of aggravating the governors). By late1863 resources should not be a problem at all. Also, to increase money, put some of your armies on “no supply” for a turn or two if they are not facing combat.

9.) What to build – during the early years I built camps, mints, armories, hospitals where my troops were stationed, arsenals because I had a tough time competing with the CSA weapons improvements, and at least one of each of the research buildings in the first 4 months or so. Mustered as much as I could (didn’t start drafting until later) to save money and built a few artillery and cavalry units.

10.) Don’t bother digging in unless you have brigades with the “no fatigue” quality. I just did not find the benefits worth it. Must of my brigades end up fatigued after I dug in and then the CSA would just flank around the trenches. Wish this was modeled better in this game because in the war digging-in was extremely effective, even in the beginning of the war (remember Lee was nicknamed “the king of spades” back in 1862.

11.) Best advancements: a.) Invalid corps – gives you a 33% boost to replacements from your camps. You’ll need them. b.) Moisture proof cartridges – I lost a major battle due to rain. c.) Extended service – this increases corps size by 20%, from 3,000 to 3,600 so at least you got a fighting one on one chance against a CSA brigade. d.) Fortification and siege technique improvements – because during the later part of the game you will be engaging in tons of sieges. E.) Improved Springfields – big improvement over regular springfields and at a certain point you will run out of regular springfields and pay a premium for them, these will actually be cheaper. F.) Dragoon tactics – if you have cavalry, lets them attack as much as three times in a turn, can be devastating to be on the receiving end of this.


< Message edited by DI7 -- 7/31/2007 10:23:23 PM >

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RE: The Anaconda Plan - 7/31/2007 11:40:23 PM   
Joram

 

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I found it quite entertaining and helped me get interested in the game again.  Thanks D17. 

As far as the artillery, I don't know for certain but isn't that directly related to the guns in the fort?  So maybe that's it?  Not sure.  Also not quite sure on the engineer advantage unless the fort size has something to do with that?

No doubt there's a confederate horde issue not seen since the likes of Genghis Khan but is the fog-of-war skewing your estimate?

Also note the Improved Springfield have the exact same QC rating as the regular springfield so unless you do detailed battles, you won't really see much of a benefit as best as I can tell.  The cost advantage you mention is still there.

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RE: The Anaconda Plan - 8/1/2007 3:24:15 AM   
Gil R.


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Outstanding AAR, DI7! (And good to see one played through to the end...)

Thanks for the bug reports, which I've drawn to Eric's attention. Regarding the Victory Points bug, that does appear to be fixed, so once we release the next patch it won't be an issue. Same for the giant CSA armies, which will be limited in growth potential now.

Your points for winning as the USA are excellent -- perhaps you might start a thread in the main forum in which you quote that post, so as to complement the CSA advice thread?

EDIT: The giant CSA armies issue is not a bug, as might be inferred from my post. It's simply an issue of a tweak in the last patch having had an unintended consequence, and we're now working on a new tweak that minimizes the effect of the other tweak.

< Message edited by Gil R. -- 8/1/2007 7:57:05 AM >


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