Mad Russian
Posts: 13256
Joined: 3/16/2008 From: Texas Status: offline
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Early October 1862 The situation in the Union is as follows: Two Union Armies in the East are in the Lynchburg area. This is where we can fight and win against the AoNV. On the defense in an area with a city. Petersburg fell this turn. Now we'll see what he plans on doing with the AoNV. Freemont is moving south of the Appalacians, taking ground. 2 Confederate capitals fell this turn. Comumbia SC and Milledgeville, Ga. Both were garrisoned by me. I did not capture the Milledgeville area just the capital. That's okay the area will fall this coming turn. I have forces now moving on Knoxville, and all points west in the deep south. I've done a strategic reversal of my timetable. I was intending on fighting this campaign but it seems what I need to do is MARCH THROUGH THE SOUTH instead. So, with that and the points spread in mind, I've pulled my forces in Tennessee back to defend the Ohio River line and in Kentucky. If he wants to fight then lets fight on my own ground. I was told that there were 5 seperate fights this turn, of which the CSA won them all!! Hooray!!!! The truth was somewhat different. 4 of the 5 were sizable CSA units hitting air. The mighty Army of Norhtern Virginia hit a Division in the Fredricksburg area. US forces were 4439 with losses of 284 while the AoNV brought 94143 and lost 422. They took higher casualties than a single Division while outnumbering them with 23 times as many troops! They hit air. The Battle of Covington had 2203 Union troops losing 113. The CSA brought 56,833 and lost 246. The CSA outnumbered Union forces by 26 times as many men and lost 2-1. They hit air. The Battle of Frankfort had 2090 Union forces and they lost 1115 while the CSA brought 56,587 and lost 232. CSA forces outnumbered Union forces by 27 to 1 and only gave them 5 times more casualties. They hit air. Crowleys Ridge had a Union Force of 7665 and they lost 1275 while the CSA brought 16235 and lost 146. This was a good return for a Confederate Dollar except that we have a Corps fighting a Division. The last fight was a major fight and I forgot to record it. I'll get the information on that battle next time I'm in the game. The CSA did win that fight but I'm not sure by how much. That fight was in the Lower Tennessee River with the US having 109,696 and losing 15,300 while the CSA had 103,053 and only losing 4,932. That was a real whipping. The worst one I've taken in this war. It seems his answer at the moment is in Kentucky and Tennessee. I wouldn't want to give them up either but with forces behind him it's just a matter of time before I trap a force up there and they surrender. That would be an event of disastrous proportions. This is actually where he did attack. The attack forces he used though only hit small Union forces. None of them were badly damaged. I have now moved forces towards his deep threat in Kentucky, and pulled back a bit in Tennessee. The whole time the Army of Pennsylvania marches farther and farther into the deep south. While he is ahead in the points race but I don't have points for 2 Confederate capitals just yet. Then there is the issue of what's going to happen in the deep south these continuing turns. I can't believe he thinks that winter will stop my march through the south and protect him. Winter will be over at some point. My take on the CSA moves are that the Confederacy is getting desperate. Though he has alot of points I ate into this turn and should do so again next turn. If he keeps moving north with the AoNV he will find lots of Union cities garrisoned with alot more than a small cavalry brigade. And if he does go into siege I can finally attack the army far from home and in my territory. The move up into Kentucky was nothing more than a raid in force IMO. He wants to spread unrest in my areas and get out without having to fight any serious engagements where he's the attacker. That could be hard to do with the force dispositions I sent out there. I added 3 Engineers to a division that was ordered to Knoxville. The next turn I'll add a Corps with at least 3 more engineers in it to see if we can BUST Knoxville. It will be the first part of the crust to be broken if we can. The points need to be watched as does England. Englands military number is above 20. Losing some capitals should bring that way on down. Patience is the name of the game now. I've done my damage and gotten inside the crust. Now I need to pull back and not be offensive anywhere he has an advantage. Time to let him get offensive if he wants. At the moment I've gone over to an offensive of maneuver not combat. We'll see. Victory Report: USA - Victory Points -6 (+2)/ National Will -12 CSA - Victory Points 11(+1) / National Will 8(+1) State of the Economy: 51 - Mint 9 - Factory 6 - Mine 11 - Horse Farm 39 - Arsenal 14- Railroad Stations 10 - Banks 12 - Iron Works 27 - Barracks 12 - Foundry 3 - Shipyards 22 - Training Grounds 10 - Manufacturing Centers 3 - Academies 4 - Armory 1- Laboratory 8 - War College 4 - Engineering College 4 - Naval College 4 - Schools 6 - University 18 - Camp 9 - Hospitals 6 - Telegraph 1 - Signal Tower 40 - Capital 87 - Mansions 2 - Planations In Production: Nothing at the moment Recruited: 0 Brigades US Generals 0 - 5 Star 6 - 4 Star 13 - 3 Star (+2) 13 - 2 Star (+1) 64 - 1 Star (=2) Oganizations: 6 - Armies 14 - Corps 34 - Divisions Upgrades To Date: USA: (17) (+1) Rifle Manufacture - Increases my weapons output. Moisture Proof Cartridges - Allows me to fight in bad weather with better results. Siege Techniques I - Better results against fortifications and cities. Invalid Corps - Better output of my camps. Target Practice I - Better results in combat. Target Practice II - Better results in combat. Naval Infastructure I - Cheaper ships. Blockade Operations - Much better odds of catching and damaging Blockade runners. Heavy Artillery Infrastructure - Allows me heavier artillery. Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals. Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action. Gatling Gun I - this will allow me a rapid fire attribute. Bayonet Practice I - better results in combat. Siege Techniques I - Better results against fortifications and cities. Nursing Corps - Increases the output of my camps. Naval Infrastructure II - decreases the cost of gunboats. Gatling Gun II - this will increase the rapid fire attribute by 50%. CSA: (6) Rifle Manufacture Fortified Techniques Taget Practice I Nursing Corps Sharpshooter Training Blockade Operations Good Hunting MR
< Message edited by Mad Russian -- 8/22/2008 3:33:07 AM >
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