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RE: An Uncivil War

 
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RE: An Uncivil War - 8/18/2008 10:57:48 AM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline
btw how does QC treat your generals? I tend to always play instant or detailed, in detailed I will hardly lose a general (1 on my AAR game), with instant I will lose alot of generals, so what about QC?

(in reply to Mad Russian)
Post #: 61
RE: An Uncivil War - 8/18/2008 6:48:59 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: terje439

btw how does QC treat your generals? I tend to always play instant or detailed, in detailed I will hardly lose a general (1 on my AAR game), with instant I will lose alot of generals, so what about QC?


I have 3 wounded at various levels of health. I don't think I've lost one this game but I did lose one, which I think was last game.

So, all in all, not bad. I'm getting ready to up the anti-general campaign by getting the sharpshooter attribute. That should help with both is generals and his artillery.

Good Hunting.

MR

(in reply to terje439)
Post #: 62
RE: An Uncivil War - 8/18/2008 7:15:49 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early September 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. The two other Union Armies, that were in the Fredricksburg area, have started moving south while the AoNV sits and encircles Petersburg. As long as the AoNV continues to sit on Petersburg I'll let them sit. When winter hits if he's still sitting on Petersbur I'll try to move to Richmond and take it out in the winter.

Freemont is moving south of the Appalacians, taking ground. The invasion of South Carolina has been ordered by Freemont's Army of Pennsylvania. This turn there are orders to take the South Carolina areas of Greenville, Camden and Georgetown. This Army had 6 brigades equipped with engineer attributes this turn. That gives that Army alone 7 engineeering attributes. Along with the extra seige upgrade I got this time, seiges should be short and brutal with this Army. I may add 3 more next turn to give this Army a total of 10 Engineers.

Petersburg is still holding. The city is down to a defense rating of 46. Not bad for him having to retake his own cities and having him move out of Fredricksburg. The garrison I put in Petersburg has held now for 3 entire turns. The defenders are doing an extremely good job and may cost the south Richmond if they hold out much longer.

We bumped into each other in the Hatchie area just west of Nashville. I wasn't looking for a fight but what I found was very interesting. Of course I was the attacker. The Union forces were 76,897 while the Confederates were 102,217. I only took 3981 losses to his 2488. What's so interesting about that is that I was attacking with a smaller force and gave roughly 1-1 casualties. The West could get really bloody if that plays out.

No changes were made to the Points or National Will this turn. I'm spending $40 on the English next turn. They are starting to climb watching the south gain all these points. That's fine we'll see just how committed the English are when I gut the south all the way to Atlanta by the end of the year.

Raleigh did not fall. I thought it might since it shows to have no garrison. The 2 forts in the area are garrisoned just not Raliegh. There are 3 Confederate capitals within striking distance of my forces. Before winter is over I would like to have at least 2 of the 3 of them.

The Blockade Runner situation changed dramatically in his favor. I've had the Operation Blockade upgrade for months now. That increases my operations against his runners by 50%. I never managed to catch one. This turn he also got the Blockade Operations upgrade and that levels the playing field with them.

He got good results from a raider. The raid hit me for -34 of my rail points this turn. At another time that could have hurt. It didn't this time. I rely on my railroad to give me the kind of instant response time from one side of the country to the other to defend my own territory if need be. So I can be both on offense and defense at the same time when necessary. That's why my rail capacity sits at 70 brigades.

The Confederacy now has major issues. The east is owned by Union forces from Washington down to South Carolina with only the area around Richmond being still in their control. The Army of Pennsylvania is marching down the eastern seaboard and taking any and all land areas. That will soon include capitals and cities. When that happens I'll land a force in Florida and take it's capital as well. That will cut the Confederacy in half. So, the question then is where does he defend?

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.

The forces along the Mississippi may have already moved north to defend the river line and Tennessee. Not sure what the answer is but the last time I ran free in the south the end was quick and painful. This will take longer to develop I've not gone head to head with his forces but have built up the flood. Now here we are in September and the flood is running loose. Winter may or may not help him. If I can get set in a position, say at Richmond where I have all winter to lay siege to the area, it can really hurt him. If I don't get setup in an area then I won't be able to do much this coming winter.

At the moment the south is praying for bad weather. While he is ahead in the points race those points can flip in a single turn. National Will is more difficult but I can do Emancipation and when I own large numbers of Confederate cities the cost to me freeing the slaves is much less.




Victory Report:
USA - Victory Points -4 / National Will -7
CSA - Victory Points 9 / National Will 4

State of the Economy:

51 - Mint (+1)
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
86 - Mansions
2 - Planations


In Production:
1 Gunboats


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
11 - 3 Star (+1)
12 - 2 Star
62 - 1 Star (+3)

Oganizations:
6 - Armies
15 - Corps (+1)
34 - Divisions

Upgrades To Date:

USA: (14) (+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.


CSA: (6) (+1)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations

Good Hunting

MR

< Message edited by Mad Russian -- 8/18/2008 7:28:16 PM >

(in reply to Mad Russian)
Post #: 63
RE: An Uncivil War - 8/18/2008 7:25:33 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
We're about to find out if my strategy of fighting and advancing where there are no Confederate troops will pay off. Soon he will have to come after my invasion forces. The problem with doing that is that he only has the AoNV in the east. If it moves away from the Richmond area. I'll take all of Virginia. If he attacks me in Lynchburg I have about a 2-1 advantage in numbers....even though the computer says he has 760,000+ with him.....LOL.......

Or he can bring forces down from the Tennessee crust area of Memphis, Nashville, Chatanooga. Knoxville is about to fall. He made a forray out with a corps but I expect him to retreat back into Memphis with them. He likes the Recon in force and pull back maneuver. I'm getting ready to show him recon in force though.

My flood mainly consists of individual divisions set to avoid combat with 1 or 2 brigades in them preferably cavalry. That's what took both Lynchburg and Petersburg from him. That's why I only have a single Cavalry Brigade in Petersburg defending. Then they just move and take ground. At the very least they free up rail movement for me and cut the rail for the CSA. Since the US doesn't have raiders this is my version of them.

Good things are about to happen soon.

Good Hunting.

MR

(in reply to Mad Russian)
Post #: 64
RE: An Uncivil War - 8/18/2008 7:36:15 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: Mad Russian

Early September 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. The two other Union Armies, that were in the Fredricksburg area, have started moving south while the AoNV sits and encircles Petersburg. As long as the AoNV continues to sit on Petersburg I'll let them sit. When winter hits if he's still sitting on Petersbur I'll try to move to Richmond and take it out in the winter.

Freemont is moving south of the Appalacians, taking ground. The invasion of South Carolina has been ordered by Freemont's Army of Pennsylvania. This turn there are orders to take the South Carolina areas of Greenville, Camden and Georgetown. This Army had 6 brigades equipped with engineer attributes this turn. That gives that Army alone 7 engineeering attributes. Along with the extra seige upgrade I got this time, seiges should be short and brutal with this Army. I may add 3 more next turn to give this Army a total of 10 Engineers.

Petersburg is still holding. The city is down to a defense rating of 46. Not bad for him having to retake his own cities and having him move out of Fredricksburg. The garrison I put in Petersburg has held now for 3 entire turns. The defenders are doing an extremely good job and may cost the south Richmond if they hold out much longer.

We bumped into each other in the Hatchie area just west of Nashville. I wasn't looking for a fight but what I found was very interesting. Of course I was the attacker. The Union forces were 76,897 while the Confederates were 102,217. I only took 3981 losses to his 2488. What's so interesting about that is that I was attacking with a smaller force and gave roughly 1-1 casualties. The West could get really bloody if that plays out.

No changes were made to the Points or National Will this turn. I'm spending $40 on the English next turn. They are starting to climb watching the south gain all these points. That's fine we'll see just how committed the English are when I gut the south all the way to Atlanta by the end of the year.

Raleigh did not fall. I thought it might since it shows to have no garrison. The 2 forts in the area are garrisoned just not Raliegh. There are 3 Confederate capitals within striking distance of my forces. Before winter is over I would like to have at least 2 of the 3 of them.

The Blockade Runner situation changed dramatically in his favor. I've had the Operation Blockade upgrade for months now. That increases my operations against his runners by 50%. I never managed to catch one. This turn he also got the Blockade Operations upgrade and that levels the playing field with them.

He got good results from a raider. The raid hit me for -34 of my rail points this turn. At another time that could have hurt. It didn't this time. I rely on my railroad to give me the kind of instant response time from one side of the country to the other to defend my own territory if need be. So I can be both on offense and defense at the same time when necessary. That's why my rail capacity sits at 70 brigades.

The Confederacy now has major issues. The east is owned by Union forces from Washington down to South Carolina with only the area around Richmond being still in their control. The Army of Pennsylvania is marching down the eastern seaboard and taking any and all land areas. That will soon include capitals and cities. When that happens I'll land a force in Florida and take it's capital as well. That will cut the Confederacy in half. So, the question then is where does he defend?

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.

The forces along the Mississippi may have already moved north to defend the river line and Tennessee. Not sure what the answer is but the last time I ran free in the south the end was quick and painful. This will take longer to develop I've not gone head to head with his forces but have built up the flood. Now here we are in September and the flood is running loose. Winter may or may not help him. If I can get set in a position, say at Richmond where I have all winter to lay siege to the area, it can really hurt him. If I don't get setup in an area then I won't be able to do much this coming winter.

At the moment the south is praying for bad weather. While he is ahead in the points race those points can flip in a single turn. National Will is more difficult but I can do Emancipation and when I own large numbers of Confederate cities the cost to me freeing the slaves is much less.

This time I only armed up 2 brigades. Both were Cavalry. The cost of buying so much engineering was high. It will be well worth it when Southern cities start falling.




Victory Report:
USA - Victory Points -4 / National Will -7
CSA - Victory Points 9 / National Will 4

State of the Economy:

51 - Mint (+1)
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
86 - Mansions
2 - Planations


In Production:
1 Gunboats


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
11 - 3 Star (+1)
12 - 2 Star
62 - 1 Star (+3)

Oganizations:
6 - Armies
15 - Corps (+1)
34 - Divisions

Upgrades To Date:

USA: (14) (+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.


CSA: (6) (+1)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations

Good Hunting

MR


(in reply to Mad Russian)
Post #: 65
RE: An Uncivil War - 8/18/2008 9:10:21 PM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline
I see that you do not build a lot of academies, may I ask why?

(in reply to Mad Russian)
Post #: 66
RE: An Uncivil War - 8/18/2008 10:42:58 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: terje439

I see that you do not build a lot of academies, may I ask why?


They cost too much and take too long to build. If all goes right the war will be over in 1863. That's because we take offensive action that requires the CSA to respond to it. Not just to batter our heads against the wall until cracks appear...in both the wall and our head....and make the CSA do the attacking or lose cities and capitals.

Good Hunting.

MR

(in reply to terje439)
Post #: 67
RE: An Uncivil War - 8/18/2008 11:07:04 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
When I first started playing FoF I went on a buying spree. I build manufacturing centers, schools of all kinds were left behind as I built anything and everything to do with weaponry. Foundries...you name it and I built it.

I was soon bankrupt with no money coming in and losing the game. But of course it was my first attempt at building the economy and running the war. I was in favor of defeating the Confederacy by force of arms. The American way. Take his biggest army and crush it....there TAKE THAT!!

One of my favorite games was Victory Games Civil War. In that game I had an almost identical strategy as I used in winning on the Eastern Front.

PATIENCE!!!!!!!!!!!!!!!!

Learn what needs to be done. During the second game I took a good hard look at the armaments industry. The first thing that jumped out at me is that brigades are expensive to buy and I had a large pool of manpower sitting in forts along the Canadian border. Out they came and down south into containers. BUT I also stripped the garrisons of all the cities in my control.

Which included Louisville, which I thought I could defend by seeing him coming. I not only saw him coming I watched him march into Louisville and have the population hail him as a liberator. So much for stripping all garrisons.......

I did amphibous invasions thinking that was the way to go. I knew, as does everybody else, that entire coastline can't possibly be garrisoned. After two disastrous landings I ended up with troops walking up out of Texas to Little Rock and Kansas over to Missouri and the other one moving up to the Atlanta area. Both groups were hungry when they finally met up with others wearing blue uniforms that matched theirs........

Next came strategy of breaking the crust. What would happen if/when I broke inside the crust? Would I be able to do considerable damage? Or would my guys have to destroy the CSA on the battlefield. The answer last game was a bit of both.

When I broke inside then the CSA responded by attacking my forces. Which were on cities. Which made me the defender. Which cost him some battles and a lot of losses. Which allowed me to hammer those forces and take more cities.....OH YEAH....

The game ended in October of 1862 with my gutting the heartland of the South. The games ending surprised both of us. I couldn't believe I'd crushed the south in a single campaign. Started in March ended in October 1862.

This time I expected things to be different early. They were. He mobilized his forces with garrisions just like I did. The CSA was stronger quicker. It was okay though I didn't intend on fighting. I was only looking for an Army sized hole in the crust. I found it in the Cumberland Gap. Last game I came through the gap to fight in Knoxville. This time when I moved into the gap I came down behind the AoNV. Lynchburg fell without even a whimper. I had just returned the Louisville favor from last game to him. BUT I got Petersburg as a gift too!

Now, he's not wanting to fight me in Lynchburg. Not sure why he thinks Petesburg is so important since I don't own the area like I do at Lynchburg but it's okay. I'll let him sit there for a couple more turns. While that's happening he is fighting a 3 front war. A strategists worst nightmare

Tennessee is even up. Giving and taking. I've smashed some of his forts but not his cities yet. He's broken my sieges after they start. Virginia has the AoNV holed up. South Carolina has no CSA troops in sight. I have an amphibious force large enough to be able to lift 18+ brigades whenever I want to. So anyplace he chooses to stand and fight I can outflank him.

Both Texas and Florida can be had, from the sea, at a moments notice with almost no chance for him to intervene. Those points are costly to him.

This all hinges on the Union getting behind the outer CSA crust defense. Once that happens the rest is all up to where he wants to attack me next. If that happens in 1862, as I think it should every game, the rest of the war is all downhill. Just how much downhill is determined by a couple of things. The biggest is how many units of what size you can manage to get behind the crust.

Good Hunting.

MR

< Message edited by Mad Russian -- 8/18/2008 11:08:27 PM >

(in reply to Mad Russian)
Post #: 68
RE: An Uncivil War - 8/18/2008 11:16:44 PM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline

quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: terje439

I see that you do not build a lot of academies, may I ask why?


They cost too much and take too long to build. If all goes right the war will be over in 1863. That's because we take offensive action that requires the CSA to respond to it. Not just to batter our heads against the wall until cracks appear...in both the wall and our head....and make the CSA do the attacking or lose cities and capitals.

Good Hunting.

MR

Yes, they take long and they are expensive, BUT what do you need alot of $$$ for anyway? Well only thing that comes to mind is camps, and weapons early on.
But on the plus side - better containers, and that 5star to boost your battles

(in reply to Mad Russian)
Post #: 69
RE: An Uncivil War - 8/18/2008 11:27:16 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: terje439


quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: terje439

I see that you do not build a lot of academies, may I ask why?


They cost too much and take too long to build. If all goes right the war will be over in 1863. That's because we take offensive action that requires the CSA to respond to it. Not just to batter our heads against the wall until cracks appear...in both the wall and our head....and make the CSA do the attacking or lose cities and capitals.

Good Hunting.

MR

Yes, they take long and they are expensive, BUT what do you need alot of $$$ for anyway? Well only thing that comes to mind is camps, and weapons early on.
But on the plus side - better containers, and that 5star to boost your battles



Early on? FLEETS!!!!

Later on? CONTAINERS!!

Lastly? ARMS!!

I could only use a 5 star general if I plan on slugging it out with you. I don't. Six individual armies works just fine for me.

Good Hunting.

MR


(in reply to terje439)
Post #: 70
RE: An Uncivil War - 8/18/2008 11:29:15 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

At present the game is only in 1862. If it changes and goes longer I can always buy them later. Camps will be a big push item along with my riverboats over the winter.

Good Hunting.

MR




(in reply to Mad Russian)
Post #: 71
RE: An Uncivil War - 8/18/2008 11:31:13 PM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline
Ah yes, you play the Northern Agressor

I will never spend cash on ships, but then again you will not see me play the Union as well

(in reply to Mad Russian)
Post #: 72
RE: An Uncivil War - 8/20/2008 1:17:37 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late September 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. The invasion of South Carolina should start to hurt the CSA.

There were two battles this time. one in Lower Tennessee US 119,815 lost 12,328 - CSA 105,453 lost 5,277 and the other in Appalacia where the US 71,343 lost 6265 while the CSA had 58500 and lost 3945. These two battles didn't affect the scoring this turn.

Surprisingly what did affect the scoring was the loss of Petersburg back to the CSA. While I got a single point for it's capture the CSA got 2 points for getting it back. The same as they would get for a Union city.

I did sink a blockade runner finally. But only after both sides were even with the blockade operations upgrade.
The expenditure of anything more than the bare minimum for the US navy seems to be a waste.

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.

The forces along the Mississippi may have already moved north to defend the river line and Tennessee. Not sure what the answer is but the last time I ran free in the south the end was quick and painful. This will take longer to develop I've not gone head to head with his forces but have built up the flood. If I was the CSA I would see about taking the pressure off and putting even more points on his side by attacking me wherever he thinks he has the advantage.

While he is ahead in the points race those points can flip in a single turn.


Victory Report:
USA - Victory Points -8(-4) / National Will -12(-5)
CSA - Victory Points 10(+1) / National Will 7(+3)

Here you see my opponents answer to my invasion of the south. He does Emancipation. That keeps me from doing it and I would have by the end of the year. Good move on his part.

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 (+1)
2 - Planations


In Production:
Nothing at the moment


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
11 - 3 Star
12 - 2 Star
62 - 1 Star

Oganizations:
6 - Armies
15 - Corps
34 - Divisions

Upgrades To Date:

USA: (16) (+2)
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.



CSA: (6) (+1)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations

Good Hunting

MR

< Message edited by Mad Russian -- 8/20/2008 6:34:06 AM >

(in reply to terje439)
Post #: 73
RE: An Uncivil War - 8/20/2008 3:43:07 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
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 >

(in reply to Mad Russian)
Post #: 74
RE: An Uncivil War - 8/20/2008 3:48:08 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: terje439

btw how does QC treat your generals? I tend to always play instant or detailed, in detailed I will hardly lose a general (1 on my AAR game), with instant I will lose alot of generals, so what about QC?


I just had 3 killed in battle this last turn. I have I think 5 or 6 that are wounded.

I've picked sharpshooter attributes and upgrades whenever I can get them. But the game doesn't show me how well I've done in that department and my opponent hasn't said anything.

Good Hunting.

MR

(in reply to terje439)
Post #: 75
RE: An Uncivil War - 8/20/2008 4:27:21 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Weapons Distribution:

Artillery:
6 Pounder - 9/50 (Change -2)
12 Pounder - 0/16 (No Change)
12 Pounder Howitzer - 1/5 (No Change)
24 Pounder Howitzer - 8/5 (Change +2)
Napoleon - 5/10 (Change +1)
10 Pound Parrot Gun - 0/5 (No Change)
Ordnance Rifle - 0/5 (No Change)
Total Artillery Brigades - 23 (Change +1)

Cavalry:
Shotgun - 0/40 (Change -1)
Burnsides Carbine - 0/8 (No Change)
Musketoon - 2/5 (Change +1)
Breech Loading Carbine - 11/12 (Change + 3)
Total Cavalry Brigades - 13 (Change +3)

Infantry:
Musket - 114/150 (Change - 11)
Minnie Rifle - 66/60 (Change -3)
Springfield Rifle - 19/100 (Change +5)
Enfield - 15/80 (No Change)
Total Infantry Brigades - 216 (Change -6)

Total Union Army - 252 Brigades (No Change -2)

Good Hunting.

MR

< Message edited by Mad Russian -- 8/20/2008 4:28:55 AM >

(in reply to Mad Russian)
Post #: 76
RE: An Uncivil War - 8/22/2008 2:47:40 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late 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. After his big push up into Fredricksburg with  the AoNV, the immediately came back down into the Petersburg area. My armies never moved from the Lynchburg area. If he wants to fight out here then he can do it on ground of my chosing. Only if he goes farther north than Fredricksburg will I follow him and then only an area back that I can take and hold.


Union forces moved into the Milledgeville area and captured it as well as the capital.

Union movement orders this turn were:
1) Army of Pennsylvania moves to the Milledgeville area.

2) 13th Corps and  11th Division are to move to Knoxville. The closest CSA battle group is in Nashville. This battle group has 7 engineer attributes in it.

3) 12th Corps ordered to move above Atlanta to Sparta.

4) 1st Division to move below Atlanta into Opelika.

NOTE: There is a CSA Corps sitting in Atlanta. I'll move around him and leave sitting there will Union controlled area all around him. If he sits there long enough I'll move to surround and destroy that Corps.

5) 10th Division is  ordered to Augusta.

6) The Army of the Cumberland and The Army of the West + 4 gunboats are moving into the Lower Tennessee River. This force will take out Memphis by siege if he doesn't do something about it.

Tennessee is being invaded at several points from the north and there are Union Divisions in place to move againt the areas from the south if need be. I'll let winter become my ally here. I want the rapid fire attribute for my artillery units before fighting his main units out here on anything other than ground I own.

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.

This has changed the overall points in my favor from US -6/CSA 11  which is a CSA lead of 17 points, to US 1/CSA 4 which is a CSA lead of 3 points. I gained 15 victory points on the CSA in a single turn. His having triggered Emancipation is what still had him in this game at this point.

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. 

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.

The invasion was short lived. There were two battles this turn. A major battle in Bowling Green where we finally meet CSA forces on our own ground and make them attack.  US forces were 58,589 with losses of 7,950 and CSA forces of 98,933 and losses of 6,439. Roughly 1-1 losses but the CSA's forces broke and retreated.

Athens, Ga. saw a small action where  an unsupported CSA brigade  ran into a US Army. The US had 51,096 and lost 317 while the CSA Brigade  was  1630 and lost 170.


I added 3 Engineers to the Corps that was ordered to Knoxville. Time to see if we can BUST Knoxville. It will be the first part of the crust to be taken if we can.

First we push then we pull back. This time we push. Winter is coming very soon. If I can get to a spot where there are multiple objectives where I can work on them all winter with the right amount of forces I can bust a position wide open. 3 Tennesse locations are targets of Union movement orders. We'll see what happens.

I stopped spending money on the British and only produced 3 labor next turn. Instead I'll get $212 and still have 259 Labor. Time to upgrade all my artillery to rapid fire. I also want more sharpshooters to affect his generals and his artillery. Plus more Zouves to have some of my brigades stand and fight longer. All the while the Units are getting more and more training and getting better prepared to win the war in 1863. I have need of 5 more gunboats. Time to start building them when winter sets in.

Victory Report:
USA - Victory Points 1 (+8)/ National Will -10 (+2)
CSA - Victory Points 4 (-7) / National Will 7 (-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 all my money is being spent on unit attributes. Most notably engineering.


Recruited:
1 Brigades

US Generals
0 - 5 Star
6 - 4 Star
13 - 3 Star
13 - 2 Star
64 - 1 Star

1 General was killed this turn in battle and 1 died of wounds he had taken earlier in the game.

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (18) (+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%.
Bayonet Practice II - better results in combat. 

CSA: (6)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations

Good Hunting

MR

(in reply to Mad Russian)
Post #: 77
RE: An Uncivil War - 8/22/2008 3:30:41 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Forgot to mention he had two raiders that did about 50 points worth of economic damage. Not sure what that means in terms of my resources, but then both raiders were killed.

Good Hunting.

MR

(in reply to Mad Russian)
Post #: 78
RE: An Uncivil War - 8/22/2008 3:57:50 AM   
haruntaiwan

 

Posts: 65
Joined: 4/28/2005
Status: offline
I don't think Nursing Corps increases the output of your camps, but does something to hospital efficiency.

(in reply to Mad Russian)
Post #: 79
RE: An Uncivil War - 8/22/2008 4:21:34 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: haruntaiwan

I don't think Nursing Corps increases the output of your camps, but does something to hospital efficiency.


You're right.

It increases the efficiency of Hospitals by 50% to be exact. My mistake. I'll have to go back and correct that.

Thanks for catching that.

Good Hunting.

MR

(in reply to haruntaiwan)
Post #: 80
RE: An Uncivil War - 8/22/2008 5:03:15 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Going to try adding a picture again. This is the situation in Late October 1862. As the Union that map looks very good.

Good Hunting.

MR




Attachment (1)

< Message edited by Mad Russian -- 8/22/2008 5:04:37 AM >

(in reply to terje439)
Post #: 81
RE: An Uncivil War - 8/22/2008 8:12:34 AM   
Kingmaker

 

Posts: 1678
Joined: 12/27/2007
Status: offline
HiHi

MR re screenshots etc.

What I think works (if you are using Paint & Photobucket) is to bring the picture into Photobucket at 800 x 600 15" screen. (I assume that will be OK here as well)

As you will know if you are reading my AAR at the Blitz I've had bog awful probs with picture size, I think, but don't know for sure that the key is from Paint to Photobucket; to re-emphasize it must be done at 800 x 600 otherwise it just goes haywire between Photobucket and Blitz ACW MB.

Just in case you ain't seen it checkout Randys instructions for posting screenshots etc (there's a link from SG in my Picture size post on the Technical MB).

Hope this helps.

All the Best
Peter

(in reply to Mad Russian)
Post #: 82
RE: An Uncivil War - 8/23/2008 4:14:55 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
quote:

ORIGINAL: Kingmaker

HiHi

MR re screenshots etc.

What I think works (if you are using Paint & Photobucket) is to bring the picture into Photobucket at 800 x 600 15" screen. (I assume that will be OK here as well)


I used a jpeg from my hard drive and told the site here to imbed the picture in the post. No Paint and no Photobucket.

quote:


As you will know if you are reading my AAR at the Blitz I've had bog awful probs with picture size, I think, but don't know for sure that the key is from Paint to Photobucket; to re-emphasize it must be done at 800 x 600 otherwise it just goes haywire between Photobucket and Blitz ACW MB.

Just in case you ain't seen it checkout Randys instructions for posting screenshots etc (there's a link from SG in my Picture size post on the Technical MB).

Hope this helps.

All the Best
Peter


I think whatever instructions Randy gave at the Blitz for putting pictures on that site are fine. They may have nothing at all to do with the way this site accepts or displays photos.

If/when I ever start to use Photo Bucket I'll read up on his posts. Thanks for pointing out that they are there.

What did you think was wrong with my picture that you think I need to correct it?

Good Hunting.


< Message edited by Mad Russian -- 8/23/2008 4:16:35 AM >

(in reply to Kingmaker)
Post #: 83
RE: An Uncivil War - 8/23/2008 8:27:55 AM   
Kingmaker

 

Posts: 1678
Joined: 12/27/2007
Status: offline
HiHi

Nothing wrong with your pic at all, I merely put the info up in case you wished to do Screenshots etc. you said in an earlier post you had had probs etc, as it happens Randys system doesnt work here anyhow so ...

All the Best
Peter

(in reply to Mad Russian)
Post #: 84
RE: An Uncivil War - 8/23/2008 3:47:57 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early November 1862

The situation in the Union is as follows:

Two Union Armies in the East are in the Lynchburg area. The AoNV has moved south into the Greensboro area. This breaks my continous string of controlled areas. It also leaves him a two area distance from Richmond. As the AoNV moved into the area it hit a Union Division with a single brigade in it. The US Division had orders to avoid combat. So no losses were taken.

The CSA seems to be moving into winter quarters. The US Army is as well. I'm trying to move into winter quarters in Murphreesboro so that by spring I can have that fort removed. I'm starting a siege at Memphis so that by spring my troops are well fed and rested and can continue on down the Mississippi. I'm moving my troops to Augusta so that by spring they can join the rest of the original Confederate cities in supporting the reunification of the Union. I've given orders for a division to move into Montgomery and allow for the capital of Georgia to also join the other state capitals in their quest for reunificiation. All to get good rest and food to be able to fight when spring gets here.

The one real fight we had was in Knoxville as he moved in with a Corps and I moved in with only a Division. The Corps I had given orders to move there disregarded those orders and sat in Kentucky. That happens MOST of the time in the winter months. I've even had units refuse to move by rail in the winter. Fleets refuse to move. Troops in ships refuse to unload......all different kinds of refusals to move in the winter. To make units move in the winter you need to stack all the officers you can find with a high initiative rating and put them in the unit that NEEDS to go. You will most likely only have enough officers for one unit to do this with.

The Battle of Knoxville was a Confederate Victory. Union forces were 13,625 with losses of 2,635 and Confederate forces of 56,861 having lost only 256. Again a very lopsided victory but one that didn't change the Victory Level or National Will.

I added 6 engineer attributes to Union brigades that turn. Now I will concentrate on building my gunboat fleet up to 9. I have 5 gunboats to get in construction in the next 8 turns. I think this will actually be a waste of money. The way the war is going that map should look like it's 1863 and not 1862. The production of facilities has stopped while I give the army all the different attributes I can. Mainly engineering. I also want to upgrade my artillery brigades to bigger and better guns.


Victory Report:
USA - Victory Points 1 / National Will -10
CSA - Victory Points 4 / National Will 7

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

No additions are being added to the economic infrastructure. The need now is for the forces in the field to prepare to win the war in 1863. Few changes I can make to the infrastructure at this point can affect the outcome of the fighting in next few months. I think I can add 3 or possibly 4 more Mints and more money is always good. Where I can do that I will. Also, as the Confederate resources become available to me I'll take advantage of being able to increase my spending capital through them.


In Production:
Nothing at the moment all my money is being spent on unit attributes. Most notably engineering.


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star (+1)
12 - 2 Star (-1)
66 - 1 Star (+2)

Finally I have enough Generals to command my Armies and Corps. Divisions will never happen.

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (18)
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 efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.

CSA: (6)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations

Good Hunting

MR

< Message edited by Mad Russian -- 8/23/2008 3:56:52 PM >

(in reply to Kingmaker)
Post #: 85
RE: An Uncivil War - 8/23/2008 3:59:21 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Here is the situation map for Early November 1862.

Good Hunting.

MR







Attachment (1)

(in reply to terje439)
Post #: 86
RE: An Uncivil War - 8/23/2008 4:02:41 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
There has developed a strange situation in Early November of 1862. Neither side is defending their capital with anything other than the garrisons and the ability to move forces back in a mobile defense.

If the AoNV moves any further away from Richmond we may have to see how they like US engineers dismantling the forts in front of the city.

Good Hunting.

MR




Attachment (1)

(in reply to terje439)
Post #: 87
RE: An Uncivil War - 8/23/2008 4:07:02 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
This is what Virginia looks like as we prepare to go through the winter. I'll fight through the winter if need be. The 2nd Upgrade I took was Moisture Proof Cartridges which allows me to do better in bad weather fighting. That was just in case we need to fight on in the winter. This winter we may want to keep on pushing him.

Depends on how the siege at Memphis goes and the Forts around Nashville and Murphreesboro.

McClellan would be proud. The computer is telling me that that Army of Northern Virginia is 623,580. I would be extremely surprised if he's managed to get it up over 200,000. But even that is a tremendously large force. One not to be dealt with lightly.

Where the AoNV goes from here is going to make for some interesting gaming. If he pulls back into Petersburg, which I expect I'll leave the situation as it is for a bit. If he moves deeper into the south I'll probably visit President Davis in Richmond.

Good Hunting.

MR






Attachment (1)

< Message edited by Mad Russian -- 8/23/2008 4:10:46 PM >

(in reply to terje439)
Post #: 88
RE: An Uncivil War - 8/23/2008 4:12:57 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
The strategy for the winter months is to take what he gives me and what I can move to react to. My winter months objectives are Memphis, Murphreesboro, Montgomery and Augusta. The orders have been issued. Now we wait to see who responds and who doesn't.

After that I'd like to knock out the fort in front of Nashville...Henry or Donaldson..can't remember which is alone by itself.

Then we see what the CSA is going to do this winter. I don't believe he will sit back and do nothing. He may try to take the AoNV down into the south to destroy the Army of Pennsylvania, in hopes I can't move my troops up in Lynchburg. That could happen.

He may try to break the siege of Memphis. He might do that. He might come out of Nashville to fight in Murphreesboro too. Lots of choices for him make and I need to take what he gives me. The winter weather can stop some of his best laid plans as well as they do mine.

The south has some very tough choices to make between now and the start of spring.

We'll just have to wait and see what God has in store for us weather wise and fight with what he gives us.

Good Hunting.

MR





< Message edited by Mad Russian -- 8/23/2008 4:22:02 PM >

(in reply to Mad Russian)
Post #: 89
RE: An Uncivil War - 8/23/2008 4:45:39 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
I figured out my problem with posting pictures so I went back and inserted the photo of where I tried to trap and destroy the Army of Nothern Virginia. That was a central focus in the strategy that has brought us to this point. If The AoNV hadn't been in a position to possibly destroy it the choices I would have made would have been greatly different. Without at least a 3-1 advantage you don't have a prayer of beating the AoNV on Confederate soil.

That's the way the war goes though. You take what your opponent gives you or you make him take what you can force on him. I couldn't force the defeat of the AoNV but he gave me the capitals of all the southern states south of Virginia all the way to Alabama on the east side of the Appalachians. So I took what he gave me.

Here is the photo that I couldn't figure out how to post earlier, which is in the correct post now back in the thread, the situation that started the whole series of actions.

What this pictures shows is two things. Me not destroying the Army of Northern Virginia but me capturing ungarrisoned Lynchburg and Petersburg, Virginia that has caused him such heartburn since.

Good Hunting.

MR






Attachment (1)

< Message edited by Mad Russian -- 8/23/2008 4:48:39 PM >

(in reply to Mad Russian)
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