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RE: An Uncivil War

 
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RE: An Uncivil War - 8/23/2008 11:38:29 PM   
Jonah


Posts: 190
Joined: 12/15/2007
Status: offline
Looks like you have the war gpoing pretty well, you might want to try and take Norfolk, it has a lot of good building and is the third biggest city as far as producing can go at the start. It would definitely stop the confederate reinforcement rate with heavier units.

_____________________________

“Duty is ours, Consequences are God’s.”

-Lieutenant General Thomas Jonathan Jackson

(in reply to Mad Russian)
Post #: 91
RE: An Uncivil War - 8/25/2008 6:13:15 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late 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 farther south into North Carolina. The goal seems to be to liberate the heartland during the winter months. That's good because as he moves farther south I've given orders to head to Norfolk. In case they only move one zone that will put them back at Petersburg. I have 10 engineers with that Army.

The Corps at Murphreesboro has orders to be rienforced. There could be 10+ engineers in that location by the end of next turn. I've put some of the divisions in the deep south in garrison. If he wants to do sieges that's fine. Let's sit here all winter while my other units do their own sieges. CSA units of all size have no equipment for doing sieges. They have terrible engineer and artillery attributes. At this moment I have 2 Armies with 10+ engineer attributes in them plus a 4 gunboat armada that gets a superb rating on the artillery. Their bombardment siege of Memphis alone has reduced the cities defenses in a single turn to 42. Another turn like that and Memphis will be reunified.

There were 3 fights this time.

Montgomery where 2529 Union forces lost 92 and 1549 CSA forces lost 18.
Abingdon where 9752 Union forces lost 1016 and 58,342 CSA forces lost 251.

The real fight though, and by far the most influencial fight in the war so far, was on the Lower Tennessee River. The Union was at the fort with 106,473 and lost 16,150 while the CSA showed up with 101,000+ and lost 11,436. While this was a Union tactical loss it was a CSA strategic loss. The CSA doesn't have near the camps they had in the beginning. Many of them are under Union control at the moment or they can't get reinforced. That Army is not on a rail line at the moment. They are headed to Memphis. I may take Memphis before they get there. If I do and that army doesn't get to move in bad weather things could get really tough for the CSA Western forces.

At the very least that Army took 10% losses and an influx of new recruits will lower it's efficiency.

It appears that both sides may continue the fight right on through the winter. I have the advantage in combats taking place in bad weather. My formations are constantly being trained to a higher standard. Now the most important attribute a Union General can have is a high inititiative rating. I need those men to move when I tell them to!!

For the first time since the game started I arranged my generals in an order other than to just fill slots. I went in and organized by Initiative ratings which generals went in which formations to get the best possible chance for those formations to move in bad weather. I don't think it makes that much overall difference as to combat ratings or training. Everybody will fight when they go into battle and all formations need to be trained. However if I can only move a formation or two during winter then I want the ability to have them respond and that is more important than all other considerations.

Victory Report:
USA - Victory Points -2 (-3) / National Will -12 (-2)
CSA - Victory Points 7 (+3) / 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 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
12 - 2 Star
66 - 1 Star

Had 3 Generals killed and 1 wounded that time. Forgot to record the number available to me this turn.

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (19) (+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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.

CSA: (7) (+1)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

< Message edited by Mad Russian -- 8/25/2008 6:28:12 AM >

(in reply to Jonah)
Post #: 92
RE: An Uncivil War - 8/25/2008 6:18:13 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
The heavy losses in the Lower Tennessee River area brings up some reinforcement and supply questions.

Can a container get resupplied from camps that are isolated?

Not on a functioning rail line?

Or do the camps outputs go into a general pool and are distributed from there? And only the area where the container is actually sitting makes the only difference?

Good Hunting.

MR


< Message edited by Mad Russian -- 8/25/2008 6:19:35 AM >

(in reply to Mad Russian)
Post #: 93
RE: An Uncivil War - 8/26/2008 8:02:55 PM   
terje439


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

quote:

ORIGINAL: Mad Russian

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

Had 3 Generals killed and 1 wounded that time. Forgot to record the number available to me this turn.

Oganizations:
6 - Armies
14 - Corps
34 - Divisions


You only have 12 division commanders and 34 divisions? Why not promote to get more out of your generals?

(in reply to Mad Russian)
Post #: 94
RE: An Uncivil War - 8/27/2008 5:28:05 AM   
Mad Russian


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

quote:

ORIGINAL: terje439


quote:

ORIGINAL: Mad Russian

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

Had 3 Generals killed and 1 wounded that time. Forgot to record the number available to me this turn.

Oganizations:
6 - Armies
14 - Corps
34 - Divisions


You only have 12 division commanders and 34 divisions? Why not promote to get more out of your generals?



????

It only lets me promote a single general every turn unless I've missed something.

Good Hunting.

MR

(in reply to terje439)
Post #: 95
RE: An Uncivil War - 8/27/2008 5:29:22 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Tell me about the supply and reinforcement issues. Those I need help with.

Also, if I put a container on high supply does that cost money to do that?

Good Hunting.

MR

(in reply to Mad Russian)
Post #: 96
RE: An Uncivil War - 8/27/2008 5:36:34 AM   
Mad Russian


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

The situation in the Union is as follows:

Two Union Armies in the East are in the Lynchburg area. Nobody moved.

The Corps at Murphreesboro has orders to be rienforced. There could are 10+ engineers in that location however I may have to stop the siege because my brigades are getting low on manpower.

Memphis surrendered. I put brigades in the city to both defend it and to get them built back up to strength.

There were no fights this time.

I converted 2 Artillery and 1 Cavalry Brigade this turn.



Victory Report:
USA - Victory Points 0 (+2) / National Will -11 (+1)
CSA - Victory Points 6 (-1) / National Will 6 (-2)

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:
0 Brigades

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

Had 3 Generals killed and 1 wounded that time. Forgot to record the number available to me this turn.

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (20) (+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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.

CSA: (7) 
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

(in reply to Mad Russian)
Post #: 97
RE: An Uncivil War - 8/30/2008 6:14:21 AM   
Mad Russian


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

The situation in the Union is as follows:

Two Union Armies in the Lynchburg area are moving east. One is already in the Petersburg area and the other is ordered to Norfolk.

The Corps at Murphreesboro has orders to be rienforced. There could are 10+ engineers in that location however I may have to stop the siege because my brigades are getting low on manpower. The siege was converted to an encirclement and the defense of the fort is down to 45.

Gave orders for a Corps to move to Atlanta and secure it. I don't think there  are any Confederate troops there. If there are I'll move that Corps north to the Murphreesboro area. I'm going to need to get a rail supply line open into the south as soon as I can for spring or those Union forces in the south will just disappear before my eyes.

I converted 2 Artillery both to Ordanance Rifles.



Victory Report: (No Change)
USA - Victory Points 0  / National Will -11 
CSA - Victory Points 6  / National Will 6 

State of the Economy:  (No Change)
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 and arming artillery brigades with heavy cannon.


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
13 - 2 Star (+1)
66 - 1 Star

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (20)
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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.

CSA: (7) 
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

(in reply to Mad Russian)
Post #: 98
RE: An Uncivil War - 8/30/2008 5:55:48 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late December 1862

The situation in the Union is as follows:

The two Union Armies from the Lynchburg area are moving east. One is already in the Petersburg area and the other is ordered to support that siege. The second Army hasn't moved yet even though it has better intiative than the first Army that moved. Petesburg surprised me. The defense of the city only started in the 60's, not at 100%. I knew that from the rules but had forgotten the AoNV had reduced it. Nice of him to do that. I only reduced the defense down to 59 this turn. I have only a single engineer in the Army that moved there for an engineer rating of normal.

The Corps at Murphreesboro has orders to be rienforced. There could are 10+ engineers in that location however I may have to stop the siege because my brigades are getting low on manpower. The siege was converted to an encirclement and the defense of the fort is down to 31. I have 4 engineers in that Corps with an engineer rating of good.

Atlanta was empty and is now under new management.

I armed 2 more Artillery both to Ordanance Rifles. I also armed 4 infantry brigades with Springfields. I've taken some of my lower manpower brigades and put them in garrison to increase their manpower. Spring is coming!

I updated the State of the Economy. All the changes to the list are pretty much confederate city additions. Only the 1 additional mansion are additions I made.

The only Confederate unit I actually saw move was the AoNV. Seems Bobbie Lee didn't like it so much deep in the south and away from Virginia after all. Now he seems to want to go home and fight some more. Hopefully I'll have Petersburg when he gets there.



Victory Report:
USA - Victory Points 1 (+1) / National Will -11
CSA - Victory Points 6 / National Will 6

State of the Economy: (The taking of Confedate cities has changed the state of the economy.)
52 - Mint (+1)
9 - Factory
6 - Mine
12 - Horse Farm (+1)
42 - Arsenal (+3)
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks (+1)
12 - Foundry
3 - Shipyards
23 - Training Grounds (+1)
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University (+1)
23 - Camp (+5)
10 - Hospitals (+1)
8 - Telegraph (+2)
1 - Signal Tower
44 - Capital (+4)
88 - Mansions (+1)
7 - Planations (+5)


In Production:
Nothing at the moment all my money is being spent on unit attributes and arming artillery brigades with heavy cannon.


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
14 - 2 Star (+1)
67 - 1 Star (+1)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (20)
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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

< Message edited by Mad Russian -- 9/1/2008 5:38:36 AM >

(in reply to Mad Russian)
Post #: 99
RE: An Uncivil War - 8/30/2008 5:57:14 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Here is the current situation map.

Good Hunting.

MR




Attachment (1)

(in reply to Mad Russian)
Post #: 100
RE: An Uncivil War - 8/31/2008 3:49:15 AM   
terje439


Posts: 6813
Joined: 3/28/2004
Status: offline
I see that you have alot of arty-brigades. Do you train them or convert from INF?

(in reply to Mad Russian)
Post #: 101
RE: An Uncivil War - 8/31/2008 5:20:55 AM   
Mad Russian


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

quote:

ORIGINAL: terje439

I see that you have alot of arty-brigades. Do you train them or convert from INF?


So far in this game I've not paid for a single brigade. Everything I have has come from muster or garrisons.

The artillery and cavalry have all been converted.

At the moment almost all of my artillery has gatling gun ability. I've started buying larger and larger artillery guns. THe last two I've converted got Ordnance Rifles. I have a weapons upgrade coming in the next turn or two. I'm hoping that's going to give me even better artillery.

I just started giving my Cavalry better horses. I should have maybe done that before but I had too much other stuff to do. Not sure what difference better horses makes in QC but it has to make some.

I'll drop the requirement I had for 9 gunboats. The artillery upgrades I've taken should have improved the 4 I've got to the point that they will knock out a fort or city in a single turn.

I may also build a few siege guns, which I swore I wouldn't do. Maybe just for the fall of Richmond......

Then there is the issue of ending the war. I am going to start buying a single infantry brigade a turn. In a years time a single brigade a turn will get me 24 new brigades and those I can arm with the best weapons money and technology can buy.

Time to put the Confederacy to bed. I already have Union troops in Tennessee, Virginia, North Carolina, South Carolina and Georgia. Five of the eleven Confederate states. Two of those states I control the capitals. All that and it's not even 1863 yet.

Good Hunting.

MR


(in reply to terje439)
Post #: 102
RE: An Uncivil War - 8/31/2008 5:27:58 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Here are the series of situation maps in order.

Early October 1862



Good Hunting.

MR






Attachment (1)

(in reply to Mad Russian)
Post #: 103
RE: An Uncivil War - 8/31/2008 5:29:55 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late October 1862.

Good Hunting.

MR




Attachment (1)

(in reply to Mad Russian)
Post #: 104
RE: An Uncivil War - 8/31/2008 5:31:09 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late December 1862.

Good Hunting.

MR




Attachment (1)

(in reply to Mad Russian)
Post #: 105
RE: An Uncivil War - 9/1/2008 5:53:34 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early January 1863

The situation in the Union is as follows:

The year of decision is here. History seems to be beckoning us forward. For whatever reason I have all blue movement command lines this turn. I've given orders to move almost everybody!

Petersburg to be crushed by 2 US Armies. The defense rating is currently 50%.

The Corps at Murphreesboro is to be reinforced yet again by an Army and to crush the fort. The defense is currently at 24. Switched the siege from encircle to normal. This needs to end NOW.

Moved the Army of Pennsylvania to the Milledgeville area where there is a CSA Corps. I have the town and the area is in my control. He will be attacking and it should be bad weather. All things in my favor.

I armed 1 more Artillery Brigade with Ordanance Rifles and 1 with a 10 Pound Parrot Gun. Spring is coming!

Seems Bobbie Lee didn't like it so much deep in the south and away from Virginia after all. Now he seems to want to go home and fight some more at Petersburg. Hopefully I'll have Petersburg when he gets there.

If the movement that the map shows is allowed this is going to be a very bloody turn indeed. I stand to get hit at Petersburg but I stand to do some serious damage in the deep south and out west. If the weather holds bad for one more turn the Union Army will be ready to fight in any location the Rebels feel froggy enough to show up at....

Got 5 new mints that gave their monies to the cause. I actually ended the turn with cash this time. That won't happen next turn. Too many of my forces are in Southern territory at the moment to buy attributes. If they become Union controlled though I'll spend money from now until the spring campaign starts on all kinds of attributes.

Victory Report: (No Change)
USA - Victory Points 1  / National Will -11
CSA - Victory Points 6 / National Will 6

State of the Economy:
57 - Mint (+5)
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
1 Division


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
15 - 2 Star (+1)
69 - 1 Star (+2)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (21) (+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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

(in reply to Mad Russian)
Post #: 106
RE: An Uncivil War - 9/1/2008 5:55:31 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Situation Map Early January 1863. This is the start of the Year of Decision. Time to knock the Confederacy out of the war.

As you can tell we don't have a bad start on that happening already.

Good Hunting.

MR




Attachment (1)

(in reply to Mad Russian)
Post #: 107
RE: An Uncivil War - 9/2/2008 4:58:26 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late January 1863

The situation in the Union is as follows:

The weather was clear. Not sure why in FoF the month of February isn't considered winter but it's not.

Battles in:

Murphreesboro, Tenn. - Union captured the fort. Then there was a battle as Confederate troops moved in. Union had 108,079 and lost 21,603 while the CSA had 58,500 and lost 17,403. CSA victory.

Midgeville, Ga. - US had 4837 and lost 462 while the CSA had 42,737 and lost 212. CSA victory.

Memphis, Tenn. - US had 34,304 and lost  4,666 . The CSA fought with 119,938 losing 4589 men. CSA victory.

Petersburg, Va. - US had 152,527 and lost 15,540 while the CSA came with 90,752 and lost 13,133.

Total forces engaged this turn for the US was 299,747 with losses of 42,271. That is a loss rate of 14%.

Total forces engaged this turn for the CSA was 311,927 with losses of 35,337. That is a loss rate of 11%.

While still losing battles they are getting oh so close and the loss ratio has come down from 2 and 3 to 1 all the way to roughly 1-1 losses.

I captured Jackson, Miss. this turn as well. The Armies are moving cautiously forward after the blood bath of that turn and trying to take in replacements. I moved 9 brigades from Armies out to the city garrisons to be replaced with those that were full strength. I lost 2 brigades to surrender. One of those brigades was an artillery brigade that was captured.

The time has come to take a rest before the April/May campaigning in 1863 starts up. That means that most of my forces will stop fighting. They may still move if the opportunity presents itself.


Victory Report: (No Change)
USA - Victory Points -4 (-5)  / National Will -12 (-1)
CSA - Victory Points 11 (+5) / National Will 8 (+2)

State of the Economy:
58 - Mint (+1)
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
1 Division


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
16 - 2 Star (+1)
70 - 1 Star (+1)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (21)
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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

(in reply to Mad Russian)
Post #: 108
RE: An Uncivil War - 9/2/2008 4:59:57 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Situation map Late January 1863.

Good Hunting.

MR




Attachment (1)

(in reply to Mad Russian)
Post #: 109
RE: An Uncivil War - 9/2/2008 3:05:11 PM   
Floyd

 

Posts: 177
Joined: 1/6/2006
Status: offline


quote:

ORIGINAL: Mad Russian

????

It only lets me promote a single general every turn unless I've missed something.

Good Hunting.

MR


From the readme.pdf, page 10, patch version 1.9.23:

"Added a Promotion button to generals’ Command Box at the bottom of the screen. Any
number of generals may be promoted during a turn this way, rather than the one per turn
using the end of turn promotion window."

Cheers

(in reply to Mad Russian)
Post #: 110
RE: An Uncivil War - 9/6/2008 1:27:35 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Due to the nature and extent of the National Will bug my opponent and I discussed at great length whether or not to continue our game. After several days of discussing and some research on our part, we decided to continue. The NW bug handicaps the game a bit in the South's favor. The biggest place is where the governors and the Europeans are concerned. The governors I'm not that worried about but the Europeans is a different matter.

We are going to continue the game though and hope for the best. I've learned several things in this game to date and I'm sure there is more I can learn yet.

What will now have to happen is that when I capture a Confederate city I will also not garrison it. That way if the city is captured in return I don't get hit with the NW penalty.

My opponent says that if the NW helps to trigger European entry into the war he will not use them. I think though that I can keep that from happening just by spending money. I'm not sure if that's correct but I won't use his willingness not to use the Europeans as a free way to ignore their situation. I will act as though they are in the game on his side if I let them enter.

And now....on with the game.

Good Hunting.

MR

(in reply to Floyd)
Post #: 111
RE: An Uncivil War - 9/6/2008 1:35:12 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early February 1863

The situation in the Union is as follows:

Battles in:

Chatanooga, Tenn. - Union had 9,822and lost 648 while the CSA had 45,652 and lost 259. CSA victory.

Fredricksburg, Va. - US had 2525 and lost 341 while the CSA had 78,621 and lost 433. CSA victory.

Siege at Ft. Henry - Defense is down to 75% after the first turn.

The time has come to take a rest before the April/May campaigning in 1863 starts up. That means that most of my forces will stop fighting. They may still move if the opportunity presents itself. Because of the NW bug I'm going to have to come up with a different strategy. Time to go back and now start winning battles. That is going to be the way to beat the computer scoring system. Not taking cities necessarily.


Victory Report:
USA - Victory Points -5 (-1)  / National Will -12
CSA - Victory Points 11  / National Will 9 (+1)

State of the Economy: (No Change)
58 - Mint
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
1 Division


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
16 - 2 Star (+1)
70 - 1 Star (+1)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (21)
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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

(in reply to Mad Russian)
Post #: 112
RE: An Uncivil War - 9/6/2008 1:39:37 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Situation Map Early February 1863.


Good Hunting.

MR





Attachment (1)

(in reply to Mad Russian)
Post #: 113
RE: An Uncivil War - 9/8/2008 4:50:00 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late February 1863

The situation in the Union is as follows:

Battles in:

Lower Tennessee River - Union had 6,872 and lost 1764 while the CSA had 101,021 and lost 353. CSA victory.

Fredricksburg, Va. - US had 2525 and lost 341 while the CSA had 78,621 and lost 433. CSA victory.

Siege at Ft. Henry - Defense is down to 50% but siege is broken after the battle.

The month of March is coming up. I've ordered 4 Infantry Brigades to be built. I still have several brigades that are in the process of being converted to either cavalry or artillery. I've started to give all the brigades medical that I can afford. Also, those with the highest combat factors I'm trying to add Zouves or sharpshooters to their attributes.

The change in strategy to compensate for the NW bug is that we are now going to destroy the Confederate Army in the field. There are 5 CSA combat formations on the map. For the most part the 3 Armies are at +100,000 and the the 2 Corps are +40,000. Since he has kept these formations whole to this point that means that he can move 5 places on the map. At the same time I have roughly 13 independant combat formations. From Division to Army. I move 13 units and he moves at most 5. I am continuing to move my forces throughout the southern heartland. I will take any and all areas that I can get. To get them back he has to move his 5 main units and I can take twice as many areas in a turn as he can unless he breaks up his forces.

I promoted eleven 1 Star Generals to 2 Star Generals this turn. While that doesn't give me a 2 Star General for every division I have yet we are getting closer than we were before. At the moment I have an extra 3 Star General. Time for me to build another Corps. I am in need of another Corps anyway since there is a division filling up in Pennsylvania. Just in case the AoNV moves north. I've moved 1 of my Armies into the Cumberland Gap and another into SC. Lynchburg is open if the AoNV wants to come back and try to fight there.


Victory Report:
USA - Victory Points -4 (+1)  / National Will -12
CSA - Victory Points 11  / National Will 9 (+1)

State of the Economy: (No Change)
58 - Mint
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
4 Infantry Brigades


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
27 - 2 Star (+11)
55 - 1 Star (-14)

Oganizations:
6 - Armies
13 - Corps (-1)
35 - Divisions (+1)

Upgrades To Date:

USA: (21)
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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR

(in reply to Mad Russian)
Post #: 114
RE: An Uncivil War - 9/8/2008 4:51:36 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Situation Map for Late February 1863.

As you can see the Union controls tremendous tracts of Confederate lands. At this point the CSA National Will should be at rock bottom instead of at a +9. Be that as it may, sooner or later the CSA will have to attack me somewhere. Then things start to change around. I've got Armies in both the Cumberland Gap and Murphreesboro areas. The two most important areas on the map outside of Richmond and Washington.

Good Hunting.

MR




Attachment (1)

< Message edited by Mad Russian -- 9/8/2008 4:54:21 AM >

(in reply to Mad Russian)
Post #: 115
RE: An Uncivil War - 9/13/2008 3:42:57 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Early March 1863

The situation in the Union is as follows:

Battles in:

There were no battles this turn. Three engagements took place with combat declined by the Union all three times.
The turn was spent increasing the combat effectiveness of the Union Army. Much more medical attributes, Zouves and continually upgunning artillery units.


Victory Report:
USA - Victory Points -2 (+2)  / National Will -11 (+1)
CSA - Victory Points 10 (-1)  / National Will 9 (-3)

State of the Economy: (No Change)
58 - Mint
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
4 Infantry Brigades


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
29 - 2 Star (+2)
53 - 1 Star (-2)

Oganizations:
6 - Armies
13 - Corps
35 - Divisions

Upgrades To Date:

USA: (22) (+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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.
Cavalry Training - This allows my cavalry to be more efficient. My cavalry units are a high priority for me. I get them the best weapons, quality horses and now more training.

CSA: (8) (+1)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology
Telescopic Sights

Good Hunting

MR

(in reply to Mad Russian)
Post #: 116
RE: An Uncivil War - 9/13/2008 3:48:32 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Situation Map for Early March 1863.

The Flood strategy is in full effect. I've seen and heard the comments that Flood can be contained by a Huntingn strategy. All the South has to do is hunt down the Union units involved in the flood. The Union units are all small they will get eaten up in a fight. End of the flood.

That's a great theory. In practice it's not near so easy. This turn there were 3 engagements. All 3 of them were the result of Hunt being applied against the flood. In all 3 engagements the Union forces refused combat and I lost 0 men. The flood continues unabated from that point on.

As you can see the South is completely cut in half. At this point the NW for the Confederacy should be very low. Now it's time to destroy the Rebel Armies in the field.

Good Hunting.

MR






Attachment (1)

< Message edited by Mad Russian -- 9/13/2008 3:53:59 PM >

(in reply to Mad Russian)
Post #: 117
RE: An Uncivil War - 9/14/2008 12:09:13 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Late March 1863

The situation in the Union is as follows:

Battles in:

There were no battles this turn. One engagement took place with combat declined by the Union.

I started a siege on the Neuse River and the first fort took 80% damage in a single turn. My engineer level is superb. I have 10 engineers in that area.

I have been putting medical attributes with all the brigades I can. The Army operating in the deep south has been especially loaded with that particular attribute. Entire Corps now have the medical attribute. Losing 20% less casaualties is going to start adding up.
At the current rate I add at least 5 brigades a turn with the medical attribute.


Victory Report:
USA - Victory Points -4 (-2) / National Will -11
CSA - Victory Points 11 (+1) / National Will 7 (+1)

State of the Economy:
61 - Mint (+3)
9 - Factory
6 - Mine
10 - Horse Farm (-2)
43 - Arsenal (+1)
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
15 - Foundry (+3)
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
6 - War College (-2)
4 - Engineering College
4 - Naval College
3 - Schools (-1)
7 - University
22 - Camp (-1)
9 - Hospitals (-1)
9 - Telegraph (+1)
1 - Signal Tower
44 - Capital
88 - Mansions
5 - Planations (-2)

Most of the changes represent the changing forturnes of Confederate cities. When they pass from one sides control to the other and back again at times.


In Production:
Nothing


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
31 - 2 Star (+2)
51 - 1 Star (-2)

Oganizations:
6 - Armies
13 - Corps
35 - Divisions

Upgrades To Date:

USA: (22)
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 II - 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.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.
Cavalry Training - This allows my cavalry to be more efficient. My cavalry units are a high priority for me. I get them the best weapons, quality horses and now more training.

CSA: (8)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology
Telescopic Sights

Good Hunting

MR

< Message edited by Mad Russian -- 9/14/2008 12:19:06 AM >

(in reply to Mad Russian)
Post #: 118
RE: An Uncivil War - 9/14/2008 12:14:49 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Situation Map for Late March 1863.

The CSA has decided that there are far too many Union troops in the south. The plan to rectify that situation is to move farther north along the Ohio River up from Nashville. I've kept forces in the Kentucky and Memphis area for just this situation. Now we'll see how well Confederate troops fight on Northern soil and not in the south.

My own opinion is that this strategy is way late in coming. Rebel troops should have moved early and hard north. Not late and in a single spot or two. I have two divisions in Kentucky that are filling out. Plus an Army that has moved after the Confederate forces on the river.

Good Hunting.

MR




Attachment (1)

(in reply to Mad Russian)
Post #: 119
RE: An Uncivil War - 9/21/2008 2:47:15 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
My opponent and I have decided to end this game and call it a draw.

With the NW bug and now another bug that has showed up in the Replay section we'll wait until the game is patched before playing the game again.

I hope you all learned a thing or two about the game. I learned alot about it and had fun doing the DAR.

Good Hunting.

MR

(in reply to Mad Russian)
Post #: 120
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