BossGnome
Posts: 658
Joined: 5/29/2004 From: Canada Status: offline
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Hi, Well, I have some time on my hands at the moment, so I thought I would write a little something on these forums for a change. I do not think I am by any means a master at this game; yet, having so far never lost, I do suspect that I might be doing something right, or at least, that I understand the basic mechanics that make success possible. The intent of this post is simply to share a few points, musings, and thoughts about the first turn of this game and how to play it, as well as possibly to start a discussion along the broad and narrow lines of strategy. I will begin with the union. The first turn is, sadly for this game; somewhat scripted. That is: there is definitely one (you could argue maybe two) BEST ways to do it. I will explain what this "best" way is, and why. Union Objectives: 1) Align W. Virginia and Missouri, 2) Prepare for possible amphibious operations on turn 2, 3) Set up troop training camps. 4) Build. Objective 1: This is relatively easy to do, and yet it always surprises me how many players do not do it. Turn 1 activation is crucial for both these states, as it will not only give the union player better access to their population, but, more importantly, to their factories which, combined, number 4. The cavalry already present in Missouri should move to Joplin, and another cavalry should be activated, moved down to springfield (pref. with a cavalry gen. coming from Kentucky). There. Missouri aligned. Now for W. Virginia. This one is a little trickier to get, but oh so simple when you think about it. Begin with McClellan's force. One of his corp commanders has two infantry under him (hint: it's not Rosecrans). Move that guy to capture Charleston. Now, take one of the infantry in Parkersburg, turn it into a cavalry, get a cav. Gen. from Kentucky, and move to capture Franklin. Now poor Garnett is surrounded. Rosecrans will make quick work of him, although you can no longer overrun. W. Virginia is now firmly in Union hands. Objective 2: Many people have pointed this fact out already, but the Union will most likely not be strong enough to attack the confederacy in Virginia until March-April 1862. So, in the early turns, the Union player should concentrate on amphibious operations to chip away at the confederacy and to prevent themselves slipping below the magic line of 950. To maximize the chances that at least some troops activate so that you can send them overseas, attach at least 1 infantry to every single general you can; good, bad, horrendous, even administrative generals or, if you have some left over, admirals. Even an admiral can invade an undefended island successfully. Of course, good training generals like Buell should be filled at least halfway. Finally, make Butler an army commander. Sure, he's very bad, but his political rating is 4, and his presence at Fort. Monroe can give you two generals on the atlantic coast who can potentially activate your troops for amphib. operations. I would recommend against a massive buildup of troops at monroe (I remember losing 10+ infantry to disease in those swamps in one game), but five or six bad generals with one infantry each can do for a nice island invasion force. Oh, and about those islands: they only help your blockade if you build a depot on them! I repeat: when you invade the island, build a depot on it. Otherwise, it's useless. Objective 3: Pretty straightforward. At this time, the union cares more about training troops than about getting untrained militias moving across the border into southron lands. Fill up your best training generals halfway, then move down the "training skill ladder", and fill your less-good generals halfway, until you have no unattached infantry left. Why halfway? Because each general has two chances to train an infantry, but has to expend a point to use that chance. Thus, a rating 6 general with 3 infantry will get to expend two chances per infantry, while a rating 6 general with 4 infantry will get to expend two chances for two infantry, and one chance for both others. Notice how your overall chances of training those infantry DO NOT INCREASE. Thus, there is no real point, at least unless the general is a good fighter, like Grant, to fill up training generals to full capacity. Last point: Why I like first Manassas: Many good players do not like to do first manassas. I can understand why: it's humiliating, losses can be heavy, and the south invariably wins. (Damn southerners). However, I like it, and here's why: not only does it save you 10 pps, but, more importantly, it interferes with early southern troop movements. Many people do not seem to think about this; by launching first Manassas, the Union player forces the confederates to react with their forces. Stonewall Jackson, Stuart, Bee, all will be in one precise location: in MANASSAS, not able to go anywhere else. An opening play that I like to do as the south involves leaving the Tennessee front bare for a turn, and massing up around twenty units in Winchester, to make a play for Harper's Ferry or Franklin, assuming AS Johnston can get activation. This gets harder to do with 6+ southern units stuck in Manssas. Another play I like is massing units in Arkansas and moving to Springfield. My point is that, by launching first Manassas, the union ensures that at least 6-7 confed. units are stuck there for a turn - which is important, because then they can't be causing mischief anywhere else. The last thing the union needs in the opening turns is an offensive confederacy. The rebs should be put on the defensive as soon as possible. Objective 4: Ok, there are a few specific things the union needs. Hint: Supplies aren't one of them. Take every single factory you have that can build things except supplies and build stuff with them. There are a few exceptions: The border states suffer from a relative lack of population, so don't try to go building artillery in Charleston. It won't work. Usually, I build 9-10 cruisers, 2-3-4 ironclads, max gunboats on the rivers, maybe 2 gunboats for the atlantic, 2-3 transports every turn (you'll need them for amphibious operations!), and 6-7 artillery. You don't really need heavy artillery as the union, unless somehow you lose what you already have. Finally, declare a draft. This is, so far as I can tell, the best way to accomplish turn one, with the possible exception of first manassas, which I feel is up to the player's preference. Whew, that turned out a bit longer than I intended. Now for the Confederacy: Objectives: 1) Consolidate fort Jackson and Fort St. Philip. 2) Keep the union player off his toes. 3)Dig in - but smartly. 1) These forts are a pain, but necessary. To be honest, I cannot say with 100% certainty how far you should attempt to defend them - any infantry or militia stuck in them will cost you a bunch to resupply, and will be sorely missed somewhere else. In any case, minimum manning for the forts should be two heavy artillery in each of them, although at that level if the union still decides to make a play for one of them, it will probably fall. Do not underestimate the importance of these forts, though. Their fall will deprive you of some 50+ supplies, EVERY TURN, which you could have gotten by keeping the Mississippi open. My personal recommendation is 3 HA in each. 2) There are a few ways to do this, but none are surefire. The only places to attack on turn two really are W. Virginia or Missouri. Unless you yourself want to take Kentucky first, it is acceptable to leave the front at minimum manning (a few cavalry to react in London and Bowling Greene, for example), and mass units in Arkansas (I try for 8-9), and Winchester (no more than twenty - wouldn't want to accidentally give the Yankees a strategic victory this early!) Another way to annoy the union is with Stuart. I try to fill him up as fast as I can: the Union has no comparable cavalry commander and, from Manassas, he can wreck havoc on Maryland for the better part of 1861 and 1862, causing hundreds of supplies of damage. 3) Dig in. Build forts in order of urgency. Virginia can wait - but all coastal level two forts should be built as soon as possible. Galveston and Jacksonville should not be far behind. In one game, I was able to take Mobile solely because my opponent hadn't yet gotten around to building a level 2 fort in the area. The cost in supplies hurts, but the confederacy is not as cash-starved in the first 6-12 months of the war as some people seem to think. As long as confederate factories consistently produce around 150 supplies a month, even with a fairly effective union blockade it is possible for the south to make a surplus. Jacksonville is a favourite target for early union invasion. To prevent this, always try to keep 5-6 units there, but watch out against being cut off by landings in Tallahassee or Waycross. Also, always keep a few units at the border with Kentucky, ready to react when the union invades. The best situation for the south would be to have an activated infantry to take Glasgow, with a cavalry ready to zoom past and take Lexington. Alright, that's it for me. Feel free to respond with your own thoughts, comments, criticisms. When I feel like it at some later date, I will most likely expand on these thoughts, hopefully moving past turn 1. Cheers, BossGnome
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"Hard pressed on my right; my left is in retreat. My center is yielding. Impossible to maneuver. Situation excellent. I am attacking." -Gen. Joffre, before the battle of the Marne
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