JonBrave 
		  
		   
		     
		  Posts:  120 
		  Joined:  8/6/2006  Status: offline
		   
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		 Well, I persevered to the end (unusual for me, I usually give up games after a while, so this must have formed a good impression!).      After Lincoln's defeat, I lost in January '65, to a decisive Confederate victory    I had complete blockade, most of the Mississippi, a few regions invaded; no progress at all in the East, and still not the whole of Kentucky.  Basically, the CSA could always muster as many/more troops anywhere I tried to push (in fact, if I had been him, I think I could have attacked more in the East and won).  I think in the whole game I only had a couple of reaction phases, so he barely attacked anywhere at all.      Here are a couple of random questions/observations:      * By the end, I had like 40 troops in my "damaged" queue, but no chance or bringing them back as the build states would always go to negative manpower, I could just bring maybe 1 troop back in per turn.  There is no way to increase your manpower, is there?  Initially I built some factories in some regions, but by the time they reached the top of the queue I either couldn't bring them in; but more to the point, I had build points to spare, but never enough manpower anyway.  Meanwhile, I ended up with thousands of supplies and nothing to spend them on?      * I only drafted once, on the first turn, then (because I was doing so badly) I never wanted to spend a further 50 PPs as my PPs were so rubbish.  Looking at the manual math for drafting, does it just increase how many troops I get initially at the same expense of what I have to pay for recruits in later turns, i.e. Union does not end up with more soldiers?      * I understand about the need to scout.  But when I move a whole Army, including its commander, to attack a region, I tend to want my cavalry to go with him, so that it can regain initiative next turn assuming I (somehow) win there.  So after scouting, if the cavalry has enough movement left, I send him into battle too.  Is this right, or should I be holding cavalry back from battle?      * Once @rs99z28 had taught me to put enough transports in place in destination invasion area I understood how to do it.  But I still found that some areas I could reach would not allow me to invade.  Am I right that the varying destination regions' terrain requires my troops to have enough movement points and (perhaps especially in Winter) 3 or 4 movement points might be insufficient?      * It's all very well @Termite2 saying "Overruns are your friend, only takes 1 unit to overrun an undefended area" but I never got enough leaders with initiative to invade, at least initially, and before I knew it the CSA was everywhere.  Maybe I didn't understand the rules enough on my very first Union turn....      That'll do for now!  Obviously, I now change which game I play    I had a half-hearted look at my copy of Gary Grigsby's World at War, which I think I never really played.  I can now see how similar the interface/mechanics is to WBtS, though the resolution is even worse    Anyone ever bothered with this one?      I'd welcome comments/answers to questions in green.  Thank you so much for all your input!       
			
								
			
			
				  	
		  
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