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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