Aurelin wrote:So much for Sherman's march across Georgia or through the Carolinas.......
I've removed the restriction. Going with VP loss only. By Eastern, I meant Virginia and Maryland
vicberg wrote:I've been away from the game for a bit. Coming back to it. I'm wondering if playing the CSA is much like playing Japan in War in the Pacific? Japan has no hope. The game designers beefed Japan up seriously in order to make it into a game at all. Japan has a chance but usually only if the Allied player screws up totally OR if Japan attacks constantly. Those are the only two strategies that work and one of them isn't really a strategy.
I'm starting to believe the only real chance for CSA to do anything is to take Washington early in the game. The hold them strategy doesn't work at all.
What I've noticed:
- CSA leadership "advantage" isn't really true at all. At least not until Longstreet/Jackson/Lee come fully into play. CSA has a few marginally better leaders, only 2 3-star leaders and 1 2 star leader to begin the game. Johnston (in the west) isn't really very good either. Union starts getting better leaders in 1862, so this "advantage" goes away quickly.
- Defensive strategies require lots of militia everywhere building up trenches. But that of course means less divisions.
- CSA production is pitiful. Hardly enough to build up divisions/replace let alone keep rail/river etc up to par
- Union has much better strong morale troops that affect full divisions. I'm seeing one or two brigades for the CSA. So more elite divisions in addition to huge manpower/production ability
- Too much to defend.
- Forts don't do much, see different thread.
Strikes me that this game comes down to one strategy and one only. Attack and take Washington or die trying. Shame if I'm right. A single strategy game isn't worth playing.
Cardinal Ape wrote:If you are interested my current opponent is writing an ARR here. Its in German so you may need to use google translate.
Gray Fox wrote:Okay, so you posted "A single strategy game isn't worth playing." Now after your tweaks, the CSA player is still trying the single strategy (take D.C.).
So...
Straight Arrow wrote:Well done Cardinal Ape!..By the way Sgd. Lewis Armistead, your AAR is most excellent. It's worth a look y'all.
vicberg wrote:Why I posted this thread in the first place is to figure out if the game is competitive. I don't believe it is. I'm not trying to say it's not a good game (it's great). And I'm not trying to say that people don't enjoy playing the losing side. A lot of people enjoy playing Japan even though it's mostly a forgone conclusion unless playing a beefed up mod.
In my second game against Tyler, with my mod reducing the Union elite free brigades down to veteran and adding the additional VP loss for failed offensives, I did a simple strategy. No frills, no ships (only a few monitors, riverclads and brigs), I built troops and attempted overwhelm the CSA in 1862. I chose 1862 because the Union manpower advantage starts coming to bear and they get a number of very good divisional leaders and by mid 1862, the union will have more men, more economy and better overall leaders than the CSA. Good CSA leaders come in 1863+. I smashed his forces in the Shenendoah and then did a left hook threatening Richmond. In the process, my NM jumped to 118 and his around 90 and he hadn't move the capital yet. I did this using McDowell and McClellan. Tyler and I have started our 3rd game.
I'm playing another game against a very experienced CSA player (not sure what his handle is on this forum). Again, taking the same simple strategy. John has been doing the Washington (or at least Alexandria) or bust strategy, which I do believe is the only strategy that gives the CSA any chance at all. Lee has been making numerous attempts to take Alexandria and push through West Virginia into PA. He was pushed back from PA. His attacks against Alexandria have not dislodged the Union. At this point, McDowell is a 2-4-4 leader, which is nice. Union Morale is 100 even after the failed early 1862 offensive. The union have taken the fight for WV into Winchester. Grant has been beating up Beauregard around Columbus. Popes 5 divisions have been beating up Johnston Sr down from Louisville. Again, I have a manpower and economic advantage, better overall leadership (which is where I believe the game isn't historical) and my good divisional generals are coming online, so for the next few campaign months, I get stronger. I outnumber him on all fronts. John has been sending cav/irregular forces into MO with success, but that isn't going to win him the war. It's a diversion from a Union perspective. Not much more than that.
kc87 wrote:The Elite units really ruin the immersion for me and do seem gamey, you have this awesome rts game that strives as hard as possible for realism and then there are these funky elite units who magically give bonuses to everyone in their division. If anything it would be nice to see regular units have the opportunity to turn into elite units based on combat experience, maybe a mod could do this?
Gray Fox wrote:Here are some points to consider. This is what I would mean by the "CSA should take D.C". strategy.
I crushed a maxed out Union Athena in Oct. 1861 and a good CSA player should be able to do the same thing to a Union player who thinks that he has all of the advantages. A Union player that actually had all of his advantages modded away would be a sitting duck.
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