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Storming the Ramparts: What's the best way to take a pre-war fort as Union?

Posted: Sun Oct 06, 2013 1:08 am
by KillCalvalry
Gents: What is the best way, playing Union, to take a pre-war fort?

I am thinking fortifications like Ft. St. Phillip or Ft. Clark that typically have a garrison

They can be stormed, but that is very expensive in casualties

Is a siege a better option? If so, what is the ideal composition of the seige army? And how long does it usually take?

It seems like sailing past the batteries a la Farragut is not a realistic option for New Orleans, so looking for advice on how to take it to the Rebs via US Navy

Thanks!

Posted: Sun Oct 06, 2013 1:34 am
by James D Burns
I find that storming the fort is the best option for me usually. Setting siege can take months depending on how the die rolls go. So unless you have some special artillery, engineers or leaders in your stack that give you a bonus to siege die rolls, you’re probably better off storming it unless there is simply too large a force on defense. As a rule I like to have a 3-1 or so advantage in CV for storming forts, though you can probably have less than a 3-1 ratio advantage and still win if the defending force is small.

One benefit of storming a fort is it gives you a chance to capture the defending artillery units, thus saving you the expense of building your own. You do have to pay to repair them usually though. Forts that surrender due to siege spike their guns.

One disadvantage of storming a fort is the fact you may actually destroy the fort itself during your assault, so don’t storm it if you want the fort around to use yourself.

Jim

Posted: Sun Oct 06, 2013 8:22 am
by Ace
If you can spare a turn, do not storm it while landing from the ships. It will give your force additional amphibious landing penalty along with the assault the fort penalty. First land into the region with the fort, and storm it the turn after. Casualties shouldn't be too high.

Posted: Sun Oct 06, 2013 9:34 am
by oberst_klink
Ace wrote:If you can spare a turn, do not storm it while landing from the ships. It will give your force additional amphibious landing penalty along with the assault the fort penalty. First land into the region with the fort, and storm it the turn after. Casualties shouldn't be too high.

Talking about forts... anybody ever used mortar boats so far?

Klink, Oberst

Posted: Sun Oct 06, 2013 1:58 pm
by Gen.DixonS.Miles
Only against Island 10 and Memphis with the Mississippi Fleet as the union.

Posted: Mon Oct 07, 2013 1:43 pm
by Pocus
Mortar boats have the special property of giving their bonus ability when adjacent to a siege.

Posted: Fri Jan 10, 2014 9:10 pm
by GraniteStater
KillCalvalry wrote:Gents: What is the best way, playing Union, to take a pre-war fort?

I am thinking fortifications like Ft. St. Phillip or Ft. Clark that typically have a garrison

They can be stormed, but that is very expensive in casualties

Is a siege a better option? If so, what is the ideal composition of the seige army? And how long does it usually take?

It seems like sailing past the batteries a la Farragut is not a realistic option for New Orleans, so looking for advice on how to take it to the Rebs via US Navy

Thanks!


It seems like sailing past the batteries a la Farragut is not a realistic option for New Orleans

Did it all the time in AACW, never suffered that much, a few sunk ships, but hey, I got more. Never lost the groundpounders.

Have done it once in CW2 (1.01) - not a problem, hardly a scratch.

Sail past the Forts, land and then, next Turn, R/R attack.

A human CSA player may very well fortify NO and render this approach too costly, in time or men. The AI does not seem to fortify NO.

Posted: Fri Jan 10, 2014 9:40 pm
by Q-Ball
Fort running in the game is not very hazardous. It's just about harmless for ironclads. I suppose that is historical; you can cite numerous instances during the Civil war of warships running batteries, and not too many where it was regretted. About the only thing the forts do is prevent supplies from moving past, which isn't a minor thing if you intend to stay

New Orleans is a challenge for the Confederacy. You probably have to keep a division there from 1861 on. About the only thing that helps is that it's in a swamp.

Posted: Fri Jan 10, 2014 10:45 pm
by GraniteStater
Supply & Ammo at NO is usually beaucoup. I try to take Ft Pike, just 'cuz, but S&A is usually not a concern at all.

Posted: Tue Jan 14, 2014 6:34 pm
by Lecivius
oberst_klink wrote:Talking about forts... anybody ever used mortar boats so far?

Klink, Oberst


I have against Island #10. I had 3 IC, 3 GB, and 10 mortar boats. I set them to Bombard. None of the mortar boats survived. I may <insert Probably here> have done something wrong, but I was less than impressed with my first try.

Posted: Tue Jan 14, 2014 6:40 pm
by Jim-NC
Mortar boats give a bonus to siege rolls in a fort beside the river (they have a special ability for this). I don't think your supposed to bombard with them.

Posted: Tue Jan 14, 2014 7:14 pm
by Ol' Choctaw
Right. Mortar craft are support vessels. Bombarding with anything but ironclads, or at least armored ships will get your clock cleaned pronto.

Their historic role aside. I am afraid the game uses not weapons that can do direct damage from afar.