Jim-NC wrote:As to reducing the blockade percentage as the CSA, there may be a way. In AACW I, certain ports added to the blockade percentage if they were blockaded or taken by the union. I suspect that there is the same mechanism in 2. If that is the case, you can slightly lower the percentage by taking those ports back (if union controlled). I don't have a list of the ports for 2, but I did (still do I think) have the list from AACW I.
If this is still the case, then the union can gain blockade % by taking those ports, and the CSA can lower by taking them back. It's not a large swing, but it could be a few % points.
MarkCSA wrote:Ok, I am going to be the lone dissenter here and advise Runners, as they can also generate cold hard (well, CSA dollars, so not that hard) cash. If Industrialization now generates cash (of which I am not aware at this point) please let me know!
Cash, not WS is usually my restraining factor when building up my troops, but apparantly I am weird as I use very small (but highly motivated) forces, mainly defensively (I do not see the point of attacking large entrenched stacks).
As for CSA Navy, build a nice mix of Steam Frigates and Frigates, get Semmes to lead em and raid Union shipping.
Ol' Choctaw wrote:Most Industrial structures generate 1 or 2 money per turn in addition to their WS, general supply, and or ammo production.
There is nothing wrong with runners, so long as they are not being sunk at a quick rate. Unfortunately they do seem prone to that. Industrialization is more stable so long as you can keep the Union out of the cities.
Semmes is also locked from the time CSS Alabama enters the game and never unlocked again.
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