Thu Feb 06, 2014 9:32 pm
We who started with AACW have an advantage learning CW2. You see, it's always the same. I say this chiefly from the Union POV, but I have played and enjoyed the South often enough (even in PbeM) to see certain patterns for the CSA, too.
The North:
* You are not going to defeat the CSA by April 1862. Coming out of the starting blocks hell-bent for leather doesn't work. Your Leaders are almost entirely 3-1-1s. There is a little bit of a fire under your toes, 'cuzza the chain of 'On to Richmond' events, but these seem to have been more consequential in AACW. So far, in CW2, I've ignored the Northern papers and just organized and proceeded the way I want - my NM seems to remain decent.
* NM is wicked important - never overlook the effect(s) it has on your combat prowess, among other concerns.
* My impression is that Loyalty is more important in CW2.
* IIRC, you need 80 NM or greater to issue the EP. This is a Really Big Fulcrum for the North. It doesn't win, or guarantee one, but it is Very Important, especially for FI, though Da Numbahs don't seem to be radically affected initially. Over the course of the rest of the war, I think it is a big item in War Weariness and NM/FI in general.
* The North, paradoxically, must 'play D' at the beginning. I secure the line DC - HF - WVa - Ohio River - Cairo - StLoo - Missouri River - StJoe and contest the towns in Kansas. I largely ignore the Stockades west of Topeka and just put a buncha warm bodies out West to discourage gold field grabbing, etc.
* The immediate above is sometimes called 'turtling'. So be it, I'll endure the taunts. Losing Divisions, Corps and the odd 300 PWR stack because you were an eager beaver is not good.
* The North has a Lot to Do, unlike the South. The CSA could, conceivably, just keep pumping out those lovely 150 PWR brigades all day long and not suffer overmuch in the overall picture. The North needs to prep, Big Time, for a successful overall campaign and war.
* Step One is convincing Athena or your wetware opponent that invading northward across the Red Line is going to be painful. The South is on the strategic defensive, yet needs to attack to try to win outright or be in a sustainable position by 1863. Make the South pay for hubris.
* You need a Real Navy, bigger than you might think, partly as a hedge against FI. This costs Stuff.
* Build Industry, but not too much. I'm still looking for that sweet spot. You don't need 4,000 WS in Dec62, you'll never use it all.
April61 to Sept62 - this is the crux. Forget winning. Build to win. You're looking for a TKO in the ninth round, or a decision 'on points'. Let the CSA worry about the flashy maneuvers and surgical strikes. Be solid.
The South:
I have less experience here, but not inconsiderable.
* In CW2, prudently Industrialize. You're not going to need megatons of Stuff. Watch yer budget. Once you have a modest base, build Brigs, build Brigs, and put them in the Blockade Boxes. Forget attacking Union shipping, the marginal rate of return is, well, laughable, IMHO. Build some 'clads & rivercraft, if desired, but do so with a purpose - in the long run, you're not a naval power.
* If you want to win outright, ya gotta do it early. HF, Baltimore, Maryland - mess with his head, threaten, threaten, threaten. Cutting off DC can be a game winner. Be alert to targets of opportunity.
* I say ticking off Kentuckians early to play the game on the 50 yard line is worth it. To heck with their precious feelings, losing against Thomas in Louisville is better than Nashville. Use the rivers - man, have I been taken to the woodshed on that by good players. 'Paduchaland', as I call it, is arguably the best river defensive terrain in the game, even better than NoVa. I say this 'cuzza...OUCH! too many times. A well played D here with MTSG can be quite daunting.
* MTSG & rivers and other defensive terrain can destroy an offense in two Turns. See ya next spring!
* Attack boldly but wisely, use the principle of calculated risk. Then when the Behemoth starts to roll, make him pay for every foot of ground.
* Interdict Supplies. Another thread - someone said, "...all Ft Pillow does is interdict the river Supply line." I hate to say it, but what? That's the entire point - making the Union cart Stuff in over RRs that can be cut favors the South. Mess with his Supplies as much as you can.
* Try to get FI, obviously. IMHO, that's a de facto Win for the CSA.
* Hit early, hit fast, hit hard, hit often.
If you do it right, make the Union win 'on points' (worst case) - make it expensive & you might get the win. The fastest win for the CSA is to shatter Union NM. Believe me, I've been on the receiving end - it's no fun when you can't/don't want to attack because your NM is 78 and Longstreet is strongly entrenched with 1750 PWR.
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Overall, I'm still learning CW2 - it's a different feel from AACW, a bit more subtle, I think.
Feel free to tell me I'm out to lunch. Otherwise, have a nice war.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster
[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898
RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.
