Matthew Penfold
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Advice needed for someone new to the game

Wed Feb 05, 2014 4:55 pm

I have only just bought the game, and have played through the tutorials and have been having a go with the Shiloh campaign. I am OK, I think, getting by forces organised and moving, but what I am having real problems with is pinning down and destroying the CSA army. I initially defeat them, and move on Corinth but then they cross the river and threaten Nashville. More generally I am having problems chasing the enemy down. What tricks do I need to know ?

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GraniteStater
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Wed Feb 05, 2014 5:18 pm

Welcome to the best ACW game ever.

Truthfully, pull up a chair & start reading. In short, the AI is pretty good - she knows her targets & priorities and has a good idea of what lines of supply are, etc.

Athena going after Nashville is a very common occurrence - it's a good point to interdict Union progress. Plus, there's Fog of War (FOW) - thus, cavalry scouting is important.

Numbah One at all times - read the map, read the map. I have blundered many a time by being too hasty with my survey for that turn. Read the map.

If you're Union, one approach is Slow but Sure - eventually, the advantages in Men & Materiel will start to tell. Early war Union leadership is 'meh' - some good ones early, but not enough, husband the good Leaders carefully in the early war; by mid-war the Union has closed the Leadership gap. That's real bad news for the CSA, that's their most pronounced advantage.
[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.


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Ol' Choctaw
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Wed Feb 05, 2014 5:38 pm

Use rail to reinforce Nashville and maybe think of building troops. Dog the CSA units. Try to catch them. With your forces.

The Union had the same trouble catching them. Remember they threatened to take Louisville and threatened Cincinnati that summer and fall.

Matthew Penfold
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Wed Feb 05, 2014 6:12 pm

Thanks both of you. Have tried out your tips, and I am definitely improving.

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Ol' Choctaw
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Wed Feb 05, 2014 6:28 pm

Welcome to the forum, by the way. :gardavou:

In no time at all you will be answering questions for other new arrivals.
:wavey:

G-Burg Bullet
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Thu Feb 06, 2014 4:55 am

Yes, I agree. The CSA is pretty hard to pin down sometimes. I have found that using the ample USA naval resources on the rivers is a pretty good tactic to slow down or pin wandering CSA units. Once the CSA units are on the "right" side of a river, just move a fleet down the river to blockade the logical crossing point(s). That helps fix them in place. I've noticed in the Shiloh scenario that Athena "likes" playing that Nashville card, sometimes going all in by moving all her forces east of the Tennessee River right away. When she does that, I move naval units into place to keep them from recrossing to the West. Usually Buell and his corps can handle the CSA on that side of the river giving you free rein to take Corinth and Memphis pretty easily with Grant & Co.

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pgr
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Thu Feb 06, 2014 9:42 am

It's taken me a while to appreciate the importance of spreading out in this game. If you want to pin an enemy down you need to make sure that as many of the surrounding regions are under your military zone of control. They can't retreat into a region that you have 100% zone of control. When I first started, I tended to concentrate everything in one place, and the result was that they just slip all around me. Trust that your corps will march to the guns, scout em, and then spread your wings and try to herd em to an obstacle. (and of course don't forget to use those fleets). The real trick is getting around and in front of him...but no one said that was easy!

I do think the tutorial tends to lead you astray by having you load everyone in Buell's army on transports and sending them to Grant. Have part of that army go overland from Nashville and you can block any moves in that direction.

Matthew Penfold
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Thu Feb 06, 2014 10:57 am

Thanks everyone. Played a few more games last night, and I am getting better! Good to know it was not just me being stupid (although I am sure that helped).

minipol
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Thu Feb 06, 2014 4:11 pm

I like to use cavalry to scout and have military control over regions.
As the union, I like using lot's of militia to deal with raiders.
It helps dealing with the incursions.

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GraniteStater
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Thu Feb 06, 2014 4:58 pm

Militia is OK inside the Regional structure. Remember that two single element State Militias can be combined (+ button) into one two element unit.

The best force, imo, to catch raiders is Cav+HorseArty - 2:1 or 4:2 is my usual construction. A Leader helps, too.
[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.





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Z74
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Thu Feb 06, 2014 7:38 pm

I know this sounds easy to understand and hard to do properly but you must learn to control the land by detaching your forces carefully so that the CSA can't go where it wants but must go where you want.

Matthew Penfold
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Thu Feb 06, 2014 7:49 pm

Z74 wrote:I know this sounds easy to understand and hard to do properly but you must learn to control the land by detaching your forces carefully so that the CSA can't go where it wants but must go where you want.


I rather suspect being able to do that is key to mastering this game.

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GraniteStater
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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.

&&&&&

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.





Image

Matthew Penfold
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Joined: Wed Feb 05, 2014 4:46 pm

Fri Feb 07, 2014 1:54 pm

Well I am definitely making progress. Trying my hand at the single theatre scenario in the East. Being crippled by useless generals though, who refuse to go on the offensive.

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H Gilmer3
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Fri Feb 07, 2014 2:23 pm

Welcome to Abraham Lincoln's world :)

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GraniteStater
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Fri Feb 07, 2014 2:54 pm

SOME ADDITIONAL REMARKS

* Unit building seems to take longer in CW2. Scope out build times in the prospective units - uh, 240 days for some vessels afloat, or more. A Union Navy needs to be planned ahead, for delivery in six months or more,; some vessels are a game year. The larger land forces can take three months at times. Plan.

* For the South, unit Experience starts to get quite good over the long haul & yes, the long haul. Not so crucial for the Union, because of more Men, more Stuff. The CSA, if it has tough experienced regiments under good experienced Leaders can be very, very good, qualitatively, by mid-game. Don't bleed away your vets in foolish attacks or stubbornly insist on holding untenable positions. Pick your spots, pick your fights - the South can put a serious whuppin' on in a given battle by mid-game, if the core of vets are alive & fighting.

* If you didn't play AACW - Divisions, Corps & Armies are free. This is Huge, Huge, Huge, especially for the CSA. Get organized. Look for any and every 2* on the board & use them. MTSG, even with formations you wouldn't bother making a corps of in AACW, is a crucial aspect of operations. The ability to auto-support cannot be overemphasized. Now we can hatch lil' critters (and big beasts, too) anywhere, anytime, with a 2*, and they work with fellow Corps in the same Army. Now the Union can use the 'faceless generic' Leaders, to form Divs. Maybe these are backbenchers, but it's all teamwork.

* Building Forts, Defensive works, etc., can be a real good thing to do at the right place and time. Avoid being trapped in cities & structures, but forts, etc., can pay dividends when used wisely.

* The South can get by (as in 'get by' - yes, acceptable, but not what you would like) with Average RR and the bare minimum for river. You need to distribute supply, remember. Monitor your capacities. The North can build up gradually and then wants full, which it can eventually maintain - it needs this over the long haul, in time and space.

* From what I see, in CW2, the CSA actually has an economy. Whoda thunk it? Very interesting, you can try different approaches. Still, the core CSA effort is brawny boys in butternut with some field pieces, supplied and itchin' to go. Keep priorities clear.

* Have a plan. Don't look for perfect solutions, look for good ones that can work. At the same time, nothing is engraved on brass tablets. Be willing to change as the situation requires, this is just good project planning. Risk management involves being aware of opportunities as well as mitigating hazards. You see an opening, a good opening that you can try to pounce on now - take a good hard look at that and wheel everyone to the left if it has a good chance of working and the rewards are justified.

The game is a good game because it's balanced. Both sides have chances, which, IRL, the South probably really never had, it was a gamble from the start. Never, never, never forget what Rhett Butler (Clark Gable) said at the beginning of Gone with the Wind (speaking at a plantation in Georgia in April 1861): "The North has more men, more money, steel mills, coal mines, a navy and everything they need for this war. What do we have? Arrogance, mostly."
[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.





Image

Z74
Lieutenant
Posts: 101
Joined: Tue Jan 14, 2014 9:43 am

Fri Feb 07, 2014 7:13 pm

Matthew Penfold wrote:I rather suspect being able to do that is key to mastering this game.


It really is, no kidding.
You must split forces and that's where the command points actually comes into REAL play by giving the good generals the right troops you can maximize the combat levels and minimize the penalties. Once you control the ground, you can start moving so that the rails are cut off, the supplies are cut off until, finally you either attack or get attacked in plain advantage. That is the key... you get there by controlling territory and to do that you need to split and learn how to.

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