Mein Lieber Durk, you are trying to pass highly difficulty concepts onto some body still trying to figure out how the enemy got across the Ohio and what he can do about it. We all have to learn to walk before we can run.
Guardsman, You have a number of issues your are trying to deal with, forts which are 'preventing' your advance, enemy forces infiltrating across the Ohio River and into what should be your hinterland making it the battle ground. But your solutions start at the beginning, so that's were we have to start.
The very first thing you should understand is that the Union has more money, resources and and manpower than the Confederacy, and the further the game progresses, the larger the difference will grow.
So if the Confederacy is over-rolling your forces in the West--between the Mississippi River and the Appalachian Mountains--that means that the South has allocated larger amount of his limited resources for troops in that theater than you have. This means one of two things, or both:
- He's not strengthening other areas of the war and making the West his focus of attack. So he's weaker in the East than he should be.
- You are not investing wisely in building up your forces.
* There's no cookbook for building-up your forces and playing the game. Anybody who tells you there is is lying.
The game is extremely dynamic. You may not see the Confederacy putting it's focus in the West for another 10 games. Maybe your actions can cause Athena to move troops back to the East. What ever happens, it's rarely the exact same thing. So you have to learn to think on your feet and make do with the resources you have in each theater.
Let's get down to the nitty-gritty. The Confederacy is putting troops across the Mississippi and Ohio into your hinterland, because you are letting him. You can block his movement across major rivers by patrolling them with gunboats. For each gunboat you have in a river region there is a 23% chance of it blocking any force from crossing that river region, up to a maximum of 90%. You cannot build enough gunboats to cover everything from Wheeling to Saint Louis by winter '61 even if you spent no money in any other troops in the West, but you will have to invest if you want to stop crossing and use those boats wisely and you will have to continue investing in gunboats until your brown water fleet is sufficient to the task at hand.
Since you cannot control all of the Mississippi and Ohio you need to, you will have to make do with controlling there were it is most important. Generally this means protecting Cairo above all other areas, although I have to say I've played a number of games having lost Cairo for more than just a turn or two. It was an interesting and difficult exercise, but you should always be able to take Cairo back at some point.
How to take a fort. The answer is, it depends. Mainly on what the enemy has inside and outside the fort protecting it. If Donelson is garrisoned only by it's original garrison--one or 2 regiments of infantry plus a fort battery, and the CS has large forces looming in the distance it will only make sense to assault Donelson to take it as quickly as possible. But be aware that you may not be able to hold it and making it your strong-point will restrict your mobility greatly.
To siege a fort into submission is a complex issue. To understand it you must understand this:
Manual:Siege_combat. In short, if Donelson or I10 have been more than just lightly reinforced you should probably siege, and to do that you have to be prepared in case your opponent tries to take advantage of your waiting at Donelson for the fort to fall. You must be prepared to abandon the siege to fight in the field.
Lot's of artillery during a siege is a must, but it also must be the correct artillery. Siege artillery is the very best for this, but it's very expensive, takes forever to build and is slow in moving, so it's not a very versatile unit. Grant is your best field commander, but he also has the Siege Expert ability, so he is you're most logical choice, but you must also be ready to send him off to fight in the field because he is also your best commander at all. All 'silver' artillery units are better than bronze units. Silver are rifled and better on the offensive/siege than smooth-bore bronze pieces. Smooth-bores are cheaper and better on the defensive. Having an engineer in your besieging force is also good for a siege.
One last tip, it is almost impossible to march into the Island Number Ten region, but just as easy to invade from transports as to invade any other--even clear-region.
Hope this helps
