I played some CW years ago, all against Athena. Recently, I purchased CW2 and have played 2 games (also against Athena). I've read through the manual and have some decent background in strategy games; Axis and Allies, Hearts of Iron, Europa Universalis, etc. I've also been lurking on here for the past week or so. I've been reading through other people's questions, some AARs, strategy discussions on proper division builds. You guys are great btw!


So I think I'm starting to nail down some of the basics and I hope to be able to at least make someone pause a couple times to think before proceeding to beat me down in a PBEM game in the near future. That being said, I still have a whole host of questions that I'm hoping someone will be kind enough to answer for me.
1a. The draft RGD card: Does the size of the city affect the number of produced conscripts? Whenever I've played them, I've chosen a region with the highest loyalty as far away from any (possible) front and most important of all one that has no/little industry. I figured I didn't want the lower loyalty to affect any production I might have in a given region. But someone in an AAR chose Richmond as the target of this card. Given it's importance in production I found this odd. So is it a case of weighing a greater return of conscripts vs lost production?
1b. Related to the above, but with the requisition and plunder RGD instead. I use similar conditions for requisition. For plunder I choose a region with the no/little production, outside my supply path, and ones with the lowest loyalty (if they don't like me anyway . . .). As the Union, some of the Virginia Tidewater regions are great for this.
2. This may be a tad early as I doubt people have playtested this much if any yet. But with 1.05, does the 25% counterbattery chance negate some or all the benefits of having all infantry and all artillery divisions? Yes, there's still the higher number of combat troops in those infantry divisions. But with counterbattery, are those arty now under greater exposure to enemy arty? Or would they be under the same exposure to counterbattery regardless of whether they were in a division with infantry present vs an all arty division?
3. How do you take NO without losing a good chunk of your fleet? I played a game as the Union and gathered a small 3 division army in a fleet with 2 armored frigates + a bunch of brigs, frigates, steam frigates, and enough transports. My fleet was under the command of I want to say it was Farragut, whoever it is who has the fort runner ability. I placed the fleet in P/P and evage combat for the final run through the forts and had the units distant unload directly onto NO. Once the orders were run, my fleet got absolutely ravaged. I didn't bother making a note of exactly what all was present shipwise before the forts demolished me. But I do know I lose quite a few ships and many others were severely damaged. I see now that I should've tried just running the one fort, can't remember the name, vs trying to go through both the other forts. Other than that, what did I do wrong? Or was I just the victim of poor luck that sometimes strikes in war? Against Athena, I don't think it would make much difference if I didn't run the forts at all and just unloaded next to NO in order to save my fleet. But against a human player I don't think I'd care to give them a turn's warning of what was coming. I also don't care to have my fleet shot up, so how do I play this different? Smaller fleet with a smaller initial landing force? Did I wait too long and give Athena time to really entrench her arty and give that hit increase? I want to say it was early '63 before I gathered the units as I wanted a force large enough to mimediately start spreading out once I made the initial landing.
4. I've read that busting forts is a common Union strat in order to increase blockade and also give good commanders some experience/promotions. I really didn't focus on this too much in my previous games. But I think I probably should in future games. What's a good force composition fleet and army wise for these expeditions? And who are some good candidate commanders to lead these assaults?
5. Say I land a small division and take a fort only for the enemy to immediately besiege me with a much larger force. If I had enough transport capacity for everything, including captured guns, could I load everything onto the ships and sail away despite the siege? Assume both situations with and without enemy blockade/ships to muddle things up.
6. MTSG: Common hypothetical, I'm facing a line of entrenched enemy army/corps. I want to attack territory x, the only problem is it's flanked by territories y & z who have corps of the same army as my objective terr and will likely MTSG. If I were to send a corps level attack against each of terrs y & z with the feint/probe (green) posture while also sending a force large enough to hit terr x with the sustained attack posture (orange). Would my spoiling attacks on the flanking territories delay and/or possibly stop any attempt to MTSG in support of my real attack?
7. Last one, for now at least! Could someone explain their common raiding tactics in some detail and also maybe how to stop raiding? IE, force composition, targets, timing, etc for both raiding and raid stomping. Or maybe you have a game file I could look at. This and logistics are probably the biggest obstacles I will have to overcome once I go up against human players. I've figured out what (kind of works) against Athena. But she's pretty suicidal and it's common for me to trap and kill corp/division level forces at the end, or completely out of, of her supply line. I can't really expect this against a human and so I'm not sure what the proper response to deep raids should be. Also, somewhat related, I had turned up Athena's detection value among other things to make her more challenging. I've read conflicting things on how to stop some of her suicidal behavior and one thing someone had mentioned was lowering her detection bonus and she's less likely to send stuff against Pittsburg, Great Lakes area, etc because she won't see they don't have much/any garrison to speak of and will instead concentrate on areas she can see. Anyone have luck with this option?
Sorry for the questions and the long post!