Thu Dec 31, 2015 7:09 am
I suggest playing the 1862 West Theater Campaign. It is much larger than Bull Run, occurs later in the war so all the bells and whistles are activated, and immediately puts you into Corps vs. Corps combat. It covers most of the map, is more clearcut in terms of the objectives and path to victory for the two sides, and is medium length, 26 turns IIRC. There are plenty of economic and build decisions you will need to make, and the trimmed down set of RGDs will help you get the hang of how and when to use them without as many distractions. The problem with the Grand Campaigns is that they take a while for the game to get going, so you do not learn the hard lessons you need to learn quickly enough. It can also be hard to figure out what you need to be doing on each turn because you have so many options (seemingly) open to you.
General advice:
Be very conservative in your actions. Keep marching orders to what the stack can achieve in one turn. Always keep wagons in your large stacks and operate near to depots (build them if you have to, try to use flatboats if you can). Attacking is disadvantageous; only do it when you have 2:1 odds or better or even more if they have strong entrenchments. Attempt to occupy the regions your opponent must take so that they are forced to attack.
In terms of organizing your stacks, concentrating force is the overarching principle. Use as few stacks as possible (preferably one) for any battle, and combine all loose units in that stack into divisions (artillery can be loose in a stack without danger, but cost CPs and are typically more effectively deployed either within a mixed division or combined into an artillery-only division).