veji1 wrote:I must say I really like your move around New Orleans QBall, and it had a great sort of historical feeling to it (ie manouver etc...). I suppose if the CSA player wants to prevent the Union from sailing straight up the Mississippi, he could do it with well entrenched guns set to bombard ?
Thanks, and maybe this now does belong here in terms of what the CSA should do in this region defensively?
First, I think building a fort in New Orleans is a must-do. You can probably wait until Jan '62 and use a Redoubt card, but I wouldn't wait past that. I think it's also a good idea to put an extra brigade in one of the down-river forts, like Ft. St. Phillip; this will force the Union to use a large force to take it.
Second, it might be a good idea to put a brigade, plus a 20-lb artillery unit, in Plaquemine sometime in 1862, and have them dig-in.
I think there has to be HR in every game that prevents the Union from making amphib landings in a spot by running past forts. Maybe the rule should be that you must be able to trace "normal" supply there, in order to land there. That would allow landings in places like Jacksonville or ports that don't have forts protecting them. Otherwise, you have to clear the forts in order to land. This would prevent what you can do in-game pretty easily: Run the forts, and land on a spot that you know will have enough local supplies to sustain the troops anyway.
Such a HR would NOT have prevented the landing I made, since I had a supply trace through Berwick, etc, on top of the fact that the Head of the Passes was cleared. But it would have force me to clear all the forts at Charleston first, which I am in the process of doing right now.
Another problem is that shore-based batteries are really vulnerable to bombardment by armored ships. If you run past a 20-lb battery with Ironclads, the 20-lb'ers will take damage, and the Ironclads won't. That's a problem, IMO, and another reason HR need to limit the ability of the Union to move around past batteries. Otherwise, shore-based batteries are close to useless. Again, Ironclads IRL DID go past shore batteries without damage, so that part is OK; what is needed is a restriction on what the Union can do with that. What you shouldn't be able to do is run transports past those batteries, but you can in game.