Garuda
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Posts: 37
Joined: Wed Mar 14, 2007 1:58 pm

Leaving Richmond

Thu Mar 25, 2010 10:07 am

Well I have re-started three times in the grand campaign as the CSA hoping to improve my performance each time.

Its roughly turn 20 and once again I'm about to lose Richmond to the Union (AI). I thought I'd set up my defence of Virginia better this time but once again, as soon as the Union makes aggressive moves my defence collapses.

I find that in other areas where the troop numbers entering combat are lower, that my dug in defenders hold out very well and inflict a fair number of causualties on the Union attackers. But when the numbers are cranked up and the AI brings armies of 20,000+ against my defenders of half that number the casualties swing the other way. It is my poor Confederates who take massive casualties despite being dug in at level 4 (the highest I can get at the moment) - as the attacker the Union suffers very few in comparison.

The Union has ammassed huge armies, some are 1,000 strength points plus and I can't compete with this. I have money, I have conscripts but I can't turn them into fighting untis without war supplies of which I have woefully little.

Here's my question: Is it a sound strategy as the CSA to move my capital to New Orleans and draw back to Louisiana to continue the fight? Or when Richmond is lost, is it inevitable that I'll have to raise the white flag and start a new game to try again?

blackbird
Sergeant
Posts: 94
Joined: Sun Jan 03, 2010 11:36 pm

Thu Mar 25, 2010 12:23 pm

I have run into the same issues and restarted a bunch of times. In fact, you've made it farther than I did in my beginning/practice/learning games.(I am up to turn 27 now)
But, here is what I learned about war supplies(WS) and resources in general for the CSA for what it is worth. You do not have enough to do everything that you want. It sounds to me as if you blew too much on industrialization investment(or transportation or heavy units like warships?) in your early turns and do not have sufficient resources remaining to defend your capital. IMHO, you have likely lost and moving your capital will just prolong the agony. It costs money and morale, solving the immediate problem of losing the capital, but further exacerbating your problems in the long term. Do what you like about moving the capital, but:
-I would reevaluate my resource allocation for future games and place more emphasis on troops(I like lots of cheap troops and 'force multipliers' like sharpshooters). Militia and 6lb canon are not a big strain on WS.
-Second, I would try to figure out why your troops are getting crushed. If you give more details and maybe a screenshot or two(especially the battle report screen), the forum people will tell you what happened, why, and a good strategy to counter it. Good luck and have fun at it :thumbsup:

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Mickey3D
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Location: Lausanne, Switzerland

Thu Mar 25, 2010 1:21 pm

Troop number is not all, check what is the command penalty of your troops. In other words, are your forces formed in division (available after 1861/10/01) and corps (available after 1862/03/01) ?

Add a sharpshooter in your divisions and don't forget artillery. There was a huge debate on how much you should put in a division but, personnally, I try not go under 4 per division if possible.

If corps are already available, are you taking advantage of the March to the Sound of Gun rule that allow neighbor corps to support each other ?

Are your forces in defence stance ? If put in attack mode they won't get any benefit from terrain or fortification.

Check the exhaustion of your troops : a unit with bad cohesion will be more prone to leave the battle.

Regarding War Supplies, you have to make choices when playing CSA : forget about building a huge fleet or industrializing your states quickly. In the first turns I would concentrate on buying troops (reinforcement and replacement), a few blockade runners, perhaps one or two ironclads and improving a little bit the railroad network.

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Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Thu Mar 25, 2010 5:31 pm

1,000 power corps are not that hard to achieve. A good division (at full strength/cohesion) will have 400-600 power. Therefore 2 divisions in a Corps will be 800-1200. The Corps need to be in a region next to each other for MTSG. I am playing a full campaign PBEM as the CSA at the moment, and it is May 1862. I have 3 Corps and the Army of the Potomoc dug in around Richmond. 1 corps is at 400 power, but the other 2 and the army are at 1200+ power. I also have the Army of the Tennessee (at 1 corps + army) at around 800 and 1000 points (I'll say no more so as to not give away my plans/troop distributions to the enemy). So it is possible as the CSA to gather larger units to defend key locations.

As Blackbird states, if you want more help, you will need to post shots/saved games for some troubleshooting by others on the threads.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

RTiger
Civilian
Posts: 3
Joined: Tue Feb 23, 2010 10:11 pm

Mon Mar 29, 2010 3:27 am

Here are some hints to defending (patch 1.15):
During the early turns, build mostly ground combat and support units as CSA, with a minimum of rail and water transport. Industrializing early is a waste if a player is losing ground quickly. Conserve your troops--don't make rash offensive movements, give orders to retreat if engaged if you must. Concede the Shenandoah Valley (where Johnston and Jackson start) if defending it means Richmond becomes seriously threatened. Replacements can become a total drain of the conscript pool, so don't let troops get cut up piece meal, concentrate them in a few key locations, if they are being frittered away.

If all else seems to fail, move in some heavy artillery to defend Richmond. Use the 42 combat value Siege gun captured from Norfolk, and one or more of the 31 combat value VA Columbiad artillery units built as early as possible, into the capital. Add General Huger as a subordinate general for his artillery bonus. Add a decent number of line infantry units, a sharpshooter, and a defensive general to lead, and it'll typically take more than a single 1000 strength Union stack to clean that out. Most of the inexperienced Union troops will turn tail and run if there is enough heavy artillery in the mix.

If the CSA player is struggling, focus on defense, conserving troops even at the expense of a few cities, and spend resources building troops as opposed to industry, transport, or navy.

Garuda
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Posts: 37
Joined: Wed Mar 14, 2007 1:58 pm

Mon Mar 29, 2010 9:42 am

Well, what a difference a few turns can make and what a difference finally discovering how divisions work can make.

In my defence of Virginia, my left flank collapsed and I’ve been ousted from the Shenandoah Valley since turn 20 (its now roughly turn 55). Fort Monroe continues to threaten my right flank but my defence of Richmond and Manassas held firm.

Finally figuring out how to form effective divisions has made a massive difference to my game and I’m getting better organised now.

Also, after lots of industry building I now have a plentiful income of war supplies. It seems the answer was to build, build, build with the industry button.


I have more questions for you:

1. I have several officers who are now promotable but the tool tip tells me that Braxton Bragg is expecting promotion first as the more senior officer. Promoting an officer ahead of Bragg is going to cost me nearly 70VP. Firstly, is there any other way to find an office without cycling through every stack? Secondly, I found Bragg but he is not promotable. Does this mean that I’m going to have to take a 70VP penalty for each officer I promote ahead of him or will Bragg become promotable soon as at least half a dozen less senior officers are already waiting for their promotions.

2. Industry. I finally noticed that city icons show where your industries are and the number of chimneys show the level of industry too. With this in mind I can now target my enemy's industries. If I capture an enemy town where industry is present, do I now benefit from income from that town’s industrial production? If so, does ‘line of supply’ come into effect, i.e if raiders capture a town with industry do I get an income from it even if it is behind enemy lines?

3. Supply Pushes. The blackboard with the 1/3, 2/3 and 3/3 checks on it has not registered above 0/3 since the first few turns of the game. How do I rectify this? Do I need to pay attention to this?

4. River Boats. I notice how river boats (including ironclads) suffer dreadfully for hits (physical damage) and cohesion just from sailing up river (even in good weather). Within just a few short turns they need to go back to harbour and spend just as many turns recovering. Is there something I’m missing here?

5. I agreed to a prisoner exchange but got no information back on what I gained from this. Can somebody explain what happens with an agreed prisoner exchange and is the exchange equal i.e one man for one man?

A triumphant note:
Ulysses Grant defeated my army at Vincennes and the very next turn he popped up in Nashville like he and his 15,000 troops just teleported there. I imagine he must have used river boats but in doing so would have to sail past my towns and forts and not one of them witnessed any movement! Is it really possible for 15,000 troops to sail in stealth mode like that? Anyhow, it turned out to be Grant's undoing. I had to halt my advances and call back a full corps form the front line. I soon had Grant cut off and when the action began I annihilated the whole 15,000 stack to the last man in just two turns (took 7,000 prisoners). Every Union officer, including Grant himself died in Nashville. In return I took relatively few casualties – with a total of ten combat reports triggered in just two rounds I’m guessing Grant ran out of ammo/supplies which will explain my lack of casualties in the latter combats?

RTiger
Civilian
Posts: 3
Joined: Tue Feb 23, 2010 10:11 pm

Wed Mar 31, 2010 3:18 pm

1. Yes, there is a penalty, though after each promotion Bragg will lose some points, so the penalty becomes less.

2. Yes, you get supplies including war supplies for cities held, including enemy cities. Losing Winchester, VA in the Shenandoah valley means a significant drop in war supplies. Capture a big city such as Baltimore and you'll see a significant jump in supplies generated. I found that industrializing early wasn't worth it. Better to build brigs to run the blockade because the boats can't be captured, and industrialized cities can. When you get better at the game, holding more cities can often be a better solution than either blockade runners or industry (at least vs. the computer).

Again, for novice CSA players, I suggest focusing on building combat and support troops, vs. transport, industry, or navy. Hospitals and Signal Corps can make a significant difference for some combat stacks. Holding more cities can solve many issues, such as War Supplies, conscript pool, money. Having more troops can be the best all around way. Industrializing while losing ground means you just built factories for the enemy.

3. Supply can become an issue especially when the starting group of supply wagons run dry. Some transport building is advisable (Economics screen panel, but one per turn of each is plenty and not every turn). Many players will build a depot or more than one to help spread the supply. Charlottsville, Marion, are two popular VA cities for depots. I didn't pay any attention to supply until maybe my eight to tenth game start, because there is so much else to learn first.

4. Your boats are likely facing enemy fire from enemy boats or artillery. They will lose cohesion, but they won't take hits from sailing. If you end each turn in a harbor and they will recover cohesion each turn.

5. I don't know about the prisoner exchange. However, so early in the war, there aren't that many.

* As for teleporting Union troops, they do seem to move around far faster than CSA troops. They don't miss clicks on the mouse like a human might for complicated river boat moves. The Union also has a far better rail network than CSA. Grant may have survived and come back later even if his stack of troops is gone.

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Wed Mar 31, 2010 5:45 pm

Garuda wrote:Well, what a difference a few turns can make and what a difference finally discovering how divisions work can make.

In my defence of Virginia, my left flank collapsed and I’ve been ousted from the Shenandoah Valley since turn 20 (its now roughly turn 55). Fort Monroe continues to threaten my right flank but my defence of Richmond and Manassas held firm.

Finally figuring out how to form effective divisions has made a massive difference to my game and I’m getting better organised now.

Also, after lots of industry building I now have a plentiful income of war supplies. It seems the answer was to build, build, build with the industry button.


I have more questions for you:

1. I have several officers who are now promotable but the tool tip tells me that Braxton Bragg is expecting promotion first as the more senior officer. Promoting an officer ahead of Bragg is going to cost me nearly 70VP. Firstly, is there any other way to find an office without cycling through every stack? Secondly, I found Bragg but he is not promotable. Does this mean that I’m going to have to take a 70VP penalty for each officer I promote ahead of him or will Bragg become promotable soon as at least half a dozen less senior officers are already waiting for their promotions.

2. Industry. I finally noticed that city icons show where your industries are and the number of chimneys show the level of industry too. With this in mind I can now target my enemy's industries. If I capture an enemy town where industry is present, do I now benefit from income from that town’s industrial production? If so, does ‘line of supply’ come into effect, i.e if raiders capture a town with industry do I get an income from it even if it is behind enemy lines?

3. Supply Pushes. The blackboard with the 1/3, 2/3 and 3/3 checks on it has not registered above 0/3 since the first few turns of the game. How do I rectify this? Do I need to pay attention to this?

4. River Boats. I notice how river boats (including ironclads) suffer dreadfully for hits (physical damage) and cohesion just from sailing up river (even in good weather). Within just a few short turns they need to go back to harbour and spend just as many turns recovering. Is there something I’m missing here?

5. I agreed to a prisoner exchange but got no information back on what I gained from this. Can somebody explain what happens with an agreed prisoner exchange and is the exchange equal i.e one man for one man?

A triumphant note:
Ulysses Grant defeated my army at Vincennes and the very next turn he popped up in Nashville like he and his 15,000 troops just teleported there. I imagine he must have used river boats but in doing so would have to sail past my towns and forts and not one of them witnessed any movement! Is it really possible for 15,000 troops to sail in stealth mode like that? Anyhow, it turned out to be Grant's undoing. I had to halt my advances and call back a full corps form the front line. I soon had Grant cut off and when the action began I annihilated the whole 15,000 stack to the last man in just two turns (took 7,000 prisoners). Every Union officer, including Grant himself died in Nashville. In return I took relatively few casualties – with a total of ten combat reports triggered in just two rounds I’m guessing Grant ran out of ammo/supplies which will explain my lack of casualties in the latter combats?


1. Bragg has the highest seniority. You can promote after gaining seniority (you don't have to have hte highest seniority). To find him easier, use the F1 button. This calls up the units ledget. Then click on the bottom button on the left side. Then click on the generals button. Sort and find Bragg.

2. Sort of. Production is dependant on 3 things (NM, loyalty, and MC{military control}). So if you capture an enemy city, and have low loyalty/MC, you won't get much out of it. May I recommend the link below for a primer on this aspect. http://www.ageod-forum.com/showthread.php?t=13811&highlight=intellitips

3. You need to purchase railroad/river transport units. The cost $10/10WS for 10 RR, and $10/5WS for 5 river. They are found on the F6 screen.

4. Attack mode. You suffer cohesion loss for travel on the river in attack posture/assault posture. You can also suffer hits/cohesion loss during winter storms.

5. Both sides must agree to the prisoner exchange. See the link http://www.ageod-forum.com/showthread.php?t=15452&highlight=exchange

6. You detection values may not have been enough to see Grant on his river move. See the intellitips link in section 2 above. So he "disappeared" and you did not see his move. 10 battles over 2 turns would have depleted his ammo badly. BTW, are you sure he's dead? He may have been "wounded", and is recovering in some northern town.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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