Michael Hopcroft
Sergeant
Posts: 70
Joined: Sat Sep 15, 2007 1:43 am
Location: Portland, OR USA
Contact: AOL

Opening the game

Sun Jul 03, 2011 4:03 am

Although I wish I had more short campaign scenarios available, I am wondering what I will do the next time I embark on a game. What I am wondering is how to go through the task of starting out and raising initial armies. I can be sure the AI opponent is going to mobilize efficiently and I'm not entirely clear on how mobilization works at all.

So where to begin mobilizing, especially in the West (I know the largest armies will be on the Virginia/Maryland front, but I want to get a head start on the Mississippi River and Tennessee fronts as well)?

User avatar
Durk
Posts: 2934
Joined: Thu Apr 28, 2011 4:36 am
Location: Wyoming

Sun Jul 03, 2011 5:57 am

As someone who is kind of newly figuring out this mobilization issue myself, I will give you my take. Others will provide better ideas, but some not so obvious concepts are worth thinking about.
Building industry is ok, but go very slowly, one state only at first. Building industry is not how you build and army. This is the major error made by new players. As the north, some investment in high probability state is ok. As the South, many gamers says no industrialization. I cannot help but trying to build one state, then I turn off the build.

Read through the forum for good ideas about the right balance for a division. This is your core organization. Most production should focus upon this.
Cavalry, infantry and artillery, mostly.
I think of the west of Mississippi as 5% of my force.
The west, east of the Mississippi is 55% and the East takes the rest.
You need to play with what makes it work for you.

Read the forum for advice on replacements, you need some. Reinforcement does the rest. Select a state and a type of force, watch the bottom of the window to see what the cost is and what your balance is.

North and South have different strategies, but you raise men by the draft screen. Right clicking on the offered options often allows you more choices. Full and partial mobilization cost you more in NM, but this is a game risk and choice you need to experiment with.
You need money, printing it is costly, and not always the best choice.
War supplies as the North or usually ok. As the South, you need raiders and blockade runners.

So, recruit new troops, raise money, check you have some replacements for most categories, then plan your purchase of reinforcement.

Also, look for good advice in the forum on your post and on earlier posts. Lots of wonderful advice resides on these pages.

User avatar
Ol' Choctaw
Posts: 1642
Joined: Sat Feb 19, 2011 7:13 pm

Sun Jul 03, 2011 7:15 am

For me the keys to an early victory are found West of the Mississippi. North or South the control of Missouri and the river is my first priority. You can not win there but the strategic position is very important.

Kentucky can wait for a while. Against the AI you can afford to allow it to make the first moves there.

In 1861 I usually only call for volunteers and don’t use the draft. This helps to build up your NM and VP totals which also have benefits for mobilization and the economy. Likely something you already know.

Infrastructure, to me is also well up on the list of priorities. Having to rail and river transport to move supplies and troops makes a lot of difference.

Beyond those points it depends on which side you are playing with. Then we can get into more specific areas.

Michael Hopcroft
Sergeant
Posts: 70
Joined: Sat Sep 15, 2007 1:43 am
Location: Portland, OR USA
Contact: AOL

Mon Jul 04, 2011 5:10 am

Ol' Choctaw wrote:Beyond those points it depends on which side you are playing with. Then we can get into more specific areas.


It's been a while since I started a game, but my personal preference would be for the Union. Because although winning the war is not always the same thing as winning the game it makes a good substitute. :)

Now unlike the commanders of the time I have the benefit of historical hindsight. I know the North has all the cards; better industry, larger population, better transport, a functioning navy, and above all more time. Once the war gets to one of attrition then in theory the South is doomed.

My grand strategic plan in all likelihood would be an Eastern campaign designed mainly to establish a credible threat to Richmond and this keep Lee occupied defending the approaches to the Rebel capital. Meanwhile I would bludgeon the Confederates along the Mississippi and then go east in overwhelming force after the South has been bled white. Essentially follow the historical path to victory, although if I can take Richmond and force a quick surrender so much the better.

User avatar
Longshanks
AGEod Grognard
Posts: 842
Joined: Wed Apr 13, 2011 11:48 pm
Location: Fairfax Virginia

Mon Jul 04, 2011 1:32 pm

Michael Hopcroft wrote:My grand strategic plan in all likelihood would be an Eastern campaign designed mainly to establish a credible threat to Richmond and this keep Lee occupied defending the approaches to the Rebel capital. Meanwhile I would bludgeon the Confederates along the Mississippi and then go east in overwhelming force after the South has been bled white. Essentially follow the historical path to victory, although if I can take Richmond and force a quick surrender so much the better.


Nice, but things that work well against the AI, don't often work well against a human player. For example, against the AI as the rebs, you can sometimes take DC before the end of 1861 (the AI can be a bit aggressive and careless). Same for the Union vs Richmond, providing you don't mind seeing Johnston move rapidly toward New York City (where he'll most likely starve BTW).

In an even game, the Union player struggles with poor generals, a hostile press, and keeping his units alive in the face of a poor National Morale. However, he does have 95% naval superiority and usually a few more units than the South, providing he hasn't lost them in combats.

As the Union, it's fun to try different strategies, and there are indeed a boatload (get it?) to choose from. Have fun!

User avatar
GraniteStater
AGEod Guard of Honor
Posts: 1778
Joined: Thu Oct 09, 2008 5:16 am
Location: Annapolis, MD - What?

Mon Jul 04, 2011 5:17 pm

Longshanks wrote:Nice,...

As the Union, it's fun to try different strategies, and there are indeed a boatload (get it?) to choose from. Have fun!


Ah, that strategy is all wet.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster

[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898

RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.


Image

User avatar
Ol' Choctaw
Posts: 1642
Joined: Sat Feb 19, 2011 7:13 pm

Mon Jul 04, 2011 7:05 pm

The Union's opening moves in the west against the AI is pretty much a cake walk. I will talk about just the west as you seem to know what you want in the east.

Focus on Missouri. Build the militia and a couple of good units in Illinois. The Kansas units can also be an asset you want as soon as you can. It doesn’t make much difference if you start in Jefferson City or Rolla or have the strength to do both at once. Just take them as soon as you have troops. Take Charleston MO next from across the river and before there are forces there.

You can also start moving some of the CA units to the southwest. Holding that box is a great protection but getting there is slow.

Consolidate your forces and have Lyons move on Springfield, and bring supplies. If all goes well you will beat Price there and likely force him all the way back to Littlerock. Once you have Ft. Smith you can slow down.

If you can spare the money and manpower build militia in IL and a few in Ohio for garrison duty later on. Don’t forget river boats too. They will stop the raiders from getting north of the Ohio when KY breaks loose.

In Texas you will be able to get Dallas with out too much trouble. Just make sure you hold on to it and build a depot there. The quickest way is with an Iowa supply moving into the south west box and on into Texas. Building Kansas Forces and moving them down to the IT will secure your flank.

Give thought to building a few extra cavalry from Illinois or Iowa to stop the Indian raids before they start. The cavalry from those two states takes a turn longer to complete but it is in the area you need it already.

Of course while you are doing all of that you have to think about what you are going to do in KY. If you build up forces in Indiana and Ohio you can take the whole state in one blitz if you move in first. Also you should have a decent sized force near Cairo, IL. Your free units will still mostly be locked though so you will have to build and position your forces to be ready.

If you wait to get the loyalty bonus you will have to wait the three turns to avoid the cohesion penalty. This risks losing Paducah and Louisville but vs. the AI that is a small one.

Make use of the rivers to reach all of the targets, especially if the weather is bad.

I am sure others will have much to add but this should set you up to win early.

User avatar
Chaplain Lovejoy
Brigadier General
Posts: 440
Joined: Sun Mar 30, 2008 12:20 am
Location: Fairfield, OH (near Cincinnati)

Mon Jul 04, 2011 9:31 pm

Ref: mobilization strategy. Be sure to keep an eye on the level of mobilization your opponent is using. If your opponent is going Full Mobilization while you're sticking with Volunteers, you may be in for a nasty surprise.

Return to “AGEod's American Civil War”

Who is online

Users browsing this forum: No registered users and 22 guests