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Groove74
Corporal
Posts: 54
Joined: Mon Feb 04, 2008 11:34 pm
Location: Oklahoma

Using foum Advice....

Sun Feb 10, 2008 2:32 am

Ok after about 1 week of trial and error. and Following the wonderful advice from the fourms. Here is where I am at. I start out the full game whis a succsessfull capture of Fort sumpter. After that is when things go very bad.

I then get a lot of 1 star generals and at this point I have been putting money into reinforcements thinking news generals are gonna need soldiers. Well what I end up with is alot of gens with no armys and a lack of supply. The North then rolls over me. I can't even think about taking the fight to the north because by turn 5 or 6 I have maby 2 good armys Jackson's army and my the Army of the Potomic. Which by turn 9-10 they are in the red. and from there it is all but over.

I know folks here are prob gettin' tired of my posts but I do really like the game, I just find it very addicting but way hard.

PS. pardon my bad spelling
[SIGPIC][/SIGPIC]:cwboy: One day the South will rise again!!! :cwboy:

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Coffee Sergeant
Lieutenant Colonel
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Joined: Wed Nov 21, 2007 1:31 pm
Location: Houston, TX

Sun Feb 10, 2008 4:45 am

You have done the tutorial, right? If not, do that now.

Once you've done the tutorial, here's a little walkthough that should prevent you from getting steamrolled:

Turn 1:

You don't have a whole lot to do this turn. Almost all of your units are locked, and you can't buy reinforcements yet, only replacements. But I would hold off on that, as I will explain later.

What you want to do on this turn is assault Fort Sumter with one of your brigades in Charleston, and move the rest of your force north to Virginia. Seperate out one of the infantry brigades ( I use the 3 element brigade that contains mostly militia) and move it to Fort Sumter. To separate out a unit from a stack, click and drag the unit and place it on top of another unit in the stack. This will give that unit its own stack. Move the infantry brigade to Fort Sumter by clicking and dragging it there. Be sure it is set to 'Assault' posture (Red button in the top button panel) so that it will assault the fort. Move the rest of your forces to Manassas. Be sure the 'Move by Rail' button is pressed, otherwise it will take forever for them get there (it should be around 22 days by rail, or a turn and half)

The other thing you want to do this turn is capture Norfolk, using your Sulfolk militia. Click the militia unit in Suffolk and drag it over to Norfolk.

You also have a militia unit in Winchester. As of the latest patch, moving that unit into Harpers Ferry and assaulting it immediately doesn't work like it used to. You probably do however, want to cut the rail there. So move the militia unit into Harpers Ferry, but put it on defensive stance (blue, top button panel) with default ROE (orange, bottom button panel)

Other than that, theres not much you can do. You can martial replacements, but cannot build new units yet (reinforcements) I would not use any of the draft or financials options at this time. Since alot of the options are based on your victory point total, which steadly accumulates turn-to-turn, and you can't build new units until turn 3, it doesn't make sense to use those options before turn 3.


Turn 2:

You should capture Fort Sumter on this turn. Leave the infantry brigade there for now. A garrison unit should arrive next turn.

Your Winchester militia unit should arrive in Harpers Ferry. Click on the 'Destroy Rail' button, then move them back to Winchester.

The Suffolk militia should have taken over Norfolk easy. A garrison will be arriving shortly, but I'd leave the Suffolk militia in Norfolk.

The stack you separated out from Charleston should be well on its way to Manasass. It should arrive in about 7 days, which means it will get there before the end of the next turn. This is where the Army of the Potomoac forms, so we can use those units to fill out the divisions there.

Most of your units are still locked, however there some new units on the field. You should get two 'pools" of generals in Richmond. I would seperate out one of the generals or two and move them into Manassas to meet the force you sent from Charleston. You also should get a 'Texas reaction force' due to the Union take over of Dallas. I like to use the calvary regiment I get here to take back Dallas, because it is a Union objective for a few months and holding it will hurt their Victory Point total.

You are also still unable to call reinforcements, only replacements. Since you don't want to waste replacments on remote garrisons, I would hold off on buying them for now.


TBD....

D_K
Sergeant
Posts: 79
Joined: Thu Aug 23, 2007 1:31 am

Sun Feb 10, 2008 4:49 am

i dont understand why you are having this problem????? are you creating new units in the "reinforcements drawer" under the ledger(f1) are you building replacments under the "replacements" drawer in the same ledger??? ...if you do that your units should be available in a few turns, then you can move your generals to their location, or vice-versa and form divs and corps.

actually the very first thing you should do is raise your manpower, money, and war supplies via the various sections in the ledger....it is the best way, especially for the south to get thier numbers up for the biggest army possible. when you use things like conscription, war bonds, exceptional taxes etc. they will not be available to be re-used for 6-12 months but is still the best option.

edit: as explained in the post above you may want to wait to use the ledger options, but keep in mind they will boost your war economy when they are best put to use, usually in june or december to maximize the amount you get.

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Coffee Sergeant
Lieutenant Colonel
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Joined: Wed Nov 21, 2007 1:31 pm
Location: Houston, TX

Sun Feb 10, 2008 5:29 am

Turn 3:

Ah, finally you have the semblance of an Army! Beauregard appears in Richmond, and J.Johnston int he Shenadoah. Sadly, however, there are both grossly understrength This needs to be fixed.

To fix this problem, click on the 'replacements' screen in the ledge (NOT 'Reinforcements' -those are new units). What you mostly need is 'line infantry'. A good 9 or 10 regiments worth. Technically, they are not really regiments but that is a discussion for another time. You should already have some line infantry and calvary replacements already. My game has 6 line infantry and 3 calvary replacements. The number at the top is the amount you have and the number at the bottom is the max amount you can build.

I would also buy a few light artillery(like 2 or 3), a few field artillery(2 or 3), 2 'elite' infantry, and 1 skirmisher.

As you click each replacement, you might notice that your money, conscript companies and war supplies are deducted from your balance sheet. You shoul still be 'in the black', but you are going to need alot more than what you have. Turn 3 is, I believe, the ideal turn to use the finacials and drafts options.

Click on the 'Financials' screen in the ledger. You have 3 different sets of options you can choose from: War Bonds, Printing Paper Money and Taxes. Clicking on the wording in each category will the option for each category(except for Paper Money Printing, which is only one option), and will increase amount of money you get, but there are tradeoffs. War bonds for instance, cost victory points and cause some inflation (increase in price of everything). Excessive taxes cause inflation. For now, I would go with Measured Taxes as it doesn't cost you any victory points.

Next click on the 'Drafts' screen. You have two options here: Call for Volunteers and Mobilization (conscription). You can also change options within the two categories like you can for the finaicials screen. You can do a simple Call for Volunteers which cost you nothing, or you can pay $1k or $2k per company for recruitment. Thats usually pretty prohibitive at this stage so I don't recommend it.

There is also the 'Mobilization' option. Good players(and the AI, now) will use Full Mobilization every year, usually at the first opportunity, because conscripts quickly become a bottleneck for your fighting forces. If you really want to be historical though, no mobilization until 1862 :niark:

Now click on the 'Reinforcments' screen in the ledge. You should have at least 300 conscript companies and $300k, depending on the options you decided on. Now its time to spend it and get that army mobilized.

What I would suggest here is a suggestion from T. Runyon: build in divisions. Its pretty much settled that an ideal division consist of 12 infantry brigades, 1 sharpshooter, 1 calvary and 4 artillery, for a total of 18 elements in the brigade. Its also best to recruit all the units that are going to make up a division in the same state, when possible.

You have lots of different types of infantry brigades. Some of them contain calvary, some artillery, some sharpshooters. Pay attention to the composition, and fill out the necessary requirements to build a few divisions (should be able to build a complete division, perhaps 2). I never use independent calvary regiments in divisions, but thats up to you. On artillery, you want to stick with mainly the cheaper 10 pounders, and don't build horse or siege artillery yet.

Make sure you never go 'in the red'. If you are in the red, you have spent too much money, war supplies or conscripts.

Click on the 'Support' tab. There are two important units here that can : Medical and Engineering corps. Buy a unit of each, at least. They take a while to build, so ifs its choice between them or infantry brigade, you want to build them first.

OK, that should about do it for the reinforcements. Close the ledge and go back to the map. You force from Charleston should have arrive in Manassas, and you should also have a general there or two. If you are lucky, one of them is 'active' and is allowed to form a division. You know this by scrolling over the general, it will say 'This general is able to lead units this turn'. Merge the force from Charleston with the stack with the generals. If one of your generals can form a divison, click on the form division button, and hold down CTRL to select all the units you want to put in the division, which should be all of them EXCEPT for the supply wagon(which cannot be merged into the division), and then click 'Merge'. You shoud hear a little drum snare, and all the units will be consolidated into one unit: the division. The leaders portait is still there, but in place of his name (in the lower window that shows the stack) should be either 'B. Johnsons Division"(if the general was B. Johnson, for instance) or "1st division" (or another number)

TBC.....

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soloswolf
General of the Army
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Location: Ithaca, NY

Sun Feb 10, 2008 7:04 am

Coffee Sergeant wrote:Turn 3:

What I would suggest here is a suggestion from T. Runyon: build in divisions. Its pretty much settled that an ideal division consist of 12 infantry brigades, 1 sharpshooter, 1 calvary and 4 artillery, for a total of 18 elements in the brigade. Its also best to recruit all the units that are going to make up a division in the same state, when possible.



If you have 18 elements you cannot add a general. It has to be 17 plus a general.

The above configuration is spot on though. Just set up your collective brigades to include one less infantry element.

I have always used 10 infantry, 1 sharpshooter, 2 cavalry, and four artillery in my divisions. You lose a bit of overall strength, and a bit of punch once the numbers get crunched, but I want to make sure I always have cavalry patrolling for my columns.

With regards to the same state recruiting: I whole-heartedly agree. The only area you may run into some trouble is that sharpshooters cannot be producer in all states. Just pick a nearby state and link them to the rest of the brigades when they form up. By the time your artillery units have formed they should be at your rally point already.

Aaron

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Groove74
Corporal
Posts: 54
Joined: Mon Feb 04, 2008 11:34 pm
Location: Oklahoma

Sun Feb 10, 2008 7:16 am

Wow guy's thanks for the Great Help for the first few turns. I can't thank you all emough. Well I just realized one of my major problems I am just too Wanting things to happen too quickly, I simply need to slow down. using the abouve advice I should be doing better in no time.

Much thanks everyone

PS I did the tutorial like 3 or 4 times :)
[SIGPIC][/SIGPIC]:cwboy: One day the South will rise again!!! :cwboy:

tagwyn
AGEod Guard of Honor
Posts: 1220
Joined: Tue Apr 17, 2007 4:09 pm

Sun Feb 10, 2008 7:31 am

Groove: The South has already risen again!! As a lawful and important part of the USA. And, it has no slaves!!!!! :p apy:

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