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Spharv2
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Beta PBEM AAR - 1861

Mon Feb 26, 2007 10:52 pm

Okay, I promised a campaign AAR, and with the help of Marecone, I'll begin posting our PBEM AAR. I take a lot of screenshots, especially on turn one. I'm running the game in 1680x1050 widescreen, so images may appear a bit squashed if they rescale. The UI is completely scalable, and with this AAR, you'll see pretty much the two extremes, I'm running at a nice high res, while Marecone runs in 1024x768. You will get the same information, but I can get quite a bit more of it at first glance. It's a very well done system. Also note, this PBEM will probably only last a dozen turns or so most likely. It's just to give everyone an impression of what they've got in here so far. So, no, we're not going to play out the whole thing. Even if we don't manage to break something, (And we did already, but Pocus was able to resolve the issue) there's still too much testing to be done to put too much time into this.

Turn 1:
Eastern Theatre -

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As you can see, I have the advantage of numbers in the East, but not by much. There are undoubtedly rebel forces in the Valley that cannot be seen. Plus, the reorganization of the Army of the Potomac (AoP) has not been achieved yet, and the division is still the base unit of the army. This will need to change in time, but isn't quite as much of a big deal at the moment as the total manpower is still fairly small.

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Further South, we can see Nathanial Banks and Benjamin Butler. Banks is in a safe position for now at Fortress Monroe, but Butler has advanced out of Norfolk and is in danger of being cut off from his base, so my first move will be to pull him back to Norfolk. As you can see by this shot, his army is also not organized yet, so I plan to combine the 1st, 2nd, artillery, and Division HQ by selecting those [Ctrl - left click], then pressing the button my mouse pointer is hovering over. You can't see the pointer, but it's the only button active, and you should be able to read the tooltip that is showing. That results in this:

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This gives you a much easier to control force, and provides command benefits. I could also have included Butler in the grouping, but I have plans for him later, and don't want him included at the moment. Easier to leave him out now that to disassemble the Division later and then reform it. On the right side you can also see the individual Regiments that make up this division. Now let's move on to other forces and moves to be made in the East.

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Here you can see that the Union is in control of two forts on the North Carolina coast, Clark and Morgan. Both are garrisoned by a single regiment plus artillery and a shore battery. These units are also locked, so nothing could be done with these even if I wanted to risk them.

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Here are two more coastal sites I control, Ft. Marion just north of St. Augustine, and Ft. Pulaski in Georgia. In Florida, three other coastal forts are under my control; Fts. Jefferson and Zachary in the Keys, and Ft. Pickens in the panhandle just south of Pensacola. All of these sites contain the same type of garrison as those above.

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Now let's move back to the important part of the theatre, in Northern and Western Virginia. Here we see George B. McClellan, fresh off him kicking Bobbie Lee out of West Virginia and as the current Ranking 3 star general in the army. In this, you can see his card open with his attributes listed (All generals have not yet been updated according to the discussions in the forums, so these may or may not be correct). From left to right, McClellan has: Slow Mover (10% slower movement), Training Officer (Allows training of some conscript units up to regular status each turn), Charismatic (+5 maximum cohesion and a 25% increase in fatigue recovery), and Militiaman (Increase of discipline by 1 and adds a cohesion bonus of 10% to any militia in his stack). He will be moving East to take charge of the AoP, I will be moving him and his command by rail to Washington to take charge. He should arrive there by mid month if all goes well.

The force to the East of McClellan is Robert Patterson and his Army of Northeastern Virginia. He currently leads two divisions, one of which is locked in place, I could split his forces up, but I would prefer to keep them together, so I will wait until the entire force can move. As you can see by the yellow flag at Harpers Ferry, it is garrisoned, but this unit is also locked in place, and is there only for defense.

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Now we come to the main force in the East. The AoP (Not actually named that yet, you can see it's just "Union Army") Is sitting in Alexandria, while McDowell is in Washington trying to avoid moving and eating watermelon (The man loved his watermelon). I order McDowell to join his forces in Alexandria and prepare to move the army South. I've had quite enough of Horace Greeley and the newspapers with their, "On to Richmond" nonsense.

Remaining in Washington Is General Winfield Scott, only the second 4 star general in American history, of course, Scott's life spans nearly all of that history. He may not be able to ride a horse anymore, but he has sufficient force to repel any attackers that get too bold while McDowell moves the main army.

Western Theatre -

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This is most of the western theatre with the State borders overlay turned on so you can see that. There is no formal army command out here yet, but that doesn't matter much as all of the forces are currently locked in position anyway.

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This is the far west, Missouri, Kansas Territory, a bit of Indian Territory, and the off map box (OMB) for California. You can see General Lyon with his force in SW Missouri facing off against Sterling Price in NW Arkansas. Okay, that's the basic setup for the North in '61, now let's look at the other options.

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This is the reinforcements page, where you will "Purchase" full unit reinforcements. As you can see they're colored by state or entry point, and at the bottom you get a listing of exactly what is contained in each unit. In this case, a Maryland Brigade will come with two regular infantry regiments and cost the money and supplies shown in the bottom panel. This turn I purchased an infantry brigade in KS, two in MO, one in IL, one in IN, one in PA, and one in NY. Along the top, you can see other tabs. Those are to purchase individual regiments of (From left to right) Irregular units (In my case sharpshooters), Militia (I purchased 2 units this turn), Cavalry (I purchased 3 units), Artillery (I purchased one unit of horse artillery to go with the cavalry), Support units (Supply wagons, medical units, engineers, army and division HQs, etc.), and Naval Forces.

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This is the replacements screen. The way the game is set up to mimic historical unit structure, the Union gets a penalty on replacements since they generally went the route of raising entire new units rather than reinforcing the ones in the field, so I won't spend nearly as much here, but I do purchase (You can see this by the envelopes in the cubbyholes) two line infantry, one militia, two light artillery, and two field artillery. These will be funnelled into units as losses occur.

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The Drafts screen. As it is early in the war, I can get by with just calling for volunteers, which costs nothing and will bring in a good number of conscript points, which are used for unit purchases and such. Later in the war, the call for volunteers will bring in fewer and fewer men, and stricter measures will be called for.

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This is your Financials screen. This gives you your balance spent, incoming cash, and projected balance for the following turn in addition to the inflation rate you are currently at. This being the first turn, I started with a pretty good stock of money, but will be spending a lot of it to prepare for the war, so you can see my outgoing is far in advance of my incoming. All in all I'm still above water though, so I just issue some war bonds as it's the least damaging of the options available.

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The Economics screen. Here you can increase your industrialization state by state based on their individual ratings, plus expand your rail and steamship carrier capacity. I chose to attempt to upgrade NY's industry by one level, expanded buildings are the sign of higher levels.

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The Loyalties screen, here you can set the level of force to apply to keep wayward states in line. Just to show the different levels, I changed Indiana to "Suspend Habeas Corpus", and Ohio to apply Marshal Law. Obviously, you shouldn't be doing this to your base territories unless things are going very badly, so I won't be leaving them like this. :)

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The final screen for now is the Politics screen, seen here. Currently my only options are "Move Capitol" (A desperate move, and not advised), and "Total Blockade" which I will hold off on for now. I don't want to risk pushing the European countries closer to intervention until I'm able to defend myself from those yahoos to the South at least. :) These options will increase over time if the proper conditions are met. once we actually fight a battle, if prisoners are taken, there will be an exchange prisoners option, and also a process for emancipation. But, certain conditions must be met, such as the Union must wait until late '62 and have good morale.

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jimkehn
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Mon Feb 26, 2007 11:35 pm

Nice!

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runyan99
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Tue Feb 27, 2007 4:34 am

Henry and Donelson are one fort? I guess that makes sense.

Very informative AAR.

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Spharv2
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Tue Feb 27, 2007 5:07 am

runyan99 wrote:Henry and Donelson are one fort? I guess that makes sense.

Very informative AAR.


Well, we've currently got Henry and Donelson, and then another Ft. Henry. Not sure if they're going to be two or one in the final version yet.

Marecone is on a business trip at the moment, but should be back soon to post his side of turn 1.

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runyan99
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Tue Feb 27, 2007 10:40 pm

Since the two were only seperated by a few miles between the two rivers, the loss of Henry more or less doomed Donelson to reduction by ground attack. It probably makes more sense for them to be represented as one fort, not two.

Chris0827
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Tue Feb 27, 2007 11:02 pm

Fort Henry wasn't much of a Fort. It was partly underwater when the attack came and the confederates evacuated all but a small force manning the guns.
It should probably be represented by an entrenched force rather than a true fort.

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PhilThib
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Tue Feb 27, 2007 11:14 pm

The region is rather vast and the structure here represents both forts (and mostly Fort Donelson which was much stronger indeed :cwboy: )

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runyan99
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Wed Feb 28, 2007 12:39 am

Chris0827 wrote:Fort Henry wasn't much of a Fort. It was partly underwater when the attack came and the confederates evacuated all but a small force manning the guns.
It should probably be represented by an entrenched force rather than a true fort.


One of the things I'd like to see in the game is a full strength Fort Henry. To balance the game a little for the Confederates, why not assume that they built Henry on decent ground? Or at least one full strength fort representing both Henry and Donelson.

If both sides are forced to make all of the same mistakes in the game as they did in history, all you are doing is reenacting the civil war. There is little point in that. Some variables need to be different for the game.

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Spharv2
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Wed Feb 28, 2007 12:43 am

runyan99 wrote:One of the things I'd like to see in the game is a full strength Fort Henry. To balance the game a little for the Confederates, why not assume that they built Henry on decent ground? Or at least one full strength fort representing both Henry and Donelson.

If both sides are forced to make all of the same mistakes in the game as they did in history, all you are doing is reenacting the civil war. There is little point in that. Some variables need to be different for the game.


Well, the nice thing is that if you get there fairly quickly, you can build a fort of your own in the area, so you can simulate both. And BTW, the fort that is there is full strength, Ft. Donellson had a fairly sizable (for the year) defensive work built up.

Chris0827
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Wed Feb 28, 2007 12:43 am

A better fort Henry could've gotten more confederates captured. They liked to build extensive fortification requiring large forces to defend instead of small strong positions that left most of the army free to maneuver. They made the same mistake on a larger scale at Vicksburg.

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Spharv2
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Wed Feb 28, 2007 12:44 am

Turn 2 -

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Here we see the units that were raised for my army this turn. Units will be raised in the larger cities of the state, in the case of the New England states, in the New England OMB. It can take a couple of turns for the training to be done on these units, so I'll need to work my way through the list of events to see if any are ready to go.

Eastern Theatre -

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Well, the Rebels were on the march, and you can see Jackson with his forces in the Valley have occupied Winchester. I don't have much in the way to stop him, and Patterson's 1st division is still not active, so I may just have to move him with the 2nd and hope he doesn't get overwhelmed. I don't want to risk losing Harper's Ferry this quickly. McDowell moved up, but is still not activated this turn (See the Brown envelope next to him, which turns white when he's activated, so he still cannot move in an offensive posture. McClellan is still moving up, apparently his train was a bit slow last turn, so I won't have him up for another turn yet. All in all, there's not much to do aside from trying to move Patterson over to Harper's Ferry in an attempt to impede Jackson. Harpers Ferry is important (As in history) because it has an arsenal and weapons manufacturing. Thins can be seen on the city icon by the chimney, which is a bit hard to see with these compressed images. You can also mouse over the town and the stats will show up on the chalkboard.

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I do this by using the "Synch Move" Command shown in this shot, the double arrows at the bottom. of the orders panel. This tells the leader and all subordinate forces to move in a unit towards the destination. Patterson is also inactive, so I can't change his disposition to offensive, but he's just a blocking force, so he should be fine. Hopefully, according to the map plotting, Patterson should arrive with the 2nd Division in Harper's Ferry in 25 days. Whoops, this was my mistake, only armies and corps use the "Synch move" command, so I screwed this up and will have to fix it next turn. still, it's such a nice description I needed to leave it in here :p leure:

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Further South, Butler failed to move at all, so I will let him continue to attempt to motivate himself to get back to safety. Luckily, the CS forces that were south of him appear to have headed toward Petersburg instead of attempting to cut him off, so he should still make it back.

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Here are a couple of the cavalry units that were raised this turn. You can see by the red band on their pictures that they are still not sufficiently trained, so they have to remain in place for now. Also note the icons to the right side of the units which represent unit cohesion and strength without going into each unit card. As you can see, these units are lacking in both. That's about it for the Eastern areas.

Western Theatre -

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In the West, the CSA is not burdened with so many units being locked down and they're taking advantage of that fact. AS Johnston is advancing with a very powerful force into Central Kentucky, while Cavalry units are raiding into Western Kentucky and across the river into Missouri.

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One of my new units was raised and finished training in Kentucky, so Louisville added to it's defenses. This was a militia unit, which is why it's ready already when other units aren't. In general, and logically, the better the unit you want to raise, the longer it will take, from militia taking one turn to ships which can take multiple turns to construct. It is currently in a passive posture (indicated by the () in a green field) but I will change them to defensive and have them entrench.

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Lyon's Command in SW Missouri is now active, and as you can see here, he's got Indians under Stand Waite running around behind his lines and another force advancing on him from Arkansas. For the time being, I'm going to have him stand pat. He's entrenched and should be able to hold his ground, while some new units were raised in St. Louis this turn. They aren't fully trained yet, but when they are, they can come south to deal with the Indians.

I did raise an army HQ, Division HQ, and medical unit for use in the Western areas, but will have to transport them over when they are done training in New York.

As for the economic and political venues, I go much easier on the economy this turn. I continue to slowly build up my replacement pool in anticipation of offensive battles to come. I also make an industrial investment in Illinois, to balance the supply situation a bit, and invest in improving my rail and steamship reserves.

That's about it, Playing as the Union in '61 can be a slow and frustrating process, as it takes a while to get your leadership in place and troops activated. Add in the slow and unwilling to attack generals who compromise the leadership you do have, and sometimes it looks like you're going to lose before you even get going.

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runyan99
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Wed Feb 28, 2007 2:57 am

Chris0827 wrote:A better fort Henry could've gotten more confederates captured. They liked to build extensive fortification requiring large forces to defend instead of small strong positions that left most of the army free to maneuver. They made the same mistake on a larger scale at Vicksburg.


In my opinion they needed to attempt to hold forts with small forces, and then use those forts as locations to counterattack besieging Union armies with mobile reserve forces.

Instead, it seems they just let the large forts get reduced to no benefit.

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LMUBill
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Wed Feb 28, 2007 4:44 am

Is there a way to view the images at fulll size? When I click on them I can't make out any detail and the page says to click on the image to make it full sized. When I click on the image instead of the full size image I get taken to an imageshack login/add photo screen instead of the image.

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Spharv2
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Wed Feb 28, 2007 1:58 pm

Hmm...Works for me, but maybe that's because I have an account and am logged in, not sure. I'll look for some other hosting sites, but for now, if there's anything you want to see, I can always send you the original screenshots since I keep them on my computer.

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Spharv2
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Wed Feb 28, 2007 2:02 pm

Might be a small break after this turn as we just got a new version, and need to see if there are any big problems with it before continuing on.

Turn 3 -

Eastern Theatre:

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In the East, my mistake with the divisions movement might cost me. Jackson advances to Harpers Ferry and puts it under siege. I immediately use rail move to hurry the 2nd Division over to reinforce them. The garrison just needs to hold out for a few days and they'll be reinforced. McDowell has still not activated this turn, and McClellan has arrived in Washington, so next turn, he will take over command from McDowell.

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To prepare for this change of command, I begin the reorganization of the AoP. I have combined the 5 original divisions into two larger units, which will be reformed as corps next turn. They will be under the command of Gens. Heintzleman and McDowell respectively, while McClellan takes over the top spot as army commander. This will reduce the current command penalties I am suffering under.

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Benjamin Butler finally decided to stir himself this turn, and has begun moving back toward Norfolk. I would like to keep control of both Norfolk and Ft. Monroe for future possible actions and to split the defenders as much as possible. Defense is king in the ACW, so reducing the number of defenders you're facing can be a huge issue. A regiment of Confederate cavalry has moved around him and taken Norfolk, but even Butler, political general that he is, should be able to brush those aside and retake the base.

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The training of my first cavalry unit is finished in NY. I move them down toward Philadelphia to join with the two other units that are forming up there. They should be ready to go next turn, and the units together, plus the horse artillery I have being constructed should provide the army with good additional scouting uick strike abilities. While not up to par with the Confederate cavalry yet, they will still prove useful.

Western Theatre:

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We have our first battle of the war thus far, as John Wharton leads a cavalry raid on St. Louis. Casualties were light with just 51 Union and 43 Confederates killed or wounded. This has one unfortunate side effect for the CS, in that since they were attacked, Fremont's command is now unlocked and ready to move. It would have happened eventually, this just expedited the process. Joining Fremont are two brigades of new troops that finished training this turn. Also done training are units in Kansas, Illinois, and Indiana. These will be moved forward as I begin to build my strength to defend against the Confederates pushing North, which you can see in this shot.

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I turned on the supply map to show you just how far ahead of their supply lines the Rebels have gotten. That's fine, so long as they don't face opposition. They can run around back there and be unsupplied, but the longer they remain there, the weaker they will get. A unit raiding like that will receive a fairly severe cohesion loss, which not only slows them down, but when I do attack them, the chances are the units will not just be pushed back or rout, they will be destroyed. We are also discussing other possible changes to reduce these kind of "deep strike" raids. Regardless of any other changes, keep in mind that the only reason he is able to do this is because I don't currently have the forces to chase him with. The initial setup and OOBs are undergoing final revisions, so this setup is not the one you will see when you get the finished product.

We've just learned that the financials still aren't quite right, I'm not receiving the money that I'm supposed to be, so keep that in mind as I go through my buying phase here.

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I purchase more units to reinforce the western areas, and one large brigade for the Eastern theatre. Currently, I am hobbled in the West by units that are locked in place, but slowly, I'm building up mobile forces that can go on the offensive, as I have begun to in Missouri.

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Unfortunately, my heavy investment in reinforcements, and further stockpiling of replacements left me short of cash, so this turn, I not only issue War Bonds, but also decide to print ersatz currency. You may not be able to fool all of the people all of the time, but if I can fool enough with these "Greenbacks" then I should be in decent shape.

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runyan99
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Thu Mar 01, 2007 3:56 am

I notice on the purchase screen that every state seems to have two types of infantry brigade. What's the difference?

Also, are there recruitment limits by state?

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Spharv2
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Thu Mar 01, 2007 2:51 pm

runyan99 wrote:I notice on the purchase screen that every state seems to have two types of infantry brigade. What's the difference?

Also, are there recruitment limits by state?



Yes, each state has a limited number of battalions it can raise in each type. So you can't have 50 infantry battalions coming out of Illinois while Indiana has none, you'll have to spread your purchases out between the states.

The difference between the battalions is one of composition. Some are simply infantry regiments, some have cavalry and/or artillery attached. The composition of the battalions can vary by state. For instance, in Kansas, the only available battalion is composed of one regular infantry regiment and one volunteer regiment. New York, on the other hand, has one you can purchase composed of, IIRC, two regular regiments, a cavalry regiment, and a 6 lb. artillery unit. Obviously, the larger and better the unit, the longer it will take to assemble and train, and the more expensive it will be. I'll post some shots of the different compositions in the next turn.

Frank E
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Thu Mar 01, 2007 2:54 pm

runyan99 wrote:I notice on the purchase screen that every state seems to have two types of infantry brigade. What's the difference?

Also, are there recruitment limits by state?


The difference in brigades has to do with the number of attached units. There's usuall one relatively small (and cheap) brigade type that might just have a couple of infantry regiments attached and a more powerful/expensive version that includes some artillery and cavarly. I'm away from the game right now so can't give any concrete examples.

Yes, the number of each that you can buy is limited by state. South Carolina might have 4 of each that you can buy, Virginia might have 6 and 8, etc.

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Spharv2
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Sat Mar 03, 2007 4:30 am

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The AAR has hit a bit of a snag, so I don't know if we'll be able to continue. I said I'd show you some different compositions though, and here they are. These are the different units available out of New York.

In the first, we have the base Zouave Brigade, which consists of a single Zouave Regiment. As you can see, raising this type costs $13,000, 10 conscript companies, and 1 ton of war supplies. (Supplies are split into three types. Basic supplies, war supplies, and ammunition)

The second type of battalion available consists of 2 regular infantry regiments and one unit of 6 lb guns. This unit costs $37,000, 22 conscript companies, and 5 tons of war supplies to raise.

The third type has just 2 regular infantry regiments. The costs to raise this are $26,000, 20 conscript companies, and 2 tons of war supplies.

The final type is, I believe, the most powerful brigade available to the North. It has 3 regular infantry regiments, plus a cavalry regiment, and one 6 lb. artillery unit. The costs for this brigade are $64,000, 37 conscript companies, and 8 tons of war supplies.

I picked New York because it has the largest diversity in brigade types. Most states will have two types available, and some will have three, or just one, but in general, there is quite a bit of diversity in the type of units you can raise. And, if you find yourself lacking in one area or another, you can raise individual regiments of whichever type you want to fill in the gaps.

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Spharv2
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Sat Mar 03, 2007 5:35 am

Here's another feature I neglected to mention in the AAR, the different options you have available in the financial and political spheres. In the first three shots here, we have the different financial options you can choose. 5% bonds not bringing in enough cash? Well, you have the option to increase the percentage to 6 or 8%. Your one time taxes can also be adjusted to increase income.

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In the political options, you can choose different cities to move your capitol to if that becomes necessary. For the Union, the options are New York, Philadelphia, and St. Louis. Also, for the intervention adjustment options, you can choose the total blockade, or perhaps you with to make trade concessions to the British, or territorial concessions to the British in Maine and recognize Maximillian in Mexico. These options are all available also. To change the options all you have to do is click on the description to choose which you want to use.

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Spharv2
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Sat Mar 03, 2007 7:06 pm

Okay, back on track now.

Turn 4 -

Eastern Theatre:

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Here we see developments in the East. Patterson and one of the West Virginia divisions have now joined The Harpers Ferry garrison, while the second West Virginia division is now active and will be moving over this turn. There is also a Pennsylvania Battalion moving down to join Patterson, so if I can't break the seige this turn, then by next turn, I should have a large enough force to push the Rebels back.

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I'm now going to finish reforming the AoP. McClellan will take command of the army by pressing this button. Of course, this button is only active when you have an appropriate leader (3 star) and an army HQ available.

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This shot shows the creation of a corps. As you can see by the small symbols on the tops of the tabs, the AoP HQ unit is designated by a star with a silver background, while Heintzelman's corps is designated by the diamond with the wood background. Creating a corps is as simple as having an army HQ in place, and clicking this button. You do not need a corps HQ to create one, just an appropriate leader.

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Now that the army is set up, here's another nifty feature. Pressing shit brings up McClellan's command radius. Corps of an army under his command can range out that far and still receive benefits from being under his command. But shift also has one nifty new feature. If you look in the stack box at the bottom, you can see that the view changes from the unit's name to the number of men in that unit. Handy way to get a quick look at what units might need to be reinforced. Though McClellan is not activated, I decide to advance toward the Confederates to see if I can provoke anything. Now that the army is reorganized, I will be in a much better position to do some damage if a fight does occur.

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Butler arrives back at Norfolk with no problem. The cavalry unit decides discretion is the better part of valor and moves aside. I'm glad that he was able to get there before the Rebels had a chance to destroy the depot or anything else important.

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Units are beginning to be prepared in the East now. I have one New York Brigade which is heading by rail to Washington to join the AoP, while in Boston, my horse artillery is ready. I will rail move them to Philadelphia this turn to join the cavalry units already there, and by next turn, I will have a large Cavalry force headed West to deal with the Rebel cavalry raids.


Western Theatre:

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Bunch of units activate this turn. I should now be much better prepared to deal with any more cavalry raids. I move a couple of brigades forward to take back the small Indiana town I lost last turn, and begin to consolidate my units. The biggest issue I'm going to have in this game is that the event engine is not yet included in the beta version we have. Since the leaders enter through the event engine, what I have is all that I have. This is why I did not plan to leave Butler in the East. I will need both him and Banks out west in order to form an army here.

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In Missouri, I move one brigade to cover Jefferson City, Now that Fremont is active, I will move his force toward Lyon in SW Missouri. I'm not going to join them yet for two reasons.
1) Rolla is basically in the center of the state, so I can move any direction needed from here.
2) I'm sending Lyons down after Price this turn. If he can push him back alone, then I could use Fremont elsewhere and I don't want that to take too long. But, I'm not sure Lyon can deal with Price alone, so he may need to be reinforced quickly.
StLouis is still well defended, so barring some kind of surprise attack by most of his units in the west, it will be fine even without Fremont's force.

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For my purchases this turn, I plan to get two more division HQ units and a supply train. HQ units and supply units are some of the more expensive units in the game, so that is the limit of my spending this turn. I also decide to levy An exceptional tax which will bring in $210,000 while increasing my inflation by 1% and costing 2 morale points.

Slowly but surely, I am beginning to get the units and supplies together that I need to go on the offensive.

daidojisan
Sergeant
Posts: 84
Joined: Sat Feb 24, 2007 10:44 am
Location: The Netherlands

Sun Mar 04, 2007 12:07 pm

Hi,

In one of your last screenshots there is a "european countries" box visible, what function does this box have? is it for diplomacy other than with france and britain, or for trade ?

Being Dutch myself i was immidiately interested when i spotted Amsterdam :dada:

p.s. Like your AAR btw

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Sun Mar 04, 2007 1:51 pm

For the moment, the box has no official purpose...although we plan to use it for some CSA commerce raiding activities and, mostly, blockade running and smuggling...

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Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Mar 05, 2007 7:45 am

note also that the map border is not done yet, so the boxes are still surrounded by water, this will be better looking soon.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

daidojisan
Sergeant
Posts: 84
Joined: Sat Feb 24, 2007 10:44 am
Location: The Netherlands

Mon Mar 05, 2007 12:27 pm

Spharv2 wrote:Here are two more coastal sites I control, Ft. Marion just north of St. Augustine, and Ft. Pulaski in Georgia.


Isn't this odd? as far as i now both these forts were in confederate hands in June 1861?? Ft pulaski wasn't captured untill april 10 1862 and Ft Marion on march 11.

Or is this still part of the Beta test ? :dada:

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Mon Mar 05, 2007 1:56 pm

At the moment, the initial setup has not been fixed on this...although I am aware of the problem. what would be interesting anyway for me would be the CSA forces located in those 2 forts at war start...

Chris0827
General
Posts: 522
Joined: Fri Jan 12, 2007 9:39 pm
Location: Florida

Mon Mar 05, 2007 5:43 pm

On Sept 31st 1861 Fort Pulaski was defended by 214 men with 36 heavy cannon. The entire Military district of Savannah had 2876 men with 82 heavy and 17 light cannon. I can't find anything on Fort Marion but it was likely to be less well defended than Pulaski

frank7350
Brigadier General
Posts: 429
Joined: Fri Feb 24, 2006 1:18 am

Tue Mar 06, 2007 1:37 am

significantly less guns...many were shipped out of the ft after it fell to the csa.

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nemethand
Colonel
Posts: 315
Joined: Wed Dec 28, 2005 11:00 am
Location: Budapest

Tue Mar 06, 2007 9:55 am

Dear Spharv2,

Spharv2 wrote:Turn 2 -

Further South, Butler failed to move at all, so I will let him continue to attempt to motivate himself to get back to safety.


Could you specify that?

Does that mean that Butler refused to move (although you ordered him to do so) or sg else?

Thx in advance, András

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Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Mar 06, 2007 10:56 am

This is not so clearly cut. I would say that Butler failed his activation roll, meaning he could not switch to offensive posture and will move slowly, perhaps to the point he was unable to move one entire region during the turn.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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