Industrial investments lead to new developments in 5 cities.
Although I’m unable to engage the Confederate raiders in my eastern territories, their moves allow me an opportunity to get some HQ units out of the D.C. area via rail moves. 1 Army HQ, 2 Division HQ’s and the 1st Medical unit are ordered to move via rail to Jefferson City MO. via a northern rail route.
General Fitzjohn Porter is ordered to merge with the 1st and 3rd PA Brigades currently at Annapolis with orders to march to Alexandria and enter garrison there.
In Chambers PA., Hooker forms the 7th division with his two brigades. In Frederick MD., Shurz forms the 8th Division with his 2 brigades and 1 artillery unit. Mansfield forms the 9th Division in Montgomery MD. with his two brigades. I now have a division in each area north of the Potomac River except Susquehanna. The 6th division is still en route there and should arrive in a turn or two.
These units will eventually help expand the Army of the Potomac to truly massive size when more Corps level leadership is available, but for now they’ll simply entrench behind the river and help defend against those annoying southern cavalry raids.
The Confederates are getting busy in Kentucky around Louisville. Several units appeared in or around Jefferson KY. the area the city of Louisville occupies. Additionally a confederate riverboat transport appeared in Fall Creek, the river just to the west of Louisville, carrying Confederate General H. Sibley’s command.
I’ve ordered Foote’s fleet from the Cairo area to pursue and engage this riverboat. Intel also spots another Confederate riverboat at Warrick Creek to the east of Evansville carrying more Confederate troops. Hopefully Foote’s fleet can catch these two transports before they discharge their cargo.
Halleck managed to enter Louisville before the Confederate troops set siege to the city. I’ve formed 6 militia units under him and ordered them outside the city. Halleck failed his strategic roll, but perhaps he’ll engage the Confederates as they enter the area of Jefferson piecemeal instead of waiting for the entire force to merge together outside the city walls.
McClernand passed his strategy roll, but he’s only a one star general and he can’t command enough militias without severe command penalties to make an open field battle feasible. Halleck’s 4,632 militia troops (most of his units max strengths are near 750) might actually have a chance to do some damage if they manage to engage the incoming rebels.
Paducah fell to 3 separate confederate assaults. Amazingly Sibley’s force participated in the assault on day one before boarding the riverboat transport and sailing away towards Louisville.
Union casualties were 249, 396 and 102 with 200 prisoners surrendering in the last battle as the lone militia regiment was destroyed. The first battle saw 3 militia, 1 light artillery and 2 cavalry regiments of the Confederates attacking and they lost 203 casualties. The next two battles were fought only by the 2 Confederate cavalry units and their losses were 154 and 7.
The Confederates are on the move near Springfield MO. as well. 1 Confederate cavalry regiment is spotted in the area of Cass MO. just southwest of Springfield. In the area of Carthage MO. just to the west of Springfield Intel spots General S. Price’s command of 3 brigades and the 1st AR Pulaski Lancers (cavalry perhaps?).
I’ve placed Fremont and Lyon and their now considerable forces outside the City with attack posture to engage any moves towards Springfield. Edwin Sumner and his command of 6 regular regiments, 2 artillery units and 1 balloon unit are two areas north of Springfield with marching orders to join Fremont.
Sumner’s command has severely depleted cohesion, so I hope he can make it to Fremont before Price can engage him.
I’ve also ordered the just activated Mississippi Marine Brigade at Lexington to march south to Springfield to join Fremont as well.
By the end of this turns plotted moves, I should have a minimum of 1 unit garrisoned in every city I control (including Indian Villages).
Fremont’s army will have 1 balloon unit, 4 brigades, 7 independent regular infantry regiments, 3 artillery units, 1 cavalry unit and 4 supply wagons when formed. Unfortunately I have no Corp capable leaders present so he’ll be directly commanding 2 divisions lead by Sumner and Lyon and his army HQ.
I’ve cobbled together 6 brigades at Cincinnati with 2 more almost there. This will be the next large army I form after Springfield MO, but currently I have no leaders present in Cincinnati.
I’ve got 3 brigades at New Albany with 1 more en route. Again no leaders present here either.
At Cairo I’ve currently got 2 Brigades with 2 more en route. No leaders here yet either.
The 3rd Cavalry regiment at Fort Gibson has been besieged by the Indian General Stand Watie and his command of 3 Cherokee units. Hopefully the 3rd Cavalry can hold on, because I have nothing to send to its aid without exposing a currently occupied Indian Village to recapture.
For production I built 2 MO river ironclads, hopefully these will appear at St. Louis where they are easily defended while under construction. I also rebuilt the destroyed KY militia from Paducah. I made no other purchases.
Nine more turns before I can draft or tax again, ugh. I need more cash now, but if I reduce my turn by turn industrialization spending any further I’m afraid I won’t build up to good levels by the end of 1862, so I’ll keep the spending levels firm for now.
I did notice this turn that Kentucky went from good industrial potential the last time I looked to excellent potential now. I don’t know if this is a result of the choosing sides event a few turns ago or if this is because I only own Louisville now and it his an excellent city. Or perhaps it’s simply a result of the accumulated money I’ve spent in Kentucky each turn. I’m not sure what the cause is, but it’s nice to see the improvement.
With a little experimentation I found out what the recruiting officer trait does this turn. Apparently each officer actually inside a size 5+ city increases the conscripts received each turn by 6 or 7 (you can see the number change in the display at the top of the screen as you drop a leader inside or outisde of the city). This may be based on the provinces loyalty where the city is, because both Banks and McClernand increase my points by 7 and Burnside by only 6.
McClernand is in Louisville (size 7 city) and the area surrounding that city is 0% Rebel and 100% Union. Banks is in Philadelphia (size 15), 2% Rebel and 98% Union. Burnside is in Baltimore (size 10), 15% Rebel and 85% Union. So apparently city size (other than needing to be size 5+) doesn’t affect the amount of conscripts received.
Once Baltimore’s area loyalty increases I’ll know if loyalty affects the number received for sure by checking if Burnside starts to increase conscript points by 7 instead of 6.
Altogether my three recruiting officers are pulling in 20 extra conscripts a turn which is 240 a year. Not bad at all considering the cash bounty I would have to pay to buy these conscripts outright in the volunteer ledger. Definitely worth it to keep them in garrison mode if you ask me.
Jim