April 1861 Union campaign
Posted: Mon Apr 16, 2007 10:46 pm
Early April 1861
After playing around with the game for about a week now, I feel I’ve got a decent enough grasp on things to try an AAR. I’m still far from an expert, so I’ll try my hand at the Union cause for my first foray into the public theatre with AGEOD’s American Civil War game.
I’m playing the longest possible campaign game because I enjoy messing around with the production options to see what is possible and to try out different strategies.
My first order of business is the economy. There isn’t a lot to purchase yet, but I want to get conscripts and cash raised as soon as possible since there is an x number of turns delay between selecting each option and if you put off using them you simply limit your total income for the entire 115 turn scenario.
Looking over my draft options, I decide to choose to pay a bounty of $1,000 per company in order to raise 256 conscription points (the most I can raise on volunteer callups without taking a national morale hit). I don’t want to pay the national morale hit to start a partial or full mobilization yet, so just the volunteers will have to suffice for now until I can get my national morale out of the 80-90 range.
The real heart of the Union production machine lies in money, and I decide to raise as much as I can without affecting my price increases yet. So I sign both measured exceptional taxes and a 5% war bond measure. In total this will raise $225,000 and cost me 25 victory points and 1 national morale.
I almost decided to forgo the morale hit, but money is simply too important early on, so I decided it was worth the hit in this case. In the future when total cash raised from taxes can exceed $1,000,000 I’ll start signing tax bills that hit my overall prices, but for now I simply can’t raise enough taxes yet to justify the price increases.
With my starting armies starting out so depleted and the fact the Union armies take so much longer to rebuild then the Confederates, I pour all my newly raised cash and conscripts into building up my replacement pools. I can’t build 100% of the available regiments (at least I think they each represent 1 regiment), but I build enough that I’m confident my armies will be well on their way to fleshing out once they start to arrive.
I’ll keep spending on replacements each turn until I’m confident I have enough to rebuild all my on map armies before I start to purchase new units.
Thus ends all my changes to the different options in the ledger for my first turn. The Union simply doesn’t have the money yet to mess with things like industry or transport infrastructure yet.
Given the fact all my on-map units are locked I end my first turn.
Jim
After playing around with the game for about a week now, I feel I’ve got a decent enough grasp on things to try an AAR. I’m still far from an expert, so I’ll try my hand at the Union cause for my first foray into the public theatre with AGEOD’s American Civil War game.
I’m playing the longest possible campaign game because I enjoy messing around with the production options to see what is possible and to try out different strategies.
My first order of business is the economy. There isn’t a lot to purchase yet, but I want to get conscripts and cash raised as soon as possible since there is an x number of turns delay between selecting each option and if you put off using them you simply limit your total income for the entire 115 turn scenario.
Looking over my draft options, I decide to choose to pay a bounty of $1,000 per company in order to raise 256 conscription points (the most I can raise on volunteer callups without taking a national morale hit). I don’t want to pay the national morale hit to start a partial or full mobilization yet, so just the volunteers will have to suffice for now until I can get my national morale out of the 80-90 range.

The real heart of the Union production machine lies in money, and I decide to raise as much as I can without affecting my price increases yet. So I sign both measured exceptional taxes and a 5% war bond measure. In total this will raise $225,000 and cost me 25 victory points and 1 national morale.
I almost decided to forgo the morale hit, but money is simply too important early on, so I decided it was worth the hit in this case. In the future when total cash raised from taxes can exceed $1,000,000 I’ll start signing tax bills that hit my overall prices, but for now I simply can’t raise enough taxes yet to justify the price increases.

With my starting armies starting out so depleted and the fact the Union armies take so much longer to rebuild then the Confederates, I pour all my newly raised cash and conscripts into building up my replacement pools. I can’t build 100% of the available regiments (at least I think they each represent 1 regiment), but I build enough that I’m confident my armies will be well on their way to fleshing out once they start to arrive.
I’ll keep spending on replacements each turn until I’m confident I have enough to rebuild all my on map armies before I start to purchase new units.
Thus ends all my changes to the different options in the ledger for my first turn. The Union simply doesn’t have the money yet to mess with things like industry or transport infrastructure yet.

Given the fact all my on-map units are locked I end my first turn.
Jim