CSA out built me in army and navy
How do you protect cairo against a cav rush before you can recruit?
How do you protect against a general CSA rush first thing whos objective is to destroy your supply network? Militia doesn't cut it.
I also lost Ft Pickens and Ft Monroe early. I considered this a minor thing considering the pounding I was taking out west anyway. Is it really worth reinforcing either? I did not.
Before I got my first river naval units by events, the CSA had at least 10 gb and 5 river trans. He could attack anywhere with greater numbers than I could pump out even with the max mobilizations and money.
He would win battles even when attacking at 1:2 odds, during winter and across rivers. If I tried the same thing at 2:1 or 3:1 odds, I would loose. I can think of two major battles that he lost costing him about 1 div each time, but the rest of the battles were all lost.
A CSA naval landing in Delaware was also a surprise. Along with the 10+ ironclads he had on the VA coast to protech the landing in early 62' no less.
Jarkko wrote:Redeemer, I believe you got fooled to play with historical strategies and tactics. One easily falls to that trap because the game at first glance appears historical, but if you want to play it competetively, forget about history. Ahistorical strategies and troop-compositions is the way to go in this game.
Jarkko wrote:6) You get a humongous fleet in the Atlantic boxes. They are total waste of space there. Bring them to the coast and patrol around enemy forts, and whatever you do, do not place them under the command of an admiral who is any good at evading: You do *not* want them to evade, you want them to nuke the forts. Best thing that could happen is that CSA takes one of the forts you have, and your fleet arrives to the scene to turn them to dust (despite the game engine attempting to evade with the fleet, you will not fail (ie evade) every time). By the end of 1861 you have nuked every coastal fort, and there is nothing the CSA can do about that.
Redeemer wrote:I don't mean to seem suspicious, but how do you know if your opponent hasn't modded their game to increase mobilization or money then??
Pocus wrote:What is important is: what is the data set on the hosting machine. You can as the non-hosting player tweak the options as you wish, it does not matter. Because the game engine is a simultaneous turn based one, it is functioning in effect as a client/server program.
Make a test. Change the speed of one of your troop to 1000%, then plan a move. Now, host your turn with another, unaltered copy of the game. You will see that your unit will move at the speed dictated by the data on the hosting copy of the game, not on the one you altered. Same for options etc.
Awwhegoboom wrote:Just a quick note to say that I have found this to be (one of) the most beneficial threads (for my learning curve) that I have yet read.
Thank you all. Great strategy / guidance.
Jarkko wrote:Redeemer, I believe you got fooled to play with historical strategies and tactics. One easily falls to that trap because the game at first glance appears historical, but if you want to play it competetively, forget about history. Ahistorical strategies and troop-compositions is the way to go in this game
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Jarkko wrote:The CSA player will be blowing up his own railroads for warsupplies, so it is better that you do it first (and of course, if possible, you should/could blow up the main bloodlines of South so that railmovement is hampered seriously).
Give how close the casualities were, how does the CSA build an army almost twice the size of the Union? And where did the get the steel and production capacity to build all the artillery and the navy?
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