von Beanie wrote:First, if you don't garrison the towns in enemy areas, they rebel and partisan units soon appear. So that doesn't seem like an option.
Secondly, because instituting martial law apparently causes you to lose victory points (according to the rules book), it would seem reasonable that you should ease up on an area as soon as you firmly control and are garrisoning all of the towns in an occupied state. And yet, when I have >70% Union control of every town and rail area in a state, the rail lines start self-destructing. I had thought that enemy units (invisible to me) were doing this, now I'm wondering if it is automatic (like the Baltimore riot event in 1861) and is triggered by removing martial law from the state.
So what am I missing here? Must you garrison every rail area you are using for a supply line to prevent the self-destructing rail lines? Or is there something I'm missing regarding the control of long rail lines in enemy territory?
von Beanie wrote:First, if you don't garrison the towns in enemy areas, they rebel and partisan units soon appear. So that doesn't seem like an option.
Jagger wrote:Well I have only played through 62 so far in PBEM.
Clovis wrote:Use riverine and sea supply when possible. don't garrison anything. You simply can't. Create some reaction groups to fight raiders.
roboczar wrote:If the entrenched units have cannon, I don't see a reason why they wouldn't be able to bombard riverine units.
The south can't be everywhere at once, and the Union can. Use your transport capacity and flank your opponent. Break things. Blow stuff up. You aren't going to be able to just dash down the Mississippi or run up the Peninsula to Richmond. Stick you Army HQ in a port city and send corps down the coast, wrecking anything that isn't guarded. It'll take a while, but the Southern opponent will never be able to keep up and will start suffering cohesion/strength hits from low supply, making it easier for your front line troops to carry entrenched positions.
roboczar wrote:If the entrenched units have cannon, I don't see a reason why they wouldn't be able to bombard riverine units.
The south can't be everywhere at once, and the Union can. Use your transport capacity and flank your opponent. Break things. Blow stuff up. You aren't going to be able to just dash down the Mississippi or run up the Peninsula to Richmond. Stick you Army HQ in a port city and send corps down the coast, wrecking anything that isn't guarded. It'll take a while, but the Southern opponent will never be able to keep up and will start suffering cohesion/strength hits from low supply, making it easier for your front line troops to carry entrenched positions.
The Union can afford to fight a totally defensive war in the West until you've got support on the lower end of the river and can move both ways, wrecking depots and rail as you go.
roboczar wrote:Defining historic river cities as objectives is a pointless exercise. The supply model in itself should be incentive enough, and the advantage of controlling the Mississippi to any Union commander who wishes to control the Western Theater is apparent because of supply.
Making them objectives in game terms isn't needed, and unduly forces the course of the war. I am certain that you can win the war as the Union by leaving out some portions of the Anaconda plan and diverting resources elsewhere. Perhaps the Union commander doesn't feel like controlling the river is important, and assaulting the confederacy by sea is? By making them game objectives, you hamstring creative war plans and you end up playing the same game over and over and over again.
As to the forts, I could care less. Any entrenchment over 5 is good enough for me. The forts around Vicksburg that kept the Union steamers and gunboats at bay for months were barely more than heavy entrenchments, but they did the job superbly until they were taken from land by Grant.
roboczar wrote:I've had no trouble working with the model the way it is now. The Union has huge advantages in attempting to control the Mississippi, so I don't really feel all that bad about it.
If anything it forces you to be methodical as you move up the river, instead of blitzing troops from Cairo to New Orleans in a single Campaign season. The ease at which the Union player can crisscross the river and keep both banks clear while at the same time having a commanding presence in every other theater is enough to convince me that the Rebs need a break.
roboczar wrote:Also remember that Sherman cleared all opposition on the left bank of the river while Grant defeated Van Dorn at Holly Springs, and later, Johnston at Vicksburg, who were the only opposition on the right bank. Grant understood the need for controlling both banks, and the Union player should too. You can't just transport your troops willy nilly up the river without having done the legwork first.
roboczar wrote:If the entrenched units have cannon, I don't see a reason why they wouldn't be able to bombard riverine units.
roboczar wrote:He did just that actually... 31 guns on the river, 115 on the approaches to the city. But anyway, yes, I am playing PBEM. It doesn't matter though, even if you're playing the AI, it's still good strategic sense to make sure that you actually have clear access up and down the river by defeating forces on both sides, that's what I'm saying.
I'm also saying that to a careful and competent commander, it shouldn't matter whether the Rebs have infantry all up and down the river, because you've taken pains to clear them out the first place. Why are you worrying about Rebs entrenched on rivers, unless you're trying to run troops past uncleared counties? This is a war, not the America's Cup.
Return to “AACW Strategy discussions”
Users browsing this forum: No registered users and 9 guests