Hobbes wrote:This post rung an old bell - but it seems for different reasons.
http://www.ageod-forum.com/showthread.php?t=5626&highlight=pope
Cheers, Chris
GraniteStater wrote:To continue in this vein:
* Re the reply in this thread - won't amphibious landing on Reelfoot Lake be a daunting task. what with landing penalties and all? Plus a buncha boats are gonna be shot all to h*ll and gone.
* I've taken #10 from the land every time. Siege, bombard with I-clads, and lotsa guys with lotsa cannons under a good general.
* Historical bechmark - by the late spring of '62, the Union held Fts. Henry and Donelson, Nashville, New Orleans, Memphis, and #10 of course. IMO, this is tough to do in AACW with either the April or July 61 starts. Now, this is off the top of my head, but IIRC, the Union seized #10 with more than a little luck. There was an Army colonel who either knew someone or had some naval engineering experience and also rounded up a buncha guys who were river types or some such. Anyhow, he cobbled together a makeshift 'fleet', took the initiative, and stole a march (or steam?) so to speak, and was able to effect a propituous surrender/abandonment of the river fort. This is difficult to model in the game, it would just about have to be an Event.
* In AACW, as I wrote above - force majeure seems to be the most effective route.
kwhitehead wrote:Historically it was easily done. Pope marched his men down the west bank. Foote ran the Island Ten batteries to get transports down to them. Sound familiar. Pope crossed his army of 23,000 to Tiptonville on the east side of the river just south of Island Ten and it's land side batteries. The Island isolated and with no land side defenses for its shore batteries the 7,000 man garrison surrendered the next day without a single loss from combat to Pope's force.
Basically once the road to Memphis was cut and the river blocked anywhere south of the Island it was indefensible.
kwhitehead wrote:The tactics used by Pope were essentially the same as used by Grant to take Vicksburg. Just on a bigger scale. Pope even dug a canal too.
GraniteStater wrote:Yes, but there's something I'm recalling here - I thought it was to do with #10. There was a Union colonel, or some officer, who was knowledgable about river craft and so on. He rustled up a small flotilla and effected un coup de guerre.
I'll hafta look it up. TG for the Internet.
GraniteStater wrote:Yes, but there's something I'm recalling here - I thought it was to do with #10. There was a Union colonel, or some officer, who was knowledgable about river craft and so on. He rustled up a small flotilla and effected un coup de guerre.
I'll hafta look it up. TG for the Internet.
Le Ricain wrote:As can be seen from the old post, I always take Island No 10 by amphibious landing. Your fleet will be fired on by the fort if the fleet tries to pass the fort or if it tries to leave the fort's area. The fort does not fire if just you move to the fort. Just to be sure, I always use the evade combat option.
It takes 5 days to load the troops (or zero days if in port), a couple of days to move and 5 days to offload the troops at Island No 10. The troops arrive in pretty good shape.
Assuming that your division has enough artillery, you should get a breach in 1 or 2 turns. You can wait for a second breach if the fort is well defended and if not assault it.
I have never had a problem taking Island No 10.
Gray_Lensman wrote:This would require a game engine change to fix... Won't be done anytime soon. End of year earliest. We're not going to bother Pocus with game engine changes (except for CTD issues) untill the end of the year earliest. (i.e. auto fort gun bombardment vs local amphib landing)
Gray_Lensman wrote:I think units stay locked unless attacked by land forces... Naval bombardment by enemy naval units should not cause the locked artillery units to unlock... That's my current understanding on it.
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