GrudgeBringer
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Am I asking too Much??

Wed Jan 09, 2008 8:58 pm

Would it be possible for someone to write down the first...say 5 turns as CSA.

What I am trying to say is I know there are a lot of AAR's and Strategy tips on here (and God knows I have read every one of them as well as taken so many notes I had to put them in a notebook(.

But what I am really saying is if us Noobs had a few turns of DO THIS EXACTLY and you will get off the ground in all areas of the game then it just MIGHT not seem so overwhelming.

Example: In the main campaign I am trying to just get my feet under me and do some of the things others have tried (in Piecemeal) but I find that for instance How do I get reinforcements...I go to the right screen and ..NOTHING. I can get all the replacements I want but no reinforcements.

So I struggle on and find out that on turn 3 or so THEN here they come.

I know its a learning process but if someone could just walk us thru the first few turns we could (I would hope) get the general idea of the scope of the game and how to approch each turn with some semblance of order.

If I'm trying to take too big a shortcut, just let me know and I will struggle onward...(forever if need be cause this game is NOT going to beat me!!!)

Thanks Guys

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Rafiki
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Wed Jan 09, 2008 9:21 pm

This is a good idea. Unfortunately, I don't have the skills not the time to do something like it myself, but given the amount of capable AAR-authors we have around here, I have hopes someone might?

That said, whenever you come across something that puzzles you, you can post about it here. Odds are that someone will reply before long, and you won't have to be frustrated more than necessary. :)
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beefcake
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Wed Jan 09, 2008 10:54 pm

Some of the After Action Reports (or AAR) in that forum were great jumping off points. http://www.ageod-forum.com/showthread.php?t=5045, for example.

Hopefully I won't get flamed for typing this, but playing as the Union or Confederates, there *are* certain actions that you should take in the first few turns of the game. For example, capturing Ft. Sumtner and Norfolk should be priorities for the Confederates at the start of the game. And when your army is freed from its movement restriction, you should get them as far north as you dare, just to keep the Union army away from Richmond. Also be sure to look at the Ledger and recruit as much as you feel comfortable with. But I love that the game gives you the flexibility to make those choices. I look forward to endless replaying possibilites.

Assuming you've already played the smaller scenarios several times, I also found it useful to disable the AI in the Game Options menu. That gave the game more of a "sandbox" feeling, where I could expiriment. After a few turns of seeing how it worked, I restarted the game with the AI enabled and played for real.

Rafiki is correct that this forum is very helpful. I've bookmarked several threads that I've found useful in explaining game concepts and mechanics. Between that, the manual, the FAQs and AARs, the smaller scenarios, and turning off the AI for practice, I'm very comfortable with the game.

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Coffee Sergeant
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Thu Jan 10, 2008 5:30 pm

beefcake wrote:Hopefully I won't get flamed for typing this, but playing as the Union or Confederates, there *are* certain actions that you should take in the first few turns of the game. For example, capturing Ft. Sumtner and Norfolk should be priorities for the Confederates at the start of the game.


To that I would add - move your Wincester militia into Harpers Ferry and put them on Assault posture. You can do this on turn 1. You are only risking a miliita unit and Harper's Ferry is a strategic town (gets you VPs) as well as a good defense point as the Potomac river borders it on the North - meaning any invasion of the region would have to be amphibious. It also cuts the rail line into Kentucky from Maryland.

Other than that - as the South I would go with War Bonds, Taxes, Call for Volunteers(without and Full Mobilization. But I would hold off a few turns - as you can't build anything until May anyway, and it depends on your Victory Point total which accumlates turn after turn. Use print paper money sparingl. - it becomes counterproductive due to inflation.

Build a few brigade runners to supplement the ones you have. They are your best source of income.

I'm not totally sold on industralization for either side (the Union especially, doesn't need it) - although I remember one poster claiming he ran out of ammo by about 1863.

Call up alot of militia - especially in Virginia, Tennessee and Missouri. They are cheap, form quickly, and will eventually be upgraded to regular infantry. You also receive a ton of free militia replacements making them fairly expendable. You can form a small brigade of two militia regiments by joining them together, even without a leader.

Be careful if you decide to move on Kentucky. The Union can make a move on Fort Donelson and easily cut you off Also the first side to attack Kentucky will lose it to the other side.

madwill
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Mon Feb 11, 2008 5:16 am

having the same problemm here. this game seems so massive it's difficult to keep track of everything some times. an AI "war council" to offer advice would be handy.

Jones76
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Thu Feb 21, 2008 5:29 pm

Would it be possible for someone to write down the first...say 5 turns as CSA.


Wow, I came to this section of the forums hoping to find just such a thing. I've read the wiki, forums, manual and played tutorial twice, but when I started the main 1861 campaign.....I was overcome with complete ignorance as to what to do.

I just printed out the stickied AACW Checklist for Confederates, but from reading it I think even that is too advanced right now. :bonk:

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Thu Feb 21, 2008 5:44 pm

Wow, I came to this section of the forums hoping to find just such a thing. I've read the wiki, forums, manual and played tutorial twice, but when I started the main 1861 campaign.....I was overcome with complete ignorance as to what to do.

I just printed out the stickied AACW Checklist for Confederates, but from reading it I think even that is too advanced right now.

Personally, when I play a game with this complexity, I rather simply experience the game than trying to beat it. I do that I think is right (or what I like to do) and just have fun. And I happily loose. But over the course of time I will find out why I loose and make it later better. For me the fun of the game is to find out how to play it and not to replay the strategies of others. :cwboy:
What I want to say: Don't try to do everything perfect on your first game. Just play a few turns without thinking too much about every detail. :)

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Thu Feb 21, 2008 7:23 pm

I originally learned by giving Athena (the AI) different settings, and watching what she did, sometimes switching sides to take a closer look, then by reading the forums. Like Primasprit, I lost a few before I figured out how things worked. Losing meant learning ... it was well worth it.

The forums are better for optimal strategies, watching Athena may help spark ideas that nobody else has written about. I quickly found myself asking, how could I do what she tried, but do it better?

I too wish I had more time for a new AAR, but thats not an option right now.
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W.Barksdale
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Thu Feb 21, 2008 8:23 pm

Don't feel overwhelmed. Break the process down into parts. Think long term.

1. Locate your objectives on the map.

There are very few units activated first few turns. Be sure to having them placed so as to defend your key points, or move them to seize undefended enemy sites. Position is everything.

2. Decide on fiscal, monetary policy. Raise new troops.

Call for volunteers and mobilize for war. Raise taxes and issue bonds. You will need these materialis to form your new divisions in the next few turns.
As soon as new Generals appear 'teleport' them to the biggest cities in states that you plan to recruit divisions in. When the reinforcements screen is available recruit your divisions. When they are fully trained send them to the general assigned to the area. Create a division and send them to one of your concentration points.

3. Growth

You need to decide on how your output is going to grow. For the most part this means more war supply WS, money $, and conscript companies. Factories, ships for the blockade\shipping box, and Officers with the 'Recruiting Officer' special ability will solve these problems.

Finally, you should read runyun's AACW 101, http://www.ageod-forum.com/showthread.php?t=6823 thread for some key specific information. Furthermore, while your doing all this be certain to read the tooltip box. It appears if you hover your mouse over pretty much anything inside the game.

Jones76
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Thu Feb 21, 2008 9:50 pm

there *are* certain actions that you should take in the first few turns of the game. For example, capturing Ft. Sumtner and Norfolk should be priorities for the Confederates at the start of the game.


After turn 1 I noticed that my troops bombed Fort Sumter. There was also a army near it so I ordered them to attack, but lost. I figured I should have probably just kept on bombing till they surrendered like historically.

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Doomwalker
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Thu Feb 21, 2008 10:39 pm

Follow the link in Beekcake's post above and you should be able to hand the Union its rear. The AAR only goes until September 1861 if I remember correctly, but that is more than enough. You should have a very strong position after September.
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Jones76
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Thu Feb 21, 2008 11:19 pm

Doomwalker wrote:Follow the link in Beekcake's post above


Oh man, I missed that and looks to be a very good aar to get started. Plus runyun's AACW 101 and many other post I have copied and printed.

Now Im just gonna play, read, start again, play, read, start again, play, read, start again.....

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Doomwalker
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Thu Feb 21, 2008 11:51 pm

Jones76 wrote:Oh man, I missed that and looks to be a very good aar to get started. Plus runyun's AACW 101 and many other post I have copied and printed.

Now Im just gonna play, read, start again, play, read, start again, play, read, start again.....


Oh Pdubya wrote an outstanding guide there, maybe it should be stickied in the strategy section as a guide to CSA start. It needs a few corrections, but is very good. I played around with my own style forever and never really did all that great. Then I followed Pdubya's AAR, with my own twists and have seriously whooped the Union three times now. Of course this is just a starter as it only covers up to August 1861, but you can figure out what to do once you get there.
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Jones76
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Fri Feb 22, 2008 12:05 am

Just a quick few questions before I start another game.....

On my first turn, I call for volunteers, but where do you turn those into actual troops? Meaning, I guess the "volunteers" go to my manpower pool and from there I can create units in certain regions?

I guess I mainly want to create militia in certain areas for defense cause I notice quite a few (a lot actually) that are undefended.

Also, I know to keep defending units out of cites and over time they entrench, but do I need to specifically do something to increase the level of entrenchment? Add cannons and engineers?

Thanks!

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Doomwalker
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Fri Feb 22, 2008 12:10 am

Jones76 wrote:Just a quick few questions before I start another game.....

On my first turn, I call for volunteers, but where do you turn those into actual troops? Meaning, I guess the "volunteers" go to my manpower pool and from there I can create units in certain regions?

I guess I mainly want to create militia in certain areas for defense cause I notice quite a few (a lot actually) that are undefended.

Also, I know to keep defending units out of cites and over time they entrench, but do I need to specifically do something to increase the level of entrenchment? Add cannons and engineers?

Thanks!


Don' t do any of the political, economic, etc..... choices until the third turn when you can start recruiting. I am right in thinking you are playing the April 1861 campaign right?
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Jones76
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Fri Feb 22, 2008 12:16 am

I am right in thinking you are playing the April 1861 campaign right?


Correct. So you are saying do NOT call for volunteers the first turn?

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Rafiki
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Fri Feb 22, 2008 12:29 am

Yup, you aren't able to buy any reinforcements or suchlike at that point anyway. Better to accumulate a few victory points first, to get more in return from the options.
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Fri Feb 22, 2008 12:37 am

Jones76 wrote:Also, I know to keep defending units out of cites and over time they entrench, but do I need to specifically do something to increase the level of entrenchment? Add cannons and engineers?
Thanks!


Adding cannons will allow the entrenchments to progress beyond level 4. Adding engineers will speed the entrechment building process.

You can entrench inside cities. Small holdout forces can be very valuable. For important cities, I will often have my main force entrenching outside the city, and a militia or a depleted unit entrenching inside the city.

I often post a militia in a fallback position just to start entrenchments that another force can move into if it needs them. F.E. In Virginia, I might put militia units in Spotsylvania, Culpeper, New Kent, Harper's Ferry (region), and Harper's Ferry (city) and leave them there while the rest of the army does other things. I might leave a depleted artillery with the militia in HF region. To 'move into' entrenchments, just target the entrenching unit with your move - or if they are already in the same region, drop the main unit onto the entrenching unit.
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Jones76
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Fri Feb 22, 2008 12:41 am

Thanks!

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Doomwalker
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Fri Feb 22, 2008 12:48 am

Jabberwock wrote:Adding cannons will allow the entrenchments to progress beyond level 4. Adding engineers will speed the entrechment building process.

You can entrench inside cities. Small holdout forces can be very valuable. For important cities, I will often have my main force entrenching outside the city, and a militia or a depleted unit entrenching inside the city.

I often post a militia in a fallback position just to start entrenchments that another force can move into if it needs them. F.E. In Virginia, I might put militia units in Spotsylvania, Culpeper, New Kent, Harper's Ferry (region), and Harper's Ferry (city) and leave them there while the rest of the army does other things. I might leave a depleted artillery with the militia in HF region. To 'move into' entrenchments, just target the entrenching unit with your move - or if they are already in the same region, drop the main unit onto the entrenching unit.


I have got to remember this. :niark:
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Fri Feb 22, 2008 12:58 am

Jones76 wrote:After turn 1 I noticed that my troops bombed Fort Sumter. There was also a army near it so I ordered them to attack, but lost. I figured I should have probably just kept on bombing till they surrendered like historically.


OK, this one should be made more clear, I have seen quite a few players (not all of them new) with this problem. Sumter will not fall to bombardment in the game, as it did historically.

Separate out just the 3-element light infantry unit (2nd South Carolina) from the stack in Charleston, and send that unit to attack Ft Sumter on the first turn with the posture assault/normal (top red, bottom orange). Sumter will fall about 98% of the time, and usually (about 80%) you will capture the guns there. The other Charleston units can be put on a northbound train.

If you attacked after turn 1, it is likely that the US bought artillery replacements, some of which went straight to Ft Sumter.
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Jones76
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Fri Feb 22, 2008 4:25 am

Well that went horrible and Im still just not getting it even with all the help. I got units popping up all over the place and I don't have any of them organized like they should be i.e. army/corps/div. Union just retook Norfolk and are running rampant through Texas cause the Texas defense force won't friggin move.

Oh well, going to bed and start fresh tomorrow with a very "small" scenerio and see if I can handle that.

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Pdubya64
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Fri Feb 22, 2008 4:46 am

Grudgebringer:

I went through much the same process last year when I first bought AACW, so at least you are in good company, as most everyone here can say the same thing.

I definitely lost track of how many times I started a CSA April 1861 Campaign and after playing a few turns (2-6) saying "Well, THAT didn't work- guess I better rethink things!" and starting all over again. If I had to guess I would say about 20-30 times to learn the game and then learn some basic strategies.

As some others have mentioned, I left up my AAR as a basic familiarity guide for folks who want to play the CSA but are not sure as to how to get the ball rolling. Far from perfect, and mind that many things have changed since v1.06d, but it still gets the gist of playing across.

Welcome aboard,
pw
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Rafiki
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Fri Feb 22, 2008 7:46 am

It's been advised by others in many places, but I'd like to chime in. Don't be afraid to let a campaign continue for a bit, even if it goes a bit ugly underway. Restarting the game repeatedly after playing just a few turns doesn't help you to discover "the big picture" since it often takes time for things to develop, e.g. when purchasing reinforcements, it'll take time for them to form, get to the frontlines and have an impact on battles.

Also, the first turns of the April 1861 are very different from the "normal" game, so you don't learn too much by playing them over and over anyway.

As to what Pdubya says about everyone having gone through this, I can only say the same :D
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soundoff
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Fri Feb 22, 2008 3:01 pm

Hi folks,

Mighty strange feeling after having such an initial 'GO' at AACW to now be defending the status quo so to speak.

Now I'm firmly with GrudgeBringer and I suspect umpteen other's for having to stuggle with the game but frankly, now that I think I'm beginning to get a handle on organisation, movement, supply etc the last thing I want is a 'walkthrough' however brief of what or what not to do. Part of the pleasure is finding that out for myself.

I love campaigning so I'm only really interested in the 1861 full campaign. What has always attracted me about long campaigns is having the ability to make mistakes knowing that with some of them at least there is time to recover. I'm equally sure that what works as a strategy for one player does not work for another.

I would heartily second the view of those far more experienced than I that we players need to work through our failures. I managed to get poor old Sibley killed off by early August down Dallas way but what the heck we gave him a wonderful funeral and its a mistake I shall try to avoid next time. I also walked early with Polk into KY and am having great fun seeing how it unfolds. Now in early 62 and I'm refusing to swamp the south with militia purely to get cheap regulars. Am I performing well or poorly.......I have no idea but is sure turning out to be fun discovering.

A walkthrough of how to play the first so many moves, in my poor misguided opinion, would take much of the pleasure away. Though I'd have to accept the view that if there were such a walkthrough giving the best moves to make or the worst moves to avoid in the early turns of the full campaign that I would not be obliged to read it.

Anyway thats my tuppenceworth

Jones76
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Fri Feb 22, 2008 7:38 pm

now that I think I'm beginning to get a handle on organisation, movement, supply etc the last thing I want is a 'walkthrough' however brief of what or what not to do. Part of the pleasure is finding that out for myself.

I love campaigning so I'm only really interested in the 1861 full campaign. What has always attracted me about long campaigns is having the ability to make mistakes knowing that with some of them at least there is time to recover. I'm equally sure that what works as a strategy for one player does not work for another.


In my case, and Im sure many others, has nothing to do with "strategy", but the actual game mechanics itself. It does me no good whatsoever to "learn" the hardway that you can bomb Fort Sumter from now till the cows come home and they won't surrender as they did historically.

You said "now that I think I'm beginning to get a handle on organisation, movement, supply etc the last thing I want is a 'walkthrough' however brief"...the thing is, the walkthrough is what is helping me to figure out the game mechanics of organization, movement and supply. Until you figure those out, there is no "strategy" involved whatsoever.

Im not sure if it's the visuals or the game design itself, but I suspect there may be quite a few people that do not have the patience of Job, that simply stopped playing after days trying to just figure out the game mechanics. This is the hardest war strategy game I've ever tried to learn to play, and Im not so sure it needs to be. Hell, I figured out Victorias economic system so I assume it not just because Im an idiot.

Anyhow, just wanted to stipulate the difference in learning "strategies" vs "game mechanics".

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W.Barksdale
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Fri Feb 22, 2008 7:49 pm

Try turning the AI off. Start up a game and play around with everything.
Make sure you read the tooltip boxes!

Yes this game was a bit overwhelming at first, however, I hesitate to call it 'the hardest war strategy game I've ever tried to learn to play'.
In fact, I find the interface extremely straight forward and informative.

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soundoff
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Fri Feb 22, 2008 8:48 pm

I think we might well be singing from the same hymn sheet just that we are not quite in tune. I thought the thread was because GrudgeBringer wanted a walkthrough so to avoid messing up the first few turns. If I'm right then I stand by what I wrote. If though its more to do with how the organisation, supply, movement etc works, the mechanics, rather than what opening moves should I be making then I'm with you. Heck my very first post was a rant about how frustrating this game was to get a handle on. But to my mind the mechanics need to be handled better in a tutorial, not as a 'this is a good way to start the 61 campaign'

Jones76
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Sat Feb 23, 2008 6:04 pm

soundoff wrote:I think we might well be singing from the same hymn sheet just that we are not quite in tune. I thought the thread was because GrudgeBringer wanted a walkthrough so to avoid messing up the first few turns. If I'm right then I stand by what I wrote. If though its more to do with how the organisation, supply, movement etc works, the mechanics, rather than what opening moves should I be making then I'm with you. Heck my very first post was a rant about how frustrating this game was to get a handle on. But to my mind the mechanics need to be handled better in a tutorial, not as a 'this is a good way to start the 61 campaign'


Im sure you are right, it's just my level of frustration had reached an all time high at the time of that post. It's amazing what taking a evening off from trying to figure this out can do for you. I actually got to the point where I read read something and then immediatly forget what I had just read, lol.

And btw, I agree 100% on the fun in figuring out your own strategy.

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Sun Feb 24, 2008 12:41 am

Oh don't think that I am saying you have got to follow a certain strategy. I whole heartedly agree in "finding" your own way to play. I myself find some suggestions from the forums work for me, and some don't. I take what I can and formulate my own strategy from there. I just think Pdubya's AAR is a good CSA starting point. I myself have created my own concoction from his AAR, what I have learned, and my own style to have several very enjoyable games so far.
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