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.
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.
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.
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.....
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!
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!
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.
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.
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.
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'
Return to “AACW Strategy discussions”
Users browsing this forum: No registered users and 9 guests