And yes, I know how to change the mobilization options to get more recruits.
I don't buy the line brigades either, except in an emergency, I buy almost exclusively militia, so that wasn't it.
Maqver wrote:Yup. This has happened to me as well. Ridiculous ain't it?
He probably rush built nothing but militia - they convert to line infantry very quickly - while you probably built a lot of regular line units.
There is also a way the CSA player can get more WS than was historicaly possible as well, IMO, but I haven't figured that one out yet (other than buying the militia as mentioned). My CSA opponent also had a lot of ships and as much artillery!
Also, the CSA player will have had higher NM and probably used his financial and draft screens efficiently.
So the game just turns into rushing a bunch of militia. Next time you play you should try and establish what the policy is on that or hope for a future patch that fixes it.
I do the recruiting leaders, though I usually put them in Baltimore, Philly, and Cincinnati, does that make a difference? I thought as long as it was a certain size it didn't matter, but should I put them in the biggest city possible?
I almost always do full mob and then pay for recruits, which varies, some times the 1000, 2000, or 3000, depending on the situation with morale etc., but I always pay for more.
Maqver wrote:It does matter. You can check the top of the screen to see how much the conscription rate changes for a particular region. I usually put them in Philly, New York and Washington (wait for Scott to go and put Banks in charge of the large detachment).
Banks6060 wrote:I've never been one to favor the more ahistorical strategic approach to a PBEM game. Jagger and I went at it awhile back and we were playing pretty tight until I was unable to play for a time and we just let things kind of fade away. I still have the game saved.
I think our combined AAR is still posted.
Anyway...most of these strategies listed here...the ahistorical ones make me cringe. They certainly force you (especially as the USA) to change things up a bit. But I managed to fare quite well against Jagger with a more historical strategic approach.
Until I get absolutely trounced by someone that uses the ahistorical strategy...I won't every use it.
I just did an experiment with all three leaders in early Sept 1861. The results are rather surpising since they do not coralate with city size or conscription by region.
Early Sept 1861 from 38 conscripts to
Boston 45
New York 45
Philly 46
Pittsburgh 46
Baltimore 43
Washington 44
Cincy 46
Indianapolis 46
Chicago 45
St Louis 44
Louisville 40
Detroit 45
Cleveland 45
Albany 46
It seems to me that everyone, and I do mean everyone, when playing the Union automatically takes the -10 NM hit. Now accepting that is about as ahistorical as you can get
Maqver wrote:
Why would you want to attack a larger army swelled with militia-turned-line infantry with better generals, get beat, lose morale, and then be driven across the Potomac?![]()
Maqver wrote:If you look at Washington before adding one of them to the stack inside, it might read one conscription point (or whatever, it might be two). Once you add them to the stack the consciption will jump to 14 or so.
Gray_Lensman wrote:This is because of the murky details of the requirements to fulfill the event. I've tried to clarify this in several different posts. First off, you don't have to "ATTACK". You just have to "MOVE" into one or more of the regions that meet the "Threaten Richmond" definition. This definition includes all the "land" regions surrounding the "Richmond" region iself out to 2 regions, not just the regions immediately adjacent to Richmond.
Currently, this does not include the Richmond region itself, LOL, which I will be changing on the off chance that someone actually takes Richmond and occupies it with the required number of units, admittedly rare, but it could happen. Another minor change that will be made in v1.12b is the necessity to stay in the "Threaten Richmond" area for 2 turns not just 1 turn as it is currently. This cuts down on the ability to "exploit" this event with a pure Cavalry force. The main thing to remember is: You don't have to ATTACK to fulfill this event.
soundoff wrote:<snip>
It seems to me that everyone, and I do mean everyone, when playing the Union automatically takes the -10 NM hit. Now accepting that is about as ahistorical as you can get![]()
Gray_Lensman wrote:You misunderstand the rules Soundoff... There is no requirement to move into a region and attack even if the other side's units are already occupying the region, unless maybe they have increased the MC to the point that automatically forces the Union units to assume a change in posture. In that event there are enough regions in the defined area that the Union player should be able to find a region to move into that meets the requirements maybe even amphibiously. The CSA can't cover all of the regions with enough forces.
OK so you know the South has better generals (history and the game tells you so) but was that known at the outbreak of the REAL Civil War.
Maqver wrote:Did militia turn line infantry that quickly happen in the REAL Civil War? There is a qualitative difference from following a pre-determined battle path and the way armies are built in PBEM games. To say it is the same is equivocation, clouding the issue, muddying the waters, stirring the pot, etc usually in attempt to preserve some advantage by making them all equal. But if that is the way the game is set up then that is the way the game is set up. The point is that better generals and a miltia turned line swelled army will lead to ahistorical strategies and responses, such as the Army of the Potomac sitting tight. Other ahistorical strategies might be the CSA player assumining an invading or raiding stance at the war's beginning (despite Davis' "We only want to be left alone" declaration to the world).
BTW - Becasue of this I agree with you that in a PBEM the threaten Richmond imperative is largely unworkable.
Gray_Lensman wrote:
btw, you better get used to this one... In v1.12b (mid to late February) you will have to meet this requirement again as the Union player, preferably before 1862/06/30, else you will lose 20 NMs as the USA, after 1862/06/30 but before 1862/10/30 you will lose only 10 NMs. This is being changed to prevent the totally ahistoric strategy of just sitting back and building up an unstoppable war machine and at the same time gathering in 21 freebie NM points for various events that occur during 1862. If you want to keep those 21 freebie NM points you will have to MOVE into the "Threaten Richmond" area.
denisonh wrote:My suggestion is that there should be either an increased NM penalty for not even trying or a reduced penalty for at least trying to move towards Richmond.
AndrewKurtz wrote:I like this idea. I usually take the hit and stay put, but a significantly larger NM penalty for not even trying would certainly make me think otherwise.
Combining this with some of the ideas Clovis added in his MOD to force the Union player to deal with Little Mac instead of just dumping him somewhere, you could tie either failure to try or failure itself to increasing Little Macs political value to a HUGELY high number, meaning if McDowell fails, you are forced to give Little Mac a command.
Gray_Lensman wrote:
And you can bet on it that you'll be risking your Lines of communication as was the case in the real war. There is no way that the North would have tolerated a complete year of inactivitiy in 1862. The political pressure would have been overwhelming. The only way we have of modeling that in game is in NM adjustments.
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