rabit123
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general strategy playing Union 1961 campaigns...

Wed Feb 25, 2009 10:43 pm

Have started April 61 campaign as Union. Trying to figure out what to buy...and when to buy it, feels a bit like I'm groping in the dark. Still don't really understand the auto replacements vs. replacements I buy. :blink:

Played through to when Grant appears. Of course by then, CSA was in Pittsburgh AND Baltimore, and throughout 99% of Kentucky! So, I'm looking for suggestions for managing a game without losing in the first year.

How does everyone feel about industrialization? I've read in the forums where some players don't use it at all as Union, while others do. Is it a good idea, or not really necessary? What's a good rule of thumb?

I've read the quick reference, the manual, forum threads, and the Wiki, so I'd like to hear from some experienced players. Ah, that would be anyone other than me. :thumbsup: Cheers!

bburns9
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Union April 1861

Wed Feb 25, 2009 11:29 pm

rabit123 wrote:Have started April 61 campaign as Union. Trying to figure out what to buy...and when to buy it, feels a bit like I'm groping in the dark. Still don't really understand the auto replacements vs. replacements I buy. :blink:

Played through to when Grant appears. Of course by then, CSA was in Pittsburgh AND Baltimore, and throughout 99% of Kentucky! So, I'm looking for suggestions for managing a game without losing in the first year.

How does everyone feel about industrialization? I've read in the forums where some players don't use it at all as Union, while others do. Is it a good idea, or not really necessary? What's a good rule of thumb?

I've read the quick reference, the manual, forum threads, and the Wiki, so I'd like to hear from some experienced players. Ah, that would be anyone other than me. :thumbsup: Cheers!


Well, I'm another noob, so take the following info with that in mind. There are much more experienced gamers here.

1. Industrialization. IMHO there is no need to overdo it as the Union, your resources are strong to begin with. I usually start a campaign just industrializing DE and WI as they are relatively inexpensive and in different theatres. After I get a few factories producing, I may switch locations to something closer to the front, but make sure you can reasonably hold the area you industrialize.

2. When you talk about replacements do you mean replacements or reinforcements? I only ask because people have confused the two (including myself). I generally look at auto replacements as a gift, I purchase mine (at least initially) with the following targets in mind:

Elite Infantry: 1
Line Infantry: 5
Militia: 0 (you will get plenty of these automatically)
Cavalry: 1-2 (depending on what I have in the field)
Light Artillery: 1 initially to help the ANVA get up to speed (I'm not even sure if it helps though). After that, the 6 lb's will start converting to 12 lbs so I don't see the need after early 1862.
Field Artillery: 1
Heavy Artillery: 0 (unless of course you've built some and are worried about them.

From a Reinforcement perspective, I usually start by doing the following:
1. Full Mobilization pretty early (May 1861) along with the blockade (+50K, and 5% War Bonds (amount depends on VP total)). This along with your usual turn conscripts should give you enough men to form several divisions. Where you put them is really based on your strategy. Mine in short is:

Far West: Minimal to start. I usually try to blow every depot and Indian Village (Fayetteville, Ft. Smith, Ft. Gibson, Cherokees, Creeks, Springfield, MO)I can out there to start. This basically eliminates that theatre from major action I keep forces in Lexington, Ft. Leavenworth, Jefferson City, Rolla and St. Louis to hold the northern line. Then I basically leave it alone for all of 1861 and so far through all of 1862. Obviously enemy action may dictate an alternate course, but unless they're willing to build depots, there's not much they can do and sustain it.

KY/TN Mississippi River: Here I create an IL and IN division. With the IL division's target of Columbus and Island 10. The IN division's target of Ft.'s Henry and Donaldson. (these divisions composed of 8-9 infantry, 4 artillery, 3-4 cavalry and a sharpshooter) Sometimes I'll throw a Marine unit in there to assist with the river crossings. I then create divisions in Louisville and Cincinnati for the purpose of advancing through KY (with Nashville as the eventual target, though not usually until mid 1862). If you are playing the AI, unfortunately it usually attacks KY early (unfortunately because a human player would usually not do such a thing knowing it will make KY join the Union almost all of the time) which makes advances through KY easier for the Union than the CSA.

WV/VA: Here I'll fill up the existing divisions and create one or two more divisions. Initially these are made up of the free reinforcements you receive (i.e. NJ volunteers, 1,2,3,4 PA Brigades, California Brigade, etc.). So I don't spend too much in that theatre until I have my forces in KY/TN up to snuff. To avoid the Pittsburgh targeting, I usually will create and station my reserve division for the ANVA there. That way the AI can't take it too easily. If they go after it in force, it usually means there's an opening in northern Virginia. If they move somewhere else, Pittsburgh has enough rail connections to move that division quickly (plus, it's usually in the AI's fog, so it can't see it which can come in handy).

Anyway, that's the quick and dirty.
Find out what Grant drinks and send a barrel of it to each of my other generals! - A. Lincoln

bburns9
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One more thing.....

Wed Feb 25, 2009 11:36 pm

I've been following along with an AAR in the AAR forum from Soundoff and Banks. I would check it out. It's taught me some valuable lessons already.
Find out what Grant drinks and send a barrel of it to each of my other generals! - A. Lincoln

rabit123
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Thu Feb 26, 2009 1:46 am

Thanks for the suggestions, bburns9! I was referring to replacements, rather than reinforcements. It can be confusing.

In the KY/TN theater, in 61 do you build up the Union river navy forces at all? Or is that really secondary, so early in the war?

Also, you didn't mention naval blockading or shipping. Do you invest much in these areas in the first year, or just go with what you get throughout the year?

Regarding industrialization; if I understand you correctly, once factories start producing, and I take away industry from that state, the factories still continue outputing for the rest of the game? Hadn't considered that aspect. :bonk:

Again, thanks for the intel. It helps. And I'll check out the AAR. Cheers! :)

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Thu Feb 26, 2009 1:53 am

rabit123 wrote:Regarding industrialization; if I understand you correctly, once factories start producing, and I take away industry from that state, the factories still continue outputing for the rest of the game? Hadn't considered that aspect. :bonk:


This is correct. Investment in industry is a new investment every turn, although you have to actively stop the investment form occuring in the economy screen. Once you get a successful "hit" the new factory will continue producing permananetly.

I'll forego comment on Yankee strategy ... ptooey! :p apy:
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Major Tom
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Thu Feb 26, 2009 2:51 am

Gray_Lensman wrote:Your strategy of not building any Heavy Artillery replacement units would probably work against the current weak AI naval strategy, but not against a more resourceful human PBEM opponent. Also, there are tests underway to improve the rather flawed survivability of forts vs naval units that will make forts much more useful providing they have the strength to withstand determined naval attacks. 50% (and especially the two 10%) strength forts will be a gift to a determined naval strategy. :D


Gray - Rabit23 was asking about Union strategy, but I completely agree with you about CSA replacement strategy (and I'm thrilled to hear there may be fix coming for the survivability of coastal batteries vs naval bombardment). I've seen some forum posters say they don't spend ANY replacement points on heavy artillery as CSA, which I find crazy. Sure, they're expensive replacements, but if you're lucky on your die rolls you may only have to buy one or two (more likely 3 or 4). So, just buy one and see where it goes -- if it fills up your key coastal batteries you can call it quits. You definitely want to keep going until you can fill up the battery at Island 10.

Again ... can't comment much on Yankee strat, but I don't see the need for heavy artillery replacements for them.
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rabit123
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Thu Feb 26, 2009 3:16 am

Major T & Gray, all intel is good intel, even if it addresses the other side. :) I'm so green at this game I can't even call myself a noobie yet. I'm learning a ton just from reading the forum threads and AARs.

One thing is puzzling me at the moment. I hear players refer to "die rolls", as Major Tom did in his last post, regarding replacements. Where and when do I "see" the die rolls and how is this useful to me in my next turn? :confused:

Again, thanks for all the help everyone. Cheers!

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Major Tom
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Thu Feb 26, 2009 3:41 am

rabit123 wrote:Major T & Gray, all intel is good intel, even if it addresses the other side. :) I'm so green at this game I can't even call myself a noobie yet. I'm learning a ton just from reading the forum threads and AARs.

One thing is puzzling me at the moment. I hear players refer to "die rolls", as Major Tom did in his last post, regarding replacements. Where and when do I "see" the die rolls and how is this useful to me in my next turn? :confused:

Again, thanks for all the help everyone. Cheers!


Sorry about that, Rabit! The "die roll" reference is really just a metephor for any random event. I guess it's a holdover for old-timers whose gaming experience pre-dates computer games :p apy:. What I meant was that if you are lucky on a randomized event...

With replacements, when a unit is at less than full strenght, it can fill itself up from the replacements pool (the companies you buy in the replacements screen). Since each replacement point is equal to about a regiment, you won't necessarily use one up every time you top off a partial-strength unit. Instead, there's a random chance that you'll use a full replacement point, and that chance is based on the percentage of health that's replaced. So, if a unit is at 50% health and pulls replacements from the replacement pool, theres a 50% chance that it will use one replacement unit and a 50% chance it will use none. So, there's your "die roll." You can get lucky, and get your half-strength unit filled up for free, or you can be unlucky and have to use a full replacement unit to fill up just a fraction of unit health. Over time, this tends to average out, but especially with coastal batteeries, which are so expensive, those "die rolls" can be pretty important. I once filled up all of my CSA coastal batteries expending only 1 replacement point. Other times it has taken four or more.
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Thu Feb 26, 2009 4:28 am

Thanks for the clarification, Gray. I did see that Pocus post but forgot to apply the 50% factor.
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Thu Feb 26, 2009 4:51 am

Thanks all. Again, the intel is most helpful. Cheers.

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Thu Feb 26, 2009 6:24 am

rabit123 wrote:Thanks for the suggestions, bburns9! I was referring to replacements, rather than reinforcements. It can be confusing.

In the KY/TN theater, in 61 do you build up the Union river navy forces at all? Or is that really secondary, so early in the war?

Also, you didn't mention naval blockading or shipping. Do you invest much in these areas in the first year, or just go with what you get throughout the year?

Regarding industrialization; if I understand you correctly, once factories start producing, and I take away industry from that state, the factories still continue outputing for the rest of the game? Hadn't considered that aspect. :bonk:

Again, thanks for the intel. It helps. And I'll check out the AAR. Cheers! :)


In the KY/TN theatre I don't build many naval units initially. Only about 3-5 Ironclads when they become available, just so my river fleets have some more punch. In all honesty, I haven't utilized the navies too aggressively. I'll put my river fleets in position to pin down an enemy somewhere, but sometimes it hasn't worked. I know there's probably an answer why (Military Control, Zones of Control, etc.) but I haven't taken the time to figure it out. So to me, this is secondary. I'll spend more on the navy when my conscripts are running too low to build infantry/cavalry since the ships don't require many conscription points just $ and WS of which the Union has plenty.

In the ocean shipping and blockade boxes, I didn't buy any units, I just used the ones that came on line to bolster the fleets. Or if I'm doing an amphibious op, I may build more transports to replace the ones I steal from the existing fleets to move my forces around. I usually take New Orleans pretty early (as was historically the case). And in early 1862 I usually take 2 divisions somewhere else (Savannah, Charleston, Wilmington, etc.) , just to keep the computer dancing to my tune.

Once the $ starts piling up in '62, I buy a blockade fleet and send it to the Gulf box (you have a contingent there already, but it's not nearly as powerful as the Atlantic box).

As Major Tom and Gray explained, yes your factories continue to produce after you cancel the industrialization.

In short, to start the campaign, I always want to get as many men and artillery in the field as I can. The CSA generals are significantly better in the beginning, and you'll need the #'s to hold them in check.

My first campaign didn't go well (I also lost Pittsburgh and paid a hefty price to get it back). I also had Van Dorn on the doorstep to Chicago before winter saved me. Then the ANVA got utterly destroyed by PT Beauregard and well that was that. But losing like that taught me some valuable lessons. I won my next campaign in October 1862.
Find out what Grant drinks and send a barrel of it to each of my other generals! - A. Lincoln

rabit123
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Fri Feb 27, 2009 12:06 am

Thanks for the quick reply bburns9! As I said, all intel is good intel. And thanks for the tip about the AAR, it really helps. :thumbsup: Time to dive back into the pool...

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Fri Feb 27, 2009 12:49 am

bburns9 wrote:Far West: Minimal to start. I usually try to blow every depot and Indian Village (Fayetteville, Ft. Smith, Ft. Gibson, Cherokees, Creeks, Springfield, MO)I can out there to start. This basically eliminates that theatre from major action I keep forces in Lexington, Ft. Leavenworth, Jefferson City, Rolla and St. Louis to hold the northern line. Then I basically leave it alone for all of 1861 and so far through all of 1862. Obviously enemy action may dictate an alternate course, but unless they're willing to build depots, there's not much they can do and sustain it.


Funny because as Union player I'm doing nearly the opposite : I destroy indian villages to remove supply opportunity to southern raiders but I'm very agressive from the beginning to try to capture the depots from Rolla, Springfield and Fayetteville before their destruction. If I manage to do this, Fort smith can be mine beginning of spring 62. Then I can prepare the march on LittleRock and try to take it in autumn 62 or spring 63.

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Fri Feb 27, 2009 1:22 am

Mickey3D wrote:Funny because as Union player I'm doing nearly the opposite : I destroy indian villages to remove supply opportunity to southern raiders but I'm very agressive from the beginning to try to capture the depots from Rolla, Springfield and Fayetteville before their destruction. If I manage to do this, Fort smith can be mine beginning of spring 62. Then I can prepare the march on LittleRock and try to take it in autumn 62 or spring 63.



Do the same thing. Works most of the time to! :)
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Chaplain Lovejoy
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Fri Feb 27, 2009 1:42 am

Some very general things I do:

1. I keep an eye on what the CSA is doing in terms of drafts and raising money; if CSA is going with partial mobilization and selling bonds while I stick with volunteers and no bonds/taxes, I may be in for a nasty surprise.

2. I buy at least 20 RR points per turn, eventually to end up at about 600.

3. I consistently buy at least one inf or arty or cav per turn in the far NE; this will add up to a nice amphib force in due time.

4. Above all, I try to maintain the initiative. This means forcing the CSA to react to my moves rather than the reverse. Create threats, real or imagined.

There is no "perfect plan." ;)

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Fri Feb 27, 2009 2:16 am

Gray_Lensman wrote:Actually, Pocus clarified this recently (see this thread: http://www.ageod-forum.com/showthread.php?t=1931) and stated that the chance of using a replacement element is equal to half the amount of damage to be repaired, meaning in your example above:

If a element is at 50% health and pulls replacements from the replacement pool, there's a 25% (half of 50% damaged), chance that it will use one replacment element and a 75% chance it will use none.

Here's another example to make it more obvious:

If an element is at 30% health and pulls replacements from the replacement pool, there's a 35% (half of 70% damaged), chance that it will use one replacement element and a 65% chance it will use none.

Basically, on the average, a replacement element is capable of replacing 2 fully damaged elements' HPs (if that were possible).

edit> Changed the term unit to element... Replacements are implemented at the element level not unit level.


Gray,

If an element is at 30% health and that particular element is the only one needing replacements at that time, does this mean that if you have the replacement points available, it still may not use them? :confused:

I can understand the formula being in effect to insure that every unit that needs the points to get a crack at them; however, it seems weird that if the points are available that they would not be used.

I would have to shoot my quartermaster if he was to allow a requisition to go unfulfilled with the material being available.

Regards,
CptCav

PS, for all you that fill the need to give an explanation with hypothetical situations why this could be the case if it is true, I don't need it. I just need to know if it is true or not.

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bburns9
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Far West

Sat Feb 28, 2009 9:22 pm

Mickey3D wrote:Funny because as Union player I'm doing nearly the opposite : I destroy indian villages to remove supply opportunity to southern raiders but I'm very agressive from the beginning to try to capture the depots from Rolla, Springfield and Fayetteville before their destruction. If I manage to do this, Fort smith can be mine beginning of spring 62. Then I can prepare the march on LittleRock and try to take it in autumn 62 or spring 63.


How many men do you put in that theatre (i.e 1 division, 2 division, etc.)? I'm curious, I've always tried to eliminate that theatre so I could use my resources from that part of the country for the MS river campaign and into central TN. I do take Rolla, and Springfield (though I usually blow the Springfield depot as I don't garrison it with much). But I blow everything else. I wonder if my strategy is the reason my support is so low in MO. By the time the summer campaigns start in '62, the only areas of MO that have U.S. MC for supply are the zones I have troops in.

I'm in a campaign right now (late '63) that I'm trying to go all the way through the end of the game so I can get an accurate list of the Union Generals and when they arrive (I'm compiling an updated list and I'll post when it's done. Though it doesn't contain the Navy Admirals right now). But when that's done, I'll do a new one and try to be more aggressive in the Far West, just to see how that plays out. I appreciate any insight as to the level of force build up you do there.

BB
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Sat Feb 28, 2009 11:50 pm

bburns9 wrote:How many men do you put in that theatre (i.e 1 division, 2 division, etc.)? I'm curious, I've always tried to eliminate that theatre so I could use my resources from that part of the country for the MS river campaign and into central TN. I do take Rolla, and Springfield (though I usually blow the Springfield depot as I don't garrison it with much). But I blow everything else. I wonder if my strategy is the reason my support is so low in MO. By the time the summer campaigns start in '62, the only areas of MO that have U.S. MC for supply are the zones I have troops in.

I'm in a campaign right now (late '63) that I'm trying to go all the way through the end of the game so I can get an accurate list of the Union Generals and when they arrive (I'm compiling an updated list and I'll post when it's done. Though it doesn't contain the Navy Admirals right now). But when that's done, I'll do a new one and try to be more aggressive in the Far West, just to see how that plays out. I appreciate any insight as to the level of force build up you do there.

BB


If the Saint Louis Massacre event fired, then your support would be lower in MO. (It reads that Union troops fired on citizens of St. Louis). The confederates gain control of MO, and get Sterling Price as a General. The other issue could be the enemy's/your control type (suspended Habeus Corpus, etc.)

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Sun Mar 01, 2009 1:18 am

bburns9 wrote: I do take Rolla, and Springfield (though I usually blow the Springfield depot as I don't garrison it with much).


I do the reverse: blow Rolla and keep Springfield. The Rolla depot doesn't seem to "lead anywhere," and I don't want to take a chance that a bunch of supplies there will fall into CSA hands. The Springfield depot, OTOH, can be part of a chain that leads me down to Little Rock.

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St. Louis Massacre

Mon Mar 02, 2009 5:52 pm

Jim-NC wrote:If the Saint Louis Massacre event fired, then your support would be lower in MO. (It reads that Union troops fired on citizens of St. Louis). The confederates gain control of MO, and get Sterling Price as a General. The other issue could be the enemy's/your control type (suspended Habeus Corpus, etc.)


Jim-NC - Thanks, yes that event did fire, so that explains the loyalty in MO :bonk: . I generally don't change the loyalty settings from Full Liberties so as not to lose the VP from the cities in that state. The only time I do is if I'm advancing and need to secure supply lines. I wonder if there is another way to increase the loyalty. I know Don Carlos Buell has the Pop Admin feature which can help, but only 1% per turn in the specific region he's in.

BB
Find out what Grant drinks and send a barrel of it to each of my other generals! - A. Lincoln

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Mon Mar 02, 2009 6:11 pm

You should also watch out for the Kentucky seceedes event(or joins union). Either way Kentucky joins 1 side or the other. Loyalty can be increased by troops in the area (they slowly turn loyalty towards your side). In other threads, they talk about this topic.

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Mon Mar 02, 2009 9:39 pm

I was not aware of the details behind what dictated how replacements were doled out. You learn something new about this game just about every day!
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ncuman
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Mon Mar 02, 2009 11:51 pm

This is all great advice, but there is a couple things extra that should be added.

1. Try to have one sharpshooter unit in every division or as many divisions as possible. This gives your divisions the advantage of firing first.

2. Perhaps it is a personal style, but I am a big believer in artillery. The more the merrier. Have about 4 batteriers in each division. Then have 2x20 lb Parrots or Rodmans in each Corp. Artillery gives you a big combat power advantage over your enemy.

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Tue Mar 03, 2009 12:38 am

This was my plan in the last USA campaign I played and it worked pretty well:

Restore order in Missouri, and secure the Shenandoah valley.

Then invade Virginia from there, land a second army in Norfolk, move them both towards Richmond. This way it's possbible to trap the CSA armies in Virginia and take their capital, which could already be enough to break their morale.

As the USA I would not invest in industrialization. Use all you have to build up a large army fast.

rabit123
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Wed Mar 04, 2009 10:49 pm

Once again, thanks to all who responded to this thread. The information is most helpful. I see the value of Sharpshooters and try to include at least one in each division, when possible. Also see why industrialization is not needed for Union, at least at the start. I appreciate all the intel. Cheers.

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