One of the reasons I like playing the Union is that I get to mess around in boats. Here are my responses to the OP's questions and various points brought up previously.
rabit123 wrote:Playing Union, first '61 campaign. Initial union blockade starts out at 70% effective. It's now early Sept '61 and my blockade is down to 25%. I've tried adding more ships to the Atlantic blockade box, but the percent stays at 25%. What exactly do I need to do to build it back up to 70% (or more)?
The initial 70% is most probably a game or display glitch. Ignore it.
It is extremely difficult to achieve a blockade percentage of 70%. 50-60% is a more realistic goal.
The best way to get the blockade percentage up to 50-60% is to 1) build more blockade squadrons, and 2) maintain a constant, even blockade in both the Atlantic and Gulf boxes. Four or five blockade squadrons in each box is what I try to maintain; it's fairly straightforward to accomplish this by end of '61 or even earlier. Be sure to keep them supplied using transports.
I've built some additional frigates and brigs...because I thought I read on the forum that these types were the best for increasing blockade % and hunting blockade runners. But I'm not sure if I'm building the right mix.
I haven't had much luck sinking blockade runners or raiders. You'll want some sloops for scouting and cheap escorts. I haven't gotten much mileage out of building more frigates - use the existing ones to defend against raiders and beef up your brown water blockade.
Also, is it better to place all ships in one stack, or is it the more stacks...the better? I guess it's possible I haven't allowed enough time to go by, for the % to rise, since adding the ships.
I haven't noticed any difference in blockade percentage between a given group of ships organized in a united fleet or many individual squadrons. Organization level also doesn't seem to have much (if any - not sure) effect on blockade %.
However, both of these things make a difference in battle. The larger your fleets, the more successful you are in battle, but the larger the number of ships that lose organization and ammo. If you're maintaining a blockade, consider spitting up your fleets to prevent a small enemy force wearing you down too fast, or uniting them to avoid being driven out by a large enemy force.
Another point is that a united blockading fleet is less annoying to keep supplied.
As for shipping...CSA raiders sank a couple of transports, even though I had them combined with the African Squadron for protection. So now I'm building replacements. Just how important is having a naval commander to a stack in the shipping or blockade boxes?
If you're getting lots of opposition, it's important. If not, use your leaders where they'll do the most good. Note that leaders also increase speed, so consider using a less skilled dude to reduce transit times to and from ports.
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GraniteStater wrote:I keep enough Union Shipping with a modest escort force to ensure 100% Sea Supply/Transport abilities - I could care less about the $$ and WS; even with Light Industrialization, I have more than enough WS by mid-'62
I do exactly the opposite. Maxing out on transports, getting 30 to 40 of them into the shipping box as soon as possible, and keeping them there are major priorities for me. We're talking 60 or 70 extra $$ or WS per turn, and that's not chopped liver.
kwhitehead wrote:But the bigger question is "Is it worth while?" Why I ask this is that when I played the CSA side I never really got that much money and war supplies from my blockade runners.
Against the AI, blockade runners are a huge benefit for the Confederacy. I try to have 15 to 20 of them in each blockade box by no later than spring of '62, so I can get that 50+ extra $$ or WS per turn. However, against a human player, things would be trickier. I can see a well-executed blue-water blockade plus vigorous patrolling causing blockade running (or at least large-scale blockade running) to become unprofitable.
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Other observations:
1. Try a brown-water blockade of Richmond, VA. If I understand correctly, a close-in blockade imposes a penalty to whatever the blockaded cities are producing, over and above the global penalty caused by the blue-water blockade. Because Richmond produces so much, the penalty caused by a blockade will annoy the Confederate player considerably.
I'm not sure if a brown-water blockade of any other Confederate city is worth the trouble. Comments invited.
2. If you have ships to spare, run them along the seazones away from the coast to intercept Confederate ship movement. If they have to fight to and from the ocean boxes, they'll be doing a lot less raiding and blockade running!
3. Pay attention to force stance. A Passive stance is useful for avoiding trouble and for recovering strength and organization in port. With a Defensive stance, fleets don't lose organization nearly as rapidly, and will still engage weaker forces in the blockade/shipping boxes, but will not intercept passing enemy forces elsewhere. This stance is ideal for a blockading force. An Offensive stance will wear out a fleet quickly, but is required for interception outside the blockade/shipping boxes.
4. Key points along the coast include Fort Munroe (guards the water roads to Richmond, Washington, and Baltimore), and New Orleans (quite apart from the other advantages of seizing it, it's a wonderful place to maintain a blockade of the Gulf from). The first deserves at least a division; the second, two or three.
5. Be very, very careful about moving ships about in winter (December through March), as storms can easily do more damage in a single turn than the Confederates could all year. Have your blockading squadrons well-supplied by late November.
6. Leave the coastal forts alone. They
eat ships for breakfast. Use division-strength landing forces if you need to take out a fort.