Wed Jul 29, 2009 10:59 am
Much, much more than any other conflict/strategy simulation on the market, this is a game of logistics, at least for the Union, which is all I know about so far. The next most important thing is how your armies are organized. To keep it simple:
* Make sure that you have Supply Wagons with important formations and, as you push into enemy territory, with a growing number of formations. I won't say every single stack has a Wagon down South, but it's not paranoia if they are out to getcha. I wagon up as much as I can.
* Wagons/River Transports/Ocean Transports = Supply Magnets.
* Keep Regions at more than 25% Military Control for the use of RRs and to keep Supply flowing.
* Divisions let 1 star generals reduce CP penalties from 35 - 35 percent down to 10 or less. Divisions cannot be formed until late Oct or early Nov 61 - there's a message that'll tell you when you can. Divisions are your friend; use them.
* March, 62 - now you can make Corps and truly proper Armies. Corps are what makes the world go 'round. Yum, yum, Corps... anyhow, read and know your Command Structure. Armies, Corps, and Divisions - the bread and butter of AACW.
* Use your Messages like they were Holy Writ.
* Thou shalt not neglect the Roster and the other Screens that the Lords of AACW hath provided.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster
[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898
RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.
