Cdr. McBragg wrote:Here's how I do Missouri as the Union:
If the CSA builds up divisions and corps in Arkansas to stop you, so much the better. Tying up a big CSA army in the West is even better than taking Little Rock. The farther you go, the harder it is for the CSA to get a foothold to fight back. Each new objective you take along the Springfield-Little Rock route makes all the others more secure.
I have much less experience with the CSA, but consider the obvious handicaps he faces. It is very hard for the CSA to mount an early fight for Missouri, because he can't afford to risk building anything there except militia. Militia will have a short life, but might be worth it to delay the fall of J. City, Rolla, and Springfield, or at least destroy the depots. He can build up expensive units in Arkansas to stop your relatively cheap ones at Fayetteville or Fort Smith, and you might as well hope that he does because he'll be spending a dollar for every dime you spend.
I think a CSA player who aims at St. Louis had better be crazy or at least have Forrest's crazy luck. The Union can rapidly raise huge forces in St. Louis, to throw against CSA forces that will be at the exteme end of their supplies. Likewise J. City and Rolla are extremely precarious things to aim for. As the CSA I would ultimately focus on hanging on to the axis of Little Rock-Madison-Memphis, hitting back hard at anything near them, and regard Missouri as expendable.
Stauffenberg wrote:Seems like the time to weigh in with my own thoughts on bringing Missouri into the Confederacy.
dolphin wrote:An interesting read with some pretty neat ideas, but I can't help thinking the obvious that occurs to me. That being that such a disposition of forces and expendature of resources to support such a plan sounds like it would seriously jeapordize the entire Northern Virginia area including Richmond.
dolphin wrote:An interesting read with some pretty neat ideas, but I can't help thinking the obvious that occurs to me. That being that such a disposition of forces and expendature of resources to support such a plan sounds like it would seriously jeapordize the entire Northern Virginia area including Richmond.
Hohenlohe wrote:You are right,with his plan Stauffenberg endangers the important city of Richmond and reduces his NM and VP for nothing...Missouri holding against a human player in this way is a oneway-ticket to Richmond cause the best generals are elsewhere but not in North Virginia. To hold Paducah you must not move all the best generals westwards,Jackson und A.s.Johnston are enough, with some decent troops. Semmes is needed for hitting Union fleets aka merchants in the Atlantic but Buchanan is enough on the Mississippi.
only my opinion...
Hohenlohe...
oberst_klink wrote:I love this theatre the most and the options are more than interesting, especially if you manage to kick Johnny Reb out of Ft Smith before 1861 ends. The next step is to push the secessionists with their back to the west bank of the Mississippi. Maybe I am wrong, but the Eastern theatre I just stay put and use the navy and landings along the coast; which seems to put dear Athena into panic mode. No food, no ammo, no fighting Johnnies.
Klink, Oberst
Stauffenberg wrote:The Missouri option can be played or not played, depending upon the situation. Semmes can be used in the Atlantic and Buchanan used out West.
I am wondering if the NM loss for Richmond is really so prohibitive if the entire Mississippi river is secured, New Orleans a fortified capital. These are things to consider. Johnston and Longstreet in Virginia are certainly no pushover in '62 by any stretch.
dolphin wrote:Its not just the NM loss, but also the supply, materials, and manpower. In addition to a massive hit to unit morale affecting combat performence to all troops everywhere.
Captain_Orso wrote:Batteries in pre-war forts or the fortifications you can build in towns and cities always fire on passing enemy shipping and the coastal batteries can be devastating. You cannot expect to outright sink anything passing by, but you will do a world of hurt to them; that means that the troops being transported arrive at their destination already damaged and with less cohesion and supply.
Captain_Orso wrote:There are some technical things to know about bombardment.
1. your "bombard passing ships" button will turn off every time the commanding general goes from ready to unready and back (brown cookie/white cookie), if you have a commanding general, unless they are in a fort or fortification.
[INDENT]I actually put a unit in Surry VA and dug them in with engineers and then gave them a Columbiad battery and a supply train(units with a supply train with at least 1 point of supply give the units in the stack a 10% combat bonus)....
These measures put an end to the Unions attempts to disrupt the James River economy.[/INDENT]
2. So you can put as many coastal artillery batteries into New Orleans as you wish. If the Union only wants to land there and invade those batteries will never fire off a shot at any union ships.
The Union will decide where to fight; the CSA can only decide whether to fight.
Stauffenberg wrote:
2) .... Right now, if a fleet sails past coastal artillery they will get fired at, if they sail at it... they won't. Perhaps I am missing something...
Captain_Orso wrote:LOL Yes, the most important rule for bombardment at all is the Double-Adjacency-Rule (DAR). It's so obvious to me that I thought it was understood . It's the reason why Union ships passing Norfolk from the Chesapeake Bay get bombarded only in the James Estuary, or when sailing in the other direction, are bombarded in Hampton Roads. Both water regions, Hampton Roads and James Estuary, are adjacent to Norfolk. So When ships sail from one to the other they are subject to being bombarded by artillery in Norfolk with the Bombard Passing Ships button is activated.
This also answers the question of why Surry VA. Because it is the only land region adjacent to both James Estuary and James River.
So why should ships be or not be able to be bombarded when landing units in a region defended by batteries that can use the Bombard-Passing-Ships button? Because the regions are very large in comparison to the range of artillery defending in that region. Depending on the region you could have a shore line many dozens of miles long. In Real-Life invaders could land miles away from emplaced batteries without ever coming under their fire. Of course in Real-Life the situation could also be the other way around. The problem is then, when would emplaced batteries actually have the opportunity to fire on an attacking fleet and when not. At the scale of AACW this situation cannot be simulated in detail. IIRC at one time if a fleet sailed into a region adjacent to shore batteries these had one opportunity to fire on this fleet, but only one. This opportunity was removed, because of the reasons I've stated above; the regions are too large to suggest that an arriving fleet would necessarily not be able to avoid shore batteries that they should very well know were present.
As far as the affects of landing in a region occupied by defending units, this is already implemented in the game with drastic disadvantages to the landing units.
All-in-all, I feel that the game fits all of the facts quite well together to generically represent the situation very well.
Captain_Orso wrote:LOL Yes, the most important rule for bombardment at all is the Double-Adjacency-Rule (DAR). It's so obvious to me that I thought it was understood .
Captain_Orso wrote:This also answers the question of why Surry VA. Because it is the only land region adjacent to both James Estuary and James River.
So why should ships be or not be able to be bombarded when landing units in a region defended by batteries that can use the Bombard-Passing-Ships button? Because the regions are very large in comparison to the range of artillery defending in that region. Depending on the region you could have a shore line many dozens of miles long.
Captain_Orso wrote:The problem is then, when would emplaced batteries actually have the opportunity to fire on an attacking fleet and when not. At the scale of AACW this situation cannot be simulated in detail.
Captain_Orso wrote:As far as the affects of landing in a region occupied by defending units, this is already implemented in the game with drastic disadvantages to the landing units.
All-in-all, I feel that the game fits all of the facts quite well together to generically represent the situation very well.
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