
I'm talking about blockading a harbor.
Stauffenberg wrote:[...] I am going through various threads collating posts like this. For now I am just slotting them into various folders as addenda to the main rules for new people. Later on perhaps I'll drop in specific paragraphs into the rules themselves as appropriate, or reformat what I have into some sort of companion AACW reference guide. [...]
rattler01 wrote:
I've never beaten the CSA with attrition. One of the drawbacks with how it becomes trench warfare and the victories strengthen the CSA and allows more impressive generals. Unlike in history here the CSA can raise a 500,000+ army. The key to the USA is not the numbers, but the mobility. No matter how fast Jackson is, he can't move from Richmond to Savannah in 1 turn.
colonel hurst wrote:It sounds like the CSA has a big NM lead and that is the reason for the close to equal amount of men. You will creep back slowly but will need to win a couple of bigger battles.
rattler01 wrote:
I've never beaten the CSA with attrition. One of the drawbacks with how it becomes trench warfare and the victories strengthen the CSA and allows more impressive generals. Unlike in history here the CSA can raise a 500,000+ army. The key to the USA is not the numbers, but the mobility. No matter how fast Jackson is, he can't move from Richmond to Savannah in 1 turn.
moni kerr wrote:Attrition doesn't mean trench warfare, it means wearing your opponent down. It's a big front and a long war and there are many places to attack. So if a position is well defended, go around it and starve them out. You may not get vp for hits caused by supply shortages, but you will certainly up the pressure on his replacement pool.
Aphrodite Mae wrote:Stauffenberg, thanks for your good work! May I suggest that you consider appending some of your succinct insights to the What's not in the manual thread? It's stickied, and might be a convenient place to compile your wisdom until your project is done.
[B]
Longshanks wrote:1. Go where he ain't. (Corollary: when he shows up to outnumber you, leave or dig in heavy.)
2. Go around behind him and cut off his supply. Do I need to add to take engineers and SUs (and a Gatling if you have them)?
Longshanks wrote:Yes, Militia trains up to conscript and then to line infantry (some leaders can help with that last step).
You can no longer build artillery or ironclads west of Missi. R. unless you get a factory as a result of Econ investments. For ironclads, the factory has to be in a Missouri port. I'm not sure why St. Louis doesn't qualify, but it doesn't.
as for your observations:
1) many people restrict mobilization for both sides, esp in 1861.
2) attrition can be mitigated by keeping supply units with your forces
3) some agree, some don't. Personally, I don't find entrenchments to be much of a factor as long as you can move around them.
4) It is, in fact, quite possible to sail units right up to all those places, invade them, and take them without difficulty provided you do it before your opponent gases them up.
5) I'm never going to tell a Marine that the corps is silly. Good luck with that! In the game Marines have a small effect.
6) Some folks use them, some don't. When you by-pass them in favor of promoting Grant or Lyon, etc., you'll usually pay a VP and NM penalty.
No game is perfect, but this one is among the best, esp. with the latest version improvements. I'd like to see the Moblization issue addressed, but that's for another day. The more you play it, the more subtleties the game shows you, and yet the clearer it becomes.
Chuske wrote:I think what is tough with this game for a newbie is all the little rules like the one you mentioned about the no Ironclad builds in MO without industrialization even though you can click on Ironclad units to build in reinforcements.
Chaplain Lovejoy wrote:Good point! If there is no possibility of building ironclads in MO due to lack of ... whatever, then there should be no clickability to build ironclads there--perhaps the choice is grayed out with a tooltip explanation why. Easy to implement, or hard?
rattler01 wrote:St. Louis needs to have 25% loyalty.
And I think loyalty increase by garrison is broken. You'd need to leave a force of 10k plus for a few turns to get. near 25%.
rattler01 wrote:I don't think they should effect loyalty at all, no matter if you had 200k men. The population wouldn't start to like the other side. My 40k troops raised 8% loyalty in one turn providing they stay for 3 more I will have enough loyalty to do builds. If I leave the loyalty stays which doesn't make sense.
Before the "Raise Rule" it really only effected FOW in ungarrisoned areas, which wasn't a big deal. I know it effects supply production also, but it wasn't that major because a majority of your supply come from the northern states (based of my knowledge). With the changes on how loyalty affecting what can be built in regions, there needs to be a way to improve it. I don't think USA has much or any force pool for CSA states, so the only thing it seems to really change from previous versions is the inability to industrialize conquered lands unless you commit tens of thousands of troops. Should we consider this WAD?
In reality I don't think this is a priority because the only place it seems to be an issue is MO. Even though I have taken all of MO, doubled the garrison (which isn't that much), and several victories in the state St. Louis is only 1% Union. Which is way different from history. St. louis was filled with union friendly Germans and Irish only the rest of the state hated them. Causing all my builds to appear in St Joseph
. While the inability to build Ironclads there sucks. There are more than enough eslewhere.
Disclaimer: I am not a MO loyalty Civil war historian. Just going off from generic info. Please correct if I'm way off.
Chuske wrote:Ahhh so loyalty has an impact on what you can build in St Louis.
Further questions I have:-
1) Is there an optimum financial and conscription/mobilization strategy in 1861? Assuming no house rules is it best to time mobilization to particular situations, NM levels or just go for it and recruit as soon as you have option?
2) Is it better as USA to recruit a proportion of your field armies as militia? In this first PBEM I recruited militia only as depot guards and recruited regulars for field armies. I've found my opponent recruited a lot of militia and trained them up and now has a large army to oppose me.
3) I got confused early on at how best to use troops before divisions and corps. I failed to take and hold Harpers and Paducah and now suffering for it. How best to use early war divisionless stacks? In particular is there any way to make sure stacks from same region attack together and not piecemeal? I assume there is a balance in stack size between command point penalty for large stacks and too many stacks that can't guarantee to fight together?
4) Are armies any use before corps are allowed? ie are there any command benefits to stacks in same region or surrounding areas?
5) Artillery. I'd read initially that 12lbs are best bang for buck, so I've only built them. I gather other types offer better range and assault capability. So should I fill defense forces and forts with 12lbs and for divisions that might attack have a combination of 12lb and Parrots/Rodmans? What are gatlings good for, defense? What about horse art, is that for use with cav only forces or can it be of use with inf in tough terriain?
I'm very keen to become a wiki editor so answers you give me here, I'll start collating info to add there when I know enough. By the way how do I register to contribute to the Wiki I can't find a page to register a username?
Chuske wrote:
I'm very keen to become a wiki editor so answers you give me here, I'll start collating info to add there when I know enough. By the way how do I register to contribute to the Wiki I can't find a page to register a username?
rattler01 wrote:3.
a. I make dedicated command penaltiless stacks for operations and put everything else in the same stack
b. Besides planning on the same arrival day the answer is nope. But alot of the time when I attck with several stacks 1 engages and if it loses than all the others retire without battle. This is why players will mingle two armies in 1 area with corps so they know two waves will hit the region. And sense a opponent can't see which corps belong to which army, they assume all corps in a area will MTSG.
rattler01 wrote:5.
b. Horse art with cav division to give them some bang and keep speed. There about equal to 10 lbs, but a bit cheaper.
rattler01 wrote:5c. As the union you don't need to worry about bang for your buck. They all cost the same Conscript points which is what limits you. I always build Rodmans and 20 lbs cannons. I will build 12lbs when I want a fort or having a division dedicated to a garrison of a city. I try to always have at least 1 seige gun in a corp stack cause they have the max range. Not sure how much that effects battle.
d. Gatling are awesome for defense.
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