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Gray Fox
AGEod Guard of Honor
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Joined: Wed Aug 22, 2012 7:48 pm
Location: Englewood, OH

My thoughts on Union depots

Wed Feb 05, 2014 4:06 pm

"If he prepares to defend everywhere, everywhere will be weak." Sun Tzu

The Union has an abundance of depots that serve no purpose. Most of these are out west (KS, MO, IA, IL, IN and OH) and are magnets for raiders, Indians and trouble. These should be blown up at the earliest convenience. A large Confederate force will need a large number of their precious supply wagons to do any deep raiding and a smaller force will be prey for your cavalry brigades or divisions.

I only actually use a supply "highway" along the Ohio and Missouri rivers. I build depots in Marrietta OH, Louisville KY and Evansville IN with riverine transports (you start with 2). These create a supply chain of harbors along with Pittsburgh PA, Wheeling WV, Ironton and Cincinnatti OH, Cairo IL and St. Louis MO. The nine cities alone produce enough GS to serve 16 Divisions and enough ammo for a Corps to fight every turn. A supply wagon in any of these cities can move to the next city in the chain by normal means in about 15 days. This indicates to me that normal supplies would move along the chain without the requirement for Strategic rail or river assets.

I defend each of these cities as a strongpoint with one Division consisting of a General, a Sharpshooter, two of the Light Brigades that have a light infantry element and two militia elements, a Brigade with two infantry and one artillery elements and seven militia from that state along with a Supply Wagon. I do this right away in 61 so that most of the militia upgrade by the time any Confederates show up. Cavalry run down any raiders. In '62, I give them each a second General to get them to 4 CP's.

The Divisions defend inside the city. Most of the cities are size 2 or larger and thus can hold a Division without crowding (hover the mouse pointer over the ZOC icon to see the effects). The Supply Wagon insures that the defenders do not surrender outright if besieged, as stated in the Wiki. An attacker gets -25% to the number of elements that can be employed against defenders in a city. I usually have a reserve of some heavy artillery that can be deployed to a trouble spot. Since these cities are harbors, they can be besieged by land, but the harbors stay open unless you allow the Confederates to build a larger riverine navy than the Union. Sometimes I build a fort in Louisville. A riverine fleet can operate from these harbors to deny movement into the midwest from St. Louis to Pittsburgh.

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ArmChairGeneral
AGEod Grognard
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Joined: Thu Nov 21, 2013 9:00 am
Location: Austin, TX, USA

Thu Feb 13, 2014 7:47 am

Nice, a really good analysis. I mostly play CW2 these days, but I think that the map is close enough that a similar logic applies to the chain of river depots in both games. I fully agree with you on the excess depots in the Mid-West, also in both games. If the CSA can get St. Louis, Cairo or Louisville all those sparsely defended depots and rail lines become a serious danger to the Union. It is easier to go on offense early as the CSA right now over in the other game, making shedding excess depots even more important.

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Gray Fox
AGEod Guard of Honor
Posts: 1583
Joined: Wed Aug 22, 2012 7:48 pm
Location: Englewood, OH

Thu Feb 13, 2014 2:20 pm

Thank you! I'm looking forward to getting the newer version, but I thought that the classic game deserved a last look.

As the Confederates, if I accept about 40-50% inflation, then my army in 1862 will be the equal of the Union, about 20+ Infantry Divisions and a Cavalry Division or two. If the Union player isn't careful (and Athena seldom is), Washington D.C. can be stormed as early as April 62. I secretly assemble a force of seven divisions with 24 batteries of heavy artillery in Culpepper VA, which is away from Union observers. I then cross the Potomac in one turn and take D.C. the next. Game over.

With this in mind as the Union player, I always fortify D.C. and Harper's ferry and garrison them well. A division entrenched in the mountain region next to HF and another next to Pittsburg will leave a rebel raider with little chance of retreat. This gives me a strong eastern flank, a firm center with the nine depot cities and a refused western flank in MO. Attacking from a strong position in the East, I can force through Fredericksburg to Richmond. If the rebel capital moves, I then continue down the east coast taking out the industrial centers in the Carolinas and Georgia on the way to Mobile. I prefer this to the more historical strategy of taking New Orleans and capturing the Mississippi river, as this seems to have the problem of fighting on two fronts. This plan may be of use to you.

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ArmChairGeneral
AGEod Grognard
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Joined: Thu Nov 21, 2013 9:00 am
Location: Austin, TX, USA

Thu Feb 13, 2014 5:31 pm

Yeah, definitely the sneak attack on DC. I have always been a bit timid about going in for the kill in the East, in both games.

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Gray Fox
AGEod Guard of Honor
Posts: 1583
Joined: Wed Aug 22, 2012 7:48 pm
Location: Englewood, OH

Thu Feb 13, 2014 6:31 pm

The early Confederate 3-stars only have a 2 in offense. With the frontage for a clear region like D.C. and perfect weather, that allows an army of 113 combat elements and 24 support elements. That's about 7 infantry Divisions with 24 batteries at Corps/Army level. These Divisions might start entrenched around Manassas, Fredericksberg and Richmond, so as to not draw attention. I always build up Confederate rail points so they can rapidly assemble this force in Culpepper VA in one turn. Then they cross the Potomac the next turn and wreak havoc after that.
"L'audace, l'audace, toujours l'audace!" (Audacity, audacity, always audacity!) Frederick the Great

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