So we have Replacements - yes, those guys whose arrivals are displayed in the Messages, and we have Hits - red stuff, from any source. Replacements arrive because the brigade in question wants to flesh out its TOE, what it should be. Once you're along in the game some, these happen, pretty much, only when an entire element gets whacked and is gone entirely. Hits can be alleviated or obviated anytime, anywhere (wait a minute - gotta be in Port for ships, and I think one needs size 3; unsure), but location, structures, circumstances in general, can keep these to a crawl or speed them up.
And the South gets a 2:1 advantage in this - why? Some Big Historical Reason of which I know not? Or is it more 'balance'?
This veers off topic, but see my latest thread on the experience I'm having with havi. No wonder I can't get past entrenched 4000 PWR posts - he can take the beatings all day long and recover twice as fast. In the meantime, the Union essentially stops building units just to replace casualties and by the time they're ready again, they might as well not bother.
Hey, I know, just turtle entirely and build everything you can and then march in March 1864. Can't lose then.
Sorry to sound bitter, but starting to wonder if the Union has any advantages left.
GraniteStater wrote:And this, from the Replacements/Hits thread, just chimes right in.
Seriously. Oh yeah, you can build twice as many regiments - some of which are needed for guards and garrisons, even with Auto-garrison now. How about any overseas landings? Want to do anything way out in the Far West? How about a serious Blockade, more than 50 - 60%? That takes ships, lots of them, and a Blockade Squadron takes darn near a year to build. Oh, and you want a river naval force, too? Have to build all of that, all of it, really, no freebies like the CSA gets.
Geez, how can we counter the CSA Leadership advantage? I know, I'll build lotsa Support units! More Resources - and you can run out of those, I'm near the end of Med units.
So, now, what do we have? Project Build Up, that's what, including possible investment in Extra Industry so you don't have the Horrific Money Crunch in mid-game, or at least reduce it.
Note I have not Mobilized - at all, in this game. I'm not even recruiting, now, my Men are around 900, Turn after Turn.
So, here you are in the first 18 months, getting to Divisions, getting to Corps, getting to the EP, investing, building a real Blockade, 24 dozen ironclads on the river, shiny Support units - gee, how about riflemen? Artillery? Lotsa Cav needed, too.
Oh, don't forget all the Wagons you're going to need - and you'll need a LOT. I'm on my 30th or so. Amazing how needing Depots to try to wipe out hits in place, in situ, can chew thru those trundly lil' wheelspinners. 'Cuz you don't want to lose a good position just cuzza Gotta Go to the Depot. So you build 'em, right there, just to recover hits.
In the meantime, all the CSA player has to do, really, is just keep building megabrigades under Awesome Leaders who can MTSG Like Lightning on Defense. Add a doubled Hit Recovery rate - oh yeah, that's fair.
After a Big Battle, Wow, that was Close, Almost Won - oh yeah, get to spend the next three Turns just sitting there, trying to get Strength back. Do a few of these in a couple of campaigning seasons and guess what? The CSA has 156 NM, that's what.
We've 'balanced' the game so much that it's getting hard to see how the Union can win before January 1866. I mean, I'm not even close - I'm still trying to take Nashville???? In April 1864???
Mickey3D wrote:30 wagons built ! I played Union only once in PBEM with CW2 but that seems really a lot to me and all of them are using most wanted money : may be are you over cautious with your supply or trying to go through long and difficult terrain ?
In my game I used landing operations to force the South to move some divisions out of its main defensive lines but I had to stay on the defensive on the Eastern theater (but still with enough force to be a threat if the line was not kept strongly).
Promoting Grant is, as in AACW, a key point in the Northern strategy. I was lucky enough to have it promoted to 3* by early 1862.
But I agree : it seems more difficult for the Union (compared to AACW) as the Confederate is able to field for a long time nearly as much troops as you and the MTSG seems pretty effective (I wonder if the algorithm has changed ?).
GraniteStater wrote:* Panning back to a bigger frame, I really started the Big Push in spring '63. After some significant bloodletting, it becomes clear that your resources are going to Replacements and very few Reinforcements are going to be built. This leads to my first bewailment - you have to avoid major losses if you want to put the Union's numbers on the field? Wait until you're assured success on the field? Doesn't seem right.
Ol' Choctaw wrote:GS, the major problem seems to be your luck.
It seems to be unbelievably bad. Approach the game knowing that you will be lucky. It has an effect.
Don’t obsess on KY.
Losing KY for a few turns may slow you down but it is no killer.
By the way the chances of KY joining the CSA is NOT 10%.
PhillT said it was only 5%. One time in 20 so you won’t have that trouble again for a while.
Now, here is the deal! You are way into this game so I don’t know how much help it will be, but you can try.
The Union has the advantage in troops. Rather than attacking CSA strong points attack where he is weak and hold him at his strong locations. You only need about 60 to 70% of his strength to do that.
You make the south defend everything so they can defend nothing.
You have the transport system to allow you to do that. You can concentrate forces easier and when he weakens on spot you can bounce to there and smash them.
Killing armies will get you NM. Don’t worry as much about grabbing land. That will come naturally.
Right now you are playing to the enemy’s strengths. Play on the weaknesses.
pgr wrote:I think this is the biggest thing. If one gets too aggressive too early (in an assaulting kind of way), you can easily end up treading water on replacements. (Esp with the relative money crunch that can set in). It just makes it that much more important to pick your battles...
Gray Fox wrote:If you don't improve your NM a lot by 1864, then Lincoln won't get re-elected and it's Game Over.
You have major forces in SC, TN, TX and VA. Stop trying to do many things and do one thing to completion.
Each of these separate forces needs separate supply chains. That's where your 30 SU's are going. Also, attrition works on moving units. Move a lot of stacks all over the map and you get a lot of attrition. Focus offensive operations on one front.
The Union starts with all the industry and ocean going navy that I will ever need. Mobilize, draft, print money, raise taxes and beg-borrow-steal to build the biggest army that you can as quickly as you can right from the start.
Why is Grant trying to take Memphis and McDowell trying to take Richmond? Richmond is 50 times more important. Put Grant in command of the attack on Richmond. The Corps Commanders get a good strategy boost from Grant and should start MTTG. However, use synchronized movement to get there "first with the most". Put the best of your best into one force, do all the right things to win the battle and then fight it. Good luck!
GraniteStater wrote:A Big Navy might be very good, too. In my game against RebelYell (now April 62), I've built Blockade Squadrons regularly and added Brigs and TPs - I now have Charleston and Wilmington blockaded, up close & personal. Each fleet is a BS with two Brig elements and a TP. The Charleston one got shot up but is OK; the Wilmington one snuck in without a shot fired. I have more of these coming. 12 elements are enough for any CSA port, I believe.
pgr wrote:Hey Granite, I'd love for you to keep regular updates for the blockade game. I toy around with a brown water blockade, but I tend not to go after places like Charleston (I'm a bit too shy really about running the forts to get in the inner harbor). If you are having success at 1, getting into position, and 2, being able to resupply, without getting pounded by the forts all the time, I'd love to find out more.
Gray Fox wrote:Both sides have more than enough GS/ammo to last. So basically Charleston produces $22 and Wilmington/Fayetteville $12, no conscripts and 2 WS. Thus, your brownwater blockade cuts this in half for a total loss of $17 and 1 WS to the CSA.
Your flotilla of two brig units, one blockade unit and one transport unit cost you (without inflation) $265/16 conscripts/214 WS. Also, replacement chips for the ships if the fort guns actually fire or the CSA player puts several stacks of guns there would cost $10/2/6 for the Transport, $22/1/22 for the light ships and $41/1/56 for the Steam Frigate in the blockade unit.
Gray Fox wrote:Both sides have more than enough GS/ammo to last. So basically Charleston produces $22 and Wilmington/Fayetteville $12, no conscripts and 2 WS. Thus, your brownwater blockade cuts this in half for a total loss of $17 and 1 WS to the CSA.
Your flotilla of two brig units, one blockade unit and one transport unit cost you (without inflation) $265/16 conscripts/214 WS. Also, replacement chips for the ships if the fort guns actually fire or the CSA player puts several stacks of guns there would cost $10/2/6 for the Transport, $22/1/22 for the light ships and $41/1/56 for the Steam Frigate in the blockade unit.
GraniteStater wrote:OTOH, now you have land units tied down in forts. And you haven't occupied the joint, still just blockading it. Do you have to bring your own cannon, or do they come with the bricks & mortar? How about the garrison?
And you have to use ships for the operation. You can go either way, but I think you have to weigh the cost/benefit against your operational objectives - i. e., what are you trying to accomplish?
The absolutely best way to deny the resources is to take the port.
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