midnight wrote:After recently finishing my first game in CW2 (and ageod games in general) as the union against athena (sergeant difficulty) I realised that I still know very little about the naval aspect of the game. In my first game I almost completely neglected the naval aspect and completely neglected my blue water navy, only building a handful of ironclads and gun boats to prevent river crossings from Saint Louis to Pittsburgh and feel like I have missed out on an important aspect of the game (and history).
Am I right in thinking that the primary purpose for the blue water navy is for the naval blockade and secondary the support of naval invasions i.e. Norfolk, New Orleans, Charleston etc. and the brown water navy is to control (and deny) the rivers, prevent crossings and allow for naval invasions down the Mississippi? Is there anything I am missing?
I know this maybe a very naive question without a "right" answer, but I would love to hear peoples opinions and rationales behind creating an effective navy in terms of role, force composition, amount of resources dedicated to the navy, the importance of a navy etc. There is much I want to learn about the game, specifically the considerations and decision making process undertaken by the better players out there.
Thanks
Gray Fox wrote:In the so-called Anaconda plan, Scott wanted to coax the south back into the Union. He planned the blockade to make use of the Union's naval superiority to stop imports/exports and thus ruin the economy of the South. His plan was ridiculed as armed diplomacy and was actually discarded until 1863, although some of its parts were pursued. Eventually, a "total war" startegy was used in which the Union attacked everywhere to inflict as much damage as possible to break the will of the southerners.
If you put 3 full blockade squadrons (BS) with one of the partial BS from your starting navy in both boxes along with several transports for supplies, then you get a 35% blockade. IIRC, you can only get to 40% with just a blue water blockade, but you would have to build several more BS to achieve this. They take a while to build and are expensive. For brown water blockades, only the number of ships counts, not blockade points, so you could just spam cheap 2-ship brig units and blockade major ports like NO and Charleston. Again, this costs resources that are not used to create Divisions.
If your navy gets 100% blockade for the whole game this does not add VP's or NM or capture regions. That's what your Divisions do. I am not an advocate of a stronger navy for this reason.
GraniteStater wrote:Choking off up to a theoretical 45% of CSA production (not Men) at all CSA ports? A Blue Water Block only, just in the boxes, is 20% cut off. 35, 40% of CSA PortProd is something that's not shabby, IMHO. You present the CSA player with choices he might not want to make, like building more Brigs than he would want to, or investing in Industry more. The CSA isn't really in a position to win an outright arms race.
Now, along with the USN, I have, in this PbeM, Industrialized to the max - and I like the numbers I'm seeing. RebelYell was at 73% of my Combat Power a year or so ago, at his peak - he's now down to 61%. I keep adding to my army, comfortably, my big bills have all been paid. We've spilled some real blood lately and I can afford the Replacements and add brigades, too.
Once you're in the black, you'll never go back.
A total blockade will only take about a third of their cash away
There are only a couple of forts along the Atlantic Coast that can bombard passing gunboats.
Gray Fox wrote:http://www.ageod-forum.com/showthread.php?34770-Do-you-believe-me-now
And the CSA lived happily ever after.
GraniteStater wrote:One more observation, responding to Da Bear: afaics, coastal Forts are size 1 harbors - so one cannot 'get the red out' with Replacements therein.
GraniteStater wrote:I believe you need a size 3 harbor or larger to replace elements in fleets.
GraniteStater wrote:Supplies and Cohesion recovery are OK in size 1 harbors, though, I believe. Perhaps not as fast as larger harbors.
GraniteStater wrote:Which ones? tell me, tell me, I wanna know...
FelixZ wrote:There needs to be a qualification to accompany Gray Fox's conclusion.
While the Fox brings very interesting subjects for discussion, readers should know that 1) so far he only engages Athena; and 2) many of his ideas are quite exotic and extreme and have not been tested in PBEM play.
If readers are looking for current guidance for PBEM play - look to Ace, Captain Orso, Jim-NC and Old Choctaw (the best of our active posters on the CW2 forum).
I do appreciate the Fox's new thinking and do consider how to modify his ideas for my PBEM games.
The absolute worse place to sail the coast is Galveston. The Galveston region is surrounded by water on 2 1/2 sides going clockwise from Galveston Bay up to an harbor exit-point at the exact opposite end on the Brazos River. If you try to sail past Galveston and then up the Brazos you can be bombarded 3 or 4 times in one turn from Galveston. I only did that once before I recognized my folly
learning is good
GraniteStater wrote:Hm, that's interesting, I didn't suffer much at all...
GraniteStater wrote:my standard Blockade Fleet for Up Close & Personal is 1 BlkSqdn & 4 Brigs, usually in two Brig Units, plus one TP. From checking, it seems the TPs enable really long on-station times, so I haven't had to move out of the designated Harbor Exit for quite a few Turns.
GraniteStater wrote:Lurning is goode. Ever sinz I took the Evlyn Woodhead Sped Redding Cours, my reading comprension has improvved one-hunnerd procent.
Jim-NC wrote:Your ships are on offensive posture (orange). That kills your cohesion. You don't need to be in offensive posture to block the river. Defensive will work just fine, and your cohesion doesn't drop! Ships can stay a really long time.
midnight wrote:Thanks for the advice and useful insights. As suggested by GraniteStater I think I'll experiment and place more emphasis on the blockade and naval invasions in my next game and I am counting on the increased difficulty and detection settings to punish me for any mistakes I make. I think my first game was good in terms of learning the basic game mechanics so my next couple if games I can concentrate more on the advanced mechanics and overall war strategy.
A couple of questions on the river blockade strategy was to have 4 gunboats in each river section to prevent river crossings but it only seems to take a few turns before the cohesion drops right down. Now I am right in thinking that because river transports slows down cohesion loss I should add transport ships to my gunboat fleets.? However does low cohesion have an impact on preventing river crossings? If it doesn't have an impact, am I wiser to ignore adding transports if the gunboats are unlikely to be engaged by other ships?
I still have only have a very limited idea of what the CSA and Union is capable of achieving, but that will come in time and as long as I continue to learn and enjoy myself each game then I can count myself a happy man!
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