Micah Goodman
Corporal
Posts: 55
Joined: Wed Oct 15, 2008 3:16 pm

Early Union builds

Fri Jun 27, 2014 6:28 pm

The Union player is overwhelmed with choices on builds early in the game. Assuming I want to play fairly historically accurate in 61 as the Union and I have manual supply turned on for the navy, what should I build? I would like to launch amphibious assaults on the forts along the barrier Islands of North Carolina in the early winter of 1861. Other than keeping parity with the south in Virgina I am not really sure what to build? If their is a strategy premier on Union tactics for dummies that would be very helpful. There just aren't as many AAR's for CW II as there were for AACW.

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Sat Jun 28, 2014 1:15 am

There have been various posts from various posters, but no definite end all strategy primer. We each play our own way, and sometimes they (the way we play) do not work together, or at odd with each other.

In regards to your question, to go fort busting, it will depend on what you are facing. If you think your are facing the standard CSA fort garrison (1 element of infantry, 2 artillery - 1 is coastal), you will need 1 division with a few loose single element regiments (I prefer zouaves or militia). The division lands on a fort and captures the fort (the loose regiments stay on the ship), then the ships that the division rode on are placed in the harbor. One of the loose regiments are placed in the fort as a starter garrison (a garrison will form eventually, but this helps keep the fort until it does). When the division is rested, it sails away to the next fort.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

Merlin
General
Posts: 581
Joined: Sat May 17, 2008 2:41 pm
Location: St. Paul, MN

Sat Jun 28, 2014 6:06 pm

If you plan on a reasonably historical game, shoot for a 2-3 corps AotP, 4-5 divisions for KY/TN, 3-4 divisions for the Miss. valley, 1-2 divisions for MO, a division at least for coastal NC, and whatever you can scrounge to make something happen in the territories. Make that your goal for mid-'62 and then adjust and develop from there.

For the navy, I'd build a few extra blockade squadrons and 'clads when you have nothing better to do (low conscripts), and try to build a brig or gunboat every other turn. By mid-'63 you should be able to blockade every port which cuts into your blockade percentage as well as own the rivers.

All of that is very achievable with the money, recruitment, and industrialization options available to you.

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