Fri Sep 12, 2014 5:07 pm
I generally engage in four types of raiding: Spoiling, Short range reconnaissance-raiding, Mid-range raiding (most common), and Deep raiding.
Spoiling
Partisans are great for this, as are rangers, Watie's Cherokee, and Indians in general. The primary goal is to harass an opponent's immediate rear as well as pillage and use the Destroy Rail RGD in front of an advancing enemy force. This type of action doesn't require more than single units, and often doesn't require leaders. Units should be set to B/G/Evade Combat. Extremely effective in the Western Trans-Mississippi, Territories, and Lower Trans-Mississippi.
Reconnaissance-Raiding
The goal here is to gather information on partially concealed forces, and tear up the occasional rail. This is never more than a 2-3 turn project and rarely more than 2-3 regions into enemy territory. Units should be less than half to a full division in strength and commanded by a general with high initiative and good raiding traits; the fast movement, cavalryman, ranger, forager, and most importantly, adept raider traits are all useful and important to survival. Forrest, Mosby, Grierson and Sheridan are all excellent raider leaders. Units should be set to B/G/Evade Combat. Most players should occasionally engage in this type of activity in every theater, and Stuart's rides around the Army of the Potomac are good real world examples.
Mid-range Raiding
This is what most players think of when raiding is mentioned. The goal of mid-range raiding is to tear up rails and create chaos. Again, this is generally a 2-3 turn project, but can be multiple regions behind enemy armies. This type of activity should never be attempted without high initiative generals with the very fast movement and at least one other raiding trait. Force size is generally one full cavalry division with horse artillery. Units should be set to B/G/Evade Combat unless targets of opportunity present themselves. ROE should never be set higher than blue. Players should avoid assaulting garrisons unless desperate.
Deep Raiding
I've never had an opponent do this to me, though I tend to do it at least once a game when playing as the CSA. The objective here is to destroy everything your raiding force can get its hands on. This is generally a multi-month operation deep (5 or more regions) behind enemy armies. Never attempt this with less than a full cavalry corps of at least three divisions complete with horse artillery, and all three should be led by the absolute best raiding leaders available to you. A typical CSA deep raid will see Forrest, Mosby, Quantrill (under Forrest) and Hampton. The best way to accomplish a deep raid is to quickly push into enemy territory and start ripping up rail. After the first turn, split your forces, tear up more track, and by the third turn, recombine for an attack on a depot or town in the actual target region. Depots are obviously preferred targets and will often completely resupply both GS and ammo. Maintain the raid as long as possible, leaving at least two turns of uninterrupted riding to get back to friendly territory. Units should be set to B/G/Evade combat when destroying track, and R/O or even R/R when hitting depots and towns.
Additional advice:
Never, ever raid in bad weather. Never use less than the best for leadership. Never intentionally engage in combat unless the odds are lopsided. Beware of Gatling guns; they eat cavalry. Never use your full movement allotment, unless it's the first turn entering enemy territory. Don't head for the most logical regions; keep your opponent guessing.