jjw509
Private
Posts: 24
Joined: Mon Dec 28, 2015 2:19 pm

Grand Campaign options

Thu Dec 31, 2015 8:10 am

I have been looking at this a bit and it seems like starting in April vs. July of 1861 has some pros and cons. I have only played CSA so there maybe greater benefits to the union. I haven't played a full game yet but started a few times in April and started over after learning lessons from Athena. :) I am trying the later July of 1861 now.
Pros
1. You can build some extra units for Northnern Virginia and/or the West. It looks like you can accelerate the historically available forces a bit better. The one thing that irks about this game as compared to old board games like Victory games' The Civil War 1861-1865 is there is no Army ZOC. It seems like the union can move past the Army of the Potomic at will. Movement was restricted when armies were near in the old board games. Now entrenchment levels might the army itself doesn't.
2. Army of the Potomic and Shenandoah get some entrenchment will forming I believe.
3. You can possibly have more money and war supplies if play correctly.
4. Interior decisions begin in early June so you can sacrifice extra units for industry. It appears that if you don't build a thing April to July you will have the same units as if you start at late july 1861.

Cons
1. The union often moves forward earlier ahistorically. I have small units attack AOP as early as May. I am not sure if this is too agreesive AI sometimes I see them get aggressive for Norfolk and sometimes they sit back. This maybe more about detection but with forces right next to the AOP you would think they would have good intel. Not 100% sure on that I used the AOP to attack Alexandria once because there were only about 400 power there and the AOP was 2X that size. By combat it was over 1300 power not sure if reinforcements arrived or it was bad intel. This was prior to corps so MTSG.
2. Fort Sumter never surrenders after bombardment. Despite getting the message about Ft Sumter histrocially surrending my Caroline dept spends considerable time besieging the place.
3. For a newer player there are too many options some good some bad some neutral. You have some good options to expand industry. Some bad options to build things like gunboats in SC which are limited use and some neutral options like building more militia.
4. The west is a little harder. You start with Price's force the future West army in Johnson City MO. and holding Rolla. I am lucky to have him in Springfield by July of 1861 and hold Rolla and Johnson City with a brigade each.
5. The first turns are little boring.
6. If haven't played this before it is a little hard to build to make your divisions later. You get a lot of scripted forces and you build non-optimally in some areas not realizing the game is going to give you some free units. it takes a game or two to learn what the game is going to give you for free. So it is frustrating in the beginning having a plan for builds and then realizing you may have wasted some builds particularly in the west because the game is going to give you some free units.

I am not sure there are strong advantages to starting in April 1861 you can build forces up a bit more than what you would start with in July and have them trained by late July since the building begins in late May of 1861. However, there are some headaches that you miss. In my experience so far I usually wind up a little more secure in VA and less secure in the West. There can be lower run advantages to putting WS and money into industry a bit earlier but it is at a bit of a short term cost. Well balanced? There seems to be less ability to have historical abberations and customizing your armies like in the Hearts of Iron series but then again in HOI you start in 1936 and have 3 years to research techs and build forces before the war historically begins.

I do think I wouldn't recommend starting a grand campaign in April for a brand new player. Too many decisions when you haven't played enough to really plan them out well. I think for experienced players the ability to play cards, build forces, and have industrial decsions a couple of turns early is a plus. I am not sure it is huge but a plus. Most newbies probably won't be able to put that into a coherent plan.

Starting in 1862 doesn't look bad but you miss the historical opening of the Kentucky campaign.

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

Thu Dec 31, 2015 2:10 pm

Pros

#1-Units do have a ZOC, but a large force can ignore a small force. Stockades/forts/redoubts exert a strong ZOC.

http://www.ageod.net/agewiki/Zone_of_Control

Cons

#1-Several things might have attributed to what you experienced.

First off with the intel, a stack has a land and sea detection value and a hide and evasion value. If you cursor over your own stacks you get a menu with lots of info, to include your stacks values for these. The unit in the stack with the best detection value is usually a cavalry unit. If you have more cavalry than the enemy stack, then you probably get better info. Balloons also help in this respect. If you get the best recon result, then you can cursor over the enemy stack and get a list of the units present with current strength/total strength.

Secondly, the enemy stack may have regained cohesion or replacements before your force joined battle. That's why a good recon may reveal a low power force is only a temporarily weak force.

#2-You should move some of the units with Beauregard that start next to the fort in Assault mode onto Sumter right from the first turn. It's practically an automatic victory.

If you start in 1862, then you'll miss out on doing this:

[ATTACH]36628[/ATTACH]

:)
Attachments
signature.jpg
I'm the 51st shade of gray. Eat, pray, Charge!

User avatar
ArmChairGeneral
AGEod Grognard
Posts: 997
Joined: Thu Nov 21, 2013 9:00 am
Location: Austin, TX, USA

Thu Dec 31, 2015 4:04 pm

Another hidden freebie in the April campaign is that if, as the CSA, you attack Norfolk with the militia unit that scripts onto the map in Suffolk immediately, the Union will withdraw giving you Norfolk and some captured guns without a fight.

User avatar
Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sat Jan 02, 2016 12:42 am

ArmChairGeneral wrote:Another hidden freebie in the April campaign is that if, as the CSA, you attack Norfolk with the militia unit that scripts onto the map in Suffolk immediately, the Union will withdraw giving you Norfolk and some captured guns without a fight.


As far as I know, you get those guns either way. Only with the April campaign, the Union has an opportunity to prevent this.

Also, the events which fire when the South marches into Norfolk include the laying down of a handful of ironclads along the Mississippi, which will otherwise never be built. These are basically freebies for the South, so there is a great incentive to do this. I'm not sure if this is entirely intended, and I personally would change it. The concept of ironclads predates the war, and the construction of them in the west was independent of the capture of Norfolk and the start of the conversion of the USS Merrimack to the CSS Virginia.

Also, the artillery the Confederates 'find' in Norfolk are never given to the Union if a garrison is reinstated, which begs the question of what happens to them. Also, the Union navel yard personnel, just seem to vanish into smoke, as there is never a displaced naval engineer units when the Union has already evacuated Norfolk at the start of this campaign. Historically they were evacuated to Fort Monroe.
Image

Return to “Civil War II”

Who is online

Users browsing this forum: No registered users and 17 guests