Only by reading the forum have I discovered flat boats as a great source of supply. Or, that pontoons can be attached to stacks making river crossings easier.
Sorry to play the noob card--but in this game, I'm definitely a toddler....

Cromagnonman wrote:It can be tough to figure out from the purchasing screen what a given unit will do. However, there is no cost for cancelling a purchase on the turn you make it. So, if you're curious about a unit, you can purchas it and then click on it to more-accurately assess its value. Signal units add a command point to the stack- I find this to usually not be worth the cost, especially after early '62. Hospital units speed cohesion recovery in the stack- this is important especially for units that will be doing a lot of moving and fighting. Balloons are good for helping the stack to detect nearby enemies, but I'm not sure they're worth that much more than cavalry (screening is important). Sharpshooters improve the "initiative" of their unit - higher initiative means getting to shoot before the enemy. Naval and Marines reduce the penalty for attacking across rivers or shorelines - but I'm not sure if this affects the entire stack, unit, or just the naval/marine unit itself. Siege guns improve their stack's chances of damaging a structure they are beseiging, causing damage to the units within, and causing the beseiged force to surrender. Pontoons also add seige points to their stack as well as helping it cross rivers more quickly - you will note than a pontoon unit actually contains a mixture of engineer and pontooneer elements. Coastal guns are slow and can only fire at units on the water (ships or transported land forces) - I doubt (but do not know for sure) that they fire at land forces attacking them from sea
ArmChairGeneral wrote:...Better bang-for-your-buck then to build extra divisions or max out your artillery build pool with those resources.
....Prioritize: determine where you want to apply force (typically in the East) and make sure you are building heavily in these areas;
max out your available CPs there and then build ahead for the the command structure unlocks in Fall 61 and Spring 62.
You also need (as the CSA especially) ... putting brigs or transports in the appropriate oceangoing boxes.
LCcmdr wrote:What do you mean by this first statement: "max out the arty pool?"
LCcmdr wrote:So, CSA actually has to build brigs and transports to put into the blockade boxes to make money? I read the manual but must have missed that. Any more info on raising cash and resourses would be helpful!!
LCcmdr wrote:E.G., when I build flat boats and convert them to supply depots, is that increasing GS only or $ & GS?
LCcmdr wrote:many thanks
Captain_Orso wrote:I believe ACG means, you should buy as much of the artillery from their unit pools as you can--especially before their build-locations are taken by the Union (Kentucky!!).
...
I will let ACG collect that![]()
LCcmdr wrote:Exactly the kind of info that i was needing! Many thanks!
So, I can hit the purchase button, review the stats "on the board", then delete the purchase? If so, that's great.
You've been very helpful; i'm logging hours of play time but no seeing much success. Is this normal?
Rod Smart wrote:Yes, that is normal. If you're playing smart as the Union, you won't see serious success until the overwhelming numbers get into play in late '62, which is then bogged down by winter, so you won't start destroying Southern armies until Summer of '63. There are a lot of hours of playtime from April '61 until the destruction of the Army of Kentucky in July '63.
Some tips that I always use regarding special units:
- Purchase every Army HQ unit. Put in your big stacks.
- every division gets one sharpshooter. That gives them the first shot in the shooting phase. More than one is a waste
- every division gets one marine or sailor, until you run out of marines or sailors to buy. That helps the division cross rivers, and they are a sturdy unit by themselves. More than one is a waste
- every division gets one "elite" unit, until you run out of elite units. More than one is a waste. Its tempting to keep Corcoran attached to his Irish Brigade, don't do that. Spread those elite units out.
- Any large unit that will be fighting gets a hospital unit. Army HQ units double as hospital units, only use one, more than one is a waste
- every large stack gets a supply unit. Large stacks going into enemy territory get at least two. You may not need to buy any, just shuffle the ones you have.
- If there aren't enough Army HQs to go around, buy a signal unit. That adds a command point, which is useful for squeezing an extra division into a corps.
- Pontoon units are useful, but not overpowering. Buy one each for your large stacks in Virginia, more than one in a stack is a waste
- Engineers and balloons are useful, but your resources could be spent better off elsewhere. Maybe late in the game when you already have all the armies your going to need, fill out the corps stacks with these units.
Hover over the unit description for more information.
Pay attention to how things work, some work at the unit level (sharpshooters), some at the stack level (pontoons), some at the Army level (generals abilities apply to subordinates), some at the state level (the generals with the yellow flag), and some not at all (generals that need to be in charge to have bonus apply).
Users browsing this forum: No registered users and 13 guests