Cardinal Ape wrote:I always enjoy talking a bit of strategy... Some random thoughts:
The way in which I pursue economic dominance over the CSA is to take New Orleans and Charleston as early as possible. Okay, sure, it is not technically industrializing or imposing a blockade, but it does have a greater effect. Yes, it is tough to do in a PBEM. The two times I've done it my opponents conceded shortly thereafter. It is back breaking; the South loses around 50$ to be gained by the Union, not to mention the other resources..
I can't speak to the merit of industrializing to the max as the Union, I haven't tried. Its not really my style. It might work.. But the South would do the same, no? It seems they get as many industrial options as the North, if not more. I have never had a game make it to '64, I don't know what the unhindered late game economies look like. Wouldn't you bottleneck on conscripts?
If you pursued an economic strategy (and your opponent did the same) then your first offensive should be on Charleston (aside from the game ending push on Richmond) to secure manpower dominance so that you may better press the advantage of your industrial might. In a recent game Charleston was my first target, I followed it up with a quick thrust into the heart of Dixie. The surprising thing I learned was how great of an effect this had on conscript disparity; before '63 the Union was making more conscripts per turn than the South made money. There was not much territory that changed hands, but the area is littered with recruiting depots which give 5 conscripts per turn to the owner (yes, they work for the Union.) Losing a handful of those to the Union is crippling. I vaguely remember a quote about how taking Richmond is grand, but taking Charleston is glorious. I'll second that.
About the advantage of Union artillery - I'm addicted to coffee - I need coffee grinders in order for my main army to function, period, no exceptions. These coffee grinders, also known as Gatling guns, are incredible. Having taken a look at few combat logs, these guns under good leadership frequently reach a very high hit chance. The damage they do can be more than two smaller guns combined. Yes, the range on other artillery outclasses these guns, but those big guns are really expensive. Actually.. depending on the terrain and the weather the extra range may not even be a factor.
GraniteStater wrote:A cognizant CSA player is gonna fortify and strengthen N. O. ASAP. Can be a rough party to crash.
Charleston can be tough to take early, too - where to disembark? Marsh terrain 'round there, takes forever to approach the place.
GraniteStater wrote:The North can get a bigger economy, quicker, than the South. Main object is to avoid or lessen the dread mid-game Money Crunch. Warm bodies tend to dissipate soonest.
GraniteStater wrote:If you can get the CSA to attack tactically, Gatlings are da bomb. I like to have the heavies for Corps Arty - everywhere, with everyone. The Union must attack & suckering the Johnnies into the Gats ain't gonna work every time - so, I like my 20s & Rodmans.
GraniteStater wrote:anyone know if Promotions are finally working, BTW? Two years ago, the pace was abysmal, swear it was bugged...having to prosecute the entire war with McDowell & Co. doesn't really help matters.
Cardinal Ape wrote:People say that they fortify New Orleans early, but rarely do I see it happen. Putting a couple of brigades there is not going to stop a serious Union invasion, I tend to drop two or three elite divisions led by Hooker around early November '61. Most CSA players seem to build a majority of their early stuff for the Virginia front with some dream of taking D.C.. If the Union makes a three region front on the other side of the Potomac taking D.C. is nothing more than a dream, unless the Union player is unskilled and makes mistakes of course. So if you see the majority of new CSA troops appear in Virginia then you can set sail without much fear.
I conduct most of my early game amphibious landings blind. I give Farragut a bunch of ships and sail past the forts to unload directly on the city. Is it risky? Obviously.. But is the risk worth the surprise factor? Yes, absolutely, a single turn to rail in reinforcements is all that may be needed to stop you. If the South already has a full division there then you will get burned. But that is why I tend to invade both within a turn or two of each other, there is almost no way they have full divisions in both ports by that time. Of course holding Charleston is an entirely different story...
Maybe this mid-game money crunch that other Union players speak of has something to do with spending 2,000$+ on buildings...
I tend to devote the NY Rodmans to the defense of D.C. because of their slower move speed. My primary artillery division has ten 20s and five coffee grinders. I see your point about the gats not being fully utilized. They still preform quite well on the offensive. If the defender is holding at all costs then gats will get their chance to preform. Southern armies seem to pack quite the punch during the assault phase, the gats blunt that final charge.
As the Union I don't have much problem finding promotions, not always for whom I want to promote but... Sherman can be a real pain to get to 3 stars. I finally took Atlanta with an army led by him in a recent game. It felt looong overdue. The CSA can be a lot tougher to find promotions with. If there is someone you really want to promote I would recommend putting him in charge of a big artillery division, since they tend to do a lot of damage it is a bit easier to earn seniority. Pick your favorite, hold his hand while you lead him down the path of battlefield glory and you may end up with a shameless showoff picture like this: (del)
Gray Fox wrote:GS, to get a more detailed report of a turn's combat than the battle report, you can read the battle log. This is a text document that has lots of info. On my laptop, the file is located at Documents/My Games/Civil War II/CW2/Logs and is called "!BattleLog". The file gets overwritten each turn, so if you want to save one you must rename it, like "Gettysburg", or save it to a different location. It's a chronological record of the battle, with lines like:
"Round: 0 Battle is now at range 4"
and
"Attacker DmgDone: 2 CohDone: 8 AsltDmgDone 3 AsltCohDone: 14
Attacker ToHit: 53.00 rolled a 39 scoring a hit Defender remaining Health&Cohesion 18 / 91
*** End of action ***"
So you can review the range that combat began and see what chance units had to hit their targets.
Also, to get an idea of the max range for a planned battle, click on the stack that you want to attack. Press the "7" key, which brings up the terrain overlay and then cursor over the region where you want the battle to take place. You get an info menu that has the max range identified, along with some other details about the region.
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Good luck in your game.
That's the whole thing - AI & human are two different games. AI is for training or 'fun'. PbeM is war, man!
I shouldn't have to go into the back end to see what happened & why. The old BRs were good UI design.
GraniteStater wrote:* Hate to say it, but Arty Divs are gamey, imho. Just an opinion.
ArmChairGeneral wrote:Nonsense. The vast majority of CW2 games are against the AI. How many PBeM's have you actually played and finished compared to how many you have played against Athena? According to surveys, most players on this forum only play against the AI. I will grant you that they are different experiences, but I refuse to accept that PBeM is the "real" game and that AI play is somehow lesser (and that by implication, that those of us who only play the AI are lesser players). Most casual readers are actually looking for help beating the AI, not a human, so saying "it doesn't count if it works against the AI" isn't helpful.
Sound play is sound play no matter the opponent, and I don't think I am going out on a limb here in thinking that at least some tactical and strategic principles apply to both.
If you want my opinion (and you did ask for it) you are overspending on ships and industry. Those resources could be put to better use winning battles in the field, destroying the enemy's ability to wage war directly and gaining NM. The Union already has a HUGE resource advantage over the entire game, and there is no need to waste those resources trying to make that relative advantage marginally better. Instead, use those resources to build more divisions than the South can possibly match; then when Grant and Lyons or Sherman hit three stars, go convert those divisions into a win.
Yes, Athena just rolls over once you actually drop the hammer, but if you don't build the hammer in the first place, you won't be dropping it on anyone, human or otherwise.
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