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Charleson
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1862: Struggle for the Heartland C&C

Mon Apr 30, 2007 3:03 am

Hi everyone,

I've been focusing on playing the Union in the 1862: Struggle for the Heartland as my beginning campaign game. The west essentially starts similarly as the Shiloh scenario which means I've got around half of the campaign's command issues and initial opening strategy already figured out. :D

Now what to do about that mess that is McClellen and the Army of the Potomac? The best I can get the command penalties down to are:

2 Corp at 0% CP.
3 Corp at 5% CP
1 Corp (that's Franklin's who doesn't start with any supporting divisional generals) at 25%.

I accomplished this by essentially breaking down a division in most of the corps and attaching as many of its units as possible to the remaining divisions in the Corp--leaving its former general unattached to supply extra command points (and bring me coffee doughnuts).

I think I ended up with 2 unused brigades and a couple of divisional HQ's which I sent to the spare artillery detachment to await further generals looking for a command a few turns down the road.

I'd be thankful to hear if anyone has done better with getting the CP's under control with the Army of the Potomac at the start of this campaign!

Best :feu:

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Charleson
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Location: Detroit

Mon Apr 30, 2007 3:17 am

Now as for initial theatre objectives:

West: Replay the Shiloh scenario with capturing Memphis and Corinth, then decide if I want to drive to Vicksburg or charge into Georgia.

Far West: Probably just use the resources already in the theatre and aim for a stand off--that's unless someone can convince me it's worth while to spend in-game resources and my own limited out-of-game brain power in this theatre of the war.

East: I'm leaning towards a replay of Little Mac's peninsular campaign while investing a corp and a fleet to go take New Orleans or Mobile. I'll probably need to build more transports if I'm going to mount two major amphibious operations.

I might also wait for Rosecrans to arrive in May and give him his own army (if I can purchase another army HQ at this early date) to go take New Orleans/Mobile. 'Course I could use Butler who's already getting set-up for the operation but Rosecrans is a better general.

Best :feu:

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Spharv2
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Location: Tallahassee, FL

Mon Apr 30, 2007 3:45 am

Charleson wrote:Hi everyone,

I've been focusing on playing the Union in the 1862: Struggle for the Heartland as my beginning campaign game. The west essentially starts similarly as the Shiloh scenario which means I've got around half of the campaign's command issues and initial opening strategy already figured out. :D

Now what to do about that mess that is McClellen and the Army of the Potomac? The best I can get the command penalties down to are:

2 Corp at 0% CP.
3 Corp at 5% CP
1 Corp (that's Franklin's who doesn't start with any supporting divisional generals) at 25%.

I accomplished this by essentially breaking down a division in most of the corps and attaching as many of its units as possible to the remaining divisions in the Corp--leaving its former general unattached to supply extra command points (and bring me coffee doughnuts).

I think I ended up with 2 unused brigades and a couple of divisional HQ's which I sent to the spare artillery detachment to await further generals looking for a command a few turns down the road.

I'd be thankful to hear if anyone has done better with getting the CP's under control with the Army of the Potomac at the start of this campaign!

Best :feu:


Have you got a division or two in the army HQ unit with Mac? I think I've eliminated all of the penalties but one corps through the same type of reorganization you performed.

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Spharv2
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Location: Tallahassee, FL

Mon Apr 30, 2007 3:47 am

Charleson wrote:I might also wait for Rosecrans to arrive in May and give him his own army (if I can purchase another army HQ at this early date) to go take New Orleans/Mobile. 'Course I could use Butler who's already getting set-up for the operation but Rosecrans is a better general.

Best :feu:


Don't forget, you have an army HQ with Fremont in West Virginia. It may be a bit superfluous to have an army there unless you plan to reinforce him, so you could use that elsewhere.

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Charleson
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Location: Detroit

Mon Apr 30, 2007 5:52 am

Spharv2 wrote: Have you got a division or two in the army HQ unit with Mac? I think I've eliminated all of the penalties but one corps through the same type of reorganization you performed.


Ah, so totally eliminating the CP's with the Army of the Potomac can be done--good to know.

I forgot about giving Little Mac a division or two, thanks!

Don't forget, you have an army HQ with Fremont in West Virginia.


Aye, didn't notice that either, good point!

Best, :feu:

freeboy
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Posts: 126
Joined: Fri Feb 09, 2007 9:51 pm

Wed Jul 04, 2007 10:53 am

You start with troops near Savanah, I like to conduct mini raids and play rail destroyer with the rail there to screw up the souths supply and troop moves ..
I like to take a strong Grant and army for thje Memphis/Vicksberg/NO route and abondon the idea of a seaborn invasion there. I fight a defensive campaign in the west.. I build a strong passive army in East, satisfied with a later 63 64 attacks, and then continue to focus on the economy builing a large war supply, drafting and allowing black troops as I am able.Let us know how things go :cwboy:

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Clovis
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Sun Jul 08, 2007 9:46 am

Charleson wrote:Hi everyone,

I've been focusing on playing the Union in the 1862: Struggle for the Heartland as my beginning campaign game. The west essentially starts similarly as the Shiloh scenario which means I've got around half of the campaign's command issues and initial opening strategy already figured out. :D

Now what to do about that mess that is McClellen and the Army of the Potomac? The best I can get the command penalties down to are:

2 Corp at 0% CP.
3 Corp at 5% CP
1 Corp (that's Franklin's who doesn't start with any supporting divisional generals) at 25%.

I accomplished this by essentially breaking down a division in most of the corps and attaching as many of its units as possible to the remaining divisions in the Corp--leaving its former general unattached to supply extra command points (and bring me coffee doughnuts).

I think I ended up with 2 unused brigades and a couple of divisional HQ's which I sent to the spare artillery detachment to await further generals looking for a command a few turns down the road.

I'd be thankful to hear if anyone has done better with getting the CP's under control with the Army of the Potomac at the start of this campaign!

Best :feu:


That's why I believe limiting US divisions to 16 elements rather than 18 ( as historically CSA ones were larger) would be a good thing to reflect organisational problem for North in the first years.

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aaminoff
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Sun Jul 08, 2007 12:11 pm

[INDENT]> Have you got a division or two in the army HQ unit with Mac? [/INDENT]

Mac's special ability to train up troops says it applies to troops in his stack. That implies that it is a good idea to put a division of green troops directly in the army stack so he can train them.

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