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KillCalvalry
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River Wars! Naval War on the Rivers

Tue Oct 08, 2013 1:19 am

Ok, I have some questions around Naval Wars on rivers.

First, can supplies and/or troops cross a river with an enemy ship in it? Does it matter how many are in there?

Historically the Rebs abandoned large areas because the navigable rivers in their rear were uncovered, like in Tennessee, so it must have been a very serious threat.

And, what should the Rebs focus on in terms of ship builds? it's probably not a wise idea to build a large fleet of ironclads to challenge the USN (too expensive), but with a couple Ironclads, what is the best use? Is it wise to pair them with, say, a fortification to block the river?

As Rebs, what are the best ways to fortify in order to block a river? Building a rampart, with some guns? Or just digging-in up to a sufficient fort level with some guns? Is coastal artillery worth it?

Anyway, just some questions, wondering the best way to manage the Naval/Fort components

RebelYell
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Tue Oct 08, 2013 2:02 am

KillCalvalry wrote:Ok, I have some questions around Naval Wars on rivers.

First, can supplies and/or troops cross a river with an enemy ship in it? Does it matter how many are in there?

Historically the Rebs abandoned large areas because the navigable rivers in their rear were uncovered, like in Tennessee, so it must have been a very serious threat.

And, what should the Rebs focus on in terms of ship builds? it's probably not a wise idea to build a large fleet of ironclads to challenge the USN (too expensive), but with a couple Ironclads, what is the best use? Is it wise to pair them with, say, a fortification to block the river?

As Rebs, what are the best ways to fortify in order to block a river? Building a rampart, with some guns? Or just digging-in up to a sufficient fort level with some guns? Is coastal artillery worth it?

Anyway, just some questions, wondering the best way to manage the Naval/Fort components


Best way is to dig in many places and in the best places build redoubts or even forts.
But you can have militia dig all the best places from the start, you can move artillery and more troops when you have them. :)

All places that are in swamp and marsh are best ones, make the Union bleed taking them.
Think places that are easy to defend for an extended period and that the enemy must have if they want to use the river.
You have to get the Union to use time and troops to secure its supply lines, land and river, when they invade deeper.
Those artillery batteries in the rivers will prevent supply from going trough, Union will have to destroy all the sites.

If you get to 62-63 you can maybe start building more ironclads but you really have to be doing well then.
Loosing an ironclad gives a big NM loss and vice versa, so think about that also.

Put your ironclads together, it is best that they are supported by land batteries if facing Union armored ships.
Fleet in being is a good idea, no reason to give up your ironclads in futile suicide missions.

You might let the enemy ships sail past you in purpose and when they feel safe doing it again, spring the trap.
You have the decision card to entrench, in the end of 1861 the level 5 supports artillery that will block all river supply going trough.
You might starve an Union army that goes too deep in the river system relying only on river supply, easy pickings. ;)


You dont have to win these, you will most likely loose all battles for the control of the rivers.

Your mission is to win time and trough that the war. :)

RebelYell
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Tue Oct 08, 2013 2:28 am

The Civil War: 1862 Western Theater River Operations

http://www.c-span.org/History/Events/The-Civil-War-1862-Western-Theater-River-Operations/10737434633/

Unions historical strategy in river wars.

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Ace
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Tue Oct 08, 2013 8:33 am

KillCalvalry wrote:First, can supplies and/or troops cross a river with an enemy ship in it? Does it matter how many are in there?


I am not 100% sure, but supply pathing should follow the same logic as troop movement. Each combat ship brings 23% chance that a movement across river is blocked. 4 ships bring 90% chance of movement blockage (that is maximum blockade percentage). So there is always a chance unit will pass through blockade. I presume the same goes for supplies. Some could go through, but it won't be reliable supply chain.

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KillCalvalry
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Tue Oct 08, 2013 3:34 pm

Ace wrote:I am not 100% sure, but supply pathing should follow the same logic as troop movement. Each combat ship brings 23% chance that a movement across river is blocked. 4 ships bring 90% chance of movement blockage (that is maximum blockade percentage). So there is always a chance unit will pass through blockade. I presume the same goes for supplies. Some could go through, but it won't be reliable supply chain.


Good to know....so it's simply "ships", meaning an Ironclad or Gunboat has the same impact, correct?

If so, this means it may not be a bad idea for the Union to build some Gunboats in order to block/control rivers in the rear. This would discourage/prevent raiding or any incursions into the rear, and pretty much lock the Rebs out of certain areas. Gunboats are cheap ways to control rivers, much cheaper than using Ironclads or Tinclads, which are better fighters.

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