Sorry guys, been at work all week! And TBH I didn't think anyone would actually reply...
These are probably ramblings. Finally bought
WBtS, including the printed manual. My goodness there's a lot to learn!! I have been thru tutorials & videos (though perhaps I ought go thru them again now).
One thing I'll say about the manual: it's very detailed about the rules/mechanics. But what it doesn't do much is give you any "summary/advice" about what it adds up to meaning in simple terms. For example, "your units will be OK for supply while in friendly territory, but in (potential) problems once you invade", or "you should use your 2 upgrades to mounted units every turn", or "you should normally use your 2 leader recruitments each turn, but you might be better saving up till a better leader is available", or "there is or is not any point having multiple leaders move into a combat region". I could probably go on!
Been trying out the Union in '61. I can't actually do a lot! So I've taken some time out to try reading the manual, which does seem to have stuff I don't think is in the tutorials. here are a few things I think I've learned, but please correct me if not:
1. The
list button above does nothing!
2. I really need leaders with initiative to move my units much, and certainly if I want to go into enemy territory.
3. 1861 gives restricted initiative, so I may have to wait till later to get more mobility than I have now.
4. From my Limey knowledge of the Civil War, I probably have bad initiative for my Union leaders at the outset, so that's also limiting me.
5. I basically want one Theatre Commander for the East and another one for the West. The Eastern one will be at his best if in DC. Don't go moving your TCs into combat! TCs have a 6-odd region range.
6. An Army Commander affects leaders who start out the turn stacked with him (not adjacent). He should or should not move with them if they move to combat?
7. I recall that Sheridan was a good Union cavalry commander. Let's say I'd like to recruit him. Do I need to try recruiting loads of Union cavalry leaders till he shows up? Or am I supposed to wait (I think he might have been not at the start of the conflict) till a later date, and then he''ll show up automatically, or at that point I start recruiting to get him?
8. I don't know if I'm supposed to do anything about the CSA Commerce Raiders? I seem to start out with most sea areas adjacent to CSA being blockaded for me? Am I wanting to occupy every sea area to make it better?
9. If I want to do much with a gunboat/ironclad, I need a naval leader to command them? (I tried moving one on his own up a river near
The Big Easy, and he just got killed!)
10. This forum has AARs, but often the author just stops after a couple of posts!
On a final note. I found
ACW &
FoF way too fiddly with everything to do, difficult interface with all their leader attachment stuff. I do think
WBtS is going to be more up my street. I come from a background, many years ago, of hex war games. Victory Games'
The Civil War was my idea of just great, especially with its idea of limited Command Points you had to spend to do much in a Theatre. I'm thinking
WBtS might have similarities.
If you guys reply I'm sure I'll find more questions! It would be nice to liven up this board. I think I ought stop now and post this; I'll go try again in 1861 and maybe come up with more questions [:)]
***STOP PRESS***
I have (only) just discovered that the manual has a section
Strategy & Tactics! I must go read this, at last something that gives me an overview of what is going on and what I need to do....