Our house rules:
Single regiment sized raiders (except partisans they can operate anywhere) in Border States only (TX, KS, MO, KY, WV, MD, DE and the far west), unless a leader is present in the stack then no limit to the size of the raiding stack. No raiding at all allowed in non-border states without a leader present. Controlling a city (your flag is flying there) within a state allows non-leader single regiment sized raids to be conducted.
All units within a single region, raiders or not, in regions north and west of the Iowa/Missouri/Arkansas/Texas line are limited to a max size of 3 elements.
If a region north and west of the Iowa/Missouri/Arkansas/Texas line contains a supply depot, or both a leader and a supply wagon are present, no stacking limits apply. A supply wagon or leader alone is not enough to exempt units from the stacking rule, they must both be present.
Fixed units are exempted from this rule, but must comply as soon as they become unfixed. Off-map boxes also are exempt from this rule.
In my last game I had some theories about doing an early maximum effort in industry builds for the Union to try and keep my war supply stockpiles so high that a shipping box stuffed with transports would see most of the income arrive as money. Well since then I think a new event has been added to the game that automatically reduces up to 50 war supplies per turn if your stockpiles are too high. This utterly negates any advantage to my idea, so I will not be doing any industrial builds at all this game except for arsenals which each bring in 2 money making their investment worth it due to the fact they pay for themselves rather quickly and will net you a reasonable profit over the course of the game.
Instead I’m going to set my goals for 1861 to try and achieve three main things from a production standpoint. Build all available 6lb artillery pieces, build all available naval transports and send 40 of them to the shipping box and finally I want to try and build the entire militia pools for each state once. In order to achieve this, my first big expenditure has to be on the first volunteer callup.
I need to spend the maximum amount of $2.00 per conscript, which should net me 750 conscripts if I have enough cash on hand the turn I select it in the ledger. In the past I’ve played it and not had the $1,500.00 saved beforehand and I did not see 750 conscripts appear, so I think it is important to save the money first before you play the option. It may be possible you will eventually get the conscripts if you save money after playing the ledger option, but I’ve not tested it and want to play things safe in a PBEM game, so I’ll be conservative with my money until I can play the first callup.
Once I have the conscripts paid for my next immediate goal will be to pay for the transports. The sooner I get them into the shipping box, the more money they will bring in over the course of the game.
The 6lbers goal is simply due to the fact I read somewhere on the forums that they will eventually auto-upgrade to 12lbers. If true it’s a nice savings in cost and the fact they are relatively cheap means they won’t compete with resources needed for my transport builds.
As a possible 4th goal I’d also like to try and build all available cavalry in some of the border states. IA, IL, OH, WV and PA all raise spontaneous regiments when raided (WV cavalry regiments raised this way are PA units) and if the entire cavalry pool is already on map, these spontaneous cavalry will increase the number of regiments you would normally see for their states in game. Given my opponents propensity for raiding however I doubt I can achieve this goal before he has already raided the states in question and spawned those troops I mention. But if I see a chance I may be building a lot of cavalry early as well.
Jim
