AAR my Rebels against Pionpion's Yanks

Please post your after action reports on your battles and campaigns here.
kennonlightfoot
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 128 Dec 8, 1864.

RP: Looks like they are slowly pulling the units that landed out of Norfolk. But they killed one of my divisions there.

Reinf: Div to Nashville, Marines to Mobile and Savannah. Gunboat to New Orleans and River Gunboat to Memphsis.

Reports: Mex 23/20, UK 35, Fr 25, Sp 33. Land: 109/110. Navy: 29/27.

I am not sure what is driving Union FS down so fast, but it will soon hit the next milestone of 25% at this rate.

In the Valley I kill a Union division.
Snow in the rest of Virginia so just rebuild.

My Ironclad out of Jacksonville sinks the Union Ship of the Line opening that convoy route again.

Research: No change.

Purchase: Inf. Div.

ET

Ironclad withe to Level 2.
Production Tech to Lev 5.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 130 Dec 30, 1864.

End of year and beginning of final year of war. I have to get the Union FS below 10% before then or only have a minor victory.

RP: Looks like Union evaculating their forces around Norfolk. In Kentucky they kill one of my Corps continuing the back and forth attack and counterattack that has been going on all year there. In Arkansas they pull back some.

Reinf: Ironclad to Mobile, River Ironclad to Memphsis, and Corps to Nashville.

Reports: Mex: 23/20. UK 35, Fr 28, Sp 34. Land: 111/110. Navy: 27/20.
Convory: 400 (50 stopped). MPP: 1800/1440. FS: 28/70.

Fighting Spirit for CSA has been level now for 3 turns. Definitely giving me an edge for when theirs crosses the next boundary (25%).

Rain in both Kentucky and Virginia so mostly rebuilding units. In the Valley I retake Harrisonburg.

They are definitely withdrawing from Norfolk area but rain keeps me from closing enough to catch any laggards.
Turn 130 Norfolk.jpg
Turn 130 Norfolk.jpg (207.58 KiB) Viewed 1432 times
I decided to test how the HQ cap on the Rebels work. I disbanded Bragg's HQ. This allows me to build Jackson.

Research: Hvy Mortars

Purchase: Jackson HQ and Corps.

ET
Naval Weapons to lev 2.
Kennon
YueJin
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Re: AAR my Rebels against Pionpion's Yanks

Post by YueJin »

Nice AAR, looks like a rebel victory for sure, no way the Union reaches Atlanta/Montgomery by the end of the year considering the poor shape the army looks in.
kennonlightfoot wrote: Sat Sep 03, 2022 1:58 pm
I decided to test how the HQ cap on the Rebels work. I disbanded Bragg's HQ. This allows me to build Jackson.
Just wanted to give a quick tip on the last point. If you right click a HQ unit there's an option to sack and replace the general in charge for a small MPP tax. Especially handy for the CSA as you can use all the rank 8 generals they get. Replacing Van Dorn and Price would give the troops in the West a decent boost.
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Just wanted to give a quick tip on the last point. If you right click a HQ unit there's an option to sack and replace the general in charge for a small MPP tax.
That I didn't know. Definitely would be easier and quicker. Is there some kind of penalty other than MPP? Like FS hit for dumping people like Bragg and Pope?
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 132 Feb 10, 1865.

RP: In Arkansas/Missouri line they continue pressing me, killing another Brigade there.
Kentucky just minor attacks killing another division.
Union sinks one of my Gunboats off NC.

Reinf: Div to Nashville, River Timberclad to Memphis, RR Battery to Petersburg and Cav to Savannah.

Reports: Mex: 23/20. UK 37, Fr 28, Sp 34. Land: 116/110. Navy: 30/29.
Convoy: 400 (40 stopped). MPP: 1400/1450. FS: 28/70.

With the new year the Union's major problem is how to keep their Fighting Spirit from hitting 10% before end of year. It leveled off for the last 2-3 turns, but not sure why.

Union FS:
Turn 132 U FS.jpg
Turn 132 U FS.jpg (73.39 KiB) Viewed 1395 times
Confederate FS:
Turn 132 C FS.jpg
Turn 132 C FS.jpg (71.26 KiB) Viewed 1395 times
In Virginia my counterattacks take out a Union Corps.

I spot an AVL in Albermarle Sound but have no idea where they are headed. I suspect they are pulling units out of Norfolk and putting them to sea for a new landing down the coast.

Research: Armored Trains.

Purchase: Inf. Div. and Gunboat.

ET
Union only has blockades on Wilmington and Charleston.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 134 Mar 24, 1865.

RP: AVL's still heading down the coast.
In Virginia they kill 2 of my Corps (Ouch). Sherman shows up as well.
Kentucky just attrition with loss of one division.
In Arkansas the Union is shifting their attack weight westward above Little Rock.
And, they sink my sub. So much for the Confederate Wolf Pack.

Reinf: Divisions to Nashville and Richmond. Corps to Richmond. Marine unit to Savannah.

Reports: Mex: 23/20. UK 38, Fr 28, Sp 35. Land: 117/111. Navy: 30/28.
Convoy: 400 (45 stopped). MPP: 1800/1440. FS: 26/68.

I need to be more careful with watching hex supply levels. Getting units killed in hexes with less than 5 supply makes me take a FS hit as well as not being able to rebuild the unit at lower MPP cost.

In Kentucky I kill a Union division but still fall back to prevent Union attacks.

In Virginia I counterattack their now exposed Corps that killed mine. Killing two of theirs plus a division.
Norfolk is reoccupied since the last of the enemy left in their turn.

Research: Logistics.

Purchases: 2 Corps and 1 Division.

I now have 925 MPP unspent. I am getting close to the point where I have built everything of any use to me. Probably will start researching some marginally useful things if the points aren't needed for replacements.

ET

Recapture of Norfolk gave my FS a boost.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 136 Apr 15, 1965.

RP: Another AVL moving south. I am shifting some units to the southern ports so they will be relatively near when needed.
In Kentucky they kill another division.
In Arkansas they continue their advance south.

Reinf: Division to Nashville and Jackson HQ to Nashville.

Reports: Mex: 23/20. UK 38, Fr 29, Sp 35. Land: 117/112. Navy: 30/28.
Convoy: 380 (80 stopped). MPP: 1800/1400. FS: 23/68.

Their Fighting Spirit dropped below 25% giving them another hit to morale (0.85 multiplier now). Considering that was a 3 point drop from last turn and now there are on 13 points to go before surrender, they are going to be hard pressed to survive the 14 turns left n the game.

On the Mississippi River I kill one of their River Ironclads above Memphis.
In Kentucky I kill a Cav. Division.
Rain in Virginia limits my actions but still able to gang up enough to kill a Crops and a division.

My Montor in Wilmington makes a sortie and sinks a Frigate.
At the Mouth of the Mississippi, I am able to kill one of their Gunboats.

Research: Logistics

Purchase: Division

ET

Hvy Mortars to level 2.
Naval Engines to Level 1.
Field Telegraphy to Level 2.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by Pionpion »

With kennonlifghtfoot I agreed not to read his AAR before the end of our game. I discover his work on our game, which is great. I decided to go down the long road to defeat, and i'm happy because he made a good job.
I think it was a rather easy game for him, it was my very first game on SCACW. As one will see (I haven't read it yet), this AAR will show all the mistakes I made. The fundamental one is that I began this game with an idea of what the civil war had been for the North : overwhelming numbers and economy, but poor leaders and lack of initiative. In fact, the South has many units, and there are moments in the game when he had more troops that I do ; and his economy matched mine. So I'll try to sum these mistakes up, to enlight my poor choices.
First, Research : I should have concentrated 2 shifts right away on Corps org (I missed the importance of this one, which doesn't exist in other SC games) and Infantry combat. He did it and took an edge I was unable to regain. He had already 4 corps when I had one. On the first turns, I diversified my research, especially on command and naval.
Second, builds : I built many ships at the start of the game, but... Frigates and SL. They proved useless in face of his first monitors and Ironclads. These two mistakes led me to a tremendous loss of time, which I never gained back. It took me 12-15 turns to understand that I had to turn my naval units to raiders mode to attack his blockaderunners... that's a noob mistake which cost me a lot, and tells how high my level was when I started this game.
Third : Kentucky. I've no idea what to do there. I was never able to break his lines and get close to Nashville ; same with West Virginia, losing time and money to keep it straight until I discovered the "P" key to prevent partisans to pop up on a regular basis. I manage to avoid an early defeat, Washington was never threatened, but I never threatened Richmond either.
Fourth : poor tactical performance. My opponent was better in close combat on several occasions. I felt I was on the defense during most of the game, let say it shouldn't have been this way.. I lost Fort Monroe on a misclick (amph transporting the brigade there), and my opponent took it despite my honorable demand not to do so, I accept that, my fault after all.
Fifth : I managed four or five landings, sometimes in force, but they always ended in failure. Each time, the Confederates brought 5-6 units in one-two turns, and 4-5 turns was enough to counter and destroy part of my marines. It surprised me, I have to admit that. I played many games of USCW boardgame by GMT, where it was very difficult for the South to bring units and build a counterforce. It looked very easy in this game, even in the remote Texas where my three Marines were not enough against a few divs and brigades. Maybe I should have build fewer landings, with stronger parties. Not sure what was appropriate.
Thanks again for the AAR. I like this game, like the other games of the SC series, and eager to play again.
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Re: AAR my Rebels against Pionpion's Yanks

Post by BillRunacre »

kennonlightfoot wrote: Sun Sep 04, 2022 2:36 pm
Just wanted to give a quick tip on the last point. If you right click a HQ unit there's an option to sack and replace the general in charge for a small MPP tax.
That I didn't know. Definitely would be easier and quicker. Is there some kind of penalty other than MPP? Like FS hit for dumping people like Bragg and Pope?
It's just the MPP cost, so it can be a very worthwhile thing to do with some of your HQs.
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Re: AAR my Rebels against Pionpion's Yanks

Post by BillRunacre »

Thanks also for the AAR! :D
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

I lost Fort Monroe on a misclick (amph transporting the brigade there), and my opponent took it despite my honorable demand not to do so, I accept that, my fault after all.
Sorry about that. I don't always notice the messages in this game unless I am expecting one and look for it. Game needs some kind of pop up for messages, so you know when you get a new one.

And you did better than me. Look at my AAR as the Union. Sad. :oops:

Rail movement allows quick reaction to landings but at considerable cost in MPP. If I remember right, it cost about 60-80 for moving divisions and Corps. Marines can burn up a lot of the South's MPP just by landing and withdrawing. Also, taking a port for even a turn plays hell with foreign support.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 138 May 7, 1865.

Update to 1.03 occurred. I see they fixed the NC Gunboat problem.

RP: The Union navy attacks Beaufort. Not sure why.
At the mouth of the Mississippi two Union Ironclads showed up and sunk two of my gunboats.
One of the Union amphibious ships runs into one of my Monitors and gets sunk.
Union attacks all along the Kentucky, Virginia, Arkansas and Arizona lines. Probably trying to overwhelm me enough for something to stay broken.
Kills were made against Gunboats, River Ironclad, River Timberclad, Ft. Ward, and in Inf. Division.
A costly turn for me.

They also made a landing capturing Georgetown, SC. Looks like the main target is Charleston.
Turn 138 SC.jpg
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Reinf: None.

Reports: Mex: 23/20. UK 32, Fr 21, Sp 29. Land: 115/111. Navy: 26/25.
Convoy: 330 (70 blocked). MPP: 1800/1400. FS: 20/66.

Fighting Spirit took a big drop for both of us (U 3 points, C 2 points), but I have a good cushion. It won't take long to get the Union down to 10% if this happens again.

Situation in SC: It is hard to prevent the Union from dropping Marines near any port. Some ports are almost impossible to defend. But having a few units scattered along the coast combined with rail movement allows the Rebs to quickly react. In this case I got enough Units there, but the fort blocks me from getting units strong enough to hold Charleston into the hex.
Turn 138 SC Final.jpg
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In other areas, losses were so heavy I mostly spent the turn rebuilding units. Only in Virginia where the Union pushed a Corps far enough forward that I could count attack and kill it without overexposing my units.
Turn 138 NVa.jpg
Turn 138 NVa.jpg (345.07 KiB) Viewed 1348 times
ET
Naval Tactics to Level 1.

Distracted by Charleston fight and forgot my production and research. :(
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 140 May 39, 1865.

RP: In Missouri a lot of skirmishing along with the loss of another brigade.
The Marines take Charleston resulting in quite a hit to FS and Foreign support.
In Virginia Fredericksburg is taken along with the Corps defending it. Another big FS and Foreign support hit.
Union ships attack Beaufort against. Still don't know what the purpose is. No landings to support the attacks.

Reinf: Division to Augusta, Ga., Gunboat to Apalachicola, and two Corps to Richmond.

Reports: Mex: 23/22. UK 13, Fr 8, Sp 20. Land: 115/112. Navy: 26/26.
Convoy: 360 (70 stopped). MPP: 1800/1400. FS: 22/59.

Union Fighting Spirit increased 2 while the CSA took a 7 point hit. Very bad turn. If this had occurred in 64 I would be in trouble but this late in game, I can easily reverse things. Also, all these attacks exposed a number of units to counterattacks.

In Arkansas I am able to kill a Union cavalry.
Kentucky is mostly rain so spend my time rebuilding.

In Viriginia their advances opened a number of opportunities for counterattacks.
In the Valley I am able to kill a division.

Around Fredericksburg I make a number of attacks resulting in killing on division and reducing the Corps that took Fredericksburg (it retreats before I can kill).
Turn 140 Va.jpg
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My Monitor sorties near Beaufort and sinks one of the Union Ironclads.
A Monitor out of Wilmington sinks one of the Frigates.

In Charleston I counterattack the exposed Marine that took the city killing it. Then drive back the unit supporting it. The units I brough in by rail now close in on the Union landings.
Turn 140 SC.jpg
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Research: Naval Tactics, Naval Engines

Purchase: Corps, Division, River Ironclad, and Gunboat.

ET

The recapture of Charleston and Fredericksburg return half of the FS I lost.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 142 Jun 20, 1865.

RP: In South Carolina the invasion force draws up a line around Georgetown.
In the Valley they kill my Cavalry unit.
They retake Fredericksburg again killing one of my Corps in the process.
It also looks like they are making a major push to take Knoxville killing my brigade and a division protecting it.
In Arkansas they made a finger like push down to Clarendon. Probably hoping to reach one of the cities down that direction.

Reinf: Division to Memphis.

Reports: Mex: 23/20. UK 14, Fr 8, Sp 21. Land: 117/109. Navy: 24/26.
Convoy: 230 (50 stopped). MPP: 1800/1300. FS: 18/61.

In Arizona I just rebuild.

In Arkansas it looks like a small group (turned out to be one cavalry unit) is trying to make an incursion that could reach Arkansas Post or Helena.
Turn 142 Ark.jpg
Turn 142 Ark.jpg (312.88 KiB) Viewed 1325 times
I move to isolate it and cut it off if it doesn't withdraw.
Turn 142 Ark 2.jpg
Turn 142 Ark 2.jpg (198.06 KiB) Viewed 1325 times
In Tennessee the Union keeps pushing me southward with a major drive toward Knoxville. I pull in nearby units but mostly hope that supply issues will stop them before they can take it. I kill two division with my counterattacks.
Turn 142 KyTn.jpg
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In Virigina my counter attacks are able to take out two Union Corps and retake Fredericksburg again. This will probably slow them down for a turn while they wait for fresh Corps to come up.

In Georgetown area my forces rebuild and close in on the Union forces. My Ironclads find and kill a Frigate.
Turn 142 Georgetown.jpg
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Research: No change.

Purchase: Corps and Inf Div.

Union FS is down to 14% from these loses.

ET

Amphibious Warfare to Level 4.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 144 Jul 8, 1865.

RP: In Arkansas their drive switches to a new direction (headed for Little Rock) and they withdrew the cavalry that took Clarendon.
General advance in Tennessee continues.
In Virginia the Union pulls back its line.
Likewise, in Georgetown the Union force pull back closer to Georgetown.

Reinf: None.

Reports: Mex: 23/20. UK 14, Fr 9, Sp 21. Land: 114/107. Navy: 24/26.
Convoy: 250 (40 stopped). MPP: 1800/1300. FS: 14/60.

In Arizona there is rain so little action.

In Arkansas the Union made an advance toward Little Rock:
Turn 144 U  Ark.jpg
Turn 144 U Ark.jpg (266.46 KiB) Viewed 1323 times
I close in from both sides and kill the lead cavalry unit to from a new line protecting Little Rock:
Turn 144 C  Ark.jpg
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In Virginia with the Union withdrawing out of range I spend the turn rebuilding. One division is sent to Knoxville area on the RR connecting Virginia to Tennessee.

My force trying to retake Tampa kills one of the brigades there but has also outrun its supply.

Research: No change.

Purchase: Inf. Div.

ET

Logistics reaches Level 1.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 146 Jul 22, 1865.

RP: In Arkansas they attack toward Little Rock.
In Tennesse the advance south continues to the river line and toward Knoxville. But only one brigade is lost.
Off of Tampa they sink one of my Ironclads.

Reinf: Division to Nashville.

Reports: Mex 23/20. UK 14, Fr 9, Sp 21. Land: 114/107. Navy: 24/25.
Convoy: 240 (40 stopped). MPP: 1800/1300. FS: 13/59.

Union Fighting Spirit is taking a nose dive.
Turn 146 UFS.jpg
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In Arizona rain again so nothing but some attrition attacks.

In Arkansas also rain so mostly move to strength my line and block the Union from crossing the river with River units.
Turn 146 Ark.jpg
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In Tennessee the Union pushes closer to Knoxville. I shift troops to block them and rebuild units on my line.
Turn 146 Tenn.jpg
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In Virginia more rain too. But I prepare my line for receiving their attacks next turn. Looks like they have brought up three new Corps north of Fredericksburg so the attack will be there.
Turn 146 Va.jpg
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The Monitor at Wilmington sorties to take out a gunboat (thought there was a Monitor there but it disappeared - I guess the game has some false identification at least at sea.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 146 Contd

At Georgetown I advance my line with just minor attack by my Corps on one of their Marines. Slowly closing in for the kill but may need more units to do it.
Turn 146 Gt.jpg
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At Tampa I make one more try to take the port before my units are so low on supply they can't fight. Unfortunately, like everywhere else this turn its raining. The attack on the port fails (unit left with 1 factor). But the attacks at sea are a resounding success. Wehn my Ironcald moves to attack the already reduced Monitor it finds two more Ironclads both partially reduced. My Ironclad damages the stronger of the two. It retreats toward Tampa where another Monitor comes over and sinks it. Then I bring over a Monitor to attack the other Ironclad but only damaging it.
Turn 146 Tampa.jpg
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These attacks bring the Union FS down to 11%.

I tested replacement of leader. Booted Pope and put D. H. Hill in his place.

Research: No change.

Purchase: Cav. Div. and Marine.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 148 Aug 5, 1865.

RP: In Virginia they kill my Corps and advance on Fredericksburg but can't take it.
In Tennessee the Union line advances to the riverbank. Ft. Donelson falls.
In Arkansas they push up to the river just north of Little Rock.

Reports: Mex: 23/20. UK 14, Fr 10, Sp 21. Land: 115/108. Navy: 21/25.
Convoy: 250 (40 blocked). MPP: 1800/1300. FS: 11/59.

Union at 11% Fighting Spirit. They probably won't make it through another turn.

Arizona is a stalemate. Neither of us can do anything.

In Arkansas I replace Price with Hill. But otherwise just pull my troops back to protect Little Rock. Weather and distance will keep them from achieving anything.
Turn 148 Ark.jpg
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In Tennessee I mostly strength my line and try to squeeze the Union force pushing toward Knoxville. They could probably take it if they had a few more turns but I don't think they will.
Turn 148 Tenn.jpg
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In Virginia I counterattack. In the Valley I kill a division at Kernstown then pull back so they can't get a good counterattack in their turn. At Fredericksburg I kill their Corps that had advanced then pull back to minimize units they can get at.
Turn 148 Va.jpg
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At Georgetown I have to rebuild the Corps they attacked last turn so don't have the strength to do more than move a little closer with my divisions.

And, as expected, my forces at Tampa are out of supply and have to withdraw. I leave a Monitor and an Ironclad to blockade the port.

Union Fighting Spirit is below 10% now. Unless they can make some action that will bring it back up to 10% they will lose on their turn.

Here is the Strategic Situation:
Turn 148 Strategic.jpg
Turn 148 Strategic.jpg (147.27 KiB) Viewed 1306 times
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Turn 149 Union
A lot of small attacks but the Union wasn't in position to take anything that would have boosted their Fighting Spirit from 9% to back to 10% so game ends.

Confederate Major Victory.

My thanks to Pionpion for sticking with the game even after some crippling early mistakes. And for keeping a fast turnaround so we completed 2-3 turns per day. In order for an AAR to be useful it needs to cover most of the war so people new to the game can see how it plays in the later years. Hopefully this AAR will give people a better idea of what their decisions in 1861/1862 will lead too. Also, a good AAR has be finished before everyone dies of old age. This one would have been of little use if we were still trying to finish it before the end of 2023.

I thought I would give some situational maps showing where our forces stood at the end of game. Then I will see if I can give some game suggestions and observations.

First way out West in Arizona:
The Far Far West tends to be a very secondary struggle but there are advantages to winning there. For the South it will cut off a lot of MPP the North gets from the West. And, if they get victory, it will free of those troops to return to Indian Territory and threaten retaking Missouri. But the question is "Is it worth the resources to try?" The Union easily countered my attempt.
Turn 149 Arizona.jpg
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Indian Territory and Western Arkansas:
The problem with any campaign to try to drive one side or the other out of Indian Territory is supply. For the South there is a huge gap between their supply sources in Arkansas and reaching places like Fort Belmont. While we fought a lot of push forward and fall back along this line in Indian Territory and the western edge of Arkansas, neither of us ever got close to taking anything of value.
Turn 149 Ind Terr.jpg
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Eastern Arkansas:
It became a major battle ground in 1864/65. But it is highly questionable if it was worthwhile. For the South early attempts to use this area to advance north and take Cairo from the west usually stalled with lack of supply. I suspect the Union ran into the same problem when it tried to advance south against Little Rock. Combine the supply problems with how easy it is for both sides to reinforce their end of the position, and you have a questionable use of resources.
Turn 149 Ark.jpg
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Kentucky/Tennesse:
Here is where I think the Civil War is won or lost. Both historically and in the game. In this game I was able to hold a line through central Kentucky for most of the war. Only in late 64 did I have to stop contesting the loss of each city and allow the Union to advance. But by then I had WW I line built along the Tennessee River. I am not sure how the Union supply situation was, but I suspect it wasn't that good a shape for trying to attack across that river. I still don't know how to fight with the Union side, so I am not sure how easy it is for the Union to reproduce the historic results where the Union had taken all of Kentucky and the key cities of Memphis and Nashville early in the war.
Turn 149 Tenn.jpg
Turn 149 Tenn.jpg (261.24 KiB) Viewed 1285 times
Continued next post
Kennon
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Re: AAR my Rebels against Pionpion's Yanks

Post by kennonlightfoot »

Summary of War continued.

Virginia

Northern Virginia makes an excellent area to for the South to stall the Union. The Union badly needs to make headway here to threaten Richmond. But they have a lot of problems, and the South has a lot of advantages. The North must advance far enough south to take Fredericksburg to gain anything of value. Taking Fredericksburg will make the South take a hit on foreign support as well as FS. That is a long way to go before one gets something of value. In the Valley they do have the advantage of an advance there will increase the length of line the South must maintain but it has the disadvantage of being difficult terrain with poor supply. Also advancing down it takes them further from the real objective, Richmond.
Turn 149 NVa.jpg
Turn 149 NVa.jpg (173.96 KiB) Viewed 1282 times

Eastern Viriginia:

I am not showing this since by end of war I had resecured all these areas. It represents a way for the Union to expand their threats to Richmond and stretch out the South's ability to defend everything. But it also has the problem of how to get enough force there to be a threat. I am also not sure how the supply situation is for advances based off of Ft. Monroe and Norfolk. A lot will depend on if the Union can generate enough lead in number of Land units to be able to create a second front in Virginia. My suspicion is that if they have that extra force, it could be better used in Tennessee.

The Southern Atlantic Coast:

The Union didn't start seriously invading this area until 1865 but their successes showed how vulnerable the area was. While they barely are holding on to Georgetown and lost Charleston almost as quickly as they took it, they did a lot of economic and FS damage to the South for just the cost of a Marine or two. In 1865 I had a spare army, Beauregard's, dedicated to nothing but concentrating against any landings that occurred. It was by then also supported by brigade and cavalry units scattered along the coast cities. This didn't exist in 1862 though.
Turn 149 Georgetow.jpg
Turn 149 Georgetow.jpg (194.07 KiB) Viewed 1282 times
Naval War:
I don't think what I did with the Navy would be possible normally. I was able to start building a formidable navy with Research support only because of my success in maintaining my economy (MPP production levels). It allowed me to build Ironclads and Monitors with upgrades making them the equal to the Union Navy. They were particularly successful in the Gulf Coast region. The Atlantic coast is a problem because the South lacks enough mutually supporting ports. They could raid for easy kills from them, but they only had enough ports for Monitors and Ironclads. Not enough for Gunboat support.
Kennon
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