PBEM AAR - Long Live the Union!

From the creators of Crown of Glory come an epic tale of North Vs. South. By combining area movement on the grand scale with optional hex based tactical battles when they occur, Forge of Freedom provides something for every strategy gamer. Control economic development, political development with governers and foreign nations, and use your military to win the bloodiest war in US history.

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jchastain
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RE: PBEM AAR - Long Live the Union!

Post by jchastain »

And now that we are in the heart of winter, let's examine supply once again. The 19th Division has 8. That's likely as high as he's going so I'll cut off additional supply there. He's fine. The 18th is dragging a bit behind, so I'll leave him on low supply.

For those not following, the first number in supply is their supply level with the range running from 1 to 10. In the parenthases is the current supply status. 0 = No Supply (foraging). - = Low Supply. N = Normal. + = High.

The Black River Army expended some supply running around but I'm not worrying about him quite yet. 6th Division is also fine without additional supply for now.

I'll eventually have to rev up supplies again for these various units. But for now, I'd rather keep funneling the extra money into diplomacy.



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RE: PBEM AAR - Long Live the Union!

Post by jchastain »

Speaking of Diplomacy, let's go see what the actual impact of the NY Gov supporting French diplomacy is. Hmmmm. +15%. I likly should be taking better advantage of that.

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RE: PBEM AAR - Long Live the Union!

Post by jchastain »

So let's notch Britain down one and notch France up one. I'll be spending the same amount of money - just trying to use the French bonus while I have it to use.

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RE: PBEM AAR - Long Live the Union!

Post by jchastain »

If I wasn't so tired, I'd use my remaining rail movement to cart a few brigades down from the far north down closer to the front but I'm about to fall over so I'll just hope I can get that done sometime soon. I end the turn, and get to choose another promotion - though only to 3 star this time.

I haven't gotten a lot of upgrade in for the army. The new units under construction won't be finished in time and the individual unit improvements have been pretty modest. Let's hope my opponent hasn't done any better. But it looks like I just need to pick my fights carefully. I am also hoping Kentucky falls my way and soon. I could use their extra production and especially their heavy concentration of horse farms.

OK, files on their way back to Gil and I'm on my way to bed!

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TURN 4

Post by jchastain »

Lincoln did his duty on his wife's birthday too.

TURN 4

The siege on Wheeling is costing me in blood. With no engineering skills and no siege artillery, progress is slow. I continue to make progress, but I also continue to lose troops faster than the rebs.

Emory got his promotion and again a governor is happy - this time Maryland, though he still isn't exactly a fan of mine. That's fine though as long as he doesn't cause any problems.

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RE: TURN 4

Post by jchastain »

On the second half of the report, things begin to look interesting. He sabotaged my RRs. That will hurt - guess I should have stayed up that extra 10 minutes last night and take advantage of the unused capacity. Ooops.

The 16th Infantry was disbanded due to low strength. I don't remember them, but they must be a part of the siege on Wheeling. That's not good. I'll be sure to look to see that no other units are close to disbanding. Reinforcements seem to be roughly equal to losses from the siege, so I'm pretty close to breaking even and just have to worry about concentrated siege losses.

In the political section, we have some good news. France support for the CSA fell and the NY Governor changed from supporting French diplomacy to supporting Logistics research. It appears my decision to make French hay while the sun was shining was the right thing to do. With them terring back away from the CSA and with no bonus anymore, I'll try to remember to shift my emphasis back to England.

The big news though is that Kentucky has entered the war in support of the union. Kentucky is fertile grounds for horse farming and that will be a real boost to my efforts to build up some cavalry.

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RE: TURN 4

Post by jchastain »

Before I forget, I'll go ahead and shift some diplomacy focus back to England. If I can get the CSA support of France down to 0, I'd likely stop investing entirely but for now I'll keep some money there.

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RE: TURN 4

Post by jchastain »

Now that I own Kentucky, I can move my troops in. The Army of Kentucky is still busy with Wheeling, but the 6th Division should move in. Because it is still winter, I cannot march effectively but RR movement is unaffected. Ideally I'd like to steam all the way up to the front.

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RE: TURN 4

Post by jchastain »

But with his raid on my RR infrastructure, I don't get very far. Oh well, there's nothing I can do about it now. At least I was able to limp in one province.

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RE: TURN 4

Post by jchastain »

Looking at the East, I don't see any danger but he's clearly on the move. I didn't notice last night that the ANV had pulled back but there is no way he moved it during the winter so I must have missed it. Also, Stonewall Jackson is now in command. Hmmmm. What is Lee up to? I'm definitely going to leave the Navy right where is in to prevent anything tricky and I need to keep an eye out for him to pop up somewhere. If the rebs are shifting forces west then I either need to do the same or think about what it would take to overwhelm them in the east - a high risk strategy to be sure. Nothing to do quite yet, but I'll keep my eye on this development to be sure.

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RE: TURN 4

Post by jchastain »

I am glad to have some governor support for logistics. I was a bit worried about that and was thinking I'd need to invest some more money in research sooner rather than later. It is still only 6, but that's better than 1 by a long shot and should lead it to make at least some limited progress. As we've already seen though, Governors can be fickle so I will need to expand that research capability at some point - just not right now. My focus now has to remain on getting ready for a spring offensive.

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RE: TURN 4

Post by jchastain »

OK, let's focus on building up th army. I have the resources to buy one more cavalry and one more artillery. I'll get both into queues. The city screen is actually the best place to manage macro events in my opinion. From here I can see the manpower available, the economics that might be disrupted and can click on production and select to build a cav - I'll go ahead and add one in Des Moines.

While I didn't want to gut my manpower on low quality forces, it is obvious that even with my economic muscle, I won't be able to buy all high quality troops. Just getting some cavalry and artillery going is taking its time. I need to go ahead and expand the army through muster and conscription.

Muster means asking people to join. Whether or not you succeed is determined by the SUCCESS percentage shown. If you fail, you get nothing but it doesn't hurt anything. Consc(ription) is the draft. That always works, but the DANGER shows the likelihood that the city will experience unrest. Since I want my offensive to be out west initially, I'll focus my build activities there. Davenport, IA is a good spot. The economy is weak and it is out west. There is only a 50% chance of raising troops through mustering and only a 10% risk of unrest through conscription. In this case, I'll go with conscription. Quality is slightly lower, but I want to be a bit more confident than 50%. Cairo, IL is another good place to build. I still don't like the 50% chance of success, but 40% is much to high a risk of unrest for drafting.

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RE: TURN 4

Post by jchastain »

Going to the bottom half of the city list, I'll start building my new artillery in Pittsburg. I see two more cities to raise more free infantry brigades (Muster and Conscription always produce infantry) so I'll put those in the queue as well.

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RE: TURN 4

Post by jchastain »

There was a new govenor request but I don't remember the details. This is likely a good time to discuss the filters at the bottom. By hitting the "Governor Request" filter button at the bottom, the list only includes cities in states where the Governor has an open request. Since it takes specific buildings to build certain units, these filters can also help you see where you can build such units. Though I didn't discuss it above, this is how I determined where to build my new cavalry and artillery units.

Anyway, obviously it is Deleware where the Gov wants something.

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RE: TURN 4

Post by jchastain »

Just as I can build troops directly from this screen, I can also build buildings. When I click on the BUILD section, it brings up the build screen - which tells me the Gov wants a camp. Ooops. I don't have the horses to do that. OK, no camp for the Gov this turn. At least I tried.

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RE: TURN 4

Post by jchastain »

Really not much more I can do right now. I did want to take a look at the Army of Kentucky and make sure I won't lose any more brigades in the siege. Pulling them up, I see that there aren't any that are especially weak. I do notice a different issue though. While most of the army has plentiful supplies (8), one division is down to 4. That's likely due to a bag logistics rating on the staff officers of that division. At some point, I'll need to replace the worst containers with bad support officers. For now though, I'll just fix the immediate problem. I'll boost that division up to Normal supply priority. I'll pay for it by cutting the rest of the army to none. Robinhood supply management - take from the rich and give to the poor.

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RE: TURN 4

Post by jchastain »

End of turn and the promotion window again. A 3 star will eventuall be commanding a corp. So long as that corp isn't operating independently, initiative isn't as important - that determines your chance of moving on the strategic map and depends on the commander of the top commander. Anyway, though he has poor initirtive, Collum should do fine as a corp commander within an army so he'll get the nod.

And with that, we end turn 4...

Not getting many (ok, not getting ANY) question or comments in here. I'll say it again - Feel free to join in.

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madflava13
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RE: TURN 4

Post by madflava13 »

No questions - just enjoying reading this AAR!
"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."
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RE: TURN 4

Post by jchastain »

ORIGINAL: madflava13

No questions - just enjoying reading this AAR!

Thanks! We really do like hearing that folks are following and enjoying it.
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RE: TURN 5

Post by jchastain »

OK... on to turn 5.

The event repot is longer this turn... and not nearly as encouraging.

It starts off well enough. The casualties at Wheeling are trending much better since I embedded the lose divisions into the sieging army there. I'm liking what I am seeing there.

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