Couple of Questions

From the legendary team at 2 by 3 Games comes a new grand strategy masterpiece: Gary Grigsby’s War Between the States. Taking gamers back to the American Civil War, this innovative grand strategy game allows players to experience the trials and tribulations of the role of commander-in-chief for either side. Historically accurate, detailed and finely balanced for realistic gameplay, War Between the States is also easy to play and does not take months to finish.

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jcrohio
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Couple of Questions

Post by jcrohio »

Just bought the game and have been playing as the Confederacy. I have a couple of questions

1. I have invested in Heavy Artillery to try and defend my ports and rivers. But the AI seems to just to come in with overwhelming fleets and destroy my guns. I have forts set down but that does not seem to help. Many posts in this forum state the value of placing artillery as such but mine keeps getting killed. Any ideas on what I am doing wrong.

2. I have been laying forts down every turn (2/3 every turn) and have built Commercer Raiders every turn - is this too much? - should I just keep purchasing both?

3. The AI has made three southern landings (Louisiana, Texas). How do you defend that part of the Confederacy?

4. The AI has made two small invasions in the West. Should I have troops in every region on the border? I have kept a reaction army behind the lines and on the one big invasion the AI launched in the West, I crushed with these armies. But should i be garrisoning more border areas?

5. Do you guys have any good ways of managing leaders? There are so many and I am a little overwhelmed with what to do with them. Right now I have been trying to get decent leaders (att, def, inf skill) in the front lines, good leaders for my reaction armies (Bragg, Jackson), and linking Cavalry leaders with cavalry. Everone else I am just kind off lumping together in a back region and using them when the need arises. Should I be putting a leader with every unti I have on the board? I have some single units guarding areas. Should they be teamed with leaders? What about heavy artillery - should it be teamed with a leader?

6. Any ideas on Theatre and Army Commanders for the South? I am not sure who I should make what right now.

Thanks in advance - I am sure I will have other questions later.

Jack
Jack
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Grotius
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RE: Couple of Questions

Post by Grotius »

I'm playing as the CSA too, and I have no clue on most of your questions, with the possible exceptions of 3-6:

3. It seems we can't cover every part of our long coastline. The AI has landed in Florida and Louisiana in my game; not in Texas yet, because for some reason that's the place I chose to put a strong garrison. The good news is that it can be hand for the AI to expand such a bridgehead because of poor terrain and, likely, the absence of an Army Commander (and great distance from the Theater Commanders).

4. Again, seems we can't cover everything. I have made the best "line" I can and rely on reaction or just a mobile reserve. Grant is barreling through my lines anyway.

5. I've actually had trouble finding leaders for everything I want to do. First, make sure every militia unit is with a leader with ITR of at least 3 (or CTR if you are training cavalry), preferably behind the front lines. Second, I try to find good Admin leaders to run around the map building my forts; ideally Admin 6. But Admin leaders aren't easy to come by. Third, yeah, you want inf leaders with infantry at the front lines; ideally def 3, inf 3, or better. Fourth, yeah, cav leaders with cavalary. Fifth, I do put arty commanders with arty. (Does the artillery rating help in combat, or only in movement?) Sixth, I want high-quality leaders with my 'reaction' forces just behind the front lines; these have saved my bacon in the east. Seventh, yes, I have a leader with every single unit on the board. It makes the units more mobile and, possibly, more effective in combat, so why not? And finally, I'm playing with the subcommander rules, which seem to increase my usage of leaders. Once I've done all those things, I often find I need to activate more leaders for specific roles.

6. I saved an AC slot for Lee. Other than that, I just chose the leaders with the highest combo of Command Points, Admin skill, and rank. I sorted for those on the Leader screen.

Hope this helps some, but I'm a newb too, so I am ready to be corrected.
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oldspec4
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RE: Couple of Questions

Post by oldspec4 »

I pretty much do as Grotius for 3-6.  Regarding #1, I try to place 4-6 heavies in major ports like New Orleans, Mobile, Vicksburg under the best artillery officers I can find.  I have had some success so far.  #2, I also build forts to max and try to get about 6 commerce raiders.  Later in the game the Union chokes off so much supply that I can't build more.  I'm also qualifying my advice because I have yet to beat the AI on normal.
jcrohio
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RE: Couple of Questions

Post by jcrohio »

Thanks for the replies - They are a real help. I had World at War and had little trouble getting into it and playing it - this game is much more challenging - I am still really muddling around after three days.

ORIGINAL: oldspec4
I pretty much do as Grotius for 3-6.  Regarding #1, I try to place 4-6 heavies in major ports like New Orleans, Mobile, Vicksburg under the best artillery officers I can find.  I have had some success so far.  #2, I also build forts to max and try to get about 6 commerce raiders.  Later in the game the Union chokes off so much supply that I can't build more.  I'm also qualifying my advice because I have yet to beat the AI on normal.

Let me ask a dumb question - what is a good artillery officer? Does it have to be an artillery officer? Some of the artillery officers have lower artillery ratings than some infantry officers. So would you be better of using an artillery officer or an infantry officer with a higher artillery rating? For that matter are the "type" of officers just for suggested use or does the "type" really effect that branch of the service - there is an artillery officer with higher cavalry rating than some of the cavarly officers - which would be better qualified to lead cavalry?

Hope this amkes sense and thanks for the help

Jack
Jack
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tedhealy
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RE: Couple of Questions

Post by tedhealy »

1. Lots of heavy arty is needed.  I've been using 5+ units in places like Memphis Vicksburg, and some spots in the east.  Heck in Memphis I gathered 10+ under Pemberton in my current game.  I've found if you can match the number of fleets attacking to the number of guns, you'll give as well as you get for the most part - ie 5 fleets vs 50 heavy guns will usually lost 10 guns and sink a ship or two.  Along the Mississippi, I try to build forts and place a gun or two in areas where I don't plan on making a stand like between Memphis and Vicksburg.  If the union puts together a 10+ ship flee though, those become almost pointless as they are going to get crushed.

2. I've been trying to build forts in all ports, along frontline areas, along lines of retreat in the west, and along the Mississippi river.  Might as well build them early because sooner or later the blockade will choke off your supply and you won't be building forts without supply later. 

3. I just try to keep them contained to where they landed in Texas.  Around NO, I try to push them back as much as possible.  If they land in a swamp, I don't pay much attention to them unless an AC is there.

4. If you have the troops to do so, sure.  But you probably don't.  Pick defensible areas to defend like mountain/forest/swamp areas.  Where possible I try not to give up too much land for free, but sometimes it is unavoidable, you simply can't be everywhere and still defend against a larger Union army.  Sometimes I'll leave an inf unit in a fort with one of the lower rated generals in a fort just so I don't give up ground for free.  I then try and rotate that unit a bit to keep him unspotted just to keep the AI guessing what's really there.  Sometimes they get overrun, sometimes the Union holds back.

5. I do the same thing more or less.  I group unused poorly rated leaders in a few central locations per theater so I know where they are.  I dismiss some if they don't cost PP, but always keep some around just in case some get killed or go off map for whatever reason.  I try to get a leader for every unit or group of units. 

6. Of course Lee as AC when he becomes available.  I usually have both Johnstons in the mix, Van Dorn, PGT, and Polk involved early.  Where possible as stats develop I look for ACs with 4 defense rating.  Just watch out for the negative army mod rating.  Always always look at the leader availability list and bring in new leaders with better ratings to replace lower rated generals.  Always look to see if you have someone that could make a better AC - high inf, defense, and 0 army mod.
oldspec4
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RE: Couple of Questions

Post by oldspec4 »

ORIGINAL: jcrohio

Thanks for the replies - They are a real help. I had World at War and had little trouble getting into it and playing it - this game is much more challenging - I am still really muddling around after three days.

ORIGINAL: oldspec4
I pretty much do as Grotius for 3-6.  Regarding #1, I try to place 4-6 heavies in major ports like New Orleans, Mobile, Vicksburg under the best artillery officers I can find.  I have had some success so far.  #2, I also build forts to max and try to get about 6 commerce raiders.  Later in the game the Union chokes off so much supply that I can't build more.  I'm also qualifying my advice because I have yet to beat the AI on normal.

Let me ask a dumb question - what is a good artillery officer? Does it have to be an artillery officer? Some of the artillery officers have lower artillery ratings than some infantry officers. So would you be better of using an artillery officer or an infantry officer with a higher artillery rating? For that matter are the "type" of officers just for suggested use or does the "type" really effect that branch of the service - there is an artillery officer with higher cavalry rating than some of the cavarly officers - which would be better qualified to lead cavalry?

Hope this amkes sense and thanks for the help

Jack

A good artillery officer for stationary heavy artillery is the highest defensive rating (3 or 4 if possible). For regular artillery on the attack, I generally look for high attack ratings (again 3 or 4). I believe that all officers can command the different branches ( I have used infantry officers w/ artllery attached) but movement points may suffer, i.e., the command will move at the rate of the slowest unit. Don't know if "type" of officer effects the branch w/ any combat modifiers.
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willgamer
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RE: Couple of Questions

Post by willgamer »

ORIGINAL: oldspec4

ORIGINAL: jcrohio

Thanks for the replies - They are a real help. I had World at War and had little trouble getting into it and playing it - this game is much more challenging - I am still really muddling around after three days.

ORIGINAL: oldspec4
I pretty much do as Grotius for 3-6.  Regarding #1, I try to place 4-6 heavies in major ports like New Orleans, Mobile, Vicksburg under the best artillery officers I can find.  I have had some success so far.  #2, I also build forts to max and try to get about 6 commerce raiders.  Later in the game the Union chokes off so much supply that I can't build more.  I'm also qualifying my advice because I have yet to beat the AI on normal.

Let me ask a dumb question - what is a good artillery officer? Does it have to be an artillery officer? Some of the artillery officers have lower artillery ratings than some infantry officers. So would you be better of using an artillery officer or an infantry officer with a higher artillery rating? For that matter are the "type" of officers just for suggested use or does the "type" really effect that branch of the service - there is an artillery officer with higher cavalry rating than some of the cavarly officers - which would be better qualified to lead cavalry?

Hope this amkes sense and thanks for the help

Jack

A good artillery officer for stationary heavy artillery is the highest defensive rating (3 or 4 if possible). For regular artillery on the attack, I generally look for high attack ratings (again 3 or 4). I believe that all officers can command the different branches ( I have used infantry officers w/ artllery attached) but movement points may suffer, i.e., the command will move at the rate of the slowest unit. Don't know if "type" of officer effects the branch w/ any combat modifiers.

From the manual p.74-
Commanders in Combat: When combat is resolved, a unit attached to a Unit Commander will add (when firing) or subtract (when being fired at) between 1 and the leaders applicable specialty skill rating (determined randomly) to his total die roll. The unit will also add (when firing) or subtract (when being fired at) between 1 and the appropriate specialty skill rating (determined randomly) of the Army Commander to his total die roll if the army commander successfully committed the unit into the combat. The army commander’s effectiveness may be reduced by his Army Mod rating.

My interpetation is that the type of officer does not matter, but that the speciality skill is applied by type of unit commanded.
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jcrohio
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RE: Couple of Questions

Post by jcrohio »


[/quote]

From the manual p.74-
Commanders in Combat: When combat is resolved, a unit attached to a Unit Commander will add (when firing) or subtract (when being fired at) between 1 and the leaders applicable specialty skill rating (determined randomly) to his total die roll. The unit will also add (when firing) or subtract (when being fired at) between 1 and the appropriate specialty skill rating (determined randomly) of the Army Commander to his total die roll if the army commander successfully committed the unit into the combat. The army commander’s effectiveness may be reduced by his Army Mod rating.

My interpetation is that the type of officer does not matter, but that the speciality skill is applied by type of unit commanded.

[/quote]

Good call - I have read the manual (well most of it) - 175 pages is a lot to wade through and I have not absorbed it all yet! - and I will probably read it again

Thanks for all the help
Jack
Jack
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