I have found myself flush with leaders in the beginning. Building those naval raiding vessels, you'll see no shortage of officers standing in line to take command. Then all of a sudden you go to build a raider and get the message "no leader". Heck just recuit one; and thats when the dilemma begins.
2 activations a month, 1 which must be a naval commander. That is of course "IF", you want to try and collect 3ppmax a month along with #supplies from the fat transports of the yankee traders. Which leads us to the crux of the dilemma.
Who to choose as the landlubber?
What leader to pick? There are so many!
This has led me to look at the leader activation chart very carefully and only use an activation if i really need an officer. The constraint placed in the choosing of leaders is vital So that the CSA builds up a reserve of "extra" picks in the future.
The reason behind this buildup, is for the unexpected illness, wounds, and death, which can come anytime. Multipule leader losses from all causes will result in a major emergency. Sure you can just not build a raider, giving you 2 choices that month. But you will find having 3+ leader picks as the CSA is wonderful to have as backup.
Activating a leader will get him where you need him most, asap. Having those "extra" activations on hand can be as important as the supply saved for the future.
I'm gonna say there are some leaders that are gonna get activated in the beginning. Van Dorn for the Cavalry is one, Pemerton for the Artillery is another. They are too good not to go after. The Admin officers can be sidelined, they are not critical, unless you have some unfortunate luck. Artillery and Cavalry officers, they get activated as they are needed.
The infantry officers, you need them more than the naval officers. But the growth of your army is tied to your supply generation. Right now i play on the knife-edge. Only as many infantry leaders as is needed to exert direct action operations in the defense and offense. No infantry officer is sitting around without troops to "follow me". Thats it in a nutshell.
Now a couple of questions.
The rules suggest stopping raider building when EP is declared. So if 3 raiders cost 90 supply over 3 months, why not buy 2 raiders at 90 supply every 3 months?
When would you suggest the stopping of Raider production if the CSA has managed to head into 1863 without EP being declared?
Does anyone have a magic# of raiders they shoot for?
Anyone think building raiders are just wasting supply?
Does anyone else have some thoughts on the naval warfare side of the game?
Have at it. I hope this topic is worth your time to respond to.
(Really enjoying the game, PBEM is outstanding as a head to head simulation. Playing against the AI is a great challenge. Especially when waiting for the next PBEM move to arrive.)





I would also love to see the names of the ships as well.