AAR My Yankees against Beriand's Rebels

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AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 1 Apr 23rd, 1861
(Finally got a taker for the Rebel side.)

The cowardly Rebs fire on Fort Sumter. This means WAR.
Virginia secedes.

Union gets for ten turns an extra 200 MPP from foreign weapon deliveries.

Event Decisions:
Send troops into Missouri under Fremont? Yes
This lowers Kentucky's liking the Union by 10 to 20% but in makes taking Missouri much easier. Plus, you get Fremont's HQ and a cavalry and infantry brigade.
Second decision is whether to evacuate troops from Indian territory. If you don't, they have to fight their way out but it slightly increases the chance the tribes will go Union rather than Rebel. Not really worth the risk so I have the troops go to Ft Leavenworth.

Reinforcements for the turn include three Brigades. I put 2 in DC and 1 in Cairo.

Reports: Ky 10%, UK 0%, Fr 0%, Sp 0% Land: 13/1 Navy: 5/2
No convoys yet. FS (Fighting Spirit) 100%/80%.

None of that means much this early. Takes a few turns for all the automatic events to fire and preset reinforcements to show up.

Movements are rather limited. Fremont takes St. Louis and starts his advance to Jefferson City.

I only have 185 MPP so I just buy one chit into Corps Organization in Research.

End of Turn

Arkansas Secedes along with Tennessee and North Carolina.
Lyons joins Fremont with Missouri volunteers.

MPP: 666 base raised to 911 by other factors like the weapon deliveries.

I'll use some abbreviations though out to keep things shorter.
FS for Fighting Spirit
UK for UK :)
Fr for France
Sp for Spain
Ky for Kentucky
Con for Convoy results
ET sometimes for End of Turn (this usually triggers events)
Inf for Infantry
Cav for Cavalry
RI for River Ironclad
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 3 May 15th

RP: Nothing much happening.

Strategic Advice Message: Take New Orleans. River Ships can be moved to the Mississippi entrance using the jump hex next to New York. There is a special hex south of New Orleans that when occupied the first time by gunboats will give the Union play the option to destroy the New Orleans levees reducing the garrison considerably.

To take advantage of this Union needs troops ready to land or already next to the city since it is a one shot deal.

Reinforcements: Frigate and 1 Br (to DC).

Reports: Ky 10%, UK 10, Fr 0, Sp 0 Land: 18/9 Navy: 6/2
Con (Convoys): 45 MPP (0 killed) MPP: 910/970 FS: 100/93

Since my frigates haven't gotten down to CSA convoy lanes to MPP coming to South from UK stopped. This will change but still won't amount to much because Frigates are very poor at stopping blockade runners.

Two Brigades at DC move to occupy Alexandria and Manassa line. There is some bonus for occupying Alexandria, but I haven't found the reference again.

Fremont continues move toward Jefferson City.

Frigates move to Norfolk blockade hex and Ft. Monroe port.
I haven't found out if there is any advantage to occupying both blockade hexes. Actually, don't know what advantage there is to even one. There is a message each turn on it being blockaded but no information on what damage that does. Later in the game when the CSS Virginia is in the port it prevents it from repairing the ship.

Research: 2 Chits to Production Tech to maximize it.

Purchases: Inf Br and River Ironclad (RI from now on).

ET
Decision Event: Gen. Butler to Ft Monroe? Why not. Yes
McClellan's army deploys in West Va.

MPP: 934
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 5 Jun 6th

RP: CSA capital moves to Richmond giving them an extra 500 FS each turn.

Reports: Ky 10%, UK 10%, Fr 0, Sp 0 Land: 32/26 Navy: 9/6
Con: 17 (0) UK giving MPP, MPP: 970/970 FS: 100/93

Reinf: 2 Frigates, Gen. Banks (to NY for amphibious operations later), RT(River Timberclad) to Cincinnati,
Inf. Brigade to DC.

Moves:
Since UK supplies come through Wilmington, I send a Frigate to raid it.
I also send one brigade and my Railroad Art to next to Harpers Ferry to take it next turn.
Little Mac advances into West Virginia.
Continue moving to surround and cut off Jefferson City.

Research: 1 Chit to Corps Org, 1 to Inf. Tactics.
Purchase: 3 Inf Brigades.

ET
McDowell arrives with 4 Brigades in Maryland.


The Union has a lot of naval moves to make each turn and get naval reinforcements by event for the first few turns. Because the Page UP/Down keys cycle only through land units you have to get into the habit with the Union side of scrolling around the coast of the country looking for naval units that need moving. In the first few turns this includes the Great Lakes because you get some gun boats up there. Also, the Union often uses the jump hexes to make major movements, so you have to check the Florida Keys to make sure someone isn't sitting around waiting for the next jump move.
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Re: AAR My Yankees against Beriand's Rebels

Post by Platoonist »

kennonlightfoot wrote: Sun Jul 31, 2022 3:15 pm

Frigates move to Norfolk blockade hex and Ft. Monroe port.
I haven't found out if there is any advantage to occupying both blockade hexes. Actually, don't know what advantage there is to even one. There is a message each turn on it being blockaded but no information on what damage that does.
The Fog of War option being on obscures what's happening. Basically, having a Union ship on one of the red hatch mark hexes reduces Norfolk's supply level to zero. The Union ship gets no experience from doing this, but loses no supply either.
Norfolk blockade.jpg
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

The Fog of War option being on obscures what's happening. Basically, having a Union ship on one of the red hatch mark hexes reduces Norfolk's supply level to zero. The Union ship gets no experience from doing this, but loses no supply either.
But does this do any harm to the Rebel? Does having the port at zero supply reduce CSA MPP income at all?
Later when there is a ship there it matters since 0 supply will keep that ship from repairing damage.

Also, is there any difference between one blockade hex occupied versus two?
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Re: AAR My Yankees against Beriand's Rebels

Post by Platoonist »

kennonlightfoot wrote: Sun Jul 31, 2022 3:53 pm

But does this do any harm to the Rebel? Does having the port at zero supply reduce CSA MPP income at all?
Later when there is a ship there it matters since 0 supply will keep that ship from repairing damage.

Also, is there any difference between one blockade hex occupied versus two?
It's not the port that is at zero supply level. It's the city. Norfolk blockaded to zero becomes a tough spot to defend since any unit sitting on will not get the usual city supply level of ten with the commensurate effects on readiness and morale and the ability to reinforce. Norfolk instead has to depend on the nearby town of Suffolk to get up to a meager supply level of five unless there is an HQ about. Plus now, it's generating zero MPPs for the Confederate economy.

You only have to be occupying one of the red shaded hexes with a warship to get the blockade effect.
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 7 Jun 28th

RP: Reb gunboat ran into one of my Frigates. Reduced the gunboat to 1 so I will take it out easily.

Rebs in Virginia make a major move against me surrounding my two brigades that advanced to hold Alexandria and Manassas. This was due more to my complacency. Every game I have played as Rebel it has rained so much in Virginia, I don't even get much further than Fredericksburg with maybe one unit adjacent to Alexandra. This game I didn't notice the lack of bad weather to slow them down. It could have been easily blocked with a single extra brigade.

Learning experience.

Reinf: None ( bad luck to have it happen this turn too).

Reports: Ky 10%, UK 10, Fr 0, Sp 8. Land: 37/27 Navy: 10/6.
Con: 28 (0) MPP: 990/960 FS: 100/94

I get to sink the gunboat.
But my counterattack in Northern Virginia fails to break the brigade cutting off mine.
I use rail movement to bring over additional troops from the West just in case the Rebels make a serious try for DC.

Research: 1 chit to Inf Tactics and 1 to cav Tactics.
Purchase: 1 Inf and 1 Cav Division.

ET
Garibaldi Decision: No to getting him.
MPP: 1035 for coming turn.

Here are screenshots before and after I move. My attacks are shown with red arrows.
Turn 7 Va Sit.jpg
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Re: AAR My Yankees against Beriand's Rebels

Post by BiteNibbleChomp »

kennonlightfoot wrote: Sun Jul 31, 2022 3:15 pm Two Brigades at DC move to occupy Alexandria and Manassa line. There is some bonus for occupying Alexandria, but I haven't found the reference again.
To clarify this, there is no explicit bonus for the Union player to hold Alexandria (beyond the general +5 FS/turn gained from occupying a Confederate town).
My recommendation for doing so is the result of dozens of test games during development, where I found that a Confederate player holding the line of the Potomac's southern bank is extremely hard to dislodge once their position has been established (this being largely a consequence of the layout of roads and terrain in the area, plus new deployments having to come from Annapolis or Baltimore). Taking and holding Alexandria ensures the Confederates can't set up this Potomac line (as well as helping keep the front away from DC), which gives the Union much more strategic flexibility moving forward.

Plus, its still undefended on turn 2, so there's no reason not to take it.

- BNC
Ryan O'Shea - Strategic Command Designer
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 9 Jul 2nd

RP: Mostly Rebs rebuild their units depleted by my attacks and hit the Manassas unit hard. Isn't killed but will be next turn.

Reinf: Unfortunately, none this turn.

Reports: Ky 10%, UK 10, Fr 0, Sp 8. Land: 37/34, Navy: 10/5.
Con: 25 (3 hits), MPP: 1020/960, FS: 99/94.

Jefferson City Falls.

My Frigates destroy the Rebel fort on the James NW of Norfolk.

McDowell forces that had moved into contact with the Rebel forces don't have the attack power to do any serious damage much less relieve the trapped brigades around Alexandria. So, I spend MPP rebuilding their losses from the previous turn attacks. I do send one more brigade over by rail.

Research: One chit into Cav. Tactics and one into Leadership.

Purchased: Cav. Div. and Ranger.

ET:
Missouri Surrenders.


Screenshot of my final position in Northern Viginia. Red arrow is the unit brought in by railroad.
Turn 9 Union Atk.jpg
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Re: AAR My Yankees against Beriand's Rebels

Post by battlevonwar »

Taking on Beriand I did that and I thought I would have a cakewalk. I ended up having my fastest surrender so far! I wish you luck in your endeavor. I doubt I would pit my CSA vs his Union but as long as you're the Union you do have a chance. You have to not make 'errors'.

1. Get those 3 Marines out! Use them tactically on a spot you know is weak.

2. Utilize Raiding, it's the most under-utilized tool in the game. (through tech and numerous ships and keep them supplied)

3. With the Union I like to watch and wait till I'm strong.

(remember the victory conditions, I lost my last Union Game cause I didn't)

P.S. Avoid Glaring Errors, as the Union you can afford minor ones but glaring ones will destroy you. 2 in Inf, 2 in Corp, 2 in Leadership, Inf Warfare + Don't let your Navy get obsolete!
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

battlevonwar wrote: Mon Aug 01, 2022 10:48 pm Taking on Beriand I did that and I thought I would have a cakewalk. I ended up having my fastest surrender so far! I wish you luck in your endeavor. I doubt I would pit my CSA vs his Union but as long as you're the Union you do have a chance. You have to not make 'errors'.

1. Get those 3 Marines out! Use them tactically on a spot you know is weak.

2. Utilize Raiding, it's the most under-utilized tool in the game. (through tech and numerous ships and keep them supplied)

3. With the Union I like to watch and wait till I'm strong.

(remember the victory conditions, I lost my last Union Game cause I didn't)

P.S. Avoid Glaring Errors, as the Union you can afford minor ones but glaring ones will destroy you. 2 in Inf, 2 in Corp, 2 in Leadership, Inf Warfare + Don't let your Navy get obsolete!
I am definitely getting the feeling Beriand knows this game a lot better than I do. :cry:

I suspect he is garrisoning his ports which creates a problem for early amphibious operations. They have to be strong enough to win quickly or they will starve. Which is making me rethink where I want to make landings. I suspect New Orleans will require a major operation. Trying to identify ports that my ships can scout ahead of time so I don't land in a trap.

Naval operations are a game in themselves. The Union wants to totally dominate the coast but also has to be careful that they don't over invest in a Navy that will have little to do after 1862. You want to build enough but not to much. You want to upgrade to higher quality but not more than you need to take out the Rebel Ironclads and gunboats.

But I am afraid this AAR will be more a learning experience for me than the enemy. :D
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 11 Jul 26th

RP: Union kills one of my surround brigades.
California is recuiting Yankees and sending them west to help take El Paso.

Advice Message from the AI: Have to maintain control of Colorado and New Mexico if I want to get those MPP from the Far West.

Reports: Ky 34%, UK 10%, Fr 10%, Sp 8%. Land: 37/37. Navy: 10/5.
Con: 32 (16 kills), MPP: 1100/920, FS: 99/95.

Reports show me having equal Land units, but I sure am having a hard time finding enough of them to man my lines.

Reinf: 1 Inf. Brigade which goes to DC.

Raining in N. Va. so can't do much there. Doesn't help that my infantry is inferior to the Rebels. I need to build up quite a numbers advantage before I can attempt to break their line.

I am going on defensive in N. Va. Trying to save that trapped brigade will cost too much and probably fail. Kentucky is more important and will be turning Union soon. Finding units to get to its border is my highest priority.

The Union wins by industrial might, so I need to stay focused on that and not get drawn off into land battles that don't achieve significant results.

I am moving southward in West Virginia, but I suspect the Rebels always get those two brigades down there. Sure enough I run into them.

Rain in Missouri so no action there either. I don't believe in fighting in bad weather unless there is good reason. You seldom achieve enough for the cost to yourself.

Research: Chit to Naval Tactics (I suspect the Rebs plan to contest to coast at least in 61/62).

Purchase: Monitor (would like 3 but prefer the more powerful Ironclads)
Also get another Marine, Inf. Div. and River Ironclad.
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 13 Aug 9th

RP: Alexandria falls and my brigade is lost.

Reinf: Inf. Brigade to Wilmington and two to Kentucky border.

Reports: Ky: 46%, UK 10, Fr 10, Sp 8, Land: 39/41, Navy: 10/5.
Con: 30 (14 blocked), MPP: 1250/920. FS: 99/95.

Not much else happening. Trying to stabilize my line in Virginia while getting as many units as possible to the Kentucky border before it becomes Union.

Research: 1 chit to Leadership, 1 to Inf. Equipment.

Purchase: Inf. Div and Cav. Div.

ET:

Decision Event: Fortify Baltimore. Yes (Don't know how useful this)


Here is a screenshot of my line in Northern Virginia. I need to hold on to the Virginia side around Harpers Ferry if I want to be able to push this line back when I have more force to do it.
Turn 13 Va.jpg
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Re: AAR My Yankees against Beriand's Rebels

Post by Platoonist »

kennonlightfoot wrote: Tue Aug 02, 2022 9:37 pm

Decision Event: Fortify Baltimore. Yes (Don't know how useful this)


I wouldn't. It deprives you of a southerly spot from which to embark land units to sea, and Baltimore if ever threatened by land, would be better much defended by a brigade or division than a five strength fort.
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Re: AAR My Yankees against Beriand's Rebels

Post by battlevonwar »

New Orleans is a rather tough cookie... If it has 2 divisions on those fortified tiles. I don't want to lead you too much here but I have found there are some ports that nearly cannot be defended, particularly the ones with a Fort on them. Depending on what's in depth behind them. If you have 5-6 Corp in Tennessee and Virginia in a few months and he does not(they're off defending ports) then he is highly vulnerable. He cannot afford to defend Virginia/Tennessee and The Ports... Not fully... (I am going after my CSA Opponent now with a vicious Navy and he will have no defense from it since the CSA loses 30% of it's income fairly early this way and a ton of FS)
kennonlightfoot wrote: Tue Aug 02, 2022 2:55 pm Turn 11 Jul 26th

RP: Union kills one of my surround brigades.
California is recuiting Yankees and sending them west to help take El Paso.

Advice Message from the AI: Have to maintain control of Colorado and New Mexico if I want to get those MPP from the Far West.

Reports: Ky 34%, UK 10%, Fr 10%, Sp 8%. Land: 37/37. Navy: 10/5.
Con: 32 (16 kills), MPP: 1100/920, FS: 99/95.

Reports show me having equal Land units, but I sure am having a hard time finding enough of them to man my lines.

Reinf: 1 Inf. Brigade which goes to DC.

Raining in N. Va. so can't do much there. Doesn't help that my infantry is inferior to the Rebels. I need to build up quite a numbers advantage before I can attempt to break their line.

I am going on defensive in N. Va. Trying to save that trapped brigade will cost too much and probably fail. Kentucky is more important and will be turning Union soon. Finding units to get to its border is my highest priority.

The Union wins by industrial might, so I need to stay focused on that and not get drawn off into land battles that don't achieve significant results.

I am moving southward in West Virginia, but I suspect the Rebels always get those two brigades down there. Sure enough I run into them.

Rain in Missouri so no action there either. I don't believe in fighting in bad weather unless there is good reason. You seldom achieve enough for the cost to yourself.

Research: Chit to Naval Tactics (I suspect the Rebs plan to contest to coast at least in 61/62).

Purchase: Monitor (would like 3 but prefer the more powerful Ironclads)
Also get another Marine, Inf. Div. and River Ironclad.
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 15 Aug 23

RP: Union advancing in Missouri.

Reinf: Halleck comes in at Evansville. That ought to scare them. :D

Reports: UK 10, Fr 10, Sp 8. Ky 61%, Land: 42/44, Navy: 10/5
Convoy: 26 (28 blocked), MPP: 1250/920, FS: 99/96.

I haven't been posting many turns with screenshot because, so little is going on right now. I am not strong enough to advance and the enemy probably doesn't want to attrition his own army attacking me. He will get much better odds counterattacking when I do advance.

So far, I am blocking almost half of the South's blockade running income. That may change as support for the South in Europe increases.

Research: Chit into Inf. Equipment.
Purchase: 3 Inf. Divisions.

ET:
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 17 Sep 6th

RP: They killed Butler's Railroad artillery. Shame!!

Reinf: Marines to NY.
Grant arrives with some reinforcements (1 Cav and 2 Inf Brigades).

Reports: Ky 70%, UK 12, Fr 12, Sp 9. Land: 46/44, Navy: 10/5.
Convoy: 160 (stopped 30), MPP: 1290/1080, FS: 99/97.

Sending Brigade by Amphibious south to see if anything undefended in Florida.

Research: 2 Chits to Skirmishers.
(Eventually want Cav. Equipment and scouts but don't have immediate need for these.)

Purchase: Marine, Inf. Div. and 2 Gunboats.

ET

Decision: Creek loyalty. No (gets me an understrength Indian Cav later).
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 19 Sep 20th

RP: Rebels still advancing in New Mexico.

Reinf: Rangers at Jefferson City to reinforce the Far West.
River Ironcald at NY (I will use jump hex to send to Mississippi).
River Timberclad at Cincinnati.

Reports: Ky 82%, UK 12, Fr 13, Sp 10. Land: 46/46. Navy: 12/5.
Convoy: 230 (30 hits), MPP: 1300/1140, FS: 99/97.

Looks like Kentucky will be going Union soon. I need to get more units over there.

I put Gen. Banks and a Marine in NY on transports to go to the Gulf later.

Decision Event: Should I take Fort Hatteras? Yes, of course.

Research: Production Tech leveled so put another chit in it.
(Whenever a Research area reaches 100% and levels it consumes on of the chits you put into it, which give you the choice of whether to buy another chit to maximize its research or invest a chit elsewhere.)

Purchase: Ironclad

As the Rebel I put all my MPP into Ironclads. There aren't really enough ports under Rebel control to do much more than that and Ironclads give you the most offensive power for your MPP investment. What little else I spend on navy will be fore River ships. They will also be mostly River Ironclads as well.

ET
CSA FS (Fighting Spirit) falls due to price of Cotton going down.
Colorado Volunteers are being formed.
Navajo's join the CSA.
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 21 Oct 8th.

RP: Union advancing in New Mexico.

Decision Event: Do I want to take Port Royal at cost of 150 MPP? Yes (gives me a base for resupplying my blockade).

Reinf: Cav. Div. to DC, Inf. Div to Louisville Ky, 3 Gunboats to NY area.

Reports: UK 15, Fr 15, Sp 12. Land: 51/50. Navy: 15/5.
Convoy: 380 (30 stopped, rather poor blockade), MPP: 1350/1120, FS: 99/95.

Landed an Infantry Brigade to take Pensacola since it was undefended.

My forces in Kentucky are rather weak. Got to get more into the state.

I was thinking about taking Jacksonville since it doesn't have a fort. But my ships can't recon it to see if infantry is there. Chickened out and sent the transports on to the gulf.

Research: At max.
Purchase: Ironclad, 2 Inf. Div., River Ironclad and River Gunboat.

ET
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Re: AAR My Yankees against Beriand's Rebels

Post by kennonlightfoot »

Turn 23 Oct 30th

RP: Union has a lot of force on the move in Missouri.

Reinf: 2 Inf. Div. one to DC and 1 to Louisville.
Bragg and his HQ appear in New Orleans (result of earlier decision).

Rain in Kentucky so not much happening there. I use the time to adjust my lines.

I pull back some in Missouri. I don't have enough to fight so I will try to make them outrun their supply lines.

Research: Ind. Tech. and Scouts.
Purchased: Indians, Inf. Div. and River Ironclad.

ET
Got leveled in Inf. Tactics and Cav. Tactics. That should give be some better offensive power.


Here is a screenshot of Missouri line. As you can see,
Turn 23 Mo.jpg
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I gave them lots of open space between us.
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