An Uncivil War DAR

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terje439
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RE: An Uncivil War

Post by terje439 »

I see that you have alot of arty-brigades. Do you train them or convert from INF?
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Mad Russian
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RE: An Uncivil War

Post by Mad Russian »

ORIGINAL: terje439

I see that you have alot of arty-brigades. Do you train them or convert from INF?

So far in this game I've not paid for a single brigade. Everything I have has come from muster or garrisons.

The artillery and cavalry have all been converted.

At the moment almost all of my artillery has gatling gun ability. I've started buying larger and larger artillery guns. THe last two I've converted got Ordnance Rifles. I have a weapons upgrade coming in the next turn or two. I'm hoping that's going to give me even better artillery.

I just started giving my Cavalry better horses. I should have maybe done that before but I had too much other stuff to do. Not sure what difference better horses makes in QC but it has to make some.

I'll drop the requirement I had for 9 gunboats. The artillery upgrades I've taken should have improved the 4 I've got to the point that they will knock out a fort or city in a single turn.

I may also build a few siege guns, which I swore I wouldn't do. Maybe just for the fall of Richmond......

Then there is the issue of ending the war. I am going to start buying a single infantry brigade a turn. In a years time a single brigade a turn will get me 24 new brigades and those I can arm with the best weapons money and technology can buy.

Time to put the Confederacy to bed. I already have Union troops in Tennessee, Virginia, North Carolina, South Carolina and Georgia. Five of the eleven Confederate states. Two of those states I control the capitals. All that and it's not even 1863 yet.

Good Hunting.

MR

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RE: An Uncivil War

Post by Mad Russian »

Here are the series of situation maps in order.

Early October 1862



Good Hunting.

MR



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RE: An Uncivil War

Post by Mad Russian »

Late October 1862.

Good Hunting.

MR

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RE: An Uncivil War

Post by Mad Russian »

Late December 1862.

Good Hunting.

MR

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RE: An Uncivil War

Post by Mad Russian »

Early January 1863

The situation in the Union is as follows:

The year of decision is here. History seems to be beckoning us forward. For whatever reason I have all blue movement command lines this turn. I've given orders to move almost everybody!

Petersburg to be crushed by 2 US Armies. The defense rating is currently 50%.

The Corps at Murphreesboro is to be reinforced yet again by an Army and to crush the fort. The defense is currently at 24. Switched the siege from encircle to normal. This needs to end NOW.

Moved the Army of Pennsylvania to the Milledgeville area where there is a CSA Corps. I have the town and the area is in my control. He will be attacking and it should be bad weather. All things in my favor.

I armed 1 more Artillery Brigade with Ordanance Rifles and 1 with a 10 Pound Parrot Gun. Spring is coming!

Seems Bobbie Lee didn't like it so much deep in the south and away from Virginia after all. Now he seems to want to go home and fight some more at Petersburg. Hopefully I'll have Petersburg when he gets there.

If the movement that the map shows is allowed this is going to be a very bloody turn indeed. I stand to get hit at Petersburg but I stand to do some serious damage in the deep south and out west. If the weather holds bad for one more turn the Union Army will be ready to fight in any location the Rebels feel froggy enough to show up at....

Got 5 new mints that gave their monies to the cause. I actually ended the turn with cash this time. That won't happen next turn. Too many of my forces are in Southern territory at the moment to buy attributes. If they become Union controlled though I'll spend money from now until the spring campaign starts on all kinds of attributes.

Victory Report: (No Change)
USA - Victory Points 1  / National Will -11
CSA - Victory Points 6 / National Will 6

State of the Economy:
57 - Mint (+5)
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
1 Division


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
15 - 2 Star (+1)
69 - 1 Star (+2)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (21) (+1)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.
Siege Techniques II - Better results against fortifications and cities.
Nursing Corps - Increases the efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR
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RE: An Uncivil War

Post by Mad Russian »

Situation Map Early January 1863. This is the start of the Year of Decision. Time to knock the Confederacy out of the war.

As you can tell we don't have a bad start on that happening already.

Good Hunting.

MR

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RE: An Uncivil War

Post by Mad Russian »

Late January 1863

The situation in the Union is as follows:

The weather was clear. Not sure why in FoF the month of February isn't considered winter but it's not.

Battles in:

Murphreesboro, Tenn. - Union captured the fort. Then there was a battle as Confederate troops moved in. Union had 108,079 and lost 21,603 while the CSA had 58,500 and lost 17,403. CSA victory.

Midgeville, Ga. - US had 4837 and lost 462 while the CSA had 42,737 and lost 212. CSA victory.

Memphis, Tenn. - US had 34,304 and lost  4,666 . The CSA fought with 119,938 losing 4589 men. CSA victory.

Petersburg, Va. - US had 152,527 and lost 15,540 while the CSA came with 90,752 and lost 13,133.

Total forces engaged this turn for the US was 299,747 with losses of 42,271. That is a loss rate of 14%.

Total forces engaged this turn for the CSA was 311,927 with losses of 35,337. That is a loss rate of 11%.

While still losing battles they are getting oh so close and the loss ratio has come down from 2 and 3 to 1 all the way to roughly 1-1 losses.

I captured Jackson, Miss. this turn as well. The Armies are moving cautiously forward after the blood bath of that turn and trying to take in replacements. I moved 9 brigades from Armies out to the city garrisons to be replaced with those that were full strength. I lost 2 brigades to surrender. One of those brigades was an artillery brigade that was captured.

The time has come to take a rest before the April/May campaigning in 1863 starts up. That means that most of my forces will stop fighting. They may still move if the opportunity presents itself.


Victory Report: (No Change)
USA - Victory Points -4 (-5)  / National Will -12 (-1)
CSA - Victory Points 11 (+5) / National Will 8 (+2)

State of the Economy:
58 - Mint (+1)
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
1 Division


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
16 - 2 Star (+1)
70 - 1 Star (+1)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (21)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.
Siege Techniques II - Better results against fortifications and cities.
Nursing Corps - Increases the efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR
The most expensive thing in the world is free time.

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RE: An Uncivil War

Post by Mad Russian »

Situation map Late January 1863.

Good Hunting.

MR

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RE: An Uncivil War

Post by Floyd »


ORIGINAL: Mad Russian

????

It only lets me promote a single general every turn unless I've missed something.

Good Hunting.

MR

From the readme.pdf, page 10, patch version 1.9.23:

"Added a Promotion button to generals’ Command Box at the bottom of the screen. Any
number of generals may be promoted during a turn this way, rather than the one per turn
using the end of turn promotion window."

Cheers
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RE: An Uncivil War

Post by Mad Russian »

Due to the nature and extent of the National Will bug my opponent and I discussed at great length whether or not to continue our game. After several days of discussing and some research on our part, we decided to continue. The NW bug handicaps the game a bit in the South's favor. The biggest place is where the governors and the Europeans are concerned. The governors I'm not that worried about but the Europeans is a different matter.

We are going to continue the game though and hope for the best. I've learned several things in this game to date and I'm sure there is more I can learn yet.

What will now have to happen is that when I capture a Confederate city I will also not garrison it. That way if the city is captured in return I don't get hit with the NW penalty.

My opponent says that if the NW helps to trigger European entry into the war he will not use them. I think though that I can keep that from happening just by spending money. I'm not sure if that's correct but I won't use his willingness not to use the Europeans as a free way to ignore their situation. I will act as though they are in the game on his side if I let them enter.

And now....on with the game.

Good Hunting.

MR
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RE: An Uncivil War

Post by Mad Russian »

Early February 1863

The situation in the Union is as follows:

Battles in:

Chatanooga, Tenn. - Union had 9,822and lost 648 while the CSA had 45,652 and lost 259. CSA victory.

Fredricksburg, Va. - US had 2525 and lost 341 while the CSA had 78,621 and lost 433. CSA victory.

Siege at Ft. Henry - Defense is down to 75% after the first turn.

The time has come to take a rest before the April/May campaigning in 1863 starts up. That means that most of my forces will stop fighting. They may still move if the opportunity presents itself. Because of the NW bug I'm going to have to come up with a different strategy. Time to go back and now start winning battles. That is going to be the way to beat the computer scoring system. Not taking cities necessarily.


Victory Report:
USA - Victory Points -5 (-1)  / National Will -12
CSA - Victory Points 11  / National Will 9 (+1)

State of the Economy: (No Change)
58 - Mint
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
1 Division


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
16 - 2 Star (+1)
70 - 1 Star (+1)

Oganizations:
6 - Armies
14 - Corps
34 - Divisions

Upgrades To Date:

USA: (21)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.
Siege Techniques II - Better results against fortifications and cities.
Nursing Corps - Increases the efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR
The most expensive thing in the world is free time.

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Mad Russian
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RE: An Uncivil War

Post by Mad Russian »

Situation Map Early February 1863.


Good Hunting.

MR


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RE: An Uncivil War

Post by Mad Russian »

Late February 1863

The situation in the Union is as follows:

Battles in:

Lower Tennessee River - Union had 6,872 and lost 1764 while the CSA had 101,021 and lost 353. CSA victory.

Fredricksburg, Va. - US had 2525 and lost 341 while the CSA had 78,621 and lost 433. CSA victory.

Siege at Ft. Henry - Defense is down to 50% but siege is broken after the battle.

The month of March is coming up. I've ordered 4 Infantry Brigades to be built. I still have several brigades that are in the process of being converted to either cavalry or artillery. I've started to give all the brigades medical that I can afford. Also, those with the highest combat factors I'm trying to add Zouves or sharpshooters to their attributes.

The change in strategy to compensate for the NW bug is that we are now going to destroy the Confederate Army in the field. There are 5 CSA combat formations on the map. For the most part the 3 Armies are at +100,000 and the the 2 Corps are +40,000. Since he has kept these formations whole to this point that means that he can move 5 places on the map. At the same time I have roughly 13 independant combat formations. From Division to Army. I move 13 units and he moves at most 5. I am continuing to move my forces throughout the southern heartland. I will take any and all areas that I can get. To get them back he has to move his 5 main units and I can take twice as many areas in a turn as he can unless he breaks up his forces.

I promoted eleven 1 Star Generals to 2 Star Generals this turn. While that doesn't give me a 2 Star General for every division I have yet we are getting closer than we were before. At the moment I have an extra 3 Star General. Time for me to build another Corps. I am in need of another Corps anyway since there is a division filling up in Pennsylvania. Just in case the AoNV moves north. I've moved 1 of my Armies into the Cumberland Gap and another into SC. Lynchburg is open if the AoNV wants to come back and try to fight there.


Victory Report:
USA - Victory Points -4 (+1)  / National Will -12
CSA - Victory Points 11  / National Will 9 (+1)

State of the Economy: (No Change)
58 - Mint
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
4 Infantry Brigades


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
27 - 2 Star (+11)
55 - 1 Star (-14)

Oganizations:
6 - Armies
13 - Corps (-1)
35 - Divisions (+1)

Upgrades To Date:

USA: (21)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.
Siege Techniques II - Better results against fortifications and cities.
Nursing Corps - Increases the efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.

CSA: (7)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology

Good Hunting

MR
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RE: An Uncivil War

Post by Mad Russian »

Situation Map for Late February 1863.

As you can see the Union controls tremendous tracts of Confederate lands. At this point the CSA National Will should be at rock bottom instead of at a +9. Be that as it may, sooner or later the CSA will have to attack me somewhere. Then things start to change around. I've got Armies in both the Cumberland Gap and Murphreesboro areas. The two most important areas on the map outside of Richmond and Washington.

Good Hunting.

MR

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RE: An Uncivil War

Post by Mad Russian »

Early March 1863

The situation in the Union is as follows:

Battles in:

There were no battles this turn. Three engagements took place with combat declined by the Union all three times.
The turn was spent increasing the combat effectiveness of the Union Army. Much more medical attributes, Zouves and continually upgunning artillery units.


Victory Report:
USA - Victory Points -2 (+2)  / National Will -11 (+1)
CSA - Victory Points 10 (-1)  / National Will 9 (-3)

State of the Economy: (No Change)
58 - Mint
9 - Factory
6 - Mine
12 - Horse Farm
42 - Arsenal
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
12 - Foundry
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
8 - War College
4 - Engineering College
4 - Naval College
4 - Schools
7 - University
23 - Camp
10 - Hospitals
8 - Telegraph
1 - Signal Tower
44 - Capital
88 - Mansions
7 - Planations


In Production:
4 Infantry Brigades


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
29 - 2 Star (+2)
53 - 1 Star (-2)

Oganizations:
6 - Armies
13 - Corps
35 - Divisions

Upgrades To Date:

USA: (22) (+1)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.
Siege Techniques II - Better results against fortifications and cities.
Nursing Corps - Increases the efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.
Cavalry Training - This allows my cavalry to be more efficient. My cavalry units are a high priority for me. I get them the best weapons, quality horses and now more training.

CSA: (8) (+1)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology
Telescopic Sights

Good Hunting

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: An Uncivil War

Post by Mad Russian »

Situation Map for Early March 1863.

The Flood strategy is in full effect. I've seen and heard the comments that Flood can be contained by a Huntingn strategy. All the South has to do is hunt down the Union units involved in the flood. The Union units are all small they will get eaten up in a fight. End of the flood.

That's a great theory. In practice it's not near so easy. This turn there were 3 engagements. All 3 of them were the result of Hunt being applied against the flood. In all 3 engagements the Union forces refused combat and I lost 0 men. The flood continues unabated from that point on.

As you can see the South is completely cut in half. At this point the NW for the Confederacy should be very low. Now it's time to destroy the Rebel Armies in the field.

Good Hunting.

MR



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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: An Uncivil War

Post by Mad Russian »

Late March 1863

The situation in the Union is as follows:

Battles in:

There were no battles this turn. One engagement took place with combat declined by the Union.

I started a siege on the Neuse River and the first fort took 80% damage in a single turn. My engineer level is superb. I have 10 engineers in that area.

I have been putting medical attributes with all the brigades I can. The Army operating in the deep south has been especially loaded with that particular attribute. Entire Corps now have the medical attribute. Losing 20% less casaualties is going to start adding up.
At the current rate I add at least 5 brigades a turn with the medical attribute.


Victory Report:
USA - Victory Points -4 (-2) / National Will -11
CSA - Victory Points 11 (+1) / National Will 7 (+1)

State of the Economy:
61 - Mint (+3)
9 - Factory
6 - Mine
10 - Horse Farm (-2)
43 - Arsenal (+1)
14- Railroad Stations
10 - Banks
12 - Iron Works
28 - Barracks
15 - Foundry (+3)
3 - Shipyards
23 - Training Grounds
10 - Manufacturing Centers
3 - Academies
4 - Armory
1- Laboratory
6 - War College (-2)
4 - Engineering College
4 - Naval College
3 - Schools (-1)
7 - University
22 - Camp (-1)
9 - Hospitals (-1)
9 - Telegraph (+1)
1 - Signal Tower
44 - Capital
88 - Mansions
5 - Planations (-2)

Most of the changes represent the changing forturnes of Confederate cities. When they pass from one sides control to the other and back again at times.


In Production:
Nothing


Recruited:
0 Brigades

US Generals
0 - 5 Star
6 - 4 Star
14 - 3 Star
31 - 2 Star (+2)
51 - 1 Star (-2)

Oganizations:
6 - Armies
13 - Corps
35 - Divisions

Upgrades To Date:

USA: (22)
Rifle Manufacture - Increases my weapons output.
Moisture Proof Cartridges - Allows me to fight in bad weather with better results.
Siege Techniques I - Better results against fortifications and cities.
Invalid Corps - Better output of my camps.
Target Practice I - Better results in combat.
Target Practice II - Better results in combat.
Naval Infastructure I - Cheaper ships.
Blockade Operations - Much better odds of catching and damaging Blockade runners.
Heavy Artillery Infrastructure - Allows me heavier artillery.
Sharpshooter Training - Increases my sharpshooters ability to do damage. Especially to cause casualties among his generals.
Incendiary Shells - this increases the amount of damage that can be done during sieges. That could be very important since I don't have all 9 of the river monitors I need for extreme offensive action.
Gatling Gun I - this will allow me a rapid fire attribute.
Bayonet Practice I - better results in combat.
Siege Techniques II - Better results against fortifications and cities.
Nursing Corps - Increases the efficiency of my hospitals by 50%.
Naval Infrastructure II - decreases the cost of gunboats.

Gatling Gun II - this will increase the rapid fire attribute by 50%.
Bayonet Practice II - better results in combat.
Indirect Fire - Increases the effectiveness of my artillery.
Indirect Fire Damage - Increases the effectiveness of mortars and howitzers. I'm hoping this will increase the gunboat attacks.
Telescopic Sights - This allows my sharpshooters better damage to both Confederate Generals and his artillery units in battle.
Cavalry Training - This allows my cavalry to be more efficient. My cavalry units are a high priority for me. I get them the best weapons, quality horses and now more training.

CSA: (8)
Rifle Manufacture
Fortified Techniques
Taget Practice I
Nursing Corps
Sharpshooter Training
Blockade Operations
Canning Technology
Telescopic Sights

Good Hunting

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: An Uncivil War

Post by Mad Russian »

Situation Map for Late March 1863.

The CSA has decided that there are far too many Union troops in the south. The plan to rectify that situation is to move farther north along the Ohio River up from Nashville. I've kept forces in the Kentucky and Memphis area for just this situation. Now we'll see how well Confederate troops fight on Northern soil and not in the south.

My own opinion is that this strategy is way late in coming. Rebel troops should have moved early and hard north. Not late and in a single spot or two. I have two divisions in Kentucky that are filling out. Plus an Army that has moved after the Confederate forces on the river.

Good Hunting.

MR

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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: An Uncivil War

Post by Mad Russian »

My opponent and I have decided to end this game and call it a draw.

With the NW bug and now another bug that has showed up in the Replay section we'll wait until the game is patched before playing the game again.

I hope you all learned a thing or two about the game. I learned alot about it and had fun doing the DAR.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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