SEP61
A totally unexpected amphibious invasion takes place in LA. As you can see from the corner the red arrow is pointing, we are in reaction phase. In this phase, triggered when a friendly territory is occupied by less than 6 to 1 combat odds, i can move troops with enough MP in combat support. Obviously it's troops that are already attached to a leader since you can't stack units in this phase but only move. It requires ahead planning.
I am caught totally unprepared and with limited INF-MIL in the area. The red-dotted arrows show the possible intervention. However these leaders are just too far away to arrive in time, do not have enough MP or terrain prevents them to reach Ft. Jackson with the MP they have. There's nothing i can do. This fort will fall.
Who am i dealing with? What's going on in Ft. Jackson? It's basically a mostly unspotted federal detachment. At this stage, i don't think the Union has enough naval power to transport a huge detachment, still with my only HVY ARTY in defense of the fort, the situation can only have an outcome.
This is a glimpse of a rather short, combat interface. Odds are calculated, not in numbers but in combat factors, each affected by leaders and stack-leader organization. Die rolls are performed in background and when a hit is taken, the small fire icon appears by the affected unit. Note that even though my HVY ARTY is advantaged by shooting from the fort, the odds are just too much...especially since the federals are bombing my fort from the sea.
The result is dramatic not just for the losses (basically none for both, even though my HVY ARTY is more important than 3 Union HVY ARTY units due to the difference in economies) but because the capture of Ft. Jackson allows the Union to achieve a dominant territorial situation in proximity of New Orleans where Twiggs only has 1 Unit in command. This situation demands an immediate transfer of troops from other theaters of operation along with the commitment of major supply expenses to fortificate the path between Ft. Jackson and New Orleans. I will show you in the following SS.
As a matter of fact, the best thing to do, before even thinking of starting the turn, is to look at the event log. This log will tell me everything happening in this turn, recap of my events and of my opponent's events. You can see that the Turn is not anymore in reaction phase. This is the movement phase.
In order to keep troops supplied and to help with amphibious initiative, the federals have build depots in all those little islands they captured in August. What happened at the Mississipi mouth will happen again and where is not known. It's really impossible to defend the whole coast so we must begin to think about an aggressive withdraw strategy by exploiting all gaps in the supply lines of the enemy and hit them where they don't expect.
This is the list of my moves related to the defense of New Orleans (red = infantry, Yellow = Cavalry, Blue= Strategic move of units coming from other theaters). To begin with, Bragg leaves Pensacola for Mobile and delivers one of his infantry units to New Orleans, which in turn delivers one of theirs to the other side of the Mississipi mouth where our fort still stands. Leadbetter goes to build a fort while my other administrative leader thought about a romantic night with his wife on the transport over the Mississipi river. Sadly, i made a mistake in moving this leader who was supposed to arrive in New Orleans to build a fort and i hit the river area mistakenly...this move unfortunately, can't be undone...nevertheless we hope he's enjoying his holiday and that he (and I) remembers he's got a job to do in New Orleans. While my sole gunboat approaches Humbolt, down from the TN comes a strong group which takes place in the newly built fort. The swampy area and the Union lack of initiative should give me the time to organize the defenses...and let those new HVY ARTY emplacements arrive there to make the federals' life a bit harder. Finally, a newly converted MTD unit approaches to help with the scouting and negate Union combat advantages...who knows, we might even be able to throw them back to the sea...
However, i cannot divert any more forces from the other theaters with the only exception of the TN/KY border. Doing so would cost me a lot of strategic transport points and i don't know if it is a good idea right now. We will see.
We can skip the MO/KY theater. No news = good news...and jump to the VA theater. Despite building the fort, i sense Harper's Ferry to be very weak. This is the moment of the most important choice as we have initiative in this theater and the question is simple: To attack or not attack? First we must see what we've got, then what the enemy has got; only then will i choose.
I activated 3 leaders this turn (my maximum available) 2 ART and 1 CAV and one of the new ART leaders is in Manassas. All of the leaders and units you see in Manassas are able to attack Harper's Ferry right now. There are some major things to consider.
1) The rail link in the NE area bordering HF is still damaged.
2) Beuregard's Army mod value is unknown. This modifier applies to all leaders in combat and simulates the communication/synchronization difficulties during the war. (range -2 / 0) It's a major rating which not only varies from leader to leader but also improves/decreases according to the leader's results in combat.
3) Mc Dowell has initiative in Washington and looks strong enough to take Manassas if we leave it unprotected. There are at least 22 units in Washington at the moment. A major deterrent in my opinion.
This is the situation in Winchester instead. Walton is the second Arty leader i activated and is stacked and ready. We have initiative here too with an unknown Army Mod rating and EK Jackson who's the only one who can't move. (stacked with newly come units who would exceed movement if he moved so his MP are updated) Final note: All units in Winchester are spotted.
Garnett here is unable to intervene at all despite having the initiative. The terrain is too rough and his MP are not enough. The CAV unit i moved there, is also unable to perform, due to lack of leader and his bonus MP any scouting/raiding action. To the top of it, the only defense this area has is the very same terrain that would prevent me from attacking as all of these units have been spotted. We can only hope the Union doesn't get initiative thereby and that even if it does get it, the terrain will help me with MP and with combat bonuses. This is surely my weakest side.
Surprisingly, even Wise, laying behind Manassas, is able to attack Harper's Ferry eventually. This is due to good links connecting the 3 regions in the path. However, Wise looks like the typically defensive Leader and he's only got 1 INF unit. He would arrive in combat very late and i doubt he would be a key factor even if he's obviously unspotted. My assessment of the situation is starting to look from 80%-20% (yes-no) to 50%-50% (gamble attack).
Here's my best weapon, still unused: Stonewall. Strong training leader but unknown (yet) combat statistics. He can't be bad but still he's in Gordonsville due to my "mind games" moves from previous turn. I have a strong feeling he would win the battle as his stack is manned, ready and numerous so my assessement strongly increases to 70%-30%. Now it's all about who's in Harper's Ferry.
Time to mobilize Bonham and Jeb. (The third leader i activated, the CAV leader Steuart is facing Ft. Monroe)
...Misery, misery, misery. Bonham scouting twice and Jeb scouting thrice (!) are unable to determine the total forces lying in Harper's Ferry. This is a major upsetting result for me and i decide not to attack Harper's Ferry. I desperately need more cavalry units to increase the chances of spotting the enemy...luckily these 5 scouting attempts brought no casualties on either side but it's sure a sore loss considering i could have raided the region again and probably hit the Union supplies again. What a disappointment...yet what would have happened if i had attacked and lost? Maybe not all of what's bad turns out to be really bad in the end....
This turn comes to an abrupt end and i lost my chance to deliver a counter-blow to the union for the loss of Ft. Jackson. It's time to assess the political situation and move onward to next production.
We now know where Lyon is. In Ft. Monroe...that's pretty good news...and bad news for he's in a critical spot. The potential surprise might come from Butler and i guess, RJH has read history books...so if you've read them too, you know where Butler is. I think i do. [:)]
I set a new Raider in production and observe that Freemont won't probably trouble me...he's either in MO or approaching KY from IL. Speaking of MO, i totally forgot to scout Springfield...it's all because of this AAR! [:@]
This is the updated production queue for this turn. I applied the notes to the SS. [:)]
Good news, the produced units from the previous turns. The typical production of any player will range between 30% and 80% of mere supplies. Among the many uses of supplies there's probably the most important for CSA. The fact they allow me to create militia. Right, you don't buy Militia like in the supermarket but couple 5 supply points (each supply you buy is worth 10) with a Population point and you have a chance to see a new MIL unit spawn. Richmond and other centers where the population is high, have more chances to produce MIL but luckily we're still in our finest hour and we will see to use this MIL accordingly. MIL units are inept fighters. They rout, they can take less hits before being disbanded and, in general, they are weak. It's up to us to train them into soldiers and to use them possibly in defense and with overwhelming numbers (something nearly impossible for CSA).
That's all for now. Surely RJH is waking up now...and tonite I'll see another turn. [:D]