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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:36 am
by jchastain
OK... let's see how the new strategy is working...

No battles. Not sure if that is a good thing or a bad thing right now. I suppose we'll see. I'm excited to see the new camp and invalid corp advance coming on line though. Moving so many armies around, there is a lot of attrition to deal with. 2 more RR also. That'll help if their partisans will let me actually use them from time to time.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:39 am
by jchastain
95,000 replacements needed. I'm missing an entire army. 5K per turn coming back on line though. Still a long way to go, but at least we're starting to build the infrastructure to get it done.

New York now insisting on a Manufacturing Center. I suspect its too expensive right now, but I'll try to deal with that when I can. He's getting more logistics support. I trailing in that category I pretty sure. Eventually I need to make that up too. Once again, all I need is everything.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:42 am
by jchastain
His Nashville forces didn't come out to play at all. I need to leave Keyes in place to protect the supply lines. Hatchie really is the key province since it is fed by railroad from both the Paducah and, more importantly, the Tennessee River which is held with Ft Henry.

That army might as well dig in. I don't see it going anywhere in the immediate future.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:44 am
by jchastain
Down in Mississippi we made some progress. No enemy to be seen though. As tenuous as those supply lines are, I expect to see him try something down here. And I have to rememver that these are sieging troops and not my best fighters.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:46 am
by jchastain
In the East, Robert E came up to play face off. And he has a baby division down near the Kentucky border. That's one of the potential harrassing forces we may have to deal with.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:46 am
by nmleague
Quick question, in what corp do you have U S Grant and at what level?

RE: Early September 1862

Posted: Fri Nov 17, 2006 3:48 am
by jchastain
ORIGINAL: nmleague

Quick question, in what corp do you have U S Grant and at what level?

Grant hasn't appeared yet. The talent scouts are out looking for promising young officers though.

RE: Early September 1862

Posted: Fri Nov 17, 2006 3:50 am
by jchastain
Let's check the amphibeous force. They got down off the coast of North Carolina. Not bad. The whole areas is undefended. I'd be tempted to go ashore here, but he's fairly well fortified and the supply situation would be untenable. Better proceed to florida as originally planned.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:53 am
by jchastain
One advice I'll pass along. When your ships just won't move, look to see if RR movement is still enabled. There are no tracks at sea but if RR movement is toggled, the game still things that's what you're trying to do. I'm not trying to stir up trouble here, just saying - look at RR movement toggle when your ships won't move. You've now been warned.

OK, D-Day. We'll hit the beach at Jacksonville and then will be making our way to Tallahassee (though not this turn I suspect).

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RE: Early September 1862

Posted: Fri Nov 17, 2006 3:59 am
by jchastain
With that done, let's look at the overview once again. If you forget the fact that most of those big boxes are full of troops who don't realize there are bugle calls for orders other than retreat, then it doesn't look too bad. But that is one motley invasion force.

EDIT: Ooops, I obvious took that one prior to the landing.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:00 am
by jchastain
In New Jersey, the new Siege unit came on line as expected.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:02 am
by jchastain
We'll have him meet up with the other one, move them forward and equip them with some of our new big guns so that they can do some real damage.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:02 am
by jchastain
In the mean time, the siege on Jackson can't wait so let's get it going with what we have in place.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:03 am
by jchastain
And again, we have to up our supply priorities for most of the units on the map. With everything moving all at once, it takes a lot to keep the logistics working.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:05 am
by nmleague
Lost track of the date of the current turn. Do Generals come in when they were historically available? Was just wondering because US Grant lead the forces that captured Fort Donelson in February 1862.

So far from reading the AARs forts seem to be over powered, Fort Henry actually fell in one day, mainly to gunboats, with little loss on both sides (US 40, CSA 75), and Fort Donelson took only 5 days to capture but more importantly the CSA lost over 15,000 to Union losses of just over 2,000.

RE: Early September 1862

Posted: Fri Nov 17, 2006 4:05 am
by jchastain
Looks like I can't even afford my current anemic level of diplomacy. Oh well, the army must be fed, so tell the state department there is a gift ban for the remainder of the year.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:09 am
by jchastain
ORIGINAL: nmleague

Lost track of the date of the current turn. Do Generals come in when they were historically available? Was just wondering because US Grant lead the forces that captured Fort Donelson in February 1862.

So far from reading the AARs forts seem to be over powered, Fort Henry actually fell in one day, mainly to gunboats, with little loss on both sides (US 40, CSA 75), and Fort Donelson took only 5 days to capture but more importantly the CSA lost over 15,000 to Union losses of just over 2,000.

Do, you are right. I forgot to change the subject this round. It is now Late September 1862, not early.

Not sure when Grant enters the game. That might be a better question for Gil. He's the historian.

There were several bugs in the siege routines that have hopefully been corrected now. But still, sieges are not fast affairs in the game. That said, there are options to make them faster or slower, but I find that those options have a material impact on the pace and outcome of the game.

RE: Early September 1862

Posted: Fri Nov 17, 2006 4:11 am
by jchastain
OK, I have a good supply of horses now. In fact, I am now producing 58 per turn. Since money is far too tight to buy Cav right now, I think I'll keep investing in camps as the need is still great and this little march across the south won't help stem that demand. Since the Gov wants a Mint and cash is short, that's a logical build also but iron is tight right now so it will have to wait a turn.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:13 am
by jchastain
I really doubt he'll charge across at the AoP. With all that's going on behind him, I don't see him moving into the blue territory. The more I think about it, the more I suspect I can reduce the supply of the AoP since the needs are so great elsewhere. Let's revisit those orders.

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RE: Early September 1862

Posted: Fri Nov 17, 2006 4:14 am
by jchastain
Sure enough, that helps the finances tremendously. I could bump diplomacy back up a bit, but let's let that sleeping dog lie. The treasury needs every dollar I can get to it right now.

So, I'll leave it alone and that's where we'll end the turn.

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