Re: AAR My Yankees against Beriand's Rebels
Posted: Mon Aug 08, 2022 2:12 pm
The one thing I'd add is you probably need to prioritize sending Grant or another decent leader East if the CSA is getting close to DC.
What's your Strategy?
https://forums.matrixgames.com:443/
I suspect if I had fought the Virginia line better there wouldn't have been the need. Within a couple of turns Reynolds and Sherman come it which would have given me the leadership I needed. I tend to want Grant in the West because that is where I think the Union will win the war. Too easy for the South to defend Richmond to commit more resources there than needed to keep it stable.redrum68 wrote: Mon Aug 08, 2022 2:12 pm The one thing I'd add is you probably need to prioritize sending Grant or another decent leader East if the CSA is getting close to DC.
In theory that is true but for the most part, if the Union survive 1862 and hold DC then they just win the war as they end up with such a large income advantage in 1863+ as long as you can minimize CSA convoy income.kennonlightfoot wrote: Mon Aug 08, 2022 2:42 pm I suspect if I had fought the Virginia line better there wouldn't have been the need. Within a couple of turns Reynolds and Sherman come it which would have given me the leadership I needed. I tend to want Grant in the West because that is where I think the Union will win the war. Too easy for the South to defend Richmond to commit more resources there than needed to keep it stable.
No, Sherman arrives in October 1863, not 62. No good luck there. Reynolds is ok, but no superhero.Also, I was scheduled to receive some decent leaders in September and October. With Sherman and eight Inf. Corps I think I could have held the line and reinforced Kentucky as well.
I think I had three. Did not build Virginia. I do not think that sinking a couple of gunships is heavy FS blow, more like scaring everything off the convoy lines for many turns have impact in this situation.I needed a much better naval strategy including build plan. One of the problems with mostly having played the AI is that it is easy to wipe out the AI navy. But against a player, Beriand's few monitors played hell with my navy. I am not sure if he fielded more than two or not, but I didn't have a good plan for countering. They cost me a lot of FS (Fighting Spirit) by killing gunboats. It might be possible to trap the CSS Virigina (Monitor) in Norfolk with two blocking monitors, but I haven't test that. I built lots of Ironclads, but they were late to show up. Probably should have built more Monitors so they would be in position to limit the damage.
Yeah, but the last part of the sentence is now crucialIn theory that is true but for the most part, if the Union survive 1862 and hold DC then they just win the war as they end up with such a large income advantage in 1863+ as long as you can minimize CSA convoy income.
This is one of those bad habits learned from play the AI. Against the AI there is no reason to pay for HQ's because you get more than enough good leaders by the end of 1862. And playing the AI never gives you a reason to waste MPP on them. By the time in our game in became obvious I needed more HQ's in DC area it was to later to build them.Maryland is commanded by a single HQ, and McDowell (4), being literally the worst. Ouh, as redrum noted above. That many units need 3 HQs. And at rating (6), as starting generals can be sacked and replaced. Here, there are guys under Jackson fighting against units not attached to HQ. This is 30% readiness difference, or 40% with prepared attack = annihilation and unnecessary losses.
Another lesson learned. Partially due to it wasn't a problem against the AI. Also, my not having a complete understanding of how the game calculates combat odds. I went with the Infantry Tactics first over Infantry Tech simply because one got immediately applied to everything. But I never know how much each increased combat power. It looks like Infantry Tech is the way to go for Research priority.What is equally unfortunate, there are lvl 2 equipment South units fighting lvl 0 or 1 equipment Union. Infantry eq. is the most important tech, especially with corps in action. From the posts above I gather that Union invested in this tech in the middle of August, in Union turn 7&8. It really should be at turn 2-3... otherwise losses can be crippling.