Yankee go home! (Erik Rutins not allowed)

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JAMiAM
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Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

This thread will serve as the AAR for the Confederate point of view in the PBEM game between myself and Erik Rutins. We're playing the 1861 scenario, default options, with historical leaders and fog of war. This is my first PBEM game, while Erik has some prior experience from the beta testing period.

Unfortunately, I did not save any screenshots from earlier turns, so a text description will summarize the results of the first few turns.

Turn One, July 1861. Erik moves quickly in Missouri and West Virginia, securing all the population centers in both of these border states, aligning them with the Union. In my few games against the AI, the Union never completely secured both of those two states, allowing me to contest at least one of them. Needless to say, I was a little surprised. Another departure from the AI's typical first turn opening moves was the fact that Erik has chosen a low political cost style of play. He has not started the draft and is relying on an all-volunteer army. Joe Johnston, along with Jackson and Smith, move into Charleston and drive out the Yankees, but since the state is already aligned with the Union, it will require that I capture all of its population centers before I can "flip" it.

I start building artillery, both field and heavy, at about half of my production centers, a gunboat each in New Orleans and Memphis, and the rest of my production goes to supplies. Even though I plan on fighting a defensive war, I still need plenty to feed my army, field new recruits, convert militia to mounted, and embark on my fortification building. The Confederacy has be very careful in planning their production.

Turn Two, August 1861. Erik doesn't invade Kentucky. In at least half the games against the AI, I've found the Union AI will hit Kentucky on the second turn. I don't know if Erik is lacking in leader initiative, is unprepared to move in force, is worried about the political fallout, or some combination of the above. Whatever the reason, I decide to move to the border with as many of my leaders and spare units as possible. Polk forms up an army in Humbolt, while Bragg and assorted forces move into regions along the Tennessee-Kentucky border. I need to be prepared to move in next turn, if he doesn't, and to contest the state if he does. AS Johnston is is appointed to Theater Commander, leaving one Army Commander slot open, which should be filled in the next couple of turns, when Bragg is promoted enough to lead an army.

Turn Three, September 1861. Erik sends McDowell out from Fort Monroe and attacks New Kent, threatening Richmond. Beauregard and the Army of Northern Virginia, camping at Gordonsville react into the battle and give him a bloody nose. In my turn, I still have enough forces that have movement left, and mildly superior forces, so I decide to try and storm his defenses. I didn't realize that the forces in Washington DC can potentially react to the attack, and...[see next month]

In the West, I find that Erik still hasn't moved into Kentucky, so I strike. Using cavalry, and proper movement sequencing, I am able to reach all the population centers with the sole exception of Lebanon, this turn. I then rail in those leaders who did not have initiative to shore up the defenses at Bowling Green, Louisville, and Lexington. Polk's Army moves into Paducah, and with one of the Administrative Leaders, builds a fort and depot. More forts are built along the Ohio River to guard the crossings. Three Heavy Artillery units are moved into Paducah to cause Erik some grief as this region sits at the confluence of several navigable rivers and can interdict his riverine movement. I also ensure that there is a substantial army guarding it, since it is the linchpin to the defense of Kentucky. It's loss would allow his forces to outflank me along the Mississippi, Tennessee, Cumberland and Ohio Rivers. In my opinion, Paducah is one of the ten most important regions in the game, at least for the Confederates.

Turn Four, October 1861.

I find that Erik has reacted into Ft Monroe with a division of troops. I get the better of the battle in terms of attrition, but am forced to retreat. Being pig-headed, with even more of a percieved advantage this turn, I order another assault. I did some cavalry scouting of Washington DC, but made the noob mistake of thinking that the lack of revealed leaders with initiative makes a difference *this turn*. Since Erik's force check for initiative at the beginning of his *next turn* he will be likely to have at least some of his leaders with initiative and be able to once again react into Fort Monroe. Indeed, during Erik's next reaction phase, in November, he again sends forces over from Washington DC and beats back the assault. This time though the losses are still slightly in my favor, I lose one of my precious heavy artillery units. Time to stop this foolhardiness, and reevaluate my situation.

In the meantime, however, Joe Johnston is called back into West Virginia to drive back a Union attack against Charleston. I hate having one of my Army Commanders exposed in such a backwater, but if it keeps Erik's attention away from Richmond and other places, I suppose it's worth it. Being stranded without any movement though, I feel it's a good idea to build a depot there, to maximize the chances of me being able to fight my way back out, should his forces move into Franklin, from either Parkersburg or Grafton. Especially since Beauregard is on the other side of Virginia assaulting Fort Monroe and will be hard pressed to pull Joe's fat out of the fire, should he get trapped.

I've been building forts throughout Virginia, and have one in each of my front line regions. Though this is expensive in terms of supply, it allows me to more easily hold the regions against overruns, with fewer forces. This, in turn, should allow my superior initiative to make it easier to keep my reserves (generally the ANV) ready to react into any region that the Union moves into, in force.

Cavalry scouting and raiding by Stuart and Hampton is beginning to cause some headaches for the Union, and will continue over the next several turns.

In Kentucky, I find that the gamble to move in has paid off. Though I lost 40 PP, I more than made that up with capturing most of the state in the first turn, and I did not trigger the 20% chance of it becoming a permanent Union state. I take Lebanon, which should make the state Confederate aligned, though for some reason, it doesn't do so when Erik next opens his turn. By my next turn, however, it does.

My artillery in Paducah is already starting to cause Erik some losses, and he has pulled his river transport fleet and gunboats further up the Ohio River. It looks like he's getting ready for something...

I lose my first commerce raider, but have more in the pipeline. They may cost a naval leader and 30 supplies, but they have a good payback in terms of PP's and supplies lost by the Union, and every cruiser out chasing down my raiders is one fewer that is bombarding my coastal forts. Hopefully, by the time he gets full control of the seas, I will have my coastline bristling with fortified heavy artillery.


Turn Five, November 1861. Beauregard finally decides to not attack anything and pulls back so that his forces can become unspotted. This grants significant bonuses when they show up in a battle, and since winter is now upon us, I figure it's best to sit back in a central location and be ready to react to any potential Union thrusts.

Erik is probing my lines in the East with cavalry and moving forces into West Virginia. Obviously Lincoln is displeased that the state is not fully under the boot of the Union.

In the West, Erik launches a small probing attack against Louisville, which Van Dorn and Bragg easily brush aside. A depot is then built in Louisville, where Bragg forms up the fourth Confederate army. From this position, he's hoping to be able to react into either Lexington, or Bowling Green, should the Union get initiative and move into Kentucky. So far, his leaders in the West have had little luck with their initiative rolls.

Turn Six, December 1861.

Things are fairly quiet in the East, with more Union forces moving into West Virginia. Both sides are actively raiding and scouting with cavalry. The Confederates are getting the better results though as Stuart and Hampton launch a series of spectacular raids at Harpers Ferry destroying tracks, capturing and destroying supplies. Stuart's raid goes even further on, into Frederick.

In Kentucky, Erik decides to order Hamilton to invade Louisville, and stirs up a hornet's nest. Bragg is waiting for him there, and pulls in forces from both Lexington and Bowling Green. The 2nd Battle of Louisville ends in a Union defeat. AS Johnston is so elated at the news of Bragg's victory, that he overindulged himself at the finest "Gentleman's Club" in Memphis, caught a case of some disease best left undisclosed, and will be spending the next 11 months undergoing antimony and sulfa treatments.

This required a shuffling of command with Cooper going to the West as TC, and Joe Johnston getting appointed to TC in the East. Luckily, this way when Lee comes in, he will have an open army slot to fill, instead of having to pay the political costs of dismissing a general. Since winter is here, I hoping that I can make do with one fewer army until he arrives.

Then again, I see that McDowell's been dismissed and Grant is in charge of an army now. Things could get interesting should Erik have better luck with initiative. Then again, it is the dead of winter...






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JAMiAM
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Seven, January 1862. The New Year rings in with Kentucky under firm Confederate control. The regions of Knot and Pike are still uncontrolled, as are Huntington and Monroe in WV, but these territories are in my rear, hard to move into, and difficult to supply, making them some of the least least desireable real estate on the board. Things are quiet in the East, other than the building of forts, and the constant movement of Union forces into Harpers Ferry. Little Mac now has some 25 units spotted, with more still unspotted. He's also got two depots there. From this point, he can strike Manassas, Winchester, or after the winter, swing around to Charleston or Franklin.

In Kentucky, Erik decides to test my forces again, this time invading at Bowling Green. If he can take this region, it would cut off the rail line to Louisville and Lexington. Bragg's army, suffering from battlefield losses and the winter attrition last turn, as well as poor initiative rolls, reacts into the battle and mauls the Yankees once more. Confederate losses are higher this time, but still a favorable rate of attrition against the Union. After the battle, I bring some more heavy artillery into Kentucky, stationing three units and an artillery leader in Louisville. I also reinforce it with more infantry pulled from around the Confederacy. I hope to force his fleet further up the Ohio River, or into the ports at Cairo and Cincinnati. Then, with heavy artillery sitting in forts at Paducah and Lexington, I can restrict his operational flexibility to operate along the rivers that surround Kentucky and offer paths into the western heartlands.

Bragg is now up to a 22 Cmd rating. With his 4 Admin rating, he will be a suitable TC when he reaches his fourth star. Of course, I have to find a way to gently persuade Cooper to step down at that time. Then again, I could send Cooper to Memphis, where the ladies are known for incapacitating otherwise healthy men...[;)]



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JAMiAM
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Eight, February 1862. Erik sent Butler into Charleston, WV, with overwhelming odds against the Confederate garrison, killing Jones, destroying one artillery unit and driving out the Confederate infantry. Oddly enough, one of the two leaders, General Wise - without any attached units - remained behind in the region still contesting it. I'm not sure why that was, but I moved him out.

In Louisville, KY, Confederate heavy artillery shelled the Union transport and gunboat fleet, sinking one transport and damaging another. I moved more heavies by rail and attached them to my 6 Cmd, 3 Art leader there, which should cause Erik to make some tough decisions, especially as he has Farragut in this stack. If he leaves the river region, then he'll be subject to opportunity fire, and if he stays, he'll be hit each turn by my guns. Where Farragut is now, he can support assaults against both Bowling Green and Louisville, so he might stick around, bombard back, or invade, while hoping to get the better of the attrition battles. To guard the guns, I've moved more infantry and militia into the region, by rail.

Last month's fortress building program turned out to be a little excessive, and this turn I was short on supplies. The only Confederate supplies left on the map at the start of my turn were those locked down in Kentuckian depots. Erik's cavalry raids, and those spent on freshly recruited units, had depleted my reserves so much that unit attrition hit particularly hard, with me losing a militia unit, having two infantry damaged, and 3 cavalry! This turn, the Union blockade had me down to less than 90 supplies from free trade. Consequentally, though it will hurt my force levels come Spring, I decided to set all 14 of my uncommitted factories to producing supplies.

Given my supply issues, it was mostly quiet this turn, as I'm just hunkering down for the winter. However, Stuart and Hampton heard that while their boys were freezing and starving, the Union boys were sitting fat, warm and happy, so they decided to go raiding. Stuart hit Fort Monroe twice capturing some badly needed supplies, and burning down some rancid lard houses the Union had let sit unused for too long. Hampton crossed over at Frederick stealing what he could carry, and burning what he couldn't, then eluded the Federals and darted into Baltimore where he dynamited the railyards, before slipping back over the Potomac.

I see that Erik's finally called a draft. So much for all his sanctimonious talk of "The Union" when his men must be whipped like cattle into fighting for it...;^)

The Political Point ratio at this stage is 992 Union to 1120 Confederate, and I've got 3 Raiders at sea with 3 more in the pipeline. None built this turn, as I neither had a leader to spare, nor feel confident enough with the supply situation to afford it.

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Grotius
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RE: Yankee go home! (Erik Rutins not allowed)

Post by Grotius »

You seem to be off to a great start. I'm surprised Erik didn't invade Kentucky at least in September 1861. In my game against the Union AI, it invaded Kentucky in August, and it easily rolled through the state, knocking me back on my heels.

Look forward to reading more of this one.
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JAMiAM
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Thanks. Glad you're enjoying it. I've got two more turns to post, but that will have to wait until tomorrow, since I played the turns at work, and the screenshots and all, are there. March and April were very exciting indeed!
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Nine, March 1862. My supply woes continue this turn. Between Erik's efficiency at establishing the blockade and cavalry raiding, my overspending on fortifications and depots, as well as the supply cost for newly recruited or replaced damaged units, I am opening each turn with minimal supplies on the board. At least this turn, I didn't suffer too cruelly from unit attrition.

Erik opens up with all barrels along the Ohio River, making attacks against Paducah, Bowling Green, Louisville, and Lexington. This has the effect of pinning all my forces, so no reaction movement is going to be allowed. Defending the river line in Kentucky is great, with one exception. There are few good locations for placing a central reserve army. Lebanon is marginal in this respect since its rail connection runs through Bowling Green and Louisville. Paducah is effectively separated from the rest of Kentucky by the Cumberland and Tennessee rivers so at least two armies are needed in this area to effectively react to Union thrusts - one for the slice of land between the Mississippi and Tennessee rivers, and one for the rest of Kentucky.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Nine, March 1862, continued. Here are the results of the battles along the Ohio. Minor victories in all attacked regions, with the Union retreating back.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Ten, April 1862. Erik pushes Grant across the river again for another assault on Paducah. This time, the battle, though closely fought, turns against the Confederates, as Polk loses his nerve and retreats. This really demonstrates the difference between generals, as the Union did not have that significant an advantage in numbers at the start of the battle, during the battle, or at the end of it. Grant's persistence and high ratings eventually overcome the advantage that the Confederates had fighting in a fort against a river crossing. Things will get much more interesting in the West now that Paducah is Union controlled, since I either need to retake it soon, or find myself potentially outflanked by the Union, due to its naval advantage and riverine transport/invasion capabilities. Humboldt still holds the door, but it is not as strong a position as Paducah, since it interdicts fewer river regions, and does not have the benefit of the river line.

In response to this, and the overwhelming Strategic Victory that Lee scored against MacClellan, shown in next post, I have moved in reinforcements to Memphis and Humbolt. Erik has one of his best cavalry leaders, Sheridan, supporting Grant, so I will also make sure that Humbolt has my best cavalry leaders in it, too. I am able to bring on Forrest, so he goes there to try and screen my troop buildup from Erik. I'll need all the help I can get next turn when I launch my counter attack - assuming that my armies get initiative, that is.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Ten, April 1862, continued. The good news for the turn was the resounding defeat of McClellan by Lee at Manassas. Screenshot has the sitrep for that theater.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by Grotius »

Wow, great going! You've really stalled him. One question: did Lee's major victory automatically improve his stats? I'm pretty sure the manual says so, but the info screen in the above screenshot doesn't indicate that.
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

ORIGINAL: Grotius

Wow, great going! You've really stalled him. One question: did Lee's major victory automatically improve his stats? I'm pretty sure the manual says so, but the info screen in the above screenshot doesn't indicate that.
IIRC, Lee comes onto the map as a 4 Star, 20 Cmd rated leader. When he was assigned to Army Command, he gained Cmd equal to his political rating, maxing him at the 24 upper limit for Army Commanders. At least, that's what I think happened.
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RE: Yankee go home! (Erik Rutins not allowed)

Post by rjh1971 »

What are the pp for each? The Union must be suffering from low recruiting due to low pp.
Erik is taking a beat will be hard to break into some key areas and crumble your defenses, welldone.
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

ORIGINAL: rjh1971

What are the pp for each? The Union must be suffering from low recruiting due to low pp.
Erik is taking a beat will be hard to break into some key areas and crumble your defenses, welldone.

I don't recall what is was for the May 62 turn, but for June 62, the turn I am playing at the moment, it is 887:1162, USA:CSA.
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Eleven, May 1862. This turn was rather disappointing. The Union leaders were still hungover from the success at Paducah, and licking their wounds from the debacle at Manassas. Cavalry scouting and raiding on both sides was the order of the day. Unfortunately, when I was playing the April turn, I made a stupid mistake in my haste at trying to finish up the turn (playing at work) so that I could go home. I had railed and shipped in almost two dozen units to Memphis and Humbolt, stacked an AC in each, and was all set to crush Grant (or die trying) at Paducah. This turn, I opened up the game, saw that my AC's both had initiative, that Memphis and all the units in it, was unscouted, and started clicking on my armies to move in my forces. Then, I discovered, to my utter horror, that I had neglected to assign all those reinforcing troops to Unit Commanders. Hence, my plans went up in smoke. No screenshot for this turn.
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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Twelve, June 1862. Here is a preliminary SitRep screenshot from the start of my turn, where I have some tough decisions to make with regard to reaction movement. Erik has launched six attacks. Three in the West and three in the East. In the West, it looks like two pinning attacks and a main thrust. In the East, it looks like two Army attacks and a pinning attack. This screenshot focuses on the West.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Twelve, June 1862, continued. Here is a preliminary SitRep for the Eastern Theater.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Twelve, June 1862 continued. This shows the Battle of Winchester with commentary.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Twelve, June 1862 continued. The high point of the turn, was this battle between Butler and Lee, over Staunton. Commentary on the screenshot.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by JAMiAM »

Turn Twelve, June 1862 continued. Back to the West. Erik's attack at Henderson was left alone, and I didn't launch the assault on Paducah this turn. During the reaction phase, I had misread the movement rates of my forces, and since neither Beauregard, nor Bragg gained initiative, my available forces didn't have the numbers to attack the fort. Instead, I brought all the newly built (or rebuilt) heavy artillery I could find back into Humbolt, moved out much of the infantry, leaving the region guarded by about ten artillery (mostly heavy), four infantry, and four cavalry. I hope to blast his gunboat flotilla on the Mississippi, and make it too dangerous for him to try any runs past the region along either the Mississippi, or the Tennessee River.

Other commentary on the screenshot, showing the final western SitRep.

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RE: Yankee go home! (Erik Rutins not allowed)

Post by Grotius »

It continues to go well, but that's a shame about JEB Stuart. Gotta love the leader-mortality rules in this game, though. They feel about right.

I'm also enjoying the big detailed screenshots. Great eye candy!
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