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Raising militia

Posted: Tue Jun 17, 2008 8:48 am
by TheTomDude
1.
I startet as Union and as Confederates multiple games and I always face the same problem. After the winter months 61-62, when the AI starts attacking, it always has approx. twice the number of my troops. I tried to build less artillery and stuff to build more supplies (which is usually not the problem) but I still cannot even get close to the AI's troop numbers. I.e. supplies are at about 600 for CSA, population is used but I still have max. 120-150 inf/militia while the Union AI has usually about 250+ inf/militia. He has 3 times more artillery (except heavy arty) and overruns me every time.
Any hints what to do to build up more militia?


2.
I know that population is the key to militia units so I guess Kentucky is vital for the CSA.
Has Kentucky a 50/50 chance to join the CSA when USA attacks early? Do I have to conquer all of KY if it stays neutral to get the population and production benefit?


Thx
Tom

RE: Raising militia

Posted: Tue Jun 17, 2008 9:47 am
by JanSorensen
You will be outnumbered as the CSA - thats expected. You need to use reaction movement to its fullest. When you say "overrun" - do you mean actually overrun in the game or just that they USA wins the battles due to superior numbers?
 
Dont worry too much about KY as the CSA - you are unlikely to get it.
 
 

RE: Raising militia

Posted: Tue Jun 17, 2008 9:52 am
by TheTomDude
ORIGINAL: JanSorensen

You will be outnumbered as the CSA - thats expected. You need to use reaction movement to its fullest. When you say "overrun" - do you mean actually overrun in the game or just that they USA wins the battles due to superior numbers?

Dont worry too much about KY as the CSA - you are unlikely to get it.


Yeah I expected to be outnumbered but not at this rate and this fast. With "overrun" I meant he wins all battles only due to overwhelming troop numbers.

RE: Raising militia

Posted: Tue Jun 17, 2008 10:40 am
by JanSorensen
Are you using reaction movement?
Have you placed ALOT of troops on costal duty this leaving too few for the front line?
Are you losing Richmond or "just" areas out west?
 
The numbers you mention sound about right.

RE: Raising militia

Posted: Tue Jun 17, 2008 11:27 am
by Pford
ORIGINAL: TheTomDude
I startet as Union and as Confederates multiple games and I always face the same problem. After the winter months 61-62, when the AI starts attacking, it always has approx. twice the number of my troops.
Same happened to me. It proved tough to repel the Blue monster stacks in '62 even with superior generals and interior lines.

Problem is, the methodical Union build-up which appears optimal in the game would have been politically unfeasible in 1861. The Feds should be attacking more often and earlier, triggering a Confederate counter-punch strategy. Early impression is that battles occur infrequently. I think the AI in the game is very good but just needs some real world constraints. PBEM may be an entirely different matter.

OT: How does one tell- graphically- that a railroad is damaged?


RE: Raising militia

Posted: Tue Jun 17, 2008 11:48 am
by TheTomDude
@Jan:
Nah, costal defenses are usually weak. Mostly one infantry and one or two heavy artillery unit in the most important regions. I have two build-up zones: Manassus (+ New Kent) and Humold (+Dickson). Last night in a new attemp I lost in April '62 Manassus and New Kent + Humbold in 1 turn. It left me with some 40 units in each spot, while the Union placed again about 80+ in the newly conquered territories. Conclusion: Richmond and Memphis can not be defended are already lost. 2 of my most important regions according to population numbers. Which leaves me with even less fresh troops. At least I repulsed an amph. invasion in the deep south. [:D]

What do you think, is it recommended to leave Fayettville and its surrounding regions in the far west and build up a new defense line on the Mississippi early in the game? Or should the west be defended as long as possible even with an enemy closing in on Vicksburg?

@Pford:
I think there is no graphic for damaged rail or road. Only the repair screen.


RE: Raising militia

Posted: Tue Jun 17, 2008 2:16 pm
by rjh1971
Clicking on an area pops up its forces, resources, factories and railroads. If a railroad is at level one damage it has a yellow dot, two hits (destroyed) and it's red. No damage green, same as in A World Divided and World at War.

Playing as CSA I found easy to stop the Notrth dead on its tracks at challenging level, my suggestions:

- place enough forces in key areas, specially don't lose those that make a funnel since you will have to then spread your armies, in order not to be overrun.

- build forts in all areas.

- place leaders with 3 or 4 inf rating behind the front lines in order to reach all possible contested areas when attacked, after battle move them back again, they will become unspotted.

- rotate troops in frontline areas so they become unspoted, the AI does it all the time, or so I recall.

- leave leaders in coastal areas but no militias, once attacked the popup militias will be attached to the leader left in them

- use the view supply button to localize where the Union supplies are, then launch cavalry raids into those areas or the ones close to them (hint for the Union place a gunboat and those raiders won't be able to cross rivers)

- build factories, they will pay back what they cost, and you will be able to mantain production when you star losing them due to the North advancing.

- place heavy arty in the Mississipi in order to stop gunboat raids by the North.

- if you think you're going to lose a contested area destroy all infrastructure (in the reaction phase), specially rail tracks, don't know if the scorched earth policy was a reality in the ACW but you can do it in the game, just be sure you are going to lose the area or you'll regret it [;)]

Think these are good bunch of hints, keep playing and I'm sure ou'll come up with more strategies.

Finally pbem will be the way you'll be playing once you completely get the hang of the game [;)]