AAR my Rebels against Pionpion's Yanks
Posted: Wed Jul 27, 2022 6:17 pm
I thought I would start an AAR to help give people an idea how the game works. This one will be me as the Confederates. I am not an expert at this system having never played any other Strategic Command games. I will pretty much keep to very basic play. No "Hail Mary's". The intend is just to give other players an idea of how the game plays and what choices they will have to make especially in the first two years of the war.
The scenario is the full Civil War one with default options.
There is very little to do in the first couple of turns since most actions are scripted. The first one being of course the Rebs fire on Fort Sumter and start the war. Virginia succeeds, Lincoln calls for 75,000 volunteers, and Maryland is forced into the Union.
The South starts with only 350 MMP so can't do much. PMM is the production point system that drives what the Player can Research and Units it can purchase. The South starts off with almost nothing but luckily there are a number of events that will generate field troops for them before the Union can up and march to Richmond.
Initially the main land units the Rebs can build are Brigades and Divisions. They are limited to how many they can have but since they start with none this isn't a problem yet. The first decisions the Rebel must make is what to Research and how much to set aside for Research versus producing Units.
There are three Research areas you have to maximize out as soon as you can:
Corps - because they are the most powerful land unit in the game and you want to be able to build them as soon as you can.
Production Technology - because it decreases Unit cost by 5% for each level.
Industrial Technology - because it increases your base production by 10% per level.
The Rebels start with Industrial Technoloy already at its maximum investment level (which is usually 2). The game refers to these as chits. You can put 1 or 2 chits into each Research area until you reach the maximum level for that area.
Production Technology is at an investment level of 1 so you need another but that cost 250 so I will put that off a turn.
So my choices are to put one chit into the all important Corps research at the cost of 150 MMP.
That leaves me 200 MMP which I use to start my first Brigade. It will take two turns to get that Brigade.
When I end the turn I get my first and probably most important Event choice in the game. Whether you want to sell your cotton or use it as leverage to get recognition from one of the European countries. I am going to sell which gives my more PMM but at the cost of Fighting Spirit. It also means I probably have no chance at foreign help.
I haven't explored the results of making the other choice. But I suspect if you go with using it at leverage you have to gear all you plans for the first two years around getting recognition. I suspect the Union can shut you down by using the Emancipation Proclamation. I don't know how this will balance out if you don't get recognition. The Proclamation will also cost the Union.
This is what the Event and its Notes look like:
The scenario is the full Civil War one with default options.
There is very little to do in the first couple of turns since most actions are scripted. The first one being of course the Rebs fire on Fort Sumter and start the war. Virginia succeeds, Lincoln calls for 75,000 volunteers, and Maryland is forced into the Union.
The South starts with only 350 MMP so can't do much. PMM is the production point system that drives what the Player can Research and Units it can purchase. The South starts off with almost nothing but luckily there are a number of events that will generate field troops for them before the Union can up and march to Richmond.
Initially the main land units the Rebs can build are Brigades and Divisions. They are limited to how many they can have but since they start with none this isn't a problem yet. The first decisions the Rebel must make is what to Research and how much to set aside for Research versus producing Units.
There are three Research areas you have to maximize out as soon as you can:
Corps - because they are the most powerful land unit in the game and you want to be able to build them as soon as you can.
Production Technology - because it decreases Unit cost by 5% for each level.
Industrial Technology - because it increases your base production by 10% per level.
The Rebels start with Industrial Technoloy already at its maximum investment level (which is usually 2). The game refers to these as chits. You can put 1 or 2 chits into each Research area until you reach the maximum level for that area.
Production Technology is at an investment level of 1 so you need another but that cost 250 so I will put that off a turn.
So my choices are to put one chit into the all important Corps research at the cost of 150 MMP.
That leaves me 200 MMP which I use to start my first Brigade. It will take two turns to get that Brigade.
When I end the turn I get my first and probably most important Event choice in the game. Whether you want to sell your cotton or use it as leverage to get recognition from one of the European countries. I am going to sell which gives my more PMM but at the cost of Fighting Spirit. It also means I probably have no chance at foreign help.
I haven't explored the results of making the other choice. But I suspect if you go with using it at leverage you have to gear all you plans for the first two years around getting recognition. I suspect the Union can shut you down by using the Emancipation Proclamation. I don't know how this will balance out if you don't get recognition. The Proclamation will also cost the Union.
This is what the Event and its Notes look like: