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RE: AAR: Save the Union

 
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RE: AAR: Save the Union - 12/7/2006 8:25:11 PM   
Shoot Me_I Explode


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The West
 

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RE: AAR: Save the Union - 12/7/2006 8:25:22 PM   
Shoot Me_I Explode


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My Fleet only made it one province, at that rate it will take 3 turns to get to Florida, hopefully he wont notice.
 


< Message edited by Shoot Me_I Explode -- 12/7/2006 8:35:47 PM >

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RE: AAR: Save the Union - 12/7/2006 8:25:31 PM   
Shoot Me_I Explode


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A continued update of our forces, my fleet is really off the coast of North Carolina I just moved them down to Florida.
 

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RE: AAR: Save the Union - 12/7/2006 8:25:40 PM   
Shoot Me_I Explode


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My First upgrade, It was a bit of a tough choice but I went with the improved Springfield mainly because I checked with the manual and the Spencer guns have a much higher support cost.
 

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RE: AAR: Save the Union - 12/7/2006 8:27:02 PM   
Shoot Me_I Explode


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And another 2 star promotion this turn.  Wallace seemed to be the best choice out of them, hopefully he will improve the AoP command ratting.  That's it for this turn, with any luck i will combine the armies in Kentucky to form a 100,000 man steamroller that will attack next turn or the one after and take Tennessee .
 


< Message edited by Shoot Me_I Explode -- 12/7/2006 8:37:38 PM >

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RE: AAR: Save the Union - 12/7/2006 10:11:21 PM   
Shoot Me_I Explode


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Turn 9
I get the impression that everyone is reading Jon's report with almost doube the hits and no one is following this one
 
First part of the report.  It seems I clicked muster and not impress, oh well.  I’ll try again this turn in another city.  His raiders also failed to get any of my weapons and my Calvary unit is finally done, now to send it to try to stop these raiders.
 

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RE: AAR: Save the Union - 12/7/2006 10:11:31 PM   
Shoot Me_I Explode


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Second part.  Disease in Brooklyn, not to bad.  I added another camp this turn to bring my reinforcements up to 3000 a turn.  His support from England goes down yet he still receives 72 technology, sad.
 

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RE: AAR: Save the Union - 12/7/2006 10:11:42 PM   
Shoot Me_I Explode


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My forces land in Florida, but they are having supply problems, I can only hope my fleet is able to supply them.
 

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RE: AAR: Save the Union - 12/7/2006 10:11:52 PM   
Shoot Me_I Explode


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Well well well, he chooses to come after me in the north.  I will send McClellan and his 60,000 man force to cause what damage I can.
 

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RE: AAR: Save the Union - 12/7/2006 10:12:03 PM   
Shoot Me_I Explode


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RE: AAR: Save the Union - 12/7/2006 10:12:10 PM   
Shoot Me_I Explode


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And at the end of my turn I chose Target Practice 1 as my upgrade to match Jon’s upgrade of target practice.
 

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RE: AAR: Save the Union - 12/8/2006 12:23:51 AM   
genie144

 

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NUmbers aren't everything...  I am reading them both and appreciate your efforts.  It is interesting to see different strategies at work...

SAm

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RE: AAR: Save the Union - 12/8/2006 12:37:34 AM   
SurrenderMonkey

 

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quote:

ORIGINAL: Shoot Me_I Explode

Turn 9
I get the impression that everyone is reading Jon's report with almost doube the hits and no one is following this one


You're just dealing with the Rebel Fanboy quotient, which is just like the German Fanboy quotient in WW2 Euro games, or the Japanese Fanboy quotient in WW2 Pac, or the French Fanboys in CoG. Losers are (somehow) more romantic. People want to see if they can win.

Never fear - the upstanding Chamberlains are here, reading your AAR and cheering you on.

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RE: AAR: Save the Union - 12/8/2006 12:56:23 AM   
Shoot Me_I Explode


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Turn 10
Part one
 


< Message edited by Shoot Me_I Explode -- 12/8/2006 1:05:08 AM >

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RE: AAR: Save the Union - 12/8/2006 12:56:43 AM   
Shoot Me_I Explode


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I run into some trouble with my impressment and suffer some unrest in the central Mississippi region.  I do gain the 60 money from the other two cities though. Jon also loses more support from France taking it down to 0 that diplomacy spending is finally paying off.
 

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RE: AAR: Save the Union - 12/8/2006 12:56:50 AM   
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I plan to keep my spending high to try to deny him any more help from the European powers and to hopefully stop his runners form picking up anything good.
 

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RE: AAR: Save the Union - 12/8/2006 12:56:58 AM   
Shoot Me_I Explode


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I take a bold step and move the AoP into the Shenandoah region, I really want to cut the rail line that leads to Tennessee and with any luck we might get a big battle here which I plan to win.
 

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RE: AAR: Save the Union - 12/8/2006 12:57:10 AM   
Shoot Me_I Explode


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Ah nuts, his army managed to escape back into Tennessee before McClellan could bring him to battle.  I’m undecided if I should attack or not, it appears that we both have the same amount of troops and his brigades are more experienced then mine. 
 

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RE: AAR: Save the Union - 12/8/2006 12:57:17 AM   
Shoot Me_I Explode


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This is what has me worried.  He is mustering or conscripting 6 brigades in the south to defeat my army that has just landed in Florida.  Another problem that has aroused is due to the terrible logistic rating of that army they are down to a supply level of 1. I had not planned on them using so many supplys to get down there or being upable to increase it with my fleet, they are only able to maintain a supply of 1.  I might have to pull them out and bring them back north because I don’t see them winning that fight or the siege of Tallassee.   Also the army in Missouri is having some supply problems to, I’ll have to pull them back to a province that has a railroad to resupply them better.

And that ends this turn.
 


< Message edited by Shoot Me_I Explode -- 12/8/2006 1:08:55 AM >

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RE: AAR: Save the Union - 12/8/2006 1:48:47 AM   
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Turn 11
 
45
 

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RE: AAR: Save the Union - 12/8/2006 1:49:07 AM   
Shoot Me_I Explode


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2
 

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RE: AAR: Save the Union - 12/8/2006 1:49:30 AM   
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This turned out to be a really good turn.  I won another naval battle and he lost 19 ships this time.  Also I mustered 6 brigades this turn which is great because the game just resupplyed our population.  The good news continues and now the support of England, France, and Europe are at 0 for the CSA!!!  And to top it all off we took Shenandoah which means if he attacks me there I will count as the defender I believe.

 

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RE: AAR: Save the Union - 12/8/2006 1:49:37 AM   
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Forces in the east.  Rail lines to the West have been cut off!
 

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RE: AAR: Save the Union - 12/8/2006 1:49:46 AM   
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Post 5
 
In the west I have moved my 100,000 man army into the Tennessee River tile.  He has an division also in the Tennessee River and I should bring him to battle.  This should work since we are both in the same selected region but watch me be wrong and leave the rest of Kentucky open to attack. 
 

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RE: AAR: Save the Union - 12/8/2006 1:49:56 AM   
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After my naval victory I’m going to leave the army I moved to Florida down there but I am moving it to George in an attempt to battle the battalions he has mustered before they can be organized.
 

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RE: AAR: Save the Union - 12/8/2006 1:50:03 AM   
Shoot Me_I Explode


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Forces
 

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RE: AAR: Save the Union - 12/8/2006 1:50:39 AM   
Shoot Me_I Explode


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And I get an upgrade, although there is not much of a choice here.  I chose Artillery Discipline to give my artillery a 20% damage boost.  I also built another camp, RR station, and a Academy to give me more promotions.
 


< Message edited by Shoot Me_I Explode -- 12/8/2006 2:08:08 AM >

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RE: AAR: Save the Union - 12/8/2006 5:15:50 AM   
satchel


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quote:

ORIGINAL: Shoot Me_I Explode
I get the impression that everyone is reading Jon's report with almost doube the hits and no one is following this one

I'm following both. They're great.

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RE: AAR: Save the Union - 12/8/2006 5:51:52 AM   
Shoot Me_I Explode


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Turn 12
 
Ah oh, Disease hit the province I moved my western army into, go figure.  I missed his other division that was out there I’m guessing they all retreated into the forts from the way the garrisons increased.  I’ve kept his support at 0 for another turn and I even gained some from France.
 


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RE: AAR: Save the Union - 12/8/2006 5:52:05 AM   
Shoot Me_I Explode


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Section part
 

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