AAR my Rebels against Pionpion's Yanks
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AAR my Rebels against Pionpion's Yanks
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:
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 2 May 4th
One of the peculiarities of their game system is how it numbers turns and how the dates change. Last turn was considered turn 0 and dated Apr 12th. There Turn numbering system considers the Union player a separate turn and it is always the odd number and has its own date between the Confederate dates. The time interval between Player turns is variable and depends on what time of the year it is. Summers have shorter periods. Winter longer. This time it was about 22 days or 3 weeks. The next turn is going to be close to 2 weeks.
While they have weather effects like snow and rain, they use this variable turn length to handle the effect of Winter, Spring, Summer and Fall.
During the Union turn the Yankies up invaded peaceful Missouri. This bugged Kentucky a bit and caused the governor to call out the state militia. So I get a Regiment in Jefferson City of strength 1.
Then we get the next turn events which are:
Tennessee and North Carolina succeed and join the South.
Divisions can now be produced.
I get almost 900 MMP to spend this time.
I receive two Brigades as reinforcements. I place one in Memphis to protect it against a river raid. The other in Richmond.
Fighting Spirit
The Rebs take a hit for their Cotton decision, and it drops to 89% on the Graph plot.
Fighting Spirit is this games version of National Morale. If it drops to 10% or less, you lose the game. Control of cities, especially key cities that are FS sources, determine how many points of FS you get each turn. Events and combat will add or subtract from this number. You will sometime see events give you quite large numbers like 4000 FS. Just keep in mind that the FS % = Total FS / 120,000.
There are a couple of things I always check at the beginning of the turn since they tell me how things are going and may warn me of problems.
On War Maps after you click the "%" button it will show you the levels of support from the various countries, states and Indians. When they favor you and start getting over 50% they may join you (or the enemy). Over on the right are the ones for UK, France and Spain. Watch these. Any sudden change means that some event or action by you or the enemy affected them.
A special one in the first year of the war is Kentucky. It is supposedly neutral but will become Union by about September of 61. When Missouri falls to the Union it will take a big jump. The Rebel wants to watch this number. You don't want it to switch sides on the Union's move. So, when it gets near the switch point, I will declare war on Kentucky and get in there first.
The next set of things to look at are on the "Reports".
Open Reports and you will see some bar graphs that show relative strength. If you pass your cursor over them, it will show you the number of units. I track these for Land and Sea. It lets me know what the enemy is investing in and is a reasonable measure of relative strength. You do have to keep in mind that it doesn't actually measure strength but number of units which include regiments, brigades, divisions, and Corps. In 63/64 the Union will have more Corps making up this number. Right now, things look terrible for the Rebs. The Union has 20 Land units to my 3. But this changes quickly.
The next thing to look at is the "Graph" screen which is displayed by pushing that button on Reports. There are three things I check regular on this screen.
1. Relative Fighting Spirit. Pick the FS plot and check the values for each side by clicking their flag buttons. Right now the Union is at 100% and the Rebs are 89%. Not good.
2. The Convoys. There aren't any but when there are it will let you know how the blockade is going.
3. The MMP of each side. You want to watch this. As it shifts to where the Union is heavily out producing you know you are losing.
Now for my Production:
In Research I bring my Corps up to maximum as well as Production Tech. This uses up 400 points, but I want to get these going quickly. The remaining 363 points are used to purchase a division and to bring that Regiment at Jefferson City up to full strength.
Normally I try to build out all my brigades first since they are cheaper and faster to build. You can't build regiments. They are all created by game events. They are still valuable, so you don't want to throw them away. They make good garrison units for your rear areas. Also, you will find they make up a large percentage of your forces west of the Mississippi.
Another handy set of buttons are the Page Up/Down buttons. They will cycle you through all the active land units so you can make sure you didn't forget anyone. They have two draw backs. One they don't show Naval units, so you need to remember to check them separately. And two they have the bad habit of starting over every time you pick a unit out of its sequence.
That ends my Turn.
After ending events include the formation of Beauregard's army in Viriginia. You will find that most of your forces in the first year come from these kinds of events as well as unit already placed in the Production Table by the game.
For example, here is the Production Table at the beginning of this turn. I may have one brigade in it that I started. The rest were included by the scenario. Rebs receive some of their best commanders this way as well as some of their navy.
One of the peculiarities of their game system is how it numbers turns and how the dates change. Last turn was considered turn 0 and dated Apr 12th. There Turn numbering system considers the Union player a separate turn and it is always the odd number and has its own date between the Confederate dates. The time interval between Player turns is variable and depends on what time of the year it is. Summers have shorter periods. Winter longer. This time it was about 22 days or 3 weeks. The next turn is going to be close to 2 weeks.
While they have weather effects like snow and rain, they use this variable turn length to handle the effect of Winter, Spring, Summer and Fall.
During the Union turn the Yankies up invaded peaceful Missouri. This bugged Kentucky a bit and caused the governor to call out the state militia. So I get a Regiment in Jefferson City of strength 1.
Then we get the next turn events which are:
Tennessee and North Carolina succeed and join the South.
Divisions can now be produced.
I get almost 900 MMP to spend this time.
I receive two Brigades as reinforcements. I place one in Memphis to protect it against a river raid. The other in Richmond.
Fighting Spirit
The Rebs take a hit for their Cotton decision, and it drops to 89% on the Graph plot.
Fighting Spirit is this games version of National Morale. If it drops to 10% or less, you lose the game. Control of cities, especially key cities that are FS sources, determine how many points of FS you get each turn. Events and combat will add or subtract from this number. You will sometime see events give you quite large numbers like 4000 FS. Just keep in mind that the FS % = Total FS / 120,000.
There are a couple of things I always check at the beginning of the turn since they tell me how things are going and may warn me of problems.
On War Maps after you click the "%" button it will show you the levels of support from the various countries, states and Indians. When they favor you and start getting over 50% they may join you (or the enemy). Over on the right are the ones for UK, France and Spain. Watch these. Any sudden change means that some event or action by you or the enemy affected them.
A special one in the first year of the war is Kentucky. It is supposedly neutral but will become Union by about September of 61. When Missouri falls to the Union it will take a big jump. The Rebel wants to watch this number. You don't want it to switch sides on the Union's move. So, when it gets near the switch point, I will declare war on Kentucky and get in there first.
The next set of things to look at are on the "Reports".
Open Reports and you will see some bar graphs that show relative strength. If you pass your cursor over them, it will show you the number of units. I track these for Land and Sea. It lets me know what the enemy is investing in and is a reasonable measure of relative strength. You do have to keep in mind that it doesn't actually measure strength but number of units which include regiments, brigades, divisions, and Corps. In 63/64 the Union will have more Corps making up this number. Right now, things look terrible for the Rebs. The Union has 20 Land units to my 3. But this changes quickly.
The next thing to look at is the "Graph" screen which is displayed by pushing that button on Reports. There are three things I check regular on this screen.
1. Relative Fighting Spirit. Pick the FS plot and check the values for each side by clicking their flag buttons. Right now the Union is at 100% and the Rebs are 89%. Not good.
2. The Convoys. There aren't any but when there are it will let you know how the blockade is going.
3. The MMP of each side. You want to watch this. As it shifts to where the Union is heavily out producing you know you are losing.
Now for my Production:
In Research I bring my Corps up to maximum as well as Production Tech. This uses up 400 points, but I want to get these going quickly. The remaining 363 points are used to purchase a division and to bring that Regiment at Jefferson City up to full strength.
Normally I try to build out all my brigades first since they are cheaper and faster to build. You can't build regiments. They are all created by game events. They are still valuable, so you don't want to throw them away. They make good garrison units for your rear areas. Also, you will find they make up a large percentage of your forces west of the Mississippi.
Another handy set of buttons are the Page Up/Down buttons. They will cycle you through all the active land units so you can make sure you didn't forget anyone. They have two draw backs. One they don't show Naval units, so you need to remember to check them separately. And two they have the bad habit of starting over every time you pick a unit out of its sequence.
That ends my Turn.
After ending events include the formation of Beauregard's army in Viriginia. You will find that most of your forces in the first year come from these kinds of events as well as unit already placed in the Production Table by the game.
For example, here is the Production Table at the beginning of this turn. I may have one brigade in it that I started. The rest were included by the scenario. Rebs receive some of their best commanders this way as well as some of their navy.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 4 May 26th
During the Union turn they took Alexandria. Alexandria has some bonuses for FS so it is one of the first objectives for the Union. They need to take it and hold it. Over in Missouri the Union occupiers spread out through it on their way to Jefferson City.
I receive a Brigade in reinforcements and place it next to Norfolk and the coast to make any early attempts to take the port difficult. Want to hold on to it until the CSS Virginia arrives in 62.
There are a number of small units created by events this turn. I get a regiment in Sherman, Tx and in the Shenandoah Valley. But the big bonus is the formation of Beauregard's army around Richmond which consists of his HQ, 3 Infantry Brigades and one cavalry brigade.
The CSA also gets its first convoy route opened to the UK as UK support moves up to 11%. France and Spain are still at 0 so no MPP from them. Some of the other parameters I monitor are:
Land Units Union 30 to my 10. A lot of these are forts though.
Ships Union 6 to my 2.
Convoys 17 MPP from the UK.
MPP Union 960 to my 940. In 61 the CSA usually can keep up with the US for a few turns.
FS (Fighting Spirit):
It is raining in most of Virginia, so Beauregard's little army is rather limited in movement. They move up to occupy the Fredericksburg area.
Research: 1 chit each into Infantry and Cavalry Tactics. 1 into Fort Modernization.
I do Fort Modernization because it allows the CSA to upgrade their forts along the coast making them a bit harder for Gun Boats to take them out to clear the way for landings.
With End of Turn a number of new events happen:
I get the choice to send Price (HQ) to Missouri but at the cost of 375 MPP's over three turns. I do it so I will have at least one HQ in the West. Later you get an Indian one, but it doesn't have quite the bonuses of Price's.
The CSA Government moves to Richmond and triggers the beginning of 500 FS every turn that Richmond is held. This will help me considerably to make up for the Cotton decision loss.
I also get a River Gunboat in Memphis, Texas raises some volunteer units, North Carolina gets three Gun Boats, and one of my Research areas get a progress bonus.
Production for the coming turn is 695 MPP base raised to 830 MPP by events and convoys.
Here is the situation in Virginia at the beginning of my turn.
Shows Beauregard's little army.
During the Union turn they took Alexandria. Alexandria has some bonuses for FS so it is one of the first objectives for the Union. They need to take it and hold it. Over in Missouri the Union occupiers spread out through it on their way to Jefferson City.
I receive a Brigade in reinforcements and place it next to Norfolk and the coast to make any early attempts to take the port difficult. Want to hold on to it until the CSS Virginia arrives in 62.
There are a number of small units created by events this turn. I get a regiment in Sherman, Tx and in the Shenandoah Valley. But the big bonus is the formation of Beauregard's army around Richmond which consists of his HQ, 3 Infantry Brigades and one cavalry brigade.
The CSA also gets its first convoy route opened to the UK as UK support moves up to 11%. France and Spain are still at 0 so no MPP from them. Some of the other parameters I monitor are:
Land Units Union 30 to my 10. A lot of these are forts though.
Ships Union 6 to my 2.
Convoys 17 MPP from the UK.
MPP Union 960 to my 940. In 61 the CSA usually can keep up with the US for a few turns.
FS (Fighting Spirit):
It is raining in most of Virginia, so Beauregard's little army is rather limited in movement. They move up to occupy the Fredericksburg area.
Research: 1 chit each into Infantry and Cavalry Tactics. 1 into Fort Modernization.
I do Fort Modernization because it allows the CSA to upgrade their forts along the coast making them a bit harder for Gun Boats to take them out to clear the way for landings.
With End of Turn a number of new events happen:
I get the choice to send Price (HQ) to Missouri but at the cost of 375 MPP's over three turns. I do it so I will have at least one HQ in the West. Later you get an Indian one, but it doesn't have quite the bonuses of Price's.
The CSA Government moves to Richmond and triggers the beginning of 500 FS every turn that Richmond is held. This will help me considerably to make up for the Cotton decision loss.
I also get a River Gunboat in Memphis, Texas raises some volunteer units, North Carolina gets three Gun Boats, and one of my Research areas get a progress bonus.
Production for the coming turn is 695 MPP base raised to 830 MPP by events and convoys.
Here is the situation in Virginia at the beginning of my turn.
Shows Beauregard's little army.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 6 Jun 17th
Union makes first attacks against Jefferson City. Weakened but will rebuild.
Looks like they got Little Mac who invades West Virginia.
But I get Joe Johnston and some more brigades around Richmond.
Arkansas succeeds from the Union.
CSA receives two brigades of reinforcements. I put one in Little Rock and the other in Nashville.
Reports:
Kentucky is at 7%
Foreign Support is UK 11%, France 0, Spain 14%. This will open two convoy sources.
Land Units U 37 to C 23, still badly outnumbered but a lot of these are stationary forts.
Ships are U 9 to C 6 but here mine are out classed.
Fighting Spirit (FS) U 100% vs C 93%. Improved due to Arkansas and Richmond change.
Research level is at 1900 and I want to get it to the max level of 2800. But I have to be very selective. I can't match the Union which can put up to 4000 into Research. Also, the need to build units limits how much I can put into chit purchases each turn. My aim is to put at least 300 MPP in it per turn. This turn I go a little over because I want to improve my forts before they are destroyed.
150 for 1 chit into Infantry Tactics.
150 for 1 chit into Cavalry Tactics.
100 for 1 chit into Fortifications.
The Union keeps trying to destroy my fort guarding Pensacola which leads me to believe they may be planning an amphibious landing there in the near future.
I hate to have to do it put at the cost of 40 MPP I will use rail movement to send one brigade down there. That is one of the Rebel problems. There are many areas where reinforcements can come directly in. To reach them requires expending rail movement. Even that is limited to just a few areas. This will become more of a problem as the Union gets enough mobile forces to start making coastal landings. Upgrading the forts will help but ultimately only land units can hold these ports.
With my remaining MPP I purchase a Inf division and a River Ironclad.
The Rebel can't win the river battle, but the River Ironclad is hard to kill and if handled in coordination with forts on the river with land unit support, they can hold off the Union for some time.
End of Turn
Events create some fresh volunteers in Arkansas. Some cavalry and infantry around Little Rock and some more units near Springfield and Gainesville. Not enough to stop the Union once they turn south but it is hard to keep units in supply in Arkansas so they may be enough. They will get some help from the Indian tribes later.
Below is a screen shot of the Virginia front at the end of my movement.
My lone regiment in the valley moves up to Harpers Ferry.
Beaureguard's little army move up to the Alexandria line while the newly arrived Joe Johnston moves to the Fredericksburg area. I will be sending Joe into the valley, but the lack of railroads means it will take a while to get any size force there.
For some reason the Union pulled the brigade manning the trenches outside Fort Monroe out. I can't tell if there are units in Ft. Monroe but just the chance, I might be able to destroy those entrenchments makes me send a brigade that direction.
Union makes first attacks against Jefferson City. Weakened but will rebuild.
Looks like they got Little Mac who invades West Virginia.
But I get Joe Johnston and some more brigades around Richmond.
Arkansas succeeds from the Union.
CSA receives two brigades of reinforcements. I put one in Little Rock and the other in Nashville.
Reports:
Kentucky is at 7%
Foreign Support is UK 11%, France 0, Spain 14%. This will open two convoy sources.
Land Units U 37 to C 23, still badly outnumbered but a lot of these are stationary forts.
Ships are U 9 to C 6 but here mine are out classed.
Fighting Spirit (FS) U 100% vs C 93%. Improved due to Arkansas and Richmond change.
Research level is at 1900 and I want to get it to the max level of 2800. But I have to be very selective. I can't match the Union which can put up to 4000 into Research. Also, the need to build units limits how much I can put into chit purchases each turn. My aim is to put at least 300 MPP in it per turn. This turn I go a little over because I want to improve my forts before they are destroyed.
150 for 1 chit into Infantry Tactics.
150 for 1 chit into Cavalry Tactics.
100 for 1 chit into Fortifications.
The Union keeps trying to destroy my fort guarding Pensacola which leads me to believe they may be planning an amphibious landing there in the near future.
I hate to have to do it put at the cost of 40 MPP I will use rail movement to send one brigade down there. That is one of the Rebel problems. There are many areas where reinforcements can come directly in. To reach them requires expending rail movement. Even that is limited to just a few areas. This will become more of a problem as the Union gets enough mobile forces to start making coastal landings. Upgrading the forts will help but ultimately only land units can hold these ports.
With my remaining MPP I purchase a Inf division and a River Ironclad.
The Rebel can't win the river battle, but the River Ironclad is hard to kill and if handled in coordination with forts on the river with land unit support, they can hold off the Union for some time.
End of Turn
Events create some fresh volunteers in Arkansas. Some cavalry and infantry around Little Rock and some more units near Springfield and Gainesville. Not enough to stop the Union once they turn south but it is hard to keep units in supply in Arkansas so they may be enough. They will get some help from the Indian tribes later.
Below is a screen shot of the Virginia front at the end of my movement.
My lone regiment in the valley moves up to Harpers Ferry.
Beaureguard's little army move up to the Alexandria line while the newly arrived Joe Johnston moves to the Fredericksburg area. I will be sending Joe into the valley, but the lack of railroads means it will take a while to get any size force there.
For some reason the Union pulled the brigade manning the trenches outside Fort Monroe out. I can't tell if there are units in Ft. Monroe but just the chance, I might be able to destroy those entrenchments makes me send a brigade that direction.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 8 July 5th
Union killed my Regiment at Harpers Ferry. Usually this doesn't happen but they apparently put enough brigades in reach to get enough attacks to kill it.
However, Jefferson City held up under its attacks.
Union moves deeper into West Virgina taking Charleston.
Reinforcements include:
Polk and his HQ which goes to Nashville.
Cav Division and two Inf Brigades which also go to the Nashville area.
One Inf Brigade I send to New Orleans to see if I can hold that important port.
Reports:
Kentucky at 7%, UK 11%, Fr 0%, Sp 14%.
Land Units: 37/31 (I stated an error earlier, this number is total combat land units including HQ's but not forts)
Naval Units: 10/6 (when I post these numbers it will always be Union # / CSA #)
MPP: 995/990 (these numbers from the graph don't seem to match actual, got to look into this further)
FS: 99%/94%
Research: Put 250 MPP for 1 chit into Infantry Equipment.
Jefferson City continue to hold. Mostly because they haven't put enough infantry against it (cavalry doesn't do well against non-clear terrain). They also haven't cut if off. There are CSA zones north of the city keeping it in supply. Their attacks are wearing it down but in won't get destroyed until they have more infantry brigades in the attack.
When Jefferson City falls a couple of things happen. One Missouri becomes Union which means unfriendly to my units so I have to be careful not to move to far into the state until after the switch since my supply will disappear. The other is it speeds up Kentucky's turn to the Union. This is something the Union really doesn't want to happen until they can deploy enough units along its northern border. The South has to watch the number carefully since they may have to declare war before it switches so they can move into first.
I spent 40 MPP to send a brigade to Pensacola by rail to help hold that port open. This is one of the South's major problems. They need the ports to get convoy support, but they can't afford to send brigades to them. I am trying for in the nick of time.
Still raining in Virginia.
I send a brigade to Winchester and Joe Johnson to defend the Valley. Still too weak of force there though.
Beauregard extends his line across Northern Virginia with the left now near Warrenton.
Purchases: Inf Division plus a Ranger Brigade (handy unit for rough areas like W. Va)
End of Turn
Receive by Event two brigades of Tennessee Volunteers at Nashville.
Attached is a screenshot of Missouri. You can see the Union forces around Jefferson City have left a gray gap to the north which is keeping that Regiment strong enough to survive their attacks. It looks like they have sent a detachment south to Fort Davidson. You can use the control graphic (darkish blue) to see where Union units are moving. That white front line separating the two sides control usually doesn't move much into enemy territory unless there is an enemy unit behind it.
Union killed my Regiment at Harpers Ferry. Usually this doesn't happen but they apparently put enough brigades in reach to get enough attacks to kill it.
However, Jefferson City held up under its attacks.
Union moves deeper into West Virgina taking Charleston.
Reinforcements include:
Polk and his HQ which goes to Nashville.
Cav Division and two Inf Brigades which also go to the Nashville area.
One Inf Brigade I send to New Orleans to see if I can hold that important port.
Reports:
Kentucky at 7%, UK 11%, Fr 0%, Sp 14%.
Land Units: 37/31 (I stated an error earlier, this number is total combat land units including HQ's but not forts)
Naval Units: 10/6 (when I post these numbers it will always be Union # / CSA #)
MPP: 995/990 (these numbers from the graph don't seem to match actual, got to look into this further)
FS: 99%/94%
Research: Put 250 MPP for 1 chit into Infantry Equipment.
Jefferson City continue to hold. Mostly because they haven't put enough infantry against it (cavalry doesn't do well against non-clear terrain). They also haven't cut if off. There are CSA zones north of the city keeping it in supply. Their attacks are wearing it down but in won't get destroyed until they have more infantry brigades in the attack.
When Jefferson City falls a couple of things happen. One Missouri becomes Union which means unfriendly to my units so I have to be careful not to move to far into the state until after the switch since my supply will disappear. The other is it speeds up Kentucky's turn to the Union. This is something the Union really doesn't want to happen until they can deploy enough units along its northern border. The South has to watch the number carefully since they may have to declare war before it switches so they can move into first.
I spent 40 MPP to send a brigade to Pensacola by rail to help hold that port open. This is one of the South's major problems. They need the ports to get convoy support, but they can't afford to send brigades to them. I am trying for in the nick of time.
Still raining in Virginia.
I send a brigade to Winchester and Joe Johnson to defend the Valley. Still too weak of force there though.
Beauregard extends his line across Northern Virginia with the left now near Warrenton.
Purchases: Inf Division plus a Ranger Brigade (handy unit for rough areas like W. Va)
End of Turn
Receive by Event two brigades of Tennessee Volunteers at Nashville.
Attached is a screenshot of Missouri. You can see the Union forces around Jefferson City have left a gray gap to the north which is keeping that Regiment strong enough to survive their attacks. It looks like they have sent a detachment south to Fort Davidson. You can use the control graphic (darkish blue) to see where Union units are moving. That white front line separating the two sides control usually doesn't move much into enemy territory unless there is an enemy unit behind it.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 8 Strategic Event
This is an example of one of the more important Strategic Events that happen in the game. This one creates the reasons for both sides to fight in Kentucky and Northern Virigina.
For the south they have to keep the Yanks away from Richmond and Nashville so they can get more MPP's from foreign convoys. That mobilization they refer to determines how much MPP will be coming into the South. It also increases the threat that a foreign power will join the war if Rebel player is using that option. I am not which is why the "five marked locations along our coast" won't show up on my game.
This is an example of one of the more important Strategic Events that happen in the game. This one creates the reasons for both sides to fight in Kentucky and Northern Virigina.
For the south they have to keep the Yanks away from Richmond and Nashville so they can get more MPP's from foreign convoys. That mobilization they refer to determines how much MPP will be coming into the South. It also increases the threat that a foreign power will join the war if Rebel player is using that option. I am not which is why the "five marked locations along our coast" won't show up on my game.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 10 Jul 19th
Union actions (replay):
Union frigates and gunboat attack Pensacolar and upriver from Norfolk forts. They cause damage but it is easily repaired.
Judging by the zone of control extension the Union is moving south and west in West Virginia threatening my railroad to Tennessee and my position in the Valley.
Their attacks on Jefferson City fail again but it looks like they are bringing in another brigade for next turn.
Research: 1 chit to Inf Equipment.
Production: Built one division.
Reports: Ky 7% UK 11% Fr 11% Sp 14% Land: 37/33 Navy: 10/6 Convoys: 38 Mpp 0 loss FS 99% to 94%
Events:
Do I want to build the CSS Virigina? D*** right
Choctaw Indians join the CSA side.
Asks if I want to send Baylor and his small force to New Mexico. Yes
My army is still smaller than the Union, 33 units to their 37, but I am going to get a few auto-creates in the next few turns which should even things up.
But his advances in West Virginia have to be blocked. It is easy to do but it uses up my precious few brigades. I send one of them from Brandy Station by rail to get into position before they reach the railroad. (Later found out this wasn't necessary because either an event or a response event to their moving into Virginia generates two brigades down there).
While I can't see their units the white line marking their control area pretty much tells me exactly where their units are. In the screen shot I marked with a red "P" the two hexes they have to keep units adjacent to or I will get a free Partisan unit at. Blue lines mark where I think they are advancing.
Union actions (replay):
Union frigates and gunboat attack Pensacolar and upriver from Norfolk forts. They cause damage but it is easily repaired.
Judging by the zone of control extension the Union is moving south and west in West Virginia threatening my railroad to Tennessee and my position in the Valley.
Their attacks on Jefferson City fail again but it looks like they are bringing in another brigade for next turn.
Research: 1 chit to Inf Equipment.
Production: Built one division.
Reports: Ky 7% UK 11% Fr 11% Sp 14% Land: 37/33 Navy: 10/6 Convoys: 38 Mpp 0 loss FS 99% to 94%
Events:
Do I want to build the CSS Virigina? D*** right
Choctaw Indians join the CSA side.
Asks if I want to send Baylor and his small force to New Mexico. Yes
My army is still smaller than the Union, 33 units to their 37, but I am going to get a few auto-creates in the next few turns which should even things up.
But his advances in West Virginia have to be blocked. It is easy to do but it uses up my precious few brigades. I send one of them from Brandy Station by rail to get into position before they reach the railroad. (Later found out this wasn't necessary because either an event or a response event to their moving into Virginia generates two brigades down there).
While I can't see their units the white line marking their control area pretty much tells me exactly where their units are. In the screen shot I marked with a red "P" the two hexes they have to keep units adjacent to or I will get a free Partisan unit at. Blue lines mark where I think they are advancing.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 10 Contd (Jefferson City)
Thought I would add a little about what is happening in Jefferson City. They have repeatedly attacked it and failed. It is one of the peculiarities of this game's mechanics. In many situations a regiment can stand up to multiple attacks from brigades. Sometimes even by divisions.
In this case they haven't isolated the city and it gives defensive bonuses to the defender. And the defender has had time to Entrench to the maximum level, 2. Combine with the enemy being probably at the limit of their supply lines the lone unit can do a pretty good job of standing up to it.
In the screenshot below I show the situation around the city. The open supply route to the north of it which will allow me to bring it back to full strength. I also added the Unit info display after I reinforced it back to Strength 5.
What is slowly killing it is the "Readiness" number. Down to 34%. Morale at 43% isn't bad for militia unit that was the base for this unit.
The thing that will kill it is that fresh brigade next to Hermann which will join the battle next turn.
However, taking Jefferson City early isn't always a good thing for the Union. It will speed up Kentucky turning Union and the Union may not be ready for that to happen. They need time to produce enough troops to man the border so when it turns, they can quickly advance and take control.
Thought I would add a little about what is happening in Jefferson City. They have repeatedly attacked it and failed. It is one of the peculiarities of this game's mechanics. In many situations a regiment can stand up to multiple attacks from brigades. Sometimes even by divisions.
In this case they haven't isolated the city and it gives defensive bonuses to the defender. And the defender has had time to Entrench to the maximum level, 2. Combine with the enemy being probably at the limit of their supply lines the lone unit can do a pretty good job of standing up to it.
In the screenshot below I show the situation around the city. The open supply route to the north of it which will allow me to bring it back to full strength. I also added the Unit info display after I reinforced it back to Strength 5.
What is slowly killing it is the "Readiness" number. Down to 34%. Morale at 43% isn't bad for militia unit that was the base for this unit.
The thing that will kill it is that fresh brigade next to Hermann which will join the battle next turn.
However, taking Jefferson City early isn't always a good thing for the Union. It will speed up Kentucky turning Union and the Union may not be ready for that to happen. They need time to produce enough troops to man the border so when it turns, they can quickly advance and take control.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 10 Contd (Research Left Side)
I also thought I would take a more detail look at the Research screen. The right side of it are things that apply automatically to every unit affected when they change a level. But the left side, shown in the screenshot below, is different. When you advance a level on it, it does not automatically make the changes for that item to the units it can affect. You have to go to each unit you want to use it on and upgrade that unit for that attribute.
For example, I am trying to get Infantry Equipment. I already have one chit in it and this turn I purchased a second chit to speed it up. It is currently selected so the description box at the bottom shows what it will do for me. It will improve the attack and defense values for any land unit upgraded the amount shown (bonus of 0.5 to 2 depending on size of unit). However, to get the bonus you have to go to the unit and upgrade it at a cost in MPP depending on unit size.
The Fort Modernization attribute will allow me to improve my forts and their ability to fight off attacks by ships and land units.
I also thought I would take a more detail look at the Research screen. The right side of it are things that apply automatically to every unit affected when they change a level. But the left side, shown in the screenshot below, is different. When you advance a level on it, it does not automatically make the changes for that item to the units it can affect. You have to go to each unit you want to use it on and upgrade that unit for that attribute.
For example, I am trying to get Infantry Equipment. I already have one chit in it and this turn I purchased a second chit to speed it up. It is currently selected so the description box at the bottom shows what it will do for me. It will improve the attack and defense values for any land unit upgraded the amount shown (bonus of 0.5 to 2 depending on size of unit). However, to get the bonus you have to go to the unit and upgrade it at a cost in MPP depending on unit size.
The Fort Modernization attribute will allow me to improve my forts and their ability to fight off attacks by ships and land units.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 12 Aug 2nd
Union move:
They take Jefferson City which will turn all of Missouri hostile to my forces.
Decision Event: Do I want to send Sibley and a small force to New Mexico or keep them in Arkansas?
I send them to NM since my force there is so weak. They can't win if the Union also reinforces NM.
But they may keep things messed up there.
Reinforcements:
Cav and Inf Brigade which I send to Tenn. Trying to build up strength to take Kentucky.
One Inf Div to Virginia theater.
Reports: Ky 21%, UK 11, Fr 11, Sp 14 Land 37/39 Naval 10/6
Convoys: 55 with 0 losses, MPP 1270/1010 FS 99/95
Western part of Virginia received two brigades. I am not sure whether their movement toward the rail line trigerred this or it would have happened as a regular event this turn. But much needed to stop them from reaching the two cities that would block the rail line at Wytheville and Christiansburg. Now I can bring the brigade I sent there back into the valley where it is badly needed.
They don't have to do much. The length of the Union supply one in West Virginia will stop their advance now.
Research is at Max now so nothing to do there.
Purchased Mountain Div, Inf Division, Cavalry Division and River Ironclad.
Mountain Div will be a big help in holding the Valley.
The River Ironclad will be used to try to keep the Union out of the Mississippi.
End of Turn
You can get a summary of events and actions for last turn and previous ones by pressing the "L" key.
There are two other shortcut keys you should use on a regular basis:
"S" key will display supply level in the hexes. This is very important since units can rebuild to full strength unless they are in a hex with >5 supply level. Pressing "S" again will give a prediction of what the levels will be next turn based on current movements. Right click the map to remove the numbers.
The other key is "P" which shows hexes that Partisans can be generated in. It is easy to forget them while advancing especially the ones in West Virginia, Shenandoah Valley and Arkansas. When they get created, they are hard to kill so keep garrisons near them.
Here is a screenshot of the situation in Virginia at end of my movement. Thanks to the two brigades in SW Viriginia the situation there is fixed. They probably have a unit trying to move toward Staunton (blue arrow) but it will probably outrun its supply before it gets there. Anyway, now that I have an extra brigade, I will send it back into the valley. Little worried about the upper valley. Joe Johnston's position is rather weak.
It is also raining in most of Virginia, but I am not sure if that carries over into the next turn or not.
Here is a screenshot of the situation in Virginia at end of my movement. Thanks to the two brigades in SW Viriginia the situation there is fixed. They probably have a unit trying to move toward Staunton (blue arrow) but it will probably out run its supply before it gets there. Anyway now that I have an extra brigade I will send it back into the valley. Little worried about the the upper valley. Joe Johnston's position is rather weak.
It is also raining in most of Virginia but I am not sure if that carries over into the next turn or not.
Union move:
They take Jefferson City which will turn all of Missouri hostile to my forces.
Decision Event: Do I want to send Sibley and a small force to New Mexico or keep them in Arkansas?
I send them to NM since my force there is so weak. They can't win if the Union also reinforces NM.
But they may keep things messed up there.
Reinforcements:
Cav and Inf Brigade which I send to Tenn. Trying to build up strength to take Kentucky.
One Inf Div to Virginia theater.
Reports: Ky 21%, UK 11, Fr 11, Sp 14 Land 37/39 Naval 10/6
Convoys: 55 with 0 losses, MPP 1270/1010 FS 99/95
Western part of Virginia received two brigades. I am not sure whether their movement toward the rail line trigerred this or it would have happened as a regular event this turn. But much needed to stop them from reaching the two cities that would block the rail line at Wytheville and Christiansburg. Now I can bring the brigade I sent there back into the valley where it is badly needed.
They don't have to do much. The length of the Union supply one in West Virginia will stop their advance now.
Research is at Max now so nothing to do there.
Purchased Mountain Div, Inf Division, Cavalry Division and River Ironclad.
Mountain Div will be a big help in holding the Valley.
The River Ironclad will be used to try to keep the Union out of the Mississippi.
End of Turn
You can get a summary of events and actions for last turn and previous ones by pressing the "L" key.
There are two other shortcut keys you should use on a regular basis:
"S" key will display supply level in the hexes. This is very important since units can rebuild to full strength unless they are in a hex with >5 supply level. Pressing "S" again will give a prediction of what the levels will be next turn based on current movements. Right click the map to remove the numbers.
The other key is "P" which shows hexes that Partisans can be generated in. It is easy to forget them while advancing especially the ones in West Virginia, Shenandoah Valley and Arkansas. When they get created, they are hard to kill so keep garrisons near them.
Here is a screenshot of the situation in Virginia at end of my movement. Thanks to the two brigades in SW Viriginia the situation there is fixed. They probably have a unit trying to move toward Staunton (blue arrow) but it will probably outrun its supply before it gets there. Anyway, now that I have an extra brigade, I will send it back into the valley. Little worried about the upper valley. Joe Johnston's position is rather weak.
It is also raining in most of Virginia, but I am not sure if that carries over into the next turn or not.
Here is a screenshot of the situation in Virginia at end of my movement. Thanks to the two brigades in SW Viriginia the situation there is fixed. They probably have a unit trying to move toward Staunton (blue arrow) but it will probably out run its supply before it gets there. Anyway now that I have an extra brigade I will send it back into the valley. Little worried about the the upper valley. Joe Johnston's position is rather weak.
It is also raining in most of Virginia but I am not sure if that carries over into the next turn or not.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 12 Contd (Research)
Here is a screenshot of my final Research levels after I got it up to maximum funding which is 2800. This is where the Union has the advantage. They can go up to 4000 which means they will eventually get the quality of their forces up to mine.
The Rebel starts with a few advantages.
Leaderships has already one level in it.
Cavalry Tactics starts with two levels in it.
Spying and intelligence starts with 1 level.
The right column contains Research areas that apply to all effected units or production costs automatically. So they make for the best bang for your MPP since there is no add on cost.
This column I try to always keep Production Technology and Industrial Technology at their maximum levels. This is the economic war. Spying and Intelligence would help here but I probably can't afford to keep investing in it. The One chit there was already allocated when the game started. You can pull a chit back but you only get half of its value.
The other one in this column I keep at max is Corps Organization. In 1862 the Corps will dominate the major battle areas and you need to match the Union as long as you can. Corps are different from other selections in the right side. They don't enhance anything. They give you the ability to build Corps on the Reinforcement Purchase screen. Each level gives you four more Corps you can build.
The next two I try to keep at max are Infantry and Cavalry Tactics. For obvious reason. Easiest way to upgrade all you land units. Leadership isn't quite as critical to the Rebel player since it affects how many units you can control with a HQ and some other things. Union needs this worse the South.
Most of the others are things the Union needs and will hopefully suck up lots of their Research points.
The Left Column is different. Getting a level in these usually means you have the ability to upgrade you units at additional MPP cost.
For the South it is the top four (Inf. Equipment, Skirmishers, Scouts, and Cav. Equipment) that are most important since they allow you to improve the combat quality of you existing units.
I also try to get the Fort Modernization. It is low cost and can make the Union's attempts to shut down my ports more difficult.
Here is a screenshot of my final Research levels after I got it up to maximum funding which is 2800. This is where the Union has the advantage. They can go up to 4000 which means they will eventually get the quality of their forces up to mine.
The Rebel starts with a few advantages.
Leaderships has already one level in it.
Cavalry Tactics starts with two levels in it.
Spying and intelligence starts with 1 level.
The right column contains Research areas that apply to all effected units or production costs automatically. So they make for the best bang for your MPP since there is no add on cost.
This column I try to always keep Production Technology and Industrial Technology at their maximum levels. This is the economic war. Spying and Intelligence would help here but I probably can't afford to keep investing in it. The One chit there was already allocated when the game started. You can pull a chit back but you only get half of its value.
The other one in this column I keep at max is Corps Organization. In 1862 the Corps will dominate the major battle areas and you need to match the Union as long as you can. Corps are different from other selections in the right side. They don't enhance anything. They give you the ability to build Corps on the Reinforcement Purchase screen. Each level gives you four more Corps you can build.
The next two I try to keep at max are Infantry and Cavalry Tactics. For obvious reason. Easiest way to upgrade all you land units. Leadership isn't quite as critical to the Rebel player since it affects how many units you can control with a HQ and some other things. Union needs this worse the South.
Most of the others are things the Union needs and will hopefully suck up lots of their Research points.
The Left Column is different. Getting a level in these usually means you have the ability to upgrade you units at additional MPP cost.
For the South it is the top four (Inf. Equipment, Skirmishers, Scouts, and Cav. Equipment) that are most important since they allow you to improve the combat quality of you existing units.
I also try to get the Fort Modernization. It is low cost and can make the Union's attempts to shut down my ports more difficult.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 12 Contd (MPP)
I have been having a problem trying to interpret how the game reports MPP.
The Screenshot below shows the MPP Graph on the turn that follows the MPP Collection dialog that pops up at end of the previous turn. I would have expected the numbers to match a bit better. It is also a little confusing because all the lines go to zero for the current turn so just ignore that.
The bottom of the image shows the screenshot of my end of turn supply production. It is pretty straight forward. My base supply is 719 MPP which is generated based on the cities I control. The next three number of MPP supplied to me by foreign countries. 17 from UK, 17 from Fr, 21 From Spain. This will increase or decrease based on their mobilization levels (which is also how favorable they are to the CSA). The 176 Cotton Sales is the result of my earlier decision to sell cotton. It will probably change when that runs out in September. The -100 for the CSS Virginia is the result of my decision to build the ironclad. Kentucky provides 18 MPP to both sides as long as its neutral. Mexico sends me another 50 through Texas.
This gives me a total income of 917 MPP. But that doesn't match the Report Graph "Collected Income" (Green line) which looks to be about1000. Right now, I assume the difference between the two values are due to Blockade runner income but can't easily verify that because the numbers aren't displayed just graph lines. Whoever made the graphs default to intervals like the "110" this one is using didn't help us much.
Where they show the "Totals:" I wish they had included the last turn's.
When I show the MPP values for USA/CSA in my Report section I use the value I estimate from the Green line.
The other lines aren't quite as useful since they depend on what was happening each turn. The Spent (Blue) line tend to jump around a lot because it isn't showing all spending. I don't think includes what was used on Research. Just shows MPP used to purchase units. The Lost (Red) line of course depends on combat activity.
I have been having a problem trying to interpret how the game reports MPP.
The Screenshot below shows the MPP Graph on the turn that follows the MPP Collection dialog that pops up at end of the previous turn. I would have expected the numbers to match a bit better. It is also a little confusing because all the lines go to zero for the current turn so just ignore that.
The bottom of the image shows the screenshot of my end of turn supply production. It is pretty straight forward. My base supply is 719 MPP which is generated based on the cities I control. The next three number of MPP supplied to me by foreign countries. 17 from UK, 17 from Fr, 21 From Spain. This will increase or decrease based on their mobilization levels (which is also how favorable they are to the CSA). The 176 Cotton Sales is the result of my earlier decision to sell cotton. It will probably change when that runs out in September. The -100 for the CSS Virginia is the result of my decision to build the ironclad. Kentucky provides 18 MPP to both sides as long as its neutral. Mexico sends me another 50 through Texas.
This gives me a total income of 917 MPP. But that doesn't match the Report Graph "Collected Income" (Green line) which looks to be about1000. Right now, I assume the difference between the two values are due to Blockade runner income but can't easily verify that because the numbers aren't displayed just graph lines. Whoever made the graphs default to intervals like the "110" this one is using didn't help us much.
Where they show the "Totals:" I wish they had included the last turn's.
When I show the MPP values for USA/CSA in my Report section I use the value I estimate from the Green line.
The other lines aren't quite as useful since they depend on what was happening each turn. The Spent (Blue) line tend to jump around a lot because it isn't showing all spending. I don't think includes what was used on Research. Just shows MPP used to purchase units. The Lost (Red) line of course depends on combat activity.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Thank you for this AAR. Very informative and well written.
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Re: AAR my Rebels against Pionpion's Yanks
Turn 14 Aug 16th
In W. Va. the Union falls back. May be still advancing toward Valley.
Events:
Fort Hatteras falls to the Union as an event. Giving me both a port and cutting one of the convoy routes.
Research is at max so no choices there.
Reports: Ky 36% UK 11% Fr 11% Sp 14% Land 37/41 Naval 10/6
Convoys: 55 (0 stopped) MPP: 1280/950 FS: 100/96
I spot two Union Frigates moving down to raid my convoy lines.
2 more are blockading Norfolk. I am not sure what this actually does. Later it causes the port to start taking hits so it can't rebuild damage to ships.
Line across Northern Virigina is getting stronger but still mostly brigade size units. This will probably be one of the things that will bother people about this game. Having Regiment and Brigade labeled units on a strategic map. And, having to maintain a continuous line like WW I. It might be better to think of their units not as Regiments/Brigades/Divisions/Corps but more as the amount of force available in that area of the map. This game doesn't really have a true Army/Corps/Division organization.
Production: 2 Inf. Div and a River Ironclad
I usually try to build all the River Ironclads I can but rarely any of the other types. Don't have the MPP for them so go with the one most likely to survive.
End of Turn
Events:
Orphan Brigade is created in Tennessee.
Couple of Indian tribes join the Confederacy and Waite's HQ for the Indians is created.
I don't usually mention them but random jumps in Research progress occur every turn. Don't know if they in any way favor one side over the other. They just make estimating when you will get a level increase a guessing game.
MPP's for turn: 635 base for total 933.
Here is a screenshot of the situation in Northern Virginia. I am still holding the line below Alexandrea and west through Warrenton and into the Valley. They have taken Winchester and are threatening Harrisonburg from W.Va.
In W. Va. the Union falls back. May be still advancing toward Valley.
Events:
Fort Hatteras falls to the Union as an event. Giving me both a port and cutting one of the convoy routes.
Research is at max so no choices there.
Reports: Ky 36% UK 11% Fr 11% Sp 14% Land 37/41 Naval 10/6
Convoys: 55 (0 stopped) MPP: 1280/950 FS: 100/96
I spot two Union Frigates moving down to raid my convoy lines.
2 more are blockading Norfolk. I am not sure what this actually does. Later it causes the port to start taking hits so it can't rebuild damage to ships.
Line across Northern Virigina is getting stronger but still mostly brigade size units. This will probably be one of the things that will bother people about this game. Having Regiment and Brigade labeled units on a strategic map. And, having to maintain a continuous line like WW I. It might be better to think of their units not as Regiments/Brigades/Divisions/Corps but more as the amount of force available in that area of the map. This game doesn't really have a true Army/Corps/Division organization.
Production: 2 Inf. Div and a River Ironclad
I usually try to build all the River Ironclads I can but rarely any of the other types. Don't have the MPP for them so go with the one most likely to survive.
End of Turn
Events:
Orphan Brigade is created in Tennessee.
Couple of Indian tribes join the Confederacy and Waite's HQ for the Indians is created.
I don't usually mention them but random jumps in Research progress occur every turn. Don't know if they in any way favor one side over the other. They just make estimating when you will get a level increase a guessing game.
MPP's for turn: 635 base for total 933.
Here is a screenshot of the situation in Northern Virginia. I am still holding the line below Alexandrea and west through Warrenton and into the Valley. They have taken Winchester and are threatening Harrisonburg from W.Va.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 16 Aug 30th
RP: Not much happened that I could see on Replay.
Reports: Ky 50%, UK 11, Fr 11, Sp 14 Land: 41/44 Navy: 10/6
Convoy: 56 (0) MPP: 1300/960 FS: 100/96
Got to watch Kentucky, it is getting into area where a sudden jump could make them become Union and let the enemy get first move into Kentucky.
So far, no interference in my Convoys by enemy.
No Reinforcements this turn.
Research already max.
Purchases: Cherokee Indians to help in west. 2 Inf. Div.
Enemy ZOC's are advancing south so I withdraw from Missouri to keep from being cut off. It is hard to tell what they are doing due to Fog of War but I am really weak in the Far West so bets to stretch their supply lines and fall back on mine.
ET
Message: Navajo's will join me in New Mexico if I move north toward Albuquerque, so I will next turn.
Here is a screenshot before I moved of northern Arkansas and southern Missouri. The dark blue shading is moving south between my men like a plague. The green arrows show the move I made to start correcting for this.
RP: Not much happened that I could see on Replay.
Reports: Ky 50%, UK 11, Fr 11, Sp 14 Land: 41/44 Navy: 10/6
Convoy: 56 (0) MPP: 1300/960 FS: 100/96
Got to watch Kentucky, it is getting into area where a sudden jump could make them become Union and let the enemy get first move into Kentucky.
So far, no interference in my Convoys by enemy.
No Reinforcements this turn.
Research already max.
Purchases: Cherokee Indians to help in west. 2 Inf. Div.
Enemy ZOC's are advancing south so I withdraw from Missouri to keep from being cut off. It is hard to tell what they are doing due to Fog of War but I am really weak in the Far West so bets to stretch their supply lines and fall back on mine.
ET
Message: Navajo's will join me in New Mexico if I move north toward Albuquerque, so I will next turn.
Here is a screenshot before I moved of northern Arkansas and southern Missouri. The dark blue shading is moving south between my men like a plague. The green arrows show the move I made to start correcting for this.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 18 Sep 13th
RP: Minor moves made by Union that I can see.
Navajo join the CSA. Apparently, I didn't have to move very far north from Arizona to trigger this.
Reinf: Rangers to Arkansas, A.S. Johnston arrives in Memphis.
Reports: Ky 64%, UK 13%, Fr 12%, Sp 15% Land: 51/47 Navy: 10/6
Con: 125 (0 loss) MPP: 1340/1000 FS: 100/97
Kentucky is getting close to changing sides. Probably could go a few more turns without going Union but I don't see me getting any more reinforcements to put on the border, so I am going to invade early. Hopefully catch the Union by surprise with no significant forces on the border.
The Rebs pour across the border.
This does trigger Kentucky to raise some militia but have no idea how many.
Research: At maximum now.
Production: 2 Indian Cav to help me in the west.
MPP for coming turn is 1267 which must be close to equaling Union's.
Here is the position of my forces on Tennesse border and after moving into Kentucky.
RP: Minor moves made by Union that I can see.
Navajo join the CSA. Apparently, I didn't have to move very far north from Arizona to trigger this.
Reinf: Rangers to Arkansas, A.S. Johnston arrives in Memphis.
Reports: Ky 64%, UK 13%, Fr 12%, Sp 15% Land: 51/47 Navy: 10/6
Con: 125 (0 loss) MPP: 1340/1000 FS: 100/97
Kentucky is getting close to changing sides. Probably could go a few more turns without going Union but I don't see me getting any more reinforcements to put on the border, so I am going to invade early. Hopefully catch the Union by surprise with no significant forces on the border.
The Rebs pour across the border.
This does trigger Kentucky to raise some militia but have no idea how many.
Research: At maximum now.
Production: 2 Indian Cav to help me in the west.
MPP for coming turn is 1267 which must be close to equaling Union's.
Here is the position of my forces on Tennesse border and after moving into Kentucky.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 20 Sep 27th
RP: Union trying to out flank my W. Va. roadblocks.
FS falls due to cotton prices.
Looks like he is moving his frigates southward. To Raid?
Strategic Advice: March northward to Albuquerque to get Navajos to join the CSA side.
This is probably an error in the game scripts. I got the Navajos last turn by marching north early.
Reinf: 1 Inf. Div. to Nashville
Reports: UK 15, Fr 13, Sp 19. Land: 52/47, Naval: 11/6.
Convoys: 320 (0 loss), MPP: 1350/1250, FS: 100/95.
Two units in New Mexico attack Fort Thron. Reduce it to 3 but it will rebuild. Will need more force to kill it.
Mostly I am falling back in Northern Arkansas. Little of value there and I don't have a very strong force in the Far West.
Kentucky seems to be going nicely. I advance further into the state.
Rain in Virginia so I take no actions there.
Research: Industrial Technology leveled which uses up one of the chits put into it. So I purchase another chit to keep it at maximum research.
Purchases: Engineering Unit (to start entrenchments around Richmond), Inf. Div, and a Cav. Div.
ET:
Sibley's Army arrives in El Paso
Screenshot below shows the new line through Kentucky. Still has holes in it but it looks like my early move into Kentucky caught the Union off guard. So far, no sign of enemy forces in the state. But I badly need more units to fill the gaps, or they will be surrounding me once they do cross the river.
RP: Union trying to out flank my W. Va. roadblocks.
FS falls due to cotton prices.
Looks like he is moving his frigates southward. To Raid?
Strategic Advice: March northward to Albuquerque to get Navajos to join the CSA side.
This is probably an error in the game scripts. I got the Navajos last turn by marching north early.
Reinf: 1 Inf. Div. to Nashville
Reports: UK 15, Fr 13, Sp 19. Land: 52/47, Naval: 11/6.
Convoys: 320 (0 loss), MPP: 1350/1250, FS: 100/95.
Two units in New Mexico attack Fort Thron. Reduce it to 3 but it will rebuild. Will need more force to kill it.
Mostly I am falling back in Northern Arkansas. Little of value there and I don't have a very strong force in the Far West.
Kentucky seems to be going nicely. I advance further into the state.
Rain in Virginia so I take no actions there.
Research: Industrial Technology leveled which uses up one of the chits put into it. So I purchase another chit to keep it at maximum research.
Purchases: Engineering Unit (to start entrenchments around Richmond), Inf. Div, and a Cav. Div.
ET:
Sibley's Army arrives in El Paso
Screenshot below shows the new line through Kentucky. Still has holes in it but it looks like my early move into Kentucky caught the Union off guard. So far, no sign of enemy forces in the state. But I badly need more units to fill the gaps, or they will be surrounding me once they do cross the river.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 22 Oct 19th
RP: Union moving south in Missouri.
Apparently, they got the Port Royal event since that port automatically falls to the Union.
Decision Event: Replace Twiggs in New Orleans with Bragg? Yes
This is rather expensive, 375 MPP. Especially for Gen. Bragg but I haven't tested the alternative yet.
Reinf:
Inf. Div to Nashville and one to Richmond.
Longstreet's HQ comes in. I place it in Nashville where there is a shortage of HQ's.
River Ironclad arrives and I place it in Memphis.
Reports:
UK 16, Fr 14, Sp 20. Land: 57/55, Navy: 14/7.
Con: 400 (0 loss), MPP: 1200/1180, FS: 99/95.
I suspect my opponent isn't aware of how much MPP I am getting from the Convoys. So far he has made no move to raid the convoy lanes. It could be he plans to shut them down by taking the ports in which case he will be investing more into Marines and land units to garrison the captured ports.
But for now, my MPP production is almost equal to the Unions. Considering the Union has more areas they need to invest and build in than the South this will hurt them over time.
In the Far Far West (Arizona and New Mexico) I am moving to take control. However, my manpower superiority doesn't last long since the Union gets fresh forces both in the north (New Mexico) and in the southern end when the California forces shows up.
In Virginia they advanced and attacked Warrenton. However, that leaves them open to a nice counterattack which kills their division.
Research: At max so no new.
Purchase: 3 Inf. Div and 1 Cav. Div.
ET:
Got one of the reports of progress which jumped research in Spying and Intel from 67 to 92%.
I don't usually report these, but these events happen randomly at the end of turn. They can move the research along quite quickly if you are lucky.
MPP for this coming turn is only 1066 thanks to the cost of Bragg.
Here is a screenshot of my attack in Virginia. The Union division had moved south into my control area where he couldn't "see" my division in Warrenton. The resulting automatic attack cost him 5 to my 2-strength loss. It also sets the Union up for a killing counterattack. As you can see in the screenshot the game says an attack will probably cause the division to lose 4 points to my 1. This early in the war the units don't have the experience level to give them much chance of retreating after the attack. Which means I will probably be able to attack twice for a sure kill.
Actual result was an instant kill, and my division took two hits. I took advantage of the swap unit's command. I can select one of the full-strength brigades then while holding the "shift" key click on the weakened division. This causes the two units to swap positions. This has a couple of advantages. In this case it allows my weakened division to take a position in line that is safer (only one hex side exposed to attack) and it moves the brigade into Warrenton while retaining some of its fortification level. This "swap" feature has some other advantages too. If the united being swapped out needs to be rebuilt it still can be in spite of having "moved" one hex.
RP: Union moving south in Missouri.
Apparently, they got the Port Royal event since that port automatically falls to the Union.
Decision Event: Replace Twiggs in New Orleans with Bragg? Yes
This is rather expensive, 375 MPP. Especially for Gen. Bragg but I haven't tested the alternative yet.
Reinf:
Inf. Div to Nashville and one to Richmond.
Longstreet's HQ comes in. I place it in Nashville where there is a shortage of HQ's.
River Ironclad arrives and I place it in Memphis.
Reports:
UK 16, Fr 14, Sp 20. Land: 57/55, Navy: 14/7.
Con: 400 (0 loss), MPP: 1200/1180, FS: 99/95.
I suspect my opponent isn't aware of how much MPP I am getting from the Convoys. So far he has made no move to raid the convoy lanes. It could be he plans to shut them down by taking the ports in which case he will be investing more into Marines and land units to garrison the captured ports.
But for now, my MPP production is almost equal to the Unions. Considering the Union has more areas they need to invest and build in than the South this will hurt them over time.
In the Far Far West (Arizona and New Mexico) I am moving to take control. However, my manpower superiority doesn't last long since the Union gets fresh forces both in the north (New Mexico) and in the southern end when the California forces shows up.
In Virginia they advanced and attacked Warrenton. However, that leaves them open to a nice counterattack which kills their division.
Research: At max so no new.
Purchase: 3 Inf. Div and 1 Cav. Div.
ET:
Got one of the reports of progress which jumped research in Spying and Intel from 67 to 92%.
I don't usually report these, but these events happen randomly at the end of turn. They can move the research along quite quickly if you are lucky.
MPP for this coming turn is only 1066 thanks to the cost of Bragg.
Here is a screenshot of my attack in Virginia. The Union division had moved south into my control area where he couldn't "see" my division in Warrenton. The resulting automatic attack cost him 5 to my 2-strength loss. It also sets the Union up for a killing counterattack. As you can see in the screenshot the game says an attack will probably cause the division to lose 4 points to my 1. This early in the war the units don't have the experience level to give them much chance of retreating after the attack. Which means I will probably be able to attack twice for a sure kill.
Actual result was an instant kill, and my division took two hits. I took advantage of the swap unit's command. I can select one of the full-strength brigades then while holding the "shift" key click on the weakened division. This causes the two units to swap positions. This has a couple of advantages. In this case it allows my weakened division to take a position in line that is safer (only one hex side exposed to attack) and it moves the brigade into Warrenton while retaining some of its fortification level. This "swap" feature has some other advantages too. If the united being swapped out needs to be rebuilt it still can be in spite of having "moved" one hex.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 22 Contd.
Just wanted to show what was going on the Arizona and New Mexico. These are side shows, but they do control quite a bit of MPP flow to the Union. I tend to contest it to force the Union to also commit troops. Although they have an advantage here because there is a "California Column" coming in eventually to the west of my main force. They also can send in a force in the northern part of the map to stop my Indians.
I had earlier advanced one of my cavalry North which triggered the Navajo Indians joining the South and creating the Indian Cavalry unit up north.
If the Union fails to reinforce New Mexico, the South does have enough strength to take this area and threaten El Paso and supplies coming though it.
Just wanted to show what was going on the Arizona and New Mexico. These are side shows, but they do control quite a bit of MPP flow to the Union. I tend to contest it to force the Union to also commit troops. Although they have an advantage here because there is a "California Column" coming in eventually to the west of my main force. They also can send in a force in the northern part of the map to stop my Indians.
I had earlier advanced one of my cavalry North which triggered the Navajo Indians joining the South and creating the Indian Cavalry unit up north.
If the Union fails to reinforce New Mexico, the South does have enough strength to take this area and threaten El Paso and supplies coming though it.
Kennon
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Re: AAR my Rebels against Pionpion's Yanks
Turn 24 Nov 10th
RP: Union moves southward in Missouri near the Mississippi and enters Kentucky from Evansville. Also some troops around Frankfort. Probably were militia units there.
Strategic Advice: Watch out for amphibious invasions along the coast.
I am trying to shake loss some brigades for garrisoning the coast but there is a lot of coasts.
I did move a brigade from N. Va. by rail to Florida. Next turn it will move into Jacksonville which is a port with no defenses at all.
Reinf: Cav. Div. to Richmond, Inf. Div to Nashville, Mountain Division to Richmond (then west to valley).
Raining in Arizona but I still try to take Ft. Thorn and fail. But the Navajo do take Albaquerque. Should hurt their supplies further south.
I fall back in Kentucky. I don't have enough troops there yet to man a continuous line even with alternating hexes. But I can still hold all major cities in the state.
Research: Maximum still.
Purchase: 3 Inf. Div.
ET
I got two Partisan units in West Virginia. Big Union mistake and easy to make. Since the hexes aren't marked unless you use the "P" key to show them, it is easy to forget to keep a garrison unit adjacent to the hexes. Once a Partisan is generated it is hard to kill since it is always in supply.
My recommendation is to flag units that are on Partisan guard duty using the "Sleep" function. The stated purpose of "Sleep" is not to go to sleep but not show up in the Page Up/Down keys. But because it puts a small dot in the corner of the unit (if you are using NATO style), I use it to remind me not to move the unit.
Research advancement occurred on Infantry Tactics so my men will be a little tougher now.
Here is the Kentucky situation at the end of my turn:
RP: Union moves southward in Missouri near the Mississippi and enters Kentucky from Evansville. Also some troops around Frankfort. Probably were militia units there.
Strategic Advice: Watch out for amphibious invasions along the coast.
I am trying to shake loss some brigades for garrisoning the coast but there is a lot of coasts.
I did move a brigade from N. Va. by rail to Florida. Next turn it will move into Jacksonville which is a port with no defenses at all.
Reinf: Cav. Div. to Richmond, Inf. Div to Nashville, Mountain Division to Richmond (then west to valley).
Raining in Arizona but I still try to take Ft. Thorn and fail. But the Navajo do take Albaquerque. Should hurt their supplies further south.
I fall back in Kentucky. I don't have enough troops there yet to man a continuous line even with alternating hexes. But I can still hold all major cities in the state.
Research: Maximum still.
Purchase: 3 Inf. Div.
ET
I got two Partisan units in West Virginia. Big Union mistake and easy to make. Since the hexes aren't marked unless you use the "P" key to show them, it is easy to forget to keep a garrison unit adjacent to the hexes. Once a Partisan is generated it is hard to kill since it is always in supply.
My recommendation is to flag units that are on Partisan guard duty using the "Sleep" function. The stated purpose of "Sleep" is not to go to sleep but not show up in the Page Up/Down keys. But because it puts a small dot in the corner of the unit (if you are using NATO style), I use it to remind me not to move the unit.
Research advancement occurred on Infantry Tactics so my men will be a little tougher now.
Here is the Kentucky situation at the end of my turn:
Kennon