Cheesehead
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Tips on Sibley? Frustrated newbie

Thu Sep 26, 2013 3:27 am

I really want to like this game but I'm incredibly frustrated. I've done the tutorials and thought I'd try Sibley from the Union side to get my feet wet.

I've been raising units in Colorado, CA, NM, and AZ. There are only a handful of commanders as far as I can tell, so I'm not sure how to organize the units. Also, I'm allowed to move some of the units, but not others. Not sure why that is. And the units I formed I'm not allowed to form a division or army or whatever to avoid incurring penalties.

Anyone have general strategies on how to pull units together, how to make the combat ready, and then what to attack?

I think I could benefit from a walkthrough of a short scenario. I'm a veteran of games like Panzer Corps, Unity of Command, Scourge of War, Battle Academy, and others and this one has me completely baffled and befuddled.

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H Gilmer3
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Thu Sep 26, 2013 3:55 am

Maybe someone will do a good AAR. There's a good AAR of the whole war from April 61 going on at the Matrix forums but he doesn't describe how to put units together.

Canon
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Thu Sep 26, 2013 4:04 am

Play as the Union in the Shiloh Scenario. Almost impossible to lose, and gives you a better sense of how the command structure works in CW2.

The Sibley Campaign really isn't a beginners scenario, as you have to use a much more delicate style of strategy. If you've played Wars in America, you would feel right at home, but for the Civil War games it's a unique one. Very few leaders, few troops, and a wide open map can get you lost pretty quick. But I would just recommend hanging in there. The Ageod series are gems, you just have to struggle with them for a bit.

Bertram
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Thu Sep 26, 2013 6:35 am

In the Sibley scenario the militia (State Militia and Volunteer) units are not allowed to move. They don't appear to be locked (no red ribbon), but when you try to move them, you get the message "region can not be reached". This goes also if you have one of those units in a stack. Keep them apart, only buy them to reinforce towns you want to reinforce.

As Union you dont need to do much: collect the Californian forced, buy an infantry unit and a supply, and move the stack down. The CSA needs to attack....(you might try the other side). All stacks are small, don't worry to much about the % malus for not being commanded. Take plenty of rest between moves - the troops melt away when you look at them...

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Thu Sep 26, 2013 6:49 am

Cheesehead wrote:I've been raising units in Colorado, CA, NM, and AZ. There are only a handful of commanders as far as I can tell, so I'm not sure how to organize the units. Also, I'm allowed to move some of the units, but not others. Not sure why that is. And the units I formed I'm not allowed to form a division or army or whatever to avoid incurring penalties.

Anyone have general strategies on how to pull units together, how to make the combat ready, and then what to attack?


I'll try to be helpful with few words:

You are not alowed to move units with red stripe in upper right corner. They are locked garrison units. They will fight only if they are attacked.
Consider them units not assigned to your direct command department but to state governors for protection of important cities if they are more powerful units. Some starting militia units are also locked garrisons. Those are local people defending their home. They will refuse to leave their home area.

I have just described permanently locked units. Some units are not permanently locked. If you hover with mouse over red stripe on locked unit card, the tooltip will tell you how many turns will they be locked. It can be indefinite, or it can be 2-3 turns. 2-3 turns of initial "lockage" represent training time of your units before they can be effectively used.
Once you gather all unlocked units in one place, you can form divisions with them. Put all unlocked units and generals in one stack, ctrl+select general and 3-4 units at the same time. You should be able to select create division order if the selected general is activated this turn (if he is activated the envelop next to stack leader portrait should be white).
Voila, you have grouped some units into division. Division can hold up to 17 regiments + 1 general. You should be able to group almost all your forces in 1-2 divisions.
When you create 1 division, pull that 1 division with 1 free general out of the stack where divisions where being formed. So for an effective dvisio command you need one general inside division and one general who is not commanding a division (either overall commander or staff escort to division commander general).
You should have a stack with 1 division and no cp penalties. You are free to attack those drunken rebs :)

If you did not understand something, feel free to ask.

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James D Burns
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Thu Sep 26, 2013 8:11 am

Another thing to look for on the mouse-over for units that won't move is if they are static. Static units won't have a stripe you can see on the unit card and can never be unlocked even if attacked. They are stuck in their region forever. It's very easy to put a static unit in a stack and not realize its in there, so if you can't move check each cards mouse-over carefully and look for a unit like that.

Jim

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oberst_klink
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Thu Sep 26, 2013 8:45 am

Cheesehead wrote:I really want to like this game but I'm incredibly frustrated. I've done the tutorials and thought I'd try Sibley from the Union side to get my feet wet.

I've been raising units in Colorado, CA, NM, and AZ. There are only a handful of commanders as far as I can tell, so I'm not sure how to organize the units. Also, I'm allowed to move some of the units, but not others. Not sure why that is. And the units I formed I'm not allowed to form a division or army or whatever to avoid incurring penalties.

Anyone have general strategies on how to pull units together, how to make the combat ready, and then what to attack?

I think I could benefit from a walkthrough of a short scenario. I'm a veteran of games like Panzer Corps, Unity of Command, Scourge of War, Battle Academy, and others and this one has me completely baffled and befuddled.

If you like, we can start a PBEM, me as CSA. I can explain my moves, take screenshots, and explain things in due course. loki100 and I are going to start one, soo. He's probably preparing an AAR for his 'defeat' :)

Klink, Oberst
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Don't forget to visit the Gefechtsstand!

Bertram
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Thu Sep 26, 2013 9:48 am

James D Burns wrote:Another thing to look for on the mouse-over for units that won't move is if they are static. Static units won't have a stripe you can see on the unit card and can never be unlocked even if attacked. They are stuck in their region forever. It's very easy to put a static unit in a stack and not realize its in there, so if you can't move check each cards mouse-over carefully and look for a unit like that.

Jim


The Militia units are neither static, nor locked. You just can't move them....

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Ace
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Thu Sep 26, 2013 10:02 am

Forgive me if I ask the obvious. Militias are then neither locked(red stripe), neither static (says in the tooltip if static), neither recently purchased and still under construction(red bar at the bottom of unit card)?

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Pocus
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Thu Sep 26, 2013 10:10 am

give me an example, I'm on Sibley's campaign right now :)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Bertram
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Thu Sep 26, 2013 1:54 pm

I just bought all militia. CA in central california, AZ in Las Vegas and ?

Could neither move, nor solo nor in a stack. First noticed when I wanted to move a stack of the LA units down south, the stack started to move, but never arrived (was predicting 16 days, but never got there). After splitting the stack, I could move all units, except fopr the militia. The other units had one day to go, for the militia I got a (short) message telling me "that region can not be reached".

Bought the Arizona militia then, just to try it. They could not move from the region they were raised in. Same message (just one line of text, middle of screen, a bit higher then centre - rather quick, I gues I missed it the first few times it popped up).

The militia were a few turns old - not still building. They had no red ribbon, nor a lock. Could not move them single, or in a stack. Could not move stacks they were part of. Did not try with leaders, as none were close.

Cheesehead
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Thu Sep 26, 2013 2:09 pm

Thanks for all the responses. I was starting to figure out on my own that the militia and volunteers couldn't move. I probably just need to be more patient forming an army or two. I'll play Shiloh and Bull Run a few times too.

I had the same experience with Unity of Command - different game play than other typical hex based games but once I figured it out it was fantastic!

clandini5
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Thu Sep 26, 2013 2:10 pm

I was playing the CSA side of the scenario and had that issue with one (or more) militia units I would have to check at the time I reasoned that it was a Texas State militia and could not be moved from Texas. I could move other militia units from the state.

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oberst_klink
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Thu Sep 26, 2013 3:34 pm

clandini5 wrote:I was playing the CSA side of the scenario and had that issue with one (or more) militia units I would have to check at the time I reasoned that it was a Texas State militia and could not be moved from Texas. I could move other militia units from the state.


Aye, same here, but then I simply didn't pay attention to the unit info screen. State Militia (not Volunteers) and raised loyalists can't leave the region, even when attacked. See: [ATTACH]24826[/ATTACH]

However, raised/mustered Fort garrisons can, once they've been attacked :) Are there plans to a) restrict fort garrissons to stay within the region of the fort, b) allow the State Militia to move at least around the state?

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Cheesehead
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Thu Sep 26, 2013 4:03 pm

Well, I played out Sibley and won a minor victory - took El Paso and basically just held it the last few turns. I was still unable to organize my forces into a division or army and suffered a 35% penalty. Wondering what I was doing wrong?

Stelteck
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Thu Sep 26, 2013 4:12 pm

you can organize force in division in this campaign, i done it union side.

You will only have a -10% penalty then.

Bertram
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Thu Sep 26, 2013 4:22 pm

For an army you need a 3* commander - you simply have none in this scenario, so you can't make an army.

For a division you first need to enable a commander to command a division - you assign a division staf to him. You do this by selecting an active commander (J. Baylor for example, on the CSA side), clicking on the tent icon, in the middle above his portrait, and clicking "enable division command" (the XX button, second from the right).
Now you select the commander (you probably already have him selected), and add units to the selection by <ctrl> clicking them (that is, <ctrl> clicking on their pictures on the right side of the commander picture). The cavalry or raider units in his stack will do. The + button (also under the tent icon) should light up. If you click this, a division should be formed. You can disband the division again into the seperate units by using the - button, right next to the + button.

Points:
- if you can not enable a division command, it usually means the commander is inactive (like Sibley at turn 1) or locked. An other possibility is that you dont have the money or the men to pay for it.
- in this case a divison isn't very usefull. The division costs 4 command points to command, the units just 3, as the raiders cost no command points. So the command penalty actually goes up.
- In this scenario both sides have a lack of commanders, so both sides have command penalties. You will have to choose how to manage this. Part of the fun :) .


Nb: State Militia on both sides has a movement coefficient of 0, as have USA volunteers. CSA volunteers do have a movement coefficient of 100%, so they can move.

Cheesehead
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Thu Sep 26, 2013 4:33 pm

Thanks much Bertram. I forgot the control click part - LOL! I'm going to review the manual as I play Shiloh the dive into theater or full campaign...

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H Gilmer3
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Thu Sep 26, 2013 11:40 pm

Shiloh is an excellent example of how you have to reform your corps and organize your armies, but not necessarily your divisions.

Cheesehead
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Fri Sep 27, 2013 1:58 am

H Gilmer3 wrote:Shiloh is an excellent example of how you have to reform your corps and organize your armies, but not necessarily your divisions.


Played Shiloh a few times this afternoon as I was business traveling home. Very helpful. Got a minor victory after a minor defeat. Helping me learn the gaming system...

nevada73
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Fri Sep 27, 2013 2:13 am

Robert takes offense to the "drunken rebs" comment. :dada:

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Ace
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Fri Sep 27, 2013 6:18 am

No offense intended. I was referring to Sibley and his drunken leadership of valorous Texans. By the way, while retreating after the loss at Mesilla it was the Union troops carrying whiskey instead of water going through the desert. No wonder they were all rounded up and captured pretty soon. :wacko:

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H Gilmer3
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Sat Sep 28, 2013 2:04 am

For an army you need a 3* commander - you simply have none in this scenario, so you can't make an army.


Do we know for a fact that you cannot get a general to 3 stars and THEN build an army? Because I just played the Sibley Campaign on the Union side and Carelton at least made it to 2 stars which I liked a lot let me tell you, but it did not help me win.

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H Gilmer3
AGEod Grognard
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Sat Sep 28, 2013 2:06 am

One tip on Sibley from the union side - You get a lot of money from the government so buy all the units you can! I maxed out on all my units and still had 800 in money.

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H Gilmer3
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Sat Sep 28, 2013 2:07 am

Another tip - play the partisans (I think that is it). It says you get two weak brigades but in the Sibley Campaign they are just fine for filler in a division or for garrison duty. I think they were both 20 power.

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