Gray Fox wrote:How to build a Union steamroller by the spring of 1862:
Get Grant to 3-star and put him in charge of an army stack with your two best Corps Commanders in charge of his right and left flank stacks. Each stack should have an engineer, a pontoon unit (yes both, their defensive effect is additive), an HQ unit, a balloon and four Divisions. The Divisions should be led by your best remaining Generals.
The Divisions should be assembled from the following producable brigades: one brigade with a sharpshooter element and two line infantry elements; one brigade with just two line infantry; two single line infantry elements; three brigades with a conscript, a line infantry and a cavalry element; and finally, one marine element. If you start them in a stack with the HQ unit, then the elements receive experience points while the brigades are forming up. Halleck and McClellan can convert most of the conscripts to line infantry while your army is being assembled if you make those brigades first. So, right out the door, your Divisions have mostly line infantry with the additional ability to cross rivers quickly and several points of experience. You can also incorporate an elite brigade that boosts cohesion into some of these 12 Divisions by omitting other brigades.
Grant's stack should also have ten 20-lbers and each Corps stack should have seven. The 20-lbers are the biggest guns that you can have that won't slow down your stack. That gives Grant the 24 batteries frontage max for support elements. Now all batteries will go hot in any battle in clear terrain with fair weather. This will also meet the max number in any other terrain/weather combination with some batteries in reserve. Each stack should have an artillery officer. Admirals Foote and Dahlgren can be used to help accomplish this. Each stack should have a cavalry officer too. A cavalry Division is no longer needed as each stack already has 12 cav elements.
Now you have the perfect instrument for offensive operations. The best of your best can maneuver quickly, do the most amount of damage and force your will on your opponent in the shortest amount of time. This is what I used to take Richmond from Colonel Athena's 16k power defense force.
I would like to preface this by saying that our Fox is a Good Guy, I like his ideas and I salute anyone who has beaten the game on Colonel - both ways.
But, if I may: with respects, did you play a lot of AACW? CW2 is not AACW and I'm still learning the subtleties of it and shall be for a while, but the AACW experience is helpful. I played a
lot of AACW against the AI before I got involved in PbeM - it took me a dozen starts just to figure out how to keep my guys fed. I played mostly Union (because the Union is a harder military proposition, really, there's much more you have to juggle), but more than a little CSA, too, 'cuz the CSA is just fun, much less to juggle and you can just mix it up. Then I got involved in PbeM and entered a brave new world. Pat schooled me but good in what the CSA defense of NoVa is all about and Longshanks pulled his favorite against me, TJ in the West, and gave me a clinic on how to stop the Union cold in Paducahland. The first loss to Pat we didn't count, 'cuz I was just stupid at one point, then lost twice to Pat, the first one definitively, the second much more narrowly. I was getting better. I came real close to beating 'Shanks in our first, a '62 start, and he agreed if I had switched a certain axis of attack just a few Turns earlier, it could well have been otherwise. Then he showed me what the Union can do in my first CSA PbeM, and then I lost as a substitute in the tourney (CSA), playing a game I took over from a guy who worshiped Horse Arty and had things in a mess, IMO - I made it a real good game, but lost by the midsummer '63 deadline.
This is why I'm stating this - you've had the game for what - a month? Is this your first time with Ageod's Civil War series? I'm not snarking, my point is, I am very chary of Magic Bullets. "Just do this, just do that" - it ain't that easy or simple. If it were, I wouldn't play it, myself.
You've got lots and lots of good ideas, but Athena, even on OMG+++ is not a human. She can be challenging, yes, indeed, but she makes mistakes, too often, and frequently Bad Mistakes. All the Detection and Colonels and Aggression (or not) doesn't replace the mind of an opponent who can plan, read the map, anticipate your moves and has determination, which no program has.
I've read this post a number of times - a human CSA player is not going to sit around while you assemble your Legions of Doom. Athena does not make concerted, well organized campaigns into the North. I have a Union Colonel game right now, spring 62, where she smacked me in the face in Alexandria and then went on a jaunt to Baltimore with 2200 Pwr under PGT. Great - but where's the follow? You can have Baltimore, application, I'll just isolate you there and let you stew in your own self-maintaining POW camp while I choke off your Supplies. Athena doesn't understand working together, multiple threats, changing axes of attack, or how to stop obsessing over Monroe (no, sweet Goddess, 2200 Pwr to guard against Monroe is Just Too Much) and laying off building scads of one-hit wonder fleets that chew up her resources with precious little ROI.
Humans understand Proportion and Priorities - the code can emulate these, but it fails on the finer points.
Now, for some particulars:
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Get Grant to 3-star and put him in charge of an army stack with your two best Corps Commanders
Who? You said by the spring of 62 - who? They're all 3-1-1s! Yeah, maybe if you get a promo on Sherman; lessee, who else? Foster? Thomas? Lyons (He's a bit more possible by then, he shows up early)? Who? You're
counting on these promos? The saving grace is Grant as Army Cdr - he spreads the Grantness all around, I have Gilbert the Monster as a 5-4-4 in my PbeM, I'll grant you that (ha!), but it's really pretty vanilla. If you get Grant's hands dirty fighting, just keep your fingers crossed on the 0.01% Bullets - and, FYI, I did lose Grant once in 61 in AACW as a 2*, KIA (he was almost hit by a round at Shiloh, BTW, his saber sheath took the impact). It
can happen. Grant's biggest asset isn't just the Grantness, either - he has a huge Command Radius and can handle nine Corps. You want to keep him to just two Ueber-Corps?
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The Divisions should be led by your best remaining Generals
Again, who, by spring 62? You don't even have Reynolds yet. One of the best assets of the CSA is its 'average' 1* is something close to a 4-2-3, or close enough, even though a few CSA Leaders are dreadful, and the CSA has its share of 3-1-1s. Still, the Grantness doesn't percolate to the Div Cdrs, so the individual matchups in the combat algorithm favor the CSA at the Div level, even within the Corps. Who? The Union doesn't have enough Leaders until Jan 62, the Union truly hurts for Ldr bodies in 61, and the Leader Pools in Jan 62 have a half dozen 'good' ones, all about 3-2-1 or 3-1-2. I don't think there's a single 3-2-2 in the Pools. Thomas and Sherman are the best at that point. And again, if you want promos, ya gotta fight, so what are you doing until March/April 62? If you're fighting to get promos, you're fighting more than a slow building scheme seeks, which means Hits, which means $$, and your Industrial investments haven't really kicked in yet and your WS are still prosaic, at best. Now you're affecting Resources and building.
Again, before I move on, you think a decent CSA player is just whistling
Dixie while you're doing all this?
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an engineer, a pontoon unit (yes both, their defensive effect is additive), an HQ unit, a balloon
Must be nice to have a Gold Club card with the special 15 Day builds as a member bonus. You're gonna build all these Supports by spring 62? And sharpies (a 90 Day build, IIRC, if you're talking the Bdes - maybe you mean single SSs)? HQs and Balloons ain't exactly cheap, you know. You don't want any Meds? They're my first priority, but that's me. And you don't want HQSupport for any other of your grand total of six Army Cdrs? Bear in mind, you almost have to give McClellan an Army, the pouting can be a very undesirable NM hit with him, I always give him an Army to shut him up and he trains in Cincy. Oh, and don't forget, you'll need the sharpies for each Div. And the Sailors (actually better for the penalty reduction, I think - cheaper and the loss in Pwr ain't that bad).
Gonna do any scouting, BTW? No independent Cav? How about C/C/HA formations for Partisan Putdown and a dedicated strong Cav stack to keep an eye on Forrest - play a good CSA player and you'll get chapter and verse on how much of a deadly opponent Forrest can be. And I mean deadly, he's not just a track ripper, he's very fast and packs a punch with some of the best stats in the game. He can take over KY practically all by himself and laughs at RR reaction.
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Grant's stack should also have ten 20-lbers and each Corps stack should have seven.
That's 24 60 Day builds! By spring 62? Where are you getting all the WS, if nothing else?
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And you don't need a Cav Div, 'cuzza all the integrated Cav. Again, scouting? Like scouting
ahead, not just the immediate adjacent Region(s) in front of this hydra-headed colossus?
And where are you going with the Colossus? Richmond? Ole Man River? Central TN? I assume it's not MO, or a seaborne EF. What's happening on the rest of the map? Nothing? You've starved everyone else to build this Death Star and your human opponent is just gonna wait for this to loom over the horizon? No river navy, whose admirals you've shanghaied? No blockade or any attempt to thwart a semi-comatose CSA player who's gonna build Brigs out the wazoo when he sees the seas are clear?
Gonna guard your line of communication any, as you lumber forward with Grant the Gigantic? Do you think at some point you'll be tired of foot slogging all your Reinforcements to Baltimore and Cincy, etc., after the entire rail net of MD and the lower Midwest is ripped up for the seventh time? And this Colossus is going to need a dedicated Supply line, consuming NYC's production every Turn, all for its own needs.
I see problems with this. Believe me, even the most lackluster CSA player ain't gonna sit there while the Empire gets set to zap Tatooine.
There are no Magic Bullets. If you've finally discovered the set of moves where White always wins, then the game is dead. If you have, congratulations, but the game would be dead. I don't think Ageod built something that could be deconstructed as easily as this, or that, or any particular 'set' moves and decisions. I might have my observations about balance, but we're still working on a better game, all of us. 1.04 is coming - even 1.09 and a few more. By the time we were at 1.17 in AACW, it was a fine, well balanced game.
Best of luck. I'd like to play you in a PbeM - you're very imaginative and could be very tough.
Respects,
GS