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Intermediate Player
Posted: Wed Jul 29, 2009 1:30 am
by Achilles84
Hi,
I have been playing for about a few weeks now and seem to be getting a hang of how the game is played, understanding rules, etc. My question is: what battes or campaigns would be good for an intermediate player to start on? I don't know if I'm ready for the full campaign yet, although I took a look at it and it seems there would be a whole lot going on for the first several turns.
Thanks

Posted: Wed Jul 29, 2009 1:33 am
by Colonel Dreux
Achilles84 wrote:Hi,
I have been playing for about a few weeks now and seem to be getting a hang of how the game is played, understanding rules, etc. My question is: what battes or campaigns would be good for an intermediate player to start on? I don't know if I'm ready for the full campaign yet, although I took a look at it and it seems there would be a whole lot going on for the first several turns.
Thanks
Play the campaigns, the April 1861 is perfect for the intermediate player. Some of the scenarios may actually be harder for the less experienced because you will start getting attacked from the get go.
In the April campaigns not much actually goes on for the first few months.
Posted: Wed Jul 29, 2009 1:36 am
by Achilles84
I'll try it out.
Thanks
Posted: Wed Jul 29, 2009 1:38 am
by Mortar
Just jump in with both feet!

...April '61 with Kentucky and keep fighting even if you're losing... as soon as you have a basic overall strategy try doing some PBEM, and then you'll see yourself develop dramatically in this game.

There are alot of good guides here for any problems you find yourself having in your games. Just my humble opinion. Good luck!
Posted: Wed Jul 29, 2009 1:50 am
by Achilles84
Thanks. One more thing, is it easier to concentrate on one state at a time when issuing commands, etc. for organisational purposes? Sometimes when I'm dealing with more than one state I sometimes forget that I have some troops somewhere and prematurely end my turn thinking I got everything.
Posted: Wed Jul 29, 2009 2:32 am
by Mortar
if you use the E,R keys you can cycle through through all your available land units that dont have movement orders...this includes units that have just completed training, I usually use these before ending the turn to make sure I haven't neglected anything. Also you can use the T, Y keys to cycle through your naval units for the same purpose.
Posted: Wed Jul 29, 2009 3:37 am
by soloswolf
You've got to lose before you can win.
Just dive in, play away, be prepared to restart, but most of all enjoy!
Posted: Wed Jul 29, 2009 10:59 am
by GraniteStater
Much, much more than any other conflict/strategy simulation on the market, this is a game of logistics, at least for the Union, which is all I know about so far. The next most important thing is how your armies are organized. To keep it simple:
* Make sure that you have Supply Wagons with important formations and, as you push into enemy territory, with a growing number of formations. I won't say every single stack has a Wagon down South, but it's not paranoia if they are out to getcha. I wagon up as much as I can.
* Wagons/River Transports/Ocean Transports = Supply Magnets.
* Keep Regions at more than 25% Military Control for the use of RRs and to keep Supply flowing.
* Divisions let 1 star generals reduce CP penalties from 35 - 35 percent down to 10 or less. Divisions cannot be formed until late Oct or early Nov 61 - there's a message that'll tell you when you can. Divisions are your friend; use them.
* March, 62 - now you can make Corps and truly proper Armies. Corps are what makes the world go 'round. Yum, yum, Corps... anyhow, read and know your Command Structure. Armies, Corps, and Divisions - the bread and butter of AACW.
* Use your Messages like they were Holy Writ.
* Thou shalt not neglect the Roster and the other Screens that the Lords of AACW hath provided.