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Jerzul
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The 2nd Lieutenant's Guide to AACW

Fri Jul 09, 2010 8:54 pm

I was wondering if someone had ever created a guide for newbies on what to do for the first several turns in a 1861 Campaign.

Specifically I was wondering if anyone ever did a step by step guide for "how to get started" as either the Union or the CSA. I realize that everyone has their own strategies and there is no one right way to play. However, I am new and just a bit overwhelmed by this game. I feel like I'm just groping around and doing things without really knowing what's going on.

It would be nice if there was a guide that went through the following:

1.What to build at the beginning. You can't create divisions or corps to start so what's a good way to build and combine forces for early success.

2. How to allocate early replacements.

3. What to do with the Navy? Should you use the early forces to blue water blockade? What ships should go in the shipping box (for either the US or CS).

4. When should you pass the various draft/volunteer and money raising measures? Right away? A few turns in?


Obviously there are probably a thousand answers with different strategies, I am just interested in learning a basic strategy for starting the game and getting both theaters started.

Thanks in advance!

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Mickey3D
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Sat Jul 10, 2010 2:29 pm

Try to have a first look here, some of your questions could find an answer.

And don't forget to read this.

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Mickey3D
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Sat Jul 10, 2010 2:41 pm

Jerzul wrote:1.What to build at the beginning. You can't create divisions or corps to start so what's a good way to build and combine forces for early success.


Buy units in order to be able to create coherent divisions (i.e. infantry, 1 sharpshooter, cavalry and artillery [there is lengthy discussion in the forum on the best way to build division]) when time will come (early october) to build them.

Build also calvary to raid and scout ennemy territory.

2. How to allocate early replacements.


My rule of thumb : 10% of deployed units, but in any case no more than 15 in absolute value.

3. What to do with the Navy? Should you use the early forces to blue water blockade? What ships should go in the shipping box (for either the US or CS).


North : Blue water blockade and a few in shipping boxes (transport + escort)
South : Blockade runners to bring you back resources.

4. When should you pass the various draft/volunteer and money raising measures? Right away? A few turns in?


At the beginning I wait a few turns (now I can't remember how many) because there is a few events that raise your NM.

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Jerzul
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Sat Jul 10, 2010 2:54 pm

Thanks! This has been very helpful. Also, how many elements can go into a Division. If there is no actual limit, what is the normal limit, 18?

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Mickey3D
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Sat Jul 10, 2010 2:56 pm

Jerzul wrote:Thanks! This has been very helpful. Also, how many elements can go into a Division. If there is no actual limit, what is the normal limit, 18?


Maximum is 18 WITH the leader, so it means 17 fighting elements.

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Mickey3D
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Sat Jul 10, 2010 3:08 pm

1.What to build at the beginning


If you need a small force very fast you can build militia, it is available most of the time in one turn (compared to several turns for regulars). But militia is weaker...

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Jerzul
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Sat Jul 10, 2010 10:57 pm

Thanks again.

Another question (if you'll keep indulging me) What states do you normally divide between East and West? Or better yet, what is the dividing line? Illinois west, Indiana East? Or Mississippi east, Alabama West (split Tenn/KY) for the CSA?

truth is life
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Sun Jul 11, 2010 5:55 am

Jerzul wrote:Thanks again.

Another question (if you'll keep indulging me) What states do you normally divide between East and West? Or better yet, what is the dividing line? Illinois west, Indiana East? Or Mississippi east, Alabama West (split Tenn/KY) for the CSA?


I haven't been playing the game long (to say the least), but the most logical dividing point for the Union looks like the Appalachian Mountains. There are only 4-5 rail lines crossing it, with comparatively dense networks on both sides, so logistically it makes sense. The mountains themselves I would allocate to the Eastern Theater.

For the Confederates, I would pick the same dividing line and then extend it over the coastal plain in Alabama/Florida. Either use the eastern border of Alabama and the Appalachicola River, or the Warrior/Tombigbee/Mobile Rivers.

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Jerzul
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Sun Jul 11, 2010 5:38 pm

That makes sense. Thanks!

-Next Question: Is there a guide to the different types of units somewhere? Specifically for naval units and artillery? I know I can look them up in game, but it would be nice to have a quick reference guide.


Also, other newbs feel free to hijack this thread with your own questions.

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Sun Jul 11, 2010 7:22 pm

Jerzul wrote:That makes sense. Thanks!

-Next Question: Is there a guide to the different types of units somewhere? Specifically for naval units and artillery? I know I can look them up in game, but it would be nice to have a quick reference guide.


Also, other newbs feel free to hijack this thread with your own questions.


Thanks jerzul i would also like to know more about unit types and their use in situations also about naval ships.
last week i bought this wonderful game as it has some differences than rise of prussia.
is it practical to occupy provinces rather than objective provinces and having wars in different fronts rather than usual fronts? and in difference to rise of prussia, does foreign Intervention happens regularly in almost every game? and does ai can have succesful in foreign intervention as confederates or union?

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Mon Jul 12, 2010 12:10 am

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Jerzul
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Mon Jul 12, 2010 3:15 am

Another question:

What is the general opinion on Industrialization? Should you do it right away to reap more of the benefits? How much do people normally invest?

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Mickey3D
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Mon Jul 12, 2010 9:10 am

Jerzul wrote:Thanks again.

Another question (if you'll keep indulging me) What states do you normally divide between East and West? Or better yet, what is the dividing line? Illinois west, Indiana East? Or Mississippi east, Alabama West (split Tenn/KY) for the CSA?


As stated by "Truth is life" I set the line between East and West on the Appalachian Mountains and then down the eastern side of Alabama. Chattanooga and Atlanta are definitively on the West.

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Mon Jul 12, 2010 9:13 am

Jerzul wrote:Another question:

What is the general opinion on Industrialization? Should you do it right away to reap more of the benefits? How much do people normally invest?


For the Union no need to bother about industrialization.

IMHO CSA should try to industrialize a little bit the states less prone to invasion (Both Carolinas and Georgia) but you will struggle (at least in PBEM) to find the needed resources...

Both players should definitively improve their railroad and river transport pool.

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Jerzul
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Mon Jul 12, 2010 2:52 pm

Thanks for the info. No industrializing for the North. Got it.

As for RR and river transport, what's a good base number to shoot for?

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Mon Jul 12, 2010 3:35 pm

Jerzul wrote:Thanks for the info. No industrializing for the North. Got it.

As for RR and river transport, what's a good base number to shoot for?


Whatever you need plus a few tens of units extra for shipping your military forces around, there's a tooltip that tells you if you need 300, 400, 200 units of locomotives.

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Mon Jul 12, 2010 10:19 pm

Jerzul wrote:As for RR and river transport, what's a good base number to shoot for?


Difficult to give precise number but look at the transport capacity table at top of the screen :

[ATTACH]12018[/ATTACH]

The goal it to keep a check as high (1/3, 2/3, 3/3) as possible whatever are your move by river and railroad. The higher, the farther the supply will move.

Note that IMHO river movement is less critical for CSA.
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Jules73
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Wed Aug 11, 2010 2:01 pm

Sorry to have to ask this but I cannot form an Corp? The tool tip says its not available yet but I cant find any information as to when it is available? I can now form divisions (which had confused for a while until I checked the 1.15 change list) so when are Corp available?. i am playing the full 1861 campaign w/Kentucky.

I played this a long time ago (2008 I think) and decided to dig it out again but the 1.15 patch has introduced some oddities I am not used to.
thanks in advance!

EDIT: Sods law - I did one more search and found it right away - March 1962 - gonna check the updates.rtf folder for AACW to make sure. Sorry to waste time. :) :bonk:

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Slick Wilhelm
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Sat Sep 11, 2010 3:12 pm

This is an excellent thread, indispensable for us newbs to AACW.

I have a question about the depots. When I'm the attacker and I start getting far away from my size 3 cities, how often do I need to build depots? Should/must I build a string of depots as my Union army travels south?

Is Military Control of regions a critical aspect to study and be aware of. What I mean by this is are my rear areas somewhat protected by strong MC? Or must I station militia units or cavalry units in the rear to escort the wagons, guard vital crossroads, etc?

I appreciate the help! :thumbsup: :coeurs:

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Sat Sep 11, 2010 4:45 pm

I haven't really experimented around with this to see exactly how far I can stretch a supply chain, but I believe that 5 regions distance connected by rail is about the limit that supply can be transported.

However that wouldn't be a very good idea to practice as a principle. If that fragile thread were to be cut by enemy cavalry in winter (which would be very easy to do) you could loose every man beyond the last intact link in that supply chain before you could pull them back. And even if you could pull them back that would be a tremendous strategic victory for the enemy at the cost of one cavalry regiment were they to loose it, which they probably won't as they are darn hard to catch, so it could be a costless victory.

Remember, if one of your depots is destroyed by the enemy it will take you three turns to replace it. One to send a supply train to the location (if you have one on hand), plus it takes two turns to build the depot. That makes for three turns until supply is flowing to your forward units again. That's a long time even if your forward forces are well supplied with supply trains themselves, especially in winter.

My rule of thumb is to have no more than three rail-connected regions between depots if at all practicable. Over non-rail regions not more than two. I've supported an attack on Knoxville which continued through the winter with depots in Somerset, Ky and Huntsville, Tn and kept Knoxville supplied afterward without problem before I took Chattanooga and opened the rail line up to Knoxville.

The only thing that will protect your supply line is garrisoning it with troops. Even a simple militia unit will prevent the enemy from destroying a depot with cavalry, partisans or raiders, though not from breaking up your rail lines, unless you are able to attack them before they do that. But it only takes one turn to rebuild a rail line and a depot beyond that break will probably still contain enough supply to keep an army supplied for one turn while the break is being repaired.

Of course, it the enemy sends a large force like a division or larger into your rear and onto your supply line (see historical accounts of the 2nd battle of Manassas, or 2nd Bull Run if you prefer ;) ), then you are in dire trouble anyway and can only pull back, especially if they hole-up in a city on your supply line and have to be besieged to get them out. That can take months unless you attack with a force large enough to assault them (the red >>. button) which would also be costly in combat. All in all, very bad news for you.

So it is very important to protect you supply line with sufficient forces and not allow enemy forces to get around your flanks onto that supply line.

Military Control is important in two factors. 1) You need at least 25% military control to use rail movement through that region (important for your supply line) and 2) if the region has a high enemy loyalty there is a chance that partisans could be raised in a city or harbor in that region if you have no garrison present. Were that region part of your supply chain, it would be the same as if the enemy had sent cavalry to attack that region, only it would be a free attack as partisans generated in this fashion cost the enemy nothing. They are generally also locked in that region, so they cannot move out of it. Also note that the higher the enemy MC is in a region the easier it is for the enemy to completely regain control of that region. And once he has more than 75% your use of rail in that region for transporting troops and supply is blocked.

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Ethan
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Sun Sep 12, 2010 2:04 pm

Excellent explanation, Captain_Orso! ;)

I agree with you. I think that is very important to protect your supply lines and depots if you don´t want to have any problem, especially in winter. :wacko:

Keep this in mind, Slick Wilhelm! :thumbsup:

Greetings! :hat:
[color="Navy"][font="Georgia"]"Mi grandeza no reside en no haber caído nunca, sino en haberme levantado siempre". Napoleón Bonaparte.[/font][/color]

[color="Blue"]Same Land. Different Dreams. - Photobook[/color]

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Slick Wilhelm
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Mon Sep 13, 2010 3:05 pm

Wow, thank you Captain Orso! That is a big help. And thanks to you, too, Ethan.

I very much appreciate the guidance. :hat:


I noticed that in turn 2, all these mediocre one star generals show up in Washington, D.C.

I've started railing them off to various places, like St. Louis, Baltimore, etc. in the thinking that they will eventually lead the depts in those places. But I haven't been too picky about which ones go where, as they are all 3-1-1 rating.

Should I be more picky as to whom I send to head the garrison in St. Louis, for example? In other words, is that 3-1-1 rating the only rating they have that matters?

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Mon Sep 13, 2010 3:57 pm

Slick Wilhelm wrote:Wow, thank you Captain Orso! That is a big help. And thanks to you, too, Ethan.

I very much appreciate the guidance. :hat:


I noticed that in turn 2, all these mediocre one star generals show up in Washington, D.C.

I've started railing them off to various places, like St. Louis, Baltimore, etc. in the thinking that they will eventually lead the depts in those places. But I haven't been too picky about which ones go where, as they are all 3-1-1 rating.

Should I be more picky as to whom I send to head the garrison in St. Louis, for example? In other words, is that 3-1-1 rating the only rating they have that matters?


You also need to look at their special abilities (if any). Like some are adept at leading calvary. Put them in charge of calvary when posible.
Remember - The beatings will continue until morale improves.
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Slick Wilhelm
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Mon Sep 13, 2010 4:45 pm

rgr that, Jim. Will do. Thanks!

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Ethan
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Mon Sep 13, 2010 9:13 pm

Hi all! :)

Slick Wilhelm, don´t forget to place the USA generals Nathaniel Banks, John McClernand and Ambrose Burnside inside of cities of level +5 (such as New York, Boston, Chicago...) to take advantage of its property of "Recruiting Officer", according to which the general who has that ability can muster new conscripts on a regular basis in cities of level +5. Must be in the city to do so. ;)

Enjoy playing! :thumbsup:

:hat:
[color="Navy"][font="Georgia"]"Mi grandeza no reside en no haber caído nunca, sino en haberme levantado siempre". Napoleón Bonaparte.[/font][/color]



[color="Blue"]Same Land. Different Dreams. - Photobook[/color]



[SIGPIC][/SIGPIC]

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Tue Sep 14, 2010 1:17 pm

Additionally to what Ethan and Jim-NC have stated, there are very few 3-1-1 generals that when promoted also change their ratings. But to be certain always check the List of Commanders that bburns9 was so gracious to compile for us :thumbsup: : http://www.ageod-forum.com/showthread.php?t=16268 Never leave home without it :D

I always use this as a basis for deciding which generals to put in charge of what and putting those generals in charge of fighting forces for them to gather experience and get promoted to take advantage of their better ratings at higher rank.

Because there are few exceptions to the '3-1-1 stays 3-1-1' rule, in time you will learn who those exceptions are. Keep an eye out for them. They generally do not appear with the new years pool of generals.

Have fun and have at 'em :)

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Slick Wilhelm
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Tue Sep 14, 2010 8:01 pm

Captain_Orso wrote:Additionally to what Ethan and Jim-NC have stated, there are very few 3-1-1 generals that when promoted also change their ratings. But to be certain always check the List of Commanders that bburns9 was so gracious to compile for us :thumbsup: : http://www.ageod-forum.com/showthread.php?t=16268 Never leave home without it :D



This thread keeps getting better and better! :thumbsup:

How do you guys feel about how much river and rail transport is worth investing in? On turn one I purchased 60 rail and 25 river transport. Is 3-1 or thereabouts a good ratio?

Is suspending Habeas Corpus or instituting Marshal Law ever necessary, or otherwise a good idea?

Has anyone ever won as the Union by remaining in a defensive posture in the East, while attacking like crazy in the west? As an alternate to that, how crazy would it be to try to conquer the Confederacy from West to East, by starting in Missouri and Arkansas?

As always, thanks in advance for the great advice. :hat:

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Ethan
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Tue Sep 14, 2010 10:44 pm

Captain_Orso wrote:Never leave home without it :D


I think I´ve heard that sentence before... :D :D :neener:

;)
[color="Navy"][font="Georgia"]"Mi grandeza no reside en no haber caído nunca, sino en haberme levantado siempre". Napoleón Bonaparte.[/font][/color]



[color="Blue"]Same Land. Different Dreams. - Photobook[/color]



[SIGPIC][/SIGPIC]

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GraniteStater
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Wed Sep 15, 2010 1:49 am

Slick Wilhelm wrote:...How do you guys feel about how much river and rail transport is worth investing in? On turn one I purchased 60 rail and 25 river transport. Is 3-1 or thereabouts a good ratio?

Is suspending Habeas Corpus or instituting Marshal Law ever necessary, or otherwise a good idea?

Has anyone ever won as the Union by remaining in a defensive posture in the East, while attacking like crazy in the west? As an alternate to that, how crazy would it be to try to conquer the Confederacy from West to East, by starting in Missouri and Arkansas?

As always, thanks in advance for the great advice. :hat:


* I use the "chalkboard" at TDC (top dead center) to decide my RR & R investment. If I can, I go for 100% plus, but I have found that running RR & R in the "middle" or "acceptable" range is OK - at least don't seem to suffer.

* I have never touched the Political Freedoms. No effect that I have seen. Don't see how much I gain by censorship.

* Taking Richmond is a Good Idea, 'cuz, from other posters, it whacks the CSA by 25% for recruiting. New Orleans is a biggie, 'cuz it whacks the CSA finances.

Other than that, an intriguing approach. After all, the war was won west of he Appalachians.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster

[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
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Mickey3D
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Wed Sep 15, 2010 5:54 am

GraniteStater wrote:* I use the "chalkboard" at TDC (top dead center) to decide my RR & R investment. If I can, I go for 100% plus, but I have found that running RR & R in the "middle" or "acceptable" range is OK - at least don't seem to suffer.


Computation of supply move is done in three steps. In each step, rail road or/and river movement can be used depending on where is the check mark on the "chalkboard" : 1/3 means it is used in first step only, 2/3 in first and second steps, 3/3 in all the steps.

So the higher the mark after all your units move, the better. But most of the time it will be sufficient to be in the 1/3 or 2/3 box.

* I have never touched the Political Freedoms.


+1

* Taking Richmond is a Good Idea, 'cuz, from other posters, it whacks the CSA by 25% for recruiting. New Orleans is a biggie, 'cuz it whacks the CSA finances.


There is also a lot of supply created in these cities. Note that you can try brown water blockade to lower Richmond production. Richmond being the capital, CSA will loose 50 NM if it looses it except if capital is moved to another city but this will cost money and a few NM.

Obviously, CSA will defend them...

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