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TheDoctorKing
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Limited CSA invasions house rule AAR

Mon Feb 09, 2009 1:01 am

So Redeemer and I are trying out a game using my house rules as proposed on this thread in the PBEM forum: http://www.ageod-forum.com/showthread.php?t=12762

To re-cap the house rules:

1. there are restrictions on CSA invasions of northern free states east of the Mississippi/Missouri (CA, OR, KS are ok, as are the border states MO, KY, WV and MD). Otherwise the CSA can only invade once/year starting in 1862 for a period of two weeks, and then has to leave.
2. CSA can do limited mobilization starting in 1862, full in 1863 and thereafter, USA limited in 1863, then full mobilization in 1864 and thereafter.
3. No "militia raids" - lone infantry units cannot enter regions unless they are either militarily controlled 50% or greater or have 50% or greater population loyalty to their side. We discussed requiring a leader for any such penetration or permitting lone INF units with a leader to do this. I'm actually unclear as to whether this is permitted (Redeemer?) or under what circumstances.

I'm playing the CSA and Redeemer is playing the USA.

We've played the first year of the war. The USA has lots more manpower than the CSA. This has permitted some rapid advances by the USA, into the Shennandoah Valley and northern Virginia, and out of Fort Pickens into western Florida. The small Confederate forces have been running around wildly trying to stop Union penetrations. There is certainly nothing to spare for raids into the north even if the Confederates were allowed to. I get the feeling that Redeemer is a much better player than I am and this might have some impact on matters :)

I have the odd impression that I have all the WS and money I might need. This is something that other CSA players have mentioned on the forums. Up until this point I've usually played the Union and the 60 or so recruits you get each turn normally (if you put Banks and Burnside and McLernand and so on into the big cities) make a big difference. I've finally arrived at the point where I am allowed to draft, and it makes a real difference to my strategic planning. I have built a lot of rail and river shipping capacity but have made little investment in industrialization.

Combat seems realistic and losses haven't been extreme. There are few repeated battles. Campaigning in the winter is very difficult - on two occasions I have tried to attack Redeemer's Shennandoah Valley base from the south only to get my guys turned back for lack of supplies and organization. Redeemer's Yankees have been very aggressive, much more so than historically, taking advantage of my threadbare armies. But he has taken what seems to me to be lots of losses and maybe this is having an impact on his ability to keep up the pressure next year. Hopefully, anyway.

I used the option to pay bonuses for recruits twice. The money cost was high but I think worth it.

I have been buying a number of brigs and putting them into the blockade boxes. Redeemer has large forces in his blockade boxes and he has caught my runners on two occasions and chopped them up. I wonder if the amount of WS they bring in will make up for the cost of repairing them. Perhaps the WS would have been better spent on industrialization? Or just building more artillery?

I managed to create divisions pretty quickly, and don't seem to be under any restrictions at all at this point (I had thought that there was some limitation in the newest patch but obviously not). My armies have been much more efficient as a result. Very few of my forces are at -CP modifiers, while I get the impression that many USA forces are. The Yankee's are still hard to move, though. The one big battle in the eastern theater was at Fredricksburg, where I was unable to drive off an intrenched Yankee force that I outnumbered about 1.5:1, even though my general (Beauregard) was much better than his (Hamilton). But level-3 forts were enough to protect them. So now the Yankees are all the way down to the North Anna, as well as controlling much of the Shennandoah.

Redeemer did one interesting thing - he built a depot in southeastern West Virginia, allowing him to bring large forces across the Alleghanies. I don't know if this is a common move for the USA, I never considered it myself, but it has sure played hell with my defensive dispositions in Virginia.

Nobody has invaded Kentucky yet. My forces in Tennessee have done other things - running down to western Florida to fight off sorties from Fort Pickens, going across the Mississippi to defend the "toe" of Missouri, drinking beers and listening to country music in Nashville...and sometimes some Memphis blues...

Redeemer's Yankees overran Missouri depressingly easily. I lost five regiments of very scarce recruits in Jefferson City and Price's boys got run out of Springfield in short order. I get the impression that Redeemer made the Missouri campaign a priority. I managed to hold Fayetteville in a battle fought just before the weather closed in.

In the land of far, far away, Ben McCullough's boys have taken Tuscon. From my experiences with games against the AI, California is a hell of a long way away, but at least there won't be any Yankees coming into Texas from the west. Again, I wonder if the outcome was worth the resources invested - those troops could have been helping Price hold on to Missouri. The abortive Sam Houston Unionist uprising in Dallas was just too much to resist, though. As the Union, I have taken advantage of that event to conquer most of Texas against the usual riff-raff of Texas Rangers and militia that the AI usually uses to defend there. I couldn't resist the temptation to send some real troops out "west of Pecos."

So that's it - after all the discussion about what would happen with limits on CSA invasions and how it is no fun to play without them or the CSA would get crushed if it didn't have the option of marching on New York I decided to try it out and see what would happen. Now if only I could find somebody who understands the computer enough to mod the program to put this into an "official" mod. I think for the recruiting/drafting I prefer Clovis' (the SVF mod) ideas to doing it this way. Nobody has been able to suggest a mechanism whereby I could mod the program to hamper or punish southern invasions of the north.

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Redeemer
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Fri Feb 13, 2009 1:43 pm

TheDoctorKing has down a great job giving mini AAR's for each turn in his email. I think I deleted the first few, but I'm going to post the ones I have.

Early August 1861

Yankees storm Jefferson City, take it with little casualties. Sort of disappointing since I had fort level 3 and over 1000 troops, I thought I could make you pay for the place. What was really disappointing was when I bought new Missouri militia regiments and they appeared there. Grr.

Hooker pushed across to Newport News and brushed Huger's forces back to Yorktown. Yankee raiders came out of Fort Pickens and roamed about southern Alabama. Southern Alabama in July, what fun! In those heavy wool uniforms, too. Cahn ah git y'all some mint juleps, suh? Yankee raiders dematerialized in the Shennandoah Valley after trashing Strasburg. Yankee cavalry takes Leesburg. A pretty exciting turn, all in all.

Late August 1861

Today's news: Gallant Texas boys recapture Tuscon (you know it belongs to Texas, right?). Some skirmishing in Virginia, nothing much. Beauregard loops around behind the strangely quiescent Yankee troops in Fredricksburg, gets between them and Hooker's column coming up the James River peninsula. Confederate cavalry hanging about the suburbs of St. Louis.

I noticed your morale fell - did you get the Newspapers Push for Offensive event? I got a strange event called Confiscation Act that upped my morale by 10. Never noticed this before playing as the CSA against the AI. Anyway our national morales are now widely separated.

Early Sept 1861

A quiet turn. Lew Wallace's boys outside Pensacola wiped out a Florida cavalry regiment trying to sneak in to join the garrison. Your raiding party took Covington VA, rounding up 1000 prisoners.

Late Sept 1861

Yankees capture Springfield MO: a hard-fought struggle, but northern material superiority told. Price's militia was reinforced by three batteries of artillery just a little too late, and they just managed to get themselves captured. Nice timing, Lyon!

Jackson's boys saw off a Yankee probe at Harper's Ferry, while a mob of troops coming over from West Virginia are wandering around the southern Shennandoah Valley. No action on the main fronts in Virginia. Wallace's forces withdrew from Pensacola, FL.

Early Oct 1861

Union forces in Fredricksburg saw off an uncoordinated Confederate assault, with a couple thousand casualties on each side.

Some more skirmishing in the upper Shennandoah Valley.

Late Oct 1861

This turn was relatively quiet. Grant and Lyon appear to be on the march in Missouri but no contact. Winder attacked Covington VA, pushing the garrison back into the town but not capturing the place. Polk followed Wallace back into Fort Pickens, snapping up a few detachments of stragglers along the way.

What might those Yankees be doing down on the SC coast? Hmmm, the world wonders.

Early Nov 1861

A lively turn, just before winter set in with a vengance. Price turned back Lyon in a bloody fight at Fayetteville, Arkansas. Meagher drove Polk's forces away from the walls of Fort Pickens in a somewhat less dramatic battle. Advance elements of the Yankee main army caught up with Johnston retreating from Orange, VA, and fought an inconclusive battle (recorded as a Confederate victory, but more losses for the CSA than the USA, at least according to my report). Grant took Charleston MO.

Next few turns look likely to be quiet as weather has turned bad.

Late Nov 1861

Meagher tried to sortie out of Fort Pickens and was turned back. You took Harper's Ferry and Winchester, but I hung on to Charlottesville. Your fleet bypassed the forts of Charleston SC but appeared to have taken a lot of damage. Lyon retreated to Springfield withough being pursued.

Early Dec 1861

Very quiet turn.

Late Dec 1861

Peace reigns, except at sea. Your blockade ships in the Gulf caught my blockade runners and inflicted a bunch of damage.

End 1861

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TheDoctorKing
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Spring 1862

Mon Feb 16, 2009 8:25 am

Well Spring came on with a bang and no mistake!

The Union armies pushed gradually down into Virginia, clearing the Shennandoah Valley and getting right down to Richmond. I moved my capital to Atlanta in February as the Yankees were getting close. My small armies frolicked about and got in each other's way, and the only thing they did try turned out to be a bloody failure, costing me the entirety of Stuart's cavalry in an unplanned assault against the Yankee stronghold in the Shennandoah.

Hamilton tried an assault on Richmond in March. He was thrown back with heavy losses, and Lee was activated. At the beginning of April, I put him in command of the Army of Northern Virginia, sending the J. Johnston HQ west to Nashville. At the same time, Hooker finally broke through the lines at Williamsburg, driving Magruder back so far that he finally ended up in Charlottesville a couple of turns later! McDowell came down I-95 and ended up in Louisa, while other Union forces pushed east out of the Valley through Roanoke. Yankee cavalry cut up the rail lines between Petersburg and Lynchburg and caused all sorts of devastation in southside Virginia.

Lee and Longstreet are still trying to clear Yankees out from around Richmond, while Theophilus Holmes (who?) is in command in Charlottesville trying to keep the Yankees in the Valley from linking up with their main force south of Fredricksburg.

The big Yankee push in the east has been at the expense of their operations in the western theater. I finally invaded Kentucky in March, and Grant quickly crossed the Ohio and threw Polk out of Columbus KY. He is now moving into western Tennessee, but with a quite small force, to face A.S. Johnston and Polk's forces. In central KY, Bushrod Johnson advanced with a moderate force to take Bowling Green and (lately) Louisville, rounding up all sorts of deluded Kentucky unionists who didn't finish their militia training quite fast enough. That was quite a surprise, when the battle of Louisville resulted in the destruction of something like 12 Union regiments! There are small Yankee forces besieging Lexington and Clarksburg (?) on the Ohio, in each case smaller than the garrisons inside. Don Carlos Buell is down just across the river from Nashville with what appears to be about three regiments. He can't cross because there are gunboats in his way: just as well because I've cleared out all the garrisons over there. This is a region where I could well take the offensive. I am permitted one invasion of the north per year, and I'm noticing that those Yankee towns on the other side of the Ohio don't have any garrisons. I wonder what I would get if I went over there and trashed their rail net and blew up a few factories?

In the Far West, on the other hand, there are a hell of a lot of Yankees. I sent Jackson to Fayetteville AR in hopes of repairing the Confederate position in Missouri, which was completely conquered by the Yankees in 1861. But then I saw that opposite me was a Yankee Army. So I had to (sob!) sacrifice the WS and money to build another HQ and form an army myself. My guys went forward and found that the Yankees in front were much more numerous. Back to Fayetteville. Let's see if Fremont (!) can get another activation and move forward. I was frankly surprised he came out of his entrenchments at all. Farther west still, I hold Arizona, and had hopes of romping about the west picking up valuable territories. But somehow the Union was able to forestall me, sending a force almost as large as mine to Denver while still keeping a large garrison in California. This was the one area where I had hopes in the beginning of taking the offensive.

The house rule about invasions has not really been a factor in the game so far. The Union manpower edge caused by our house rule about the draft has meant that I am too weak to consider an offensive in the east. In the west, as I said, I may take the offensive but I have relatively small forces there, perhaps not enough to really make a difference (though I could certainly destroy quite a bit of Yankee property).

The lack of raiders has made the game much more pleasurable - I have conducted a few guerrilla raids in Missouri, so far without much effect. Quantrill is wandering about now, hopefully cutting supply lines. A couple of partisan units and the Texas rangers got quite efficiently mopped up by Yankee cavalry. The indians are currently serving as Jackson's cavalry.

The war at sea has been going well for me, thanks to the limitations on manpower that I suffer under. I have plenty of WS to build more ships. I have built a brig on almost every turn through the winter and have more than a dozen at sea at any time. They are bringing a respectable supply of WS, though they also get whacked every now and then by the large Yankee blockade fleets. I also concentrated my ironclads under Buchanan and have been going about attacking his close blockade fleets. Buchanan has sunk a couple of Union ships, though I haven't seen the scale of destruction that I was hoping for (given the large investment of WS necessary to build an ironclad).

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TheDoctorKing
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Didn't work

Tue Mar 03, 2009 6:19 am

The game has ended in an early Union victory, in November 1862. I could have played on longer but the writing was on the wall.

What happened was essentially that the CSA ran out of manpower. The recruiting restrictions that I created were at fault, though my poor play certainly had an effect. Basically what happened was that the CSA was able to call for volunteers seven times, getting about 100-120 points each time (towards the end, I was printing money, paying bonuses and getting a few more). I was able to do a limited draft once, which got me another 350 points. I was also getting about 10-15 points a turn from "natural growth". That's a total of 1300-1500 recruit points during the course of our game. The Union was able to call for volunteers seven times as well. Redeemer, I don't know how much you were paying in bonuses or getting, but let's assume the Union did about as well as I did out of the volunteer business, 850 points. No draft for the Union in 1862, but they can get up to 75 points a turn with their recruiting leaders all in big cities. That doesn't happen right away, but let's say for the length of the game they got about 2400 recruit points in this way, for a total of 3200 +/- a few hundred. The Union armies were much bigger in all theatres.

Our limited raiding rule appeared to be a wash. I maintained few garrisons in the area immediately behind the lines, chasing the occasional Union cavalry regiment that entered. A couple of regiments of infantry sufficied to repair destroyed railroads. My partisans wandered about in the Union rear and may have impeded supplies - Redeemer, I'd like to hear some feedback on this. Neither one of us used unescorted infantry for raids; no infantry forces without leaders were permitted to enter regions unless their side had a majority either of military control or population loyalty. In fact, there were very few pro-Confederate areas occupied by the Union until quite late in the game. The Union concentration in the east meant that the lines moved very slowly until they moved very rapidly :-(

The house rule about southern invasions of the north never came into play. In the last turns of the game, I considered declaring an invasion of the north so that I could grab Cinncinnati and try for the immediate victory. But my guys in Tennessee suddenly found themselves fighting for all they were worth against a larger Union force just to hold on to Louisville.

So anyway, here's what happened in 1862: The Union forces, who had pushed into Virginia along two axes: Manassas-Fredricksburg-Richmond and Grafton-Waynesboro-Roanoke, finally broke through in August, capturing Richmond. The Confederate forces considered and rejected an immediate counter-attack, deciding instead on a quick raid on Washington. I was considering, as I said, shooting for the immediate victory. My forces in the Far West would push for St. Louis and my boys in eastern Kentucky, who had already taken Louisville against minimal Union forces, would press on and try to take Cinncinnati. With Washington, Louisville, Cinncinnati, and St. Louis in my hands, even if the Federals had Richmond (no longer my capital since early in the war) I hoped for a collapse of Union morale or at least foreign intervention. Lee succeeded in capturing Washington in early October, just as the weather turned crappy. Beauregard in Louisville found himself suddenly faced with three pretty substantial Union forces and was unable to go over to the offensive. A.S. Johnston was totally on the defensive, with a force reduced to a shadow of its former self in trenches around Memphis. Joe Johnston and Stonewall Jackson in the Far West beat Fremont and Lyon in a defensive battle at Fayetteville, then ran around them and took Springfield. Jackson marched quickly towards St. Louis. However, Halleck's garrison turned out to be more impressive than I thought and Jackson was turned away. Lee retreated from Washington in the mud, as McDowell and the Yankee army ran up the rail line to rescue Washington, but only made it as far as Loudon County before he ran out of supplies and starved. At that point, I packed it in.

If I had elected to wage a defensive struggle retreating into the Carolinas and western Virginia, no doubt I could have made the war last longer. For one thing, I was doing significant damage to Union shipping - each turn I was seeing reports of sinking 70-80 $ + WS. I hoped that economic warfare would have some impact on Union recruitment - what's your perspective on this, Redeemer?

Another thing that didn't happen was Union amphibious operations. There was a significant Union force in Fort Pickens that occasionally threatened Pensacola - at one point A.S. Johnston had to run down from western Tennessee to take them on - but they never captured anything significant. On the other hand, two or three small divisions of Confederates had to keep an eye on them which is certainly an achievement.

Because of the limits on my number of conscript companies, I actually had a quite reasonable supply of WS and (to a lesser extent) money. I was able to buy plenty of ships and artillery - and artillery replacement points - and other expensive items the CSA can't usually afford. I concentrated my ironclads into a single fleet with Buchanan in charge and ran around whacking Union close blockade fleets, whereupon Redeemer just stopped doing close blockades. I also built more than a dozen brigs for blockade running purposes and a couple of frigates or steam frigates for attacking shipping, in addition to the two the British give you for free. I managed to get the original frigate unit sunk, running past Fort Monroe in the early game. But I had six or eight ships out in the shipping box at any given time.

So anyway, final conclusion: the proposed recruitment rules don't work as intended. The infantry raid rules do, though. No verdict on the invasion rule. We may try again soon for a game to test the invasion rules: I'll keep you posted.

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