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.
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.
Gray Fox wrote:@RebelYell-The Union has more Admirals than can be effectively employed. A commander with good knowledge of artillery use should be available to give advice on the use of artillery. I don't see this as gamey.
Athena had 16k power defending Richmond when I took her capital, so a wee bit more than 3-4 Divisions.
but if your opponent is trying to do too many things while you are only doing one, you can build a decisive advantage.
GraniteStater wrote:What do you do when you see a fortified position?
You go around it.
Now, this isn't Panzer Command. It is truly a mistake to try to go for Sichelsnittts on too wide a scale in this game. The forces aren't fast enough, except in some situations.
But I'll tell you what I'd do against the Militia Line and budding Ueberstack.
Snip, snip, snip.
Take my game against havi. Richmond: I am finally in the position I've been working towards. Strong Corps in Buckingham, New Kent and Charles City. No crossings. He can't move his 3500 Pwr concentration without losing the place. If he attacks out, he can only attack at one place, then, almost regardless of result, the fresher troops from the other Regions have a shot. He's surrounded. PGT can try to relieve from F-burg, but another Corps in Stafford would be only too glad to cross and follow.
Great, but I didn't just do maneuvering. I cut every key RR junction leading into P-burg, Richmond and the trunk from TN. Richmond's been RR isolated for a while, now. That means that he's getting far fewer Supplies from the outside (he gets some from roads that you can't interdict without MC, etc.); the target is drawing only on itself. G2 says he doesn't have much Industry there. If I have a correct understanding, eventually he starts running out & I'll see diminishing green bars. Time is the great variable here.
Same with reverse colors. While you're executing your project plan, I'll take TJ and trash & tear every connection I see in MD and SE PA. I'll play Demos on Baltimore, St Louis, every good producer you have with questionable Loyalty. Wherever I see a concentration in places like Cincy, I'll cut the RRs. As soon as I have four popguns built in LA, I'll rail them north to the KY line in Paducahland, merge with the forces and Supplies there, deliberately invade KY and build a Fort at Paducah. You wouldn't like a Fort, there, not at all. Grant's Pick an Easy Win for the extra star might take a bit longer - it's not automatic, you know, I've had Grant wait for it with two or three wins under his belt, though there's one place that seems to award it near automatically.
Yes, as the CSA, I will invade KY, just for that Fort in that place. Oh, no good admirals on the rivers? Yum, yum. Hollis likes that - the CSA has a bigger fleet with 'clads in the early going, it takes a bit to build a river navy up North.
I don't care about occupying stuff past the Ohio. I'll just keep cutting your RRs to your assembly points and Stalingrads (Supplies!). I'll take Louisville and St Louis, those would be my targets, along with the Missouri from St Joe to St Loo, possibly Leavenworth. I'll look for the low hanging fruit for Strat Cities (Loyalty!). I'll do my level best to make you wish you'd never heard of Harper' Ferry. If I see easy pickings on the waves, it's Brig City; thanks Union guy, always appreciate easy earnings from Liverpool. And I've got enough Pwr under JJ and PGT in the NoVa neighborhood to smash into Baltimore if the map is right.
Your entire plan rests on one or two premises, the first being Grant gets promoted. When? It could be Jan 62. Until Mar 62, the CSA usually has the advantage in anything near an even fight, 'cuz the southern leaders just absolutely trash 3-1-1s. Better be on your guard in Alex and MD, 'cuz any big fights that you lose threaten a tailspin and Worse to Come.
And you're doing this building of nine Militia Divs and the UeberArmy of Grant on that dizzying 350 WS per Turn that is the usual budget in most months until some Indy kicks in? No river navy? Starting blockade fleets? Little Cav/HArty to be wary of? It's Copperhead City.
Oh, please, please, play me in a PbeM. I don't wish to sound arrogant, but I'd love to put some spokes in these wagon wheels. The South doesn't have to take anything, it just has to make life miserable for the North. And it has just the force mix to do it, right out of the starting blocks.
Plus, me. Pat was laughing at me at one point - with good reason: I was much, much too aggressive and Pat showed me what a Bloody Waste it is to keep attacking when the NM is All Wrong - you're getting your troops killed to no good end. Then he attacked. I was wishing I'd never heard the rebel yell. Do you see what I'm saying? I am, by nature, very aggressive on the map - I had to learn how to play the Union - relieve me of the juggling the North has to do with six different concerns, make the Project Plan simple and sweet, and that suits me to a T, temperamentally. I will mess with your junk all day long, cut rail lines everywhere I see one, invade KY, put that Fort at Paducah and do my level best to make you defend the Missouri. I haven't begun to use the Cards really well and there's definitely some Messin' Way out West to be had.
I really think, against a good CSA player (not to make the claim, haven't played it enough), you're dusting off Plan B by August of 62.
RebelYell wrote:No NO to protect CSA can take St.Louis easy with rest of Missouri, a world of hurt with CSA river navy shelling Union states, sounds like a dream.
Gray Fox wrote:
@RebelYell-An Admiral cannot lead a Brigade, or a Division, or a Corps or an Army because the game does not allow this. However, the game does allow an Admiral to use his artillery ability. I use what the game allows. We agree to disagree.
Colonel Athena on steroids had 102% of my overall combat force when I took Richmond in Feb.1863. My blockade was about 35% with the ships you get. The steamroller is about 12,000 power. The CSA army was very much alive when they withdrew from a battle they had lost.
khbynum wrote:Well, something like that happened in the war. The 1862 Spring campaign in the East saw McClellan coming up the James/York peninsula with about 100,000 while McDowell came down from Fredericksburg with another 40,000. Lee assembled the largest army the Confederacy ever fielded, 90-100k, to oppose them. If the game allows that strategy (and it should), the player's job is to counter it. I'll admit it's boring.
Ol' Choctaw wrote:Don’t stand it on its head. The game doesn’t allow it!
The game doesn’t disallow it. Mainly because the political considerations of the States is not modeled. So it is merely beyond the scope of the game. Those things are usually fixed with ground rules or “house rules”. The result would have been that the states never sent any more troops out of state, much like what happened with Arkansas when Van Dorn abandoned them.
khbynum wrote:The problem with such events is an old and basic one. Do we want to recreate the Civil War (the game doesn't allow it) or have a realistic simulation that lets us explore might-have-beens (the game doesn't disallow it)? I think almost all of us prefer the latter. Ol' Choctaw has a good idea about rules regulating where troops raised in a state can be sent. It reflects the realities of the time without imposing arbitrary restrictions on the player, but I wonder how much code it would take.
One change I would love to see that I don't think would violate historical ambiance is to allow the CSA to leave the Capital in Montgomery, or move it wherever. Perhaps it could be coupled with a reduction in Virginia brigades or a delay to their entry. That would cure the All-East syndrome.
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