Gray Fox wrote:The Erie canal was finished in 1825. So if NO was the commercial and financial intermediary in 1820 and still so in 1830, then the Erie canal did not change this. The canal was still closed during the winter which may be why. The documented importance of NO to trade on the Mississippi is brought to you by The Merritime Heritage Project which uses research from the National Archives and Merritime Library. Sites with .org, .gov, .edu, etc. are academic sources.
If the Union can blockade Richmond at the opposite end of a river, why doesn't the CSA blockade all of the Union ports on the opposite end of the Missisippi? Any alternate means of trade these river harbors used would be less efficient and would therefore have an additional cost. Since this is not the case in the game, no economic reason exists to free the Mississippi.
I also hold that since the Romans fought both the Greeks and Carthaginians at the same time over two millenia ago, it has not been a sound military plan to fight a war on two fronts at the same time.
havi wrote:hmm the two fronts thing! how about america in ww2 in pacific and europe?
tripax wrote:In the game there are, depending on how you count, there are up to 7 land paths of invasion of the CSA by the USA. Two routes in the West exist, a far West route from California which isn't really much of a route if at all opposed, and a swampy route through Springfield, Missouri, Fayetteville, Arkansas, to Little Rock and thense the Mississippi. More practically are the paths East of the Mississippi. The least good is Cumberland Gap towards Knoxville, Chattanooga, and Atlanta. Second worst is via Bowling Greene and Nashville into Alabama. Third is the Shenandoah Valley into western Virginia and North Carolina - from there either to Richmond, Knoxville, or elsewhere. The best path to invasion, but the most well guarded, is via Manassas and Fredricksburg towards Richmond.
This leaves the Mississippi. It is a valley, and thus traversable even when the river is closed by overlooking CSA-held forts. It provides a great path for supplies, once opened. It opens up the Arkansas and Red Rivers for control of the major inland cities in the Trans-Mississippi, etc, etc. Since defensive, trench warfare becomes increasingly available during the game, it also allows the player more choices of paths, as if one county is defended by entrenched troops, the neighboring county might be free and the Union is everywhere given many choices for fruitful marches.
Since it is much harder to bottle-neck the north along this path, the Mississippi is a great way for the North to wear down southern productivity and especially southern moral to a point where it is able to overwhelm the South, even in the East. In terms of manpower, 75,000 men well led down the Mississippi can easily push down to Memphis, and 25,000 more can capture extend gains to Corinth, Little Rock, Nashville, and Bowling Green. Gaining Vicksburg and New Orleans is much more difficult, as supply lines become long and defence becomes stout. Those 100,000 men will divert at least 50,000 Confederates from the east. So moving those 100,000 East means fighting those same 50,000 Confederates, but this time concentrated in Winchester, Fredricksburg, and Norfolk. In the West a likely gain of 6 key cities becomes, in the East, a difficult gain of one or two. For me, as the Union, the game is always finished in the East but won along the Mississippi.
I think in real life, the same is true. But I really don't know. Perhaps, as I too believe, the Mississippi wasn't as economically important as it was 30 or 50 years earlier. But it seems that it made great sense as a route of invasion. What was the next best option? Has any continental war been fought on a barely 100 mile front (the distance from Fredricksburg to Staunton)? Was such a war (only invade through Virginia) even considered?
tripax wrote:In the game there are, depending on how you count, there are up to 7 land paths of invasion of the CSA by the USA. Two routes in the West exist, a far West route from California which isn't really much of a route if at all opposed, and a swampy route through Springfield, Missouri, Fayetteville, Arkansas, to Little Rock and thense the Mississippi. More practically are the paths East of the Mississippi. The least good is Cumberland Gap towards Knoxville, Chattanooga, and Atlanta. Second worst is via Bowling Greene and Nashville into Alabama. Third is the Shenandoah Valley into western Virginia and North Carolina - from there either to Richmond, Knoxville, or elsewhere. The best path to invasion, but the most well guarded, is via Manassas and Fredricksburg towards Richmond.
This leaves the Mississippi. It is a valley, and thus traversable even when the river is closed by overlooking CSA-held forts. It provides a great path for supplies, once opened. It opens up the Arkansas and Red Rivers for control of the major inland cities in the Trans-Mississippi, etc, etc. Since defensive, trench warfare becomes increasingly available during the game, it also allows the player more choices of paths, as if one county is defended by entrenched troops, the neighboring county might be free and the Union is everywhere given many choices for fruitful marches.
Since it is much harder to bottle-neck the north along this path, the Mississippi is a great way for the North to wear down southern productivity and especially southern moral to a point where it is able to overwhelm the South, even in the East. In terms of manpower, 75,000 men well led down the Mississippi can easily push down to Memphis, and 25,000 more can capture extend gains to Corinth, Little Rock, Nashville, and Bowling Green. Gaining Vicksburg and New Orleans is much more difficult, as supply lines become long and defence becomes stout. Those 100,000 men will divert at least 50,000 Confederates from the east. So moving those 100,000 East means fighting those same 50,000 Confederates, but this time concentrated in Winchester, Fredricksburg, and Norfolk. In the West a likely gain of 6 key cities becomes, in the East, a difficult gain of one or two. For me, as the Union, the game is always finished in the East but won along the Mississippi.
I think in real life, the same is true. But I really don't know. Perhaps, as I too believe, the Mississippi wasn't as economically important as it was 30 or 50 years earlier. But it seems that it made great sense as a route of invasion. What was the next best option? Has any continental war been fought on a barely 100 mile front (the distance from Fredricksburg to Staunton)? Was such a war (only invade through Virginia) even considered?
Gray Fox wrote:Havi, I am certain that I am not the only soldier on the planet to have heard that it is a bad plan to fight a war on two fronts. That is why Germany and Japan attacked us on two fronts. The U.S. did not decide to attack either of these countries and in fact once at war it was decided to fight Hitler first and hold in the Pacific, i.e., fight on one front.
Gray Fox wrote:If you have too many troops in the east, then take Richmond and end the war. Even if a human player moves the capital to Atlanta, he loses 10NM for the move and another 10 NM when you overwhelm Richmond. Use your surplus of forces to continue down the east coast and take Atlanta. Game over.
As I have already demonstrated, if the Union sends 100k soldiers anywhere but Washington D.C., then I will take those 50K Confederates and beat the Union capital like a drum.
Gray Fox wrote:If a river harbor is blockaded by a ZOC at the river's mouth, then Union harbors should be blockaded by the CSA control of the Mississippi. Richmond could send its produce to other ports, but this would cost more and that is what the effect of the blockade creates. Thousands of steamboats have a greater throughput tonnage than a 7 foot wide canal to NYC that freezes over.
GraniteStater wrote:Demonstrated against whom? Athena? Look, I haven't beaten Athena on Colonel - I've only played one (1) AI game to the end - a Union victory in late 63 on LT. Colonel level ain't easy.
But the AI cannot, and does not think. It does not make decisions within decisions within decisions, it has no clue about a Big Picture, no strategic assessment capability and its tactics are usually (not always, I will grant, sometimes Athena can be downright subtle) bull-rushing.
I haven't played my AI games out, on both sides, because I've had too much fun with PbeM.
havi is a Damn Good Tactician, against whom I was damn lucky to barely eke out a technical win on VPs. Example - Virginia - yes, eventually, I was able to corral him in Richmond, but it took much, much too long. If it hadn't been for the gun at the end of the fourth quarter, I'd still be trying to pick that lock.
I was able to get Little Rock - near the end of the game, after grabbing MO & the upper Arkansas river. He was very stubborn and I was again fortunate to finally take the place. My Sea Island/Savannah/Charleston campaign was a chess match all the way and was again very lucky in one battle, keeping the rescue off Schenk's Corps so he could take Charleston, after months and months of feints and countermarches.
RebelYell is new to the game, new to the map, I believe, and I have stolen a march or two on him in Tennessee - but he has denied me the upper Arkansas so far, and I have yet to force the Rappahannock in VA. He still has Norfolk and if I try to scope out Richmond on the Peninsula, he smacks me up 'side the haid pretty good, usually with Jackson, who moves fast. We're in mid-64 and I have made little progress in a couple of places. My biggest accomplishment was catching him at a disadvantage in New Orleans, thus seizing it in late 62.
My game with RebelYell has an entirely different strategic context from my game with havi - entirely. Among other things, RY took a different approach himself.
Tactics are used to achieve ends determined by strategy - navy or not? Industry or not? Support units or not? Embargo cotton or not?
Everything a good human does has a context, a theme. Athena doesn't know what these things are, the devs try mightily to give her one, by establishing Priorities and evaluation routines, but, in the end, she's just code and code can be beaten. Humans get a feel for what the code is likely to do and devise counters.
There are No Magic Bullets. Every move you make can be countered. If there weren't a panoply of choices, if there were just one or two things to do that almost guaranteed Victory, then it would be a very uninteresting game.
Personally, I think I have arrived at a New Approach for me - Big Navy, Big Blockade, Big Industry, Patience and watch the Resources Roll In. This takes time, though, lots of it, and I'm sure a good CSA player, maybe even you, Gray Fox, could beat me to the punch.
But after this PbeM, I think I want to be the CSA for the next one. I have my philosophy there, not as well developed, I haven't played the CSA as much as I should, but I have a clue or two.
And I'll find out. It's only by losing that I started to see how to win.
Nathaniel Greene didn't win a single battle in the southern colonies, but he won his campaign.
There are No Magic Bullets.
Gray Fox wrote:I enjoy everyone’s opinions. If you play one way and you don’t care about 2500 years of military wisdom then that is your choice. I didn’t post that no one has ever fought a war on two fronts. I posted that this is a bad idea, which is indisputable military history. If you have too many Divisions on the east coast, then take them and overwhelm Richmond and roll down the east coast where the industry is. Nashville, Memphis, Vicksburg and NO are worth less NM than Richmond even if it is no longer the CSA capital.
Gray Fox wrote: The OP is whether the Mississippi was important to trade in the Midwest, to which I posted actual scholarly statements about the importance of the Mississippi to trade in the Midwest. Academic research trumps opinions.
Gray Fox wrote:Fighting on two fronts was a bad idea that cost the Allies thousands of extra lives. It was forced on us by two aggressors. We did not willfully chose that situation.
Mickey3D wrote:A quick note even if WW2 is not the subject of this forum and thread :
Given that US was forced into war with Axes countries, it was may be not a completely bad idea to have two fronts. Indeed USA, by allowing the opening of a second front in Europe, put Germany in a difficult position impeding its war effort in USSR. Moreover, due to the nature of the war in the Pacific, it was anyway difficult for USA to use immediately all its power on this theatre of operation.
Regarding Mississippi, I can't add any value to the discussion but I wonder if there was any political constraint in the decision to wage the war in this area ?
Gray Fox wrote:Again, if the Union has so many Divisions in the east then you should just crush Richmond. It's the bigger priority. The Union didn't do this because no one could beat Lee. So the side-show of the western campaign was created.
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