FightingBuckeye wrote:Did you build any industry in StLo that is now in CSA hands or was it just the regular structures?
Cardinal Ape wrote:It went by quick - Did I see that army in Mobile take 75 hits on the retreat? I wonder if that was because they had a slow moving coastal artillery with them?
FightingBuckeye wrote:I realized that I being really lazy when computing those numbers above, the numbers are actually much much worse. I only saw two cavalry elements for a max of 1200 Union troopers, the rest of the horse numbers are likely made up from supply units, leaders, and artillery. For the South, I saw 2 supply units in the Army stack and another one in Polk's stack. I'll assume best case scenario for the Union and say that all 3 supply units were 4 element units to give us 1800 horses that we can scratch off the CSA numbers. CSA also had 169 cannon which I'll round up to 170. The number of horse/cannon differs from 2 to 4 horses depending on the size of the cannons (assuming no siege arty in either stack). So I'll go with 3 per barrel for roughly 500 horse that weren't cavalry.
All told the battle report numbers are roughly 10,700 cavalry to 2,950 or about 3.6 CSA cavalry for every Union one. But in reality it's a max of 1,200 Union troopers to 8,200 CSA ones or 6.8 CSA troopers for every Yankee one. I did subtract another 200 CSA horse before getting the above numbers to account for any HQ units, generals, and to give an extra cushion if Kenutcky had a greater number of larger caliber guns then I accounted for. And I also gave the Union numbers the best possible number they could field when in reality the number could have been short of that due to historical attrition. Given that number disparity in actual cavalry, I don't think it's surprising at all that 72 hits were inflicted on the retreating Union force.
veb_yw wrote:Just wanted to say I really appreciate your tutorial and AAR videos. Wish there were more beginner level help though.
seathom wrote:Charles, I just caught up watching your let's play (had to start from the beginning again). This is the most exciting one so far because its the first time the CSA is not being pushed around by the USA (sorry!). Thanks for showing the F10 (?) key. I was wondering what the relative strength was and was amazed that you still had 25% more army strength and 4 times more naval strength. It is a real tribute to Kentucky's ability to mobilize his forces in such a strategic way as to keep you on your heels.
Kentucky also used the CSA's one advantage (better generals) extremely well as early in the campaign he outflanked you often and then picked good fights which really helped in the VP race.
I assume you are taking a real good look at your force structure and where they are located so you can maximize your counterattack possibilities (no one wants a bunch of forces sitting around doing nothing!).
Early on, you had 45% blockade efficiency, which was near the max of 50% (I believe?). I haven't got into the game yet and can't remember the benefits to blockading, but how is that going now? You still have vastly superior naval forces, maybe you need to create a plan to use them for good river defenses and find a good, strategic target that can either help your counterattack or divert Kentucky's forces away from a front that needs recovery time (I remember you stating you don't have a real plan right now, as you've been on your heels).
I'm also glad that all is well in your private life. Wish I could say the same for me; I just had to fire my overseer when I found him taking liberties with one of my house girls! But seriously, good luck, all is definitely not lost and this can be a very long campaign.
BattleVonWar wrote:I love that Bowling Green sneak defense the CSA can pull off. You don't see them coming.
FightingBuckeye wrote:Charles, you're facing an admirable foe who has made good use of his interior lines, good leaders, and initiative in order to put you off balance and deal some heavy blows. But some of the damage has been self-inflicted such as moving forces deep into Mizzou with winter weather approaching and no nearby source of supply. And it's happened again in NM. War isn't just about battles and marshaling forces, but logistics plays a huge part of it. Especially when playing with historical attrition settings.
You definitely have to be cautious about moving into any territory the enemy can rail to before you get there. Doubly so when your own force would be crossing a river and/or the region is good defensive terrain. Bowling Green's a natural choke point due to the terrain, road networks, and rail in Kentucky. A couple of hard knocks have taught me to respect how quickly the CSA can rail a division or two up to Bowling Green and how deadly that force could be for any Union force trying to take it. I think I remember you catching one or two of my forces at Bowling Green . .. ouch.
Cardinal Ape wrote:So it is now the Army of the Popetomac....
Seems like you managed to do a decent job of stabilizing. Looks to be a game that could go to '65.
It is much more entertaining watching you try to come from behind as the Union rather than watching you steamroll your opponent.
I could see Forrest if it weren't for all those damn trees in the way... He does move like lightning.
Could ya show us the objective page in one of your next updates, please?
Cardinal Ape wrote:I could see Forrest if it weren't for all those damn trees in the way... He does move like lightning.
pob303 wrote:This AAR has been both thoroughly entertaining and educational Charles. Thank you!
Has anybody been able to share some insight on how Longstreet's force appears able to cross a blockaded river at will?
havi wrote:look closer how your fleets are positioned! u leave always one spot unblocked on the river!
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