Wyatt_Derp
Arcane
Haven't done a LP or AAR in a long time, plus I'll probably be half-sauced when playing, so bare with me.
Gonna do a LP of AGEOD's Civil War II as the CSA. Wish me luck.
Options are basic - attrition/supply/recruitment/FOW/foreign intervention, etc are all gonna be normal/historical. AI will be set to normal aggression, as aggressive AI tends to spaz out, and I need to stick with somewhat historical movements.
Strategy - pretty simple. Build as much as possible in the east, as by late '63 the Union will be sending massive waves of blue at Richmond. Out west it will flexible. I'll do my best to hold onto Tennessee and far west states. Kentucky will be in play, AI usually triggers the Kentucky intervention option which will open it up sometime in late '61 or '62.
I'll just post my first few moves in the first round. Grab some money. Taxes and war bonds will help get dough while keeping down inflation, but I'll be in big need of cash, so the greenbacks option will have to be used often so I can have the funds to build my armies and... well, I won't be doing much naval building. Ain't worth it. I will build some blockade runners, though. Industry options won't kick in for a few turns, but I'll be building... far far down south where they'll be away from Yankee raiders.
Let's let the South get some happy pills and rise again
Money makes the world go 'round
It begins. 3 Cheers for South Carolina!
Leader placement will be Lee/Jackson in the east, AS and Joe Johnston in the west, and Watie/Holmes/etc in far west. Indians will be play, but the cost of pushing units into the field might not be worth it. Arizona/New Mexico will be attempted, but mainly for keeping Union moves into Texas stalled.
That's about it for the setup. I'll be trying to go turn by turn, but this is a long campaign with many turns involved. Lots of moving parts.
So now we try this 'constitutional experiment' by pressing the next turn button. Sic Semper Tyrannis.
Gonna do a LP of AGEOD's Civil War II as the CSA. Wish me luck.
Options are basic - attrition/supply/recruitment/FOW/foreign intervention, etc are all gonna be normal/historical. AI will be set to normal aggression, as aggressive AI tends to spaz out, and I need to stick with somewhat historical movements.
Strategy - pretty simple. Build as much as possible in the east, as by late '63 the Union will be sending massive waves of blue at Richmond. Out west it will flexible. I'll do my best to hold onto Tennessee and far west states. Kentucky will be in play, AI usually triggers the Kentucky intervention option which will open it up sometime in late '61 or '62.
I'll just post my first few moves in the first round. Grab some money. Taxes and war bonds will help get dough while keeping down inflation, but I'll be in big need of cash, so the greenbacks option will have to be used often so I can have the funds to build my armies and... well, I won't be doing much naval building. Ain't worth it. I will build some blockade runners, though. Industry options won't kick in for a few turns, but I'll be building... far far down south where they'll be away from Yankee raiders.
Let's let the South get some happy pills and rise again
Money makes the world go 'round
It begins. 3 Cheers for South Carolina!
Leader placement will be Lee/Jackson in the east, AS and Joe Johnston in the west, and Watie/Holmes/etc in far west. Indians will be play, but the cost of pushing units into the field might not be worth it. Arizona/New Mexico will be attempted, but mainly for keeping Union moves into Texas stalled.
That's about it for the setup. I'll be trying to go turn by turn, but this is a long campaign with many turns involved. Lots of moving parts.
So now we try this 'constitutional experiment' by pressing the next turn button. Sic Semper Tyrannis.