For Southern rights, hurrah! (PBEM AAR, CSL vs. XPav)

[b]Late April 1861

Economy:[/b] Coming out of my game as the Union and having never played a game as the Confederacy for more than one or two turns the situation that presents to me is a sorry state of affairs. To start notice my per turn increase in money, conscripts, and war supplies. The only way in which the Confederacy is nearly equal to my enemy is oddly enough the amount of men I get per turn in potential reinforcements or replacements. Everything else is at a severe disadvantage.

My only industrialization effort in the first turn was some light industrialization in South Carolina, though nothing came of the effort. I’ll continue for now, but will probably stop all efforts fairly soon when my economic situation will dictate that war supply is more needed elsewhere such as to construct artillery.

Furthermore my supply network is at a disadvantage right now, though in my first turn I purchased 40 points of rail transports and 10 of river. As you can see this still leaves me at 2/3rds rail capacity and 1/3rd river capacity both of which need to be improved immediately if I want to have a good supply network while having capacity to shuttle troops around.

Draft: Call for Volunteers (144 Conscript Companies)
Financial: Paper Money Printing (206,000 Dollars, 4% Inflation, -1 National Morale Point)

Enemy Movements: Call for Volunteers, Total Blockade (-11 British Engagement Points, drats!)

Reinforcements: None
Replacements: 3 x Line Infantry

[u]Virginia Theater[/u]

Here’s Virginia in all her glory and my basic plan for 1861.

As shown I aim to advance forwards of Manassas and Winchester in the Shenandoah to hold a defensive line on the Potomac from Harper’s Ferry to Alexandria, both because it is a strong defensive line behind a major river and because it gives me a convenient location to threaten Washington - which will of course be taken if at all possible, which isn’t likely. Cavalry raids behind enemy lines into Maryland and Pennslyvania, to ascertain enemy movements and buildups, and to cut rails will be my major objective as we continue through the year.

Most of my forces will be detailed with that objective. Of smaller concern is placing another defensive force in Fredericksburg, which is vulnerable to a quick march from Port Tobacco over the Potomac. (Note to Self: Pursue this option against Roberts)

On the Peninsula another small force will be detailed to hold the James river region and attack Fort Monroe to prevent a build up of Union forces which could blockade Richmond, land forces at Norfolk, or generally cause problems.

Finally it should be undertaken very early to march at once into West Virginia towards Grafton to cause XPav to use many of this early units on defending that region instead of pushing them immediately towards the Army of the Potomac.

For this turn there is some news in this region. First of all we’ve captured Norfolk, not hard since the city was undefended. Some free units and the CSS Virginia should spawn here next turn. Elsewhere I attempted to advance on Harper’s Ferry with the single militia unit that was active, they weren’t successful even though they killed off half the unit, another assault is ordered for this turn as I have no reason not too.

In Richmond the Reserve Brigade (2 Infantry Regiments, 1 Cavalry Regiment) has also been formed, but is locked in Richmond for the time being.

[u]Attack on Fort Sumter[/u]

Our only large attack of the turn was the assault on Fort Sumter which was made without loss by three infantry brigades and two artillery units. Unfortunately the forts guns were destroyed in the attack, which I’ll need to replace at my own cost.

My units that participated in the attack will now make their way towards the Virginia theater, asides from the 2nd South Carolina Brigade which will remain at Charleston to act as a local defense unit in case XPav gets around to retaking Fort Sumter. The other forces - two infantry brigades (SC & GA), along with a cavalry regiment, two artillery batteries, and a supply unit will move up to Virginia, though this will likely take a month or two.

[u]Western Theater[/u]

Here are my plans for 1861 in the west. I don’t intend to care about Kentucky neutrality and this will only allow XPav to build up in peace. My goal is create a fairly strong defensive line along the Island 10 - Columbus - Forts Henry & Donelson - Bowling Green axis. This will require some offensive action to take not only Bowling Green, but also Cairo to destroy its depot and cause XPav some issues with supply before he can advance south along the Mississippi.

In contrast to Roberts in my own game I don’t intend to hold Cairo at all other than to destroy the depot and I’m sure my opponent will have learned from my mistakes to create a very strong river flotilla. It’s my opinion that my control of the rivers will be based almost entirely on my ability to keep forts on the rivers in my own control and as such the current ones will be emphasized and new ones further down the line will be made as soon as possible around Memphis and potentially Corinth.

Right now I’ve only got one force in the region - a new army under the command of Leonidas Polk (4-0-1). He’s got a small Tennessee infantry brigade and a regiment of cavalry, but they are locked in position for awhile. When they are unlocked they’ll move for Cairo with all speed to destroy the depot, then retreat to Columbus to assume the defense.

Further south in Texas I’ve got two cavalry regiments, one will take Laredo and the second will move to Dallas to prevent U.S. Army regulars to advance on taht town from Tucson.

[u]1861 Generals Pool[/u]

Got these fellas this turn and will be some of my main men for this year. A decidedly mixed bunch and only Gustavus W. Smith is promotable. He, Winder, and McCulloch and the best of them and will be used for my most important issues for the time being. I’ll probably pack John B. Floyd off to somewhere I’ll never see him again though.

Here are stats and movement orders.

Benjamin McCulloch (4-1-1) Moved to Nashville
John B. Floyd (3-0-0) Moving to Vicksburg
Bushrod Johnston (3-1-1)
Gustavus W. Smith (3-1-1) Moving to Winchester
Charles S. Winder (3-2-2) Moving to Fredericksburg
Felix K. Zollicoffer (3-1-0)
Daniel Ruggles (3-1-1) Moved to Memphis
W.H.C. Whiting (3-1-1)

Great to see you are taking on the challenge of playing as the Conferedates to see how the air is down there.
Thumbs up!
I await your conquest of Washington, New York etc. in mid 1862 the latest…


rezaf

I hope for a good battle!

The last one was a bit of a pushover.

I’m still doing the last one, I just haven’t got the next turn yet.

I’m curious. Is there anything preventing XPav from reading your posts and making appropriate adjustments, or is it completely on the honour system?

Edit: Just saw XPav’s thread, which makes it pretty clear.

Its honor. What fun would it be to cheat?

Oh cool he made a thread too - It’ll be fun to read that when we are done.

[b]Early May 1861

Economy:[/b] We increased our rail capacity by some more over the last turn, but we are still 20 points short of full rail capacity. I hope to get to that plateau very soon. I’ll try and get my river capacity up higher, but it costs double compared to trains and as such I’ll likely be putting most of my capacity into the rail system.

As you can also see my per turn war supply is going up every turn by 59 now, the result of an event based steel mill in Richmond.

Draft: None
Financial: None

Enemy Movements: None

Reinforcements: None
Replacements: None

[u]Virginia Theater[/u]

My two main armies in Virginia have been mobilized this turn - one in the Shenandoah under Joseph E. Johnston and the Army of Northern Virginia under Pierre Gustave Toutant Beauregard. The two forces are composed of the following units…

Army of the Shenandoah Joseph E. Johnston (4-2-4)

Jackson’s Brigade
Thomas J. Jackson (5-4-4)
2 x Infantry Regiment
1 x Sharpshooter Regiment

Smith’s Brigade
Edmund K. Smith (4-3-2)
2 x Infantry Regiment

Bee’s Brigade
Barnard Bee (3-2-2)
2 x Infantry Regiment
1 x 6 lb Battery

Along with 1 Cavalry Regiment and 3 Artillery Battery’s.

Army of Northern Virginia P.G.T. Beauregard (4-2-4)

Holme’s Brigade
Theophilius H. Holmes (3-1-1)
2 x Infantry Regiment
1 x 12 lb Battery

Longstreet’s Brigade
James Longstreet (5-3-6)
4 x Infantry Regiment
1 x 6 lb Battery

Bonham’s Brigade
Milledge Bonham (3-1-1)
4 x Infantry Regiment
1 x 6 lb Battery

Along with 1 independent Infantry Regiment and 5 Infantry Brigades.

As of now these two forms are only forming and are locked for three turns. A similiar force for the Union has formed at Alexandria under Irvin McDowell, intelligence shows five divisions forming, but experience tells me these are small and I’ve got rough parity with them with just Beauregard.

Elsewhere I’ve been forced back from Harper’s Ferry as Schurz and his cavalry regiment have forced my militia back. My militia has retreated to Winchester and are now controlled by Gustavus Smith.

In Norfolk some fine new units have been formed by event - some defensive units to guard the port, along with the CSS Virginia and Franklin Buchanan forming. I’ve got no hope that this’ll help me at all though and they ironclad will be moved to Richmond as soon as possible to act as a sort of river protection to stop any movement up the James if possible.

[u]Western Theater[/u]

Polk is now active and I’ve split his unit into two - having the cavalry regiment loaded on boats and sent north along the Mississippi to Cairo. I’m hoping to catch XPav unawares to destroy the depot and then raid further up into Illinois. My goal is to destroy as many depots as quickly as possible such as Salem. Those closest to the front will retard his supply lines and thus make him need to rebuild them throughout the year.

Over in Tennessee a cavalry regiment has formed in Knoxville. It’s sent north to Lexington where I want to blow the depot and start ripping up the tracks in that region as destroying rails in friendly territory will give me war supply and deny the enemy those lines when he inevitably takes the region. I plan to blow the rails outside Louisville first and then the ones leading south from Cinncinati, then cut off Bowling Green from reinforcements from the north.

In the region itself I’m recruiting a large amount of troops now that reinforcement is possible. I’m recruiting in large brigades only as well, which isn’t possible with the North. For now I’ve decided on the following…

2 x Tennessee Brigades (4 x Infantry Regiment, 1 x 6 lb Battery, 1 x Cavalry Regiment)
1 x Mississippi Brigade (4 x Infantry Regiment, 1 x 6 lb Battery)
1 x Arkansas Brigade (4 x Infantry Regiment, 1 x 6 lb Battery)
1 x Kentucky Militia (Hopefully spawns in Lexington so I can use it to speed up rail demolishment)
4 x Arkansas Militia (Need to garrison Fayetteville, Fort Smith, and Little Rock)
1 x Missouri Cavalry Regiment
1 x Tennessee Cavalry Regiment

These should provide a strong starting force in the west, though more will follow. I plan to send half the forces to Nashville to form a strong attack force towards Bowling Green and use the others to hold Arkansas and develop an offensive force that can move into southern Missouri - though I have no hope that I can bring Missouri into the Confederacy.

[b]Late May 1861

Economy:[/b] As you can see our rail capacity has again improved, but full supply still evades me. I’ll need a further ten points to get to full supply by rail and eleven more for 2/3rds supply by river.

No industrialization is occuring now, and won’t for a long time.

Draft: None
Financial: Measured Exceptional Taxes (133,000 Dollars)

Enemy Movements: Exceptional Taxes, Partial Mobilization

Reinforcements: 4 x Infantry Brigade (2 TN, MS, AK), 5 x Militia (4 AK, KY), 4 x Cavalry Regiment (TN, MO, 2 VA), 2 x Raiders (LA)
Replacements: 1 x Skirmisher, 2 x Light Artillery, 2 x Artillery

[u]Virginia Theater[/u]

Things are progressing quickly. XPav has gotten more forces to Harper’s Ferry. Intelligence shows him having a division forming there, along with Schurz, and what appears to be two militia units. Nothing major so far.

My only available unit is now the Reserve Brigade out of Richmond. It’s been ordered north to Fredericksburg to join Winder. They’ll be needed at Manassas without delay. My other forces are all still locked and will be for another two turns.

[u]Fort Sumter[/u]

In an alarming turn of events it seems the Union has landed reinforcements at Fort Sumter. I left it undefended pending the arrival of some garrison units, so the landing was uncontested. I’ll need to turn all my men around and attack again. A new assault has been ordered.

[u]Western Theater[/u]

My new forces have been raised throughout the west, but sadly not a lot of them are in the best of areas. In Tennessee one has been raised at Memphis, the other at Newport, near Knoxville. Both will need to move to Nashville, but will take about a month to get into shape before moving. The two other large brigades have been raised at Jackson, MS, and Madison, AK. Most of the militia raised in Arkansas has been raised at Little Rock and Panther, they’ll be moved to Fort Smith quickly to prevent the depot from being destroyed.

In good news my cavalry has taken Cairo and is blowing its depot and rails before moving up to Salem. Polk has also made it to Columbus and is digging in.

Over in Kentucky my militia spawned in Columbus, and has joined Polk. Only my cavalry is near Lexington and it is blowing the depot and pulling up rails as well, then moving to Harodsburg over the Kentucky River.

My position in Missouri is also going to end completely soon as Lyon has appeared and it looks like XPav has started to recruit en masse at St. Louis. I’ve only got a single cavalry regiment located at Springfield, still forming, and as such can only conduct raiding operations for now. I’m ordering some reinforcements, but only enough to keep XPav busy for awhile.

Great aar so far CSL! You are making me want to run out and get this game.

[b]Early June 1861

Economy:[/b] As you can see my rail supply is now at full capacity. Won’t be for long though as I need to get troops to Manassas without delay, which will require further investment in locomotives. I suppose I’ll need to ration my rail movement extremely, probably used mainly in the east while river transport is used in the west.

In some positive news I’m flush with manpower ever after a large increase in the amount of troops I’ve recruited.

Draft: Partial Mobilization (437 Conscripts)
Financial: 5% War Bonds (125,000 Dollars), Printing Paper Money (279,000 Dollars), Total Cotton Blockade (-150,000 Dollars, +17 British Engagement Points)

Enemy Movements: 5% War Bond

Reinforcements: 2 x Large Infantry Brigade (VA, TN), 5 x Small Infantry Brigade (2 VA, AL, TN, MO), 1 x Militia (MO), 2 x Cavalry (AR)
Replacements: 2 x Line Infantry, 1 x Light Artillery

[u]Virginia Theater[/u]

We’ve got a wealth of information coming in from Maryland where much of the population gives their loyalty to us. As a result we can see that XPav is forming a large force behind his lines at Baltimore under Hooker and Keyes though it seems he only has a single brigade and a few militia units - though I’d assume those are militia brigades. Further militia can be seen north towards York.

At Harper’s Ferry the enemy now has a division under Shields and seems to be forming another under Schurz instead of having him strike into Virginia with his cavalry to cut the rails, luckily for me. I hope they don’t advance on Winchester though, as I can’t defend the place yet and my large brigade - Wise’s Brigade - is forming, not the best of placements. Johnston still requires another turn before he can move up.

The situation at Manassas will likely be more tricky. As you can see from the above screenshot I’ve got two forces marching on the city as of now. The first to arrive will be John B. Magruder’s force, consisting of a brigade of Virginia militia, along with associated sharpshooters and cavalry - about 2,000 effectives - which by rail will take about four days. The second force is the Reserve Brigade out of Fredericksburg under Winder with another 1,700 effectives. Together giving me 3,700 men at the vital rail hub.

In order to buy some time for this whole operation, and the subsequent movement of Beauregard up to Manassas I’m sending the 2nd Virginia Cavalry past Manassas, through Leesburg between the Union forces and towards Annapolis to cut the rails leading into Washington from Baltimore. Any type of harrying like this will only serve to give me more time and force the enemy to attempt to catch these little units which by and large will get away.

Along with the large brigade at Winchester this turn has also seen a large number of other units raised in Virginia. We’ve got three new brigades formed at Richmond by event, mostly militia, and they should be left at the capital to act as a defensive force. Over south of Charlottesville another small brigade, the 3rd Reserve Brigade has formed by event and is locked for six weeks. Two other small brigades formed by me have been raised at Charlottesville and Richmond, both of which won’t be activated for another week - so at least one of them will march with Beauregard. Benjamin Huger and some forces have also formed at Petersburg. Likely I’ll have them form a division in the future to attack Fort Monroe.

[u]Fort Sumter[/u]

Another 1,200 dead or captured Yankees. XPav offered to give me back the fort since this seems like an odd bug, but I decided to be more direct and just kill them all. This time I’m leaving a militia brigade and an artillery battery to garrison the fort, along with a garrison which has formed this time.

The other 3,000 effectives at going back to Charleston where they’ll rest for awhile before I decide where to send them, probably Virginia, as they can be used by Huger for the assault on Fort Monroe.

[u]Western Theater[/u]

Kentucky

Not much news out of Kentucky. We can spot a new force at Cincinnati, almost assuredly under McClellan so it should be locked for awhile. At Lexington the depot has been destroyed and the rails ripped up. I wish I could get the militia out, but they are locked until attacked. The 1st Tennessee Cavalry is now over the Kentucky River at Harodsburg and is ordered to destroy the rails there before moving west of Bardstown where they can but Bowling Green off from Louisville.

Having destroyed the depot at Lexington the whole state now has no depots in it, which will require XPav to rebuild the supply lines before being able to hit me in Tennessee - that should give me maybe four months or so.

Polk is still at the far west of the state at Columbus where I’ll gather a number of units onto him.

Tennessee

We’ll move east to west. First of all the brigade that formed at Newport last turn is nearing completion and will be ready to move next turn. Just across the river at Knoxville another brigade and some supply wagons have been mustered, though as of now its just a single regiment and will be locked for six weeks.

Around Nashville last turns brigade purchases have spawned both at Nashville and Clarksville - the latter of which will be ready next turn. I’m moving Ben McCulloch to meet with them. Bowling Green right now has only a single militia unit protecting the city and its best if I take the city now before XPav has a chance at coming down south.

The rest of the action in the state lies around Memphis where I’ve gathered what amounts of my Mississippi river flotilla - six gunboats. A further four are at Island 10 and Forts Henry and Donelson, so I’ll order the lot of them to form on Island 10 where the inevitable river battle will need to be fought.

These forts represent the weakest link in my defensive line, so they need to be bolstered, but further forts must be constructed, primarily on the Mississippi and so work will begin immediately on a second fort along the Mississippi north of Covington, TN which should also cover the rail into Memphis from the north. Further forts should also be constructed in Mississippi at Bolivar and just north of Vicksburg to protect the areas where major rivers feed into the Mississippi - the Arkansas and Yazoo respectively.

Arkansas, Missouri, Texas

While Lyon has been spotted in St. Louis, Sterling Price (4-0-1) has now formed in Fayetteville, dispelling the idea that either Fort Smith or Fayetteville will be lost to the enemy.

In Missouri I now have some sort of a small force to contest the region, though it will be mostly spoiler work. Right now all my active units amounts to one militia unit at Jefferson City - which is untenable. I’m blowing the rails, getting some war supply out of them, and moving towards St. Louis with the intention of blowing more rails outside the city around Union which should slow any march on Rolla. It’s critical I arrive there first before Lyon so that I can blow its depot, lest the enemy use it on his march to Springfield. At Springfield I’ve now got a cavalry unit forming, the 1st Missouri, and it will be active soon to help out in the partisan efforts. The sole brigade I ordered formed in Charleston, just over from the Kentucky border which is good luck as it can be used to help garrison Island 10.

Sterling Price is all of this will merely advance to Springfield, where I hope to give him the Arkansas brigade I raised earlier at some point for the defense of the northern entry into Arkansas.

Down in Texas all of the state is now under my command. General Sibley has spawned in Dallas and now has command of some cavalry, but he’s my worst general at 3-0-0. For all I care he can sit around and just try to prevent a Union raid in from Tucson.

[u]Raiding Activities[/u]

As of now I’ve got one raider in the north, the Brewer Cavalry Battalion - just a single regiment now composed of 491 men. Last turn they blew the depot at Cairo, which will significantly retard the enemy supply chain down the Mississippi and they moved to Salem. In an odd twist they came into contact with new formations bought by XPav, a unit of cavalry and some militia. My cavalry lost a good number of men, 123, but managed to capture the city nonetheless.

This turn I order them to blow the depot, cut the rails and instead of moving north on Springfield or Tolono I’m shifting direction to Vincennes. I imagine a nice long ride north of the Ohio river now, destroying the supply network at Vincennes, then cutting the rails leading into Louisville from the north and crossing back into Kentucky just shy of Cincinnati where I can cut some more rails to speed up the dismantlement of the Kentucky rail system.

[b]Campaign Losses

Confederacy:[/b] 360
Union: 1,320

[b]Late June 1861

Economy:[/b] We are now down to 2/3rds rail supply, not good, though we’ll upgrade our rail lines this coming turn. Spent most of my money last turn even though we had gotten a lot due to monetary actions, I’m sure we’ll soon have money issues that will need insane measures to solve.

Draft: None
Financial: None

Enemy Movements: None

Reinforcements: 2 x Small Infantry Brigade (AR, MO), 2 x Militia (MO), 2 x Cavalry Regiment (MO, TN)
Replacements: 2 x Light Artillery, 2 x Artillery

[u]Virginia Theater[/u]

All of our main armies are now activated and it’s time to get moving. I’ve got three large forces now in northern Virginia - Magruder Force, Johnston’s Corps of the Shenandoah, and the Army of Northern Virginia.

The most vital of these forces right now is Magruder’s Force at Manassas. He’s got 4,000 effectives, but the enemy last turn sent some cavalry forward to recon his force. With McDowell now active this turn I can expect a quick strike at Manassas by his forces so I’m moving the Army of Northern Virginia up to Manassas by rail - which will deplete my rail capacity by half, down to a mere 90, but this will cut the travel time down from 19 days to 4, which should allow Beauregard to get to the rail junction before McDowell. Some cavalry will screen my rear, with the hope that they can prevent any enemy attempt at cutting the rails around Culpepper.

My Army of Northern Virginia now has 21,000 effectives and is my largest force in the entire Confederacy. I’ve arranged the men into two divisions - under Longstreet and Bonham - and three independent brigades under Holmes, Bushrod Johnston, and Felix Zollicoffer.

Up in the Shenandoah Joe Johnston is also active now and has 6,500 effectives himself split between one division under Stonewall Jackson and two brigades under Smith and Bee. I’m ordering them to advance forward past Winchester to attack Harper’s Ferry and the one division that XPav has stationed there. A force under Patterson is likely moving towards the region as well so it’s in my interest to get there first, but to be cautious I’m ordering only a conservative attack.

Further behind the enemy lines my one cavalry unit raiding into Maryland has taken Annapolis and is cutting the lines into Washington. I’m not moving them to Frederick City to cut the lines towards Harper’s Ferry.

The only other news is the fact that Benjamin Huger’s Force is moving towards Norfolk where I can start looking to gather a force to attack Fort Monroe - I’ll look to recruit a North Carolina brigade to accomplish this, along with sending another Virginia brigade to help.

[u]Western Theater[/u]

Kentucky

It doesn’t look like XPav is taking too much effort at keeping Kentucky in his hands. I’ve now cut the rails around Lexington to a good degree which will slow down his efforts at taking the area in the future. My raider is now south of Louisville and has given me a good indication of how many forces he’s gotten into the city - just three militia regiments. I’m cutting the rails south of Louisville and am then moving across the Ohio contrary to my earlier plans to go after the rails north of Bowling Green. Instead I’ll cut the rails at New Albany which should negatively affect the speed at which XPav can get troops into Kentucky.

Just to the south of Bowling Green at Clarksville McCulloch now has a full infantry brigade - 1,800 men. I’m not going to move against Bowling Green immediately though, as to do so would just switch Kentucky to the Union before I want it.

Polk at Columbus is still sitting tight, a movement against Paducah will occur at the same time we go against Bowling Green. Over at Island 10 I now have ten gunboats ready for action, though I can’t really use them with any effectiveness I think.

Tennessee


The Tennessee border region

We’ve now got some our recruited forces ready to move and get into the war. My brigade at Newport is now available for one, but is so out of the way that it’ll take a month to get near the fight. Don’t need to move by rail right now though, so they’ll foot it to Decatur, near Chattanooga. That city itself has a few militia units now, but they’ll stay there as a defensive precaution.

At Nashville my large brigade is nearly complete, asides from its artillery battery, and has roughly 3,000 effectives ready. If they can join McCulloch I can have about 4,700 men at Clarksville, along with a supply train to increase my available ammo and supplies.

Some forces have also been readied around Memphis, a full large brigade which I’m moving to join with Polk, though this will take a month to move that far north. Another cavalry regiment is also ready and is moving to Marion, Kentucky. I want to use it to raid further into Illinois and Indiana, it’s crucial that I continue all such activity as quickly as possible to keep the pressure off my line.

Arkansas, Missouri, Texas

I’ve finally spotted some enemy cavalry entering Arkansas, apparently looking to capture and destroy the depot at Fort Smith. Thankfully I managed to get militia into every important city in the region. I’ve got some cavalry at Little Rock to respond, but they’ll move by river so that I can get to them this turn.


Missouri

Up in Missouri though the situation is looking less dire than I had initially feared. Instead of moving into the Confederate held zone of the state Lyon has now started moving south towards Cairo, which has been retaken and garrisoned by a strong force. XPav did, however dispatch some forces to Rolla, looks like two militia units. They’ll be cut off after this turn though, as I’m cutting the rails at Union while Sterling Price advances on Rolla from Springfield. He doesn’t have a large body of troops, but I’m hoping to get him some move men from Jefferson City, where I’ve got two militia regiments and a brigade of line infantry training. I’m going to have a chance and leave that brigade alone to give Price a full five regiments of militia before advancing on Rolla. I should also have some cavalry, two regiments, ready to help out in the state starting next turn. One will head towards Kansas, possibly sacking Lawrence, and the other will head north - taking Bloomington - and maybe destroying the depot at Des Moines.

Down in Texas I’ve got some partisans now moving north into the Indian Territory. I want to protect the region and maybe move into Kansas.

[u]Raiding Activities[/u]

The Brewer Cavalry Battalion never managed to take Vincennes, some militia fighting them off. They’ve retreated west of the Emharras river. Still I’m cutting rails at Lawrenceville and moving to Tolono to see if I can take out a third depot.

The rest of my planned wide raid north of the Ohio will be taken over by the Tennessee Cavalry currently in Kentucky.

[b]Campaign Losses

Confederacy:[/b] 420
Union: 1,380

When does this scenario end, assuming you don’t crush the armies of the union?

A long slow death punctated with me doing the best I can.

Edit: Doh.

End of 1865 if it isn’t settled militarily, in which case its settled by VPs.

It also ends if national morale dips below a certain level - 40 for the Union and 25 for the Confederacy.

I just got the game yesterday, but I believe the grand campaign lasts until January 1866 if necessary. It can end sooner, of course.

[b]Early July 1861

Economy:[/b] With the movement of troops over and the purchase of some additional train capacity it looks like my rail system is back up to its full potential and I’ve got enough spare trains to shuttle forward one or two large brigades, shaving off some valuable time.

My river transport system could still use some work, and since I don’t need any major rail movements in the east for the time being I’ll look at boosting this in the coming few months.

I’d love to do some industrialization, but I just don’t have the resources.

One thing that I am swimming in is manpower, as I don’t have enough money to use all of them at once. This isn’t so bad as it allows me to keep a good sized manpower reserve.

Draft: Call for Volunteers (140 Conscript Companies)
Financial: Measured Exceptional Taxes (157,000 Dollars), 5% War Bonds (135,000 Dollars)

Enemy Movements: None

Reinforcements: 4 x Small Infantry Brigade (FL, TN, AL, LA), 1 x Large Infantry Brigade (NC), 1 x Zouaves Regiment (LA), 6 x Militia (2 SC, 3 VA, FL), 1 x Coastal Artillery (GA)
Replacements: 2 x Light Artillery

[u]Virginia Theater[/u]

Some massive early war movements occured over the last turn in northern Virginia. Early on in the turns first week McDowell went forward to Manassas where Magruder hadn’t yet been joined by Beauregard. Rather than attempt to fight off the vast northern horde - 22,000 men in total he and his 4,000 effectives retreated back towards Culpepper. About a day later Beauregard advancing in his trains met and fought McDowell around Bull Run.

Casualties were large on both sides, but as you can see when it came to the rough and tumble assault phase my boys in grey stood up better than the Yankees. A slight victory which really could be described as a meeting engagement. Since the city is still mine many of my regiments that got into the fight have already received reinforcements, so only Zollicoffers brigade has still got damage from the last turns fight, though looking at the experience levels of some of my regiments all of my divisions and brigades got into some of the fighting and many regiments have wastage of about fifty or so men.

Unfortunately McDowell has not retreated, and instead is still facing me near Manassas. I fear a second week of fighting will commence, though as McDowell has no depot and has not been able to replace the 2,700 casualties he took I’ll be issuing orders for a limited attack against his forces.

Slightly to the south at Culpepper Magruder has reorganized his forces following his retreat into a single division headed by Magruder. In an odd, slightly insane, but still respectable movement XPav has moved a large brigade under Shields in a wide flanking movement - originally from Harper’s Ferry, through what I assume is Washington, and down to Fredericksburg, catching me unawares as I had not stationed troops there. I’ll need to move Magruder there to catch Shields before he can assault Fredericksburg, though I don’t have much of a lead in terms of combat power. I can’t see him moving Shields after Richmond, and this wouldn’t be a problem anyways as I have enough forces to forstall that movement - it may just be a move to threaten Richmond and not get the -10 national morale loss. Magruder will move to Fredericksburg in defensive posture, hoping to catch Shields possibly assaulting the town to take it as it has only a militia unit.

Perhaps the best news the entire turn though is from Joe Johnston. He managed to make it to Harper’s Ferry right near the end of the two week turn and immediately attacked the towns defenders.

As you can see their militia units collapsed in disorder and were defeated in detail, and its our greatest victory of the war so far. Much of the victory must be attributed to Stonewall Jackson, who expertly led his troops as well as good combat ability out of Barnard Bee. Edmund K. Smith also had a good fight, and all three of the brigade commanders have now gotten about half way to their second experience level - and +1 to their defensive skills. Everyone participating in the attack has also been congradulated and as a result Jackson is halfway to being promoted to a corps commander spot.

For now I’ve reorganized Johnstons Corps into a more tight formation. Smith’s brigade has been given to Jackson with which he’s formed a division. Bee retains his brigade and together they’ll rest at Harper’s Ferry for awhile until they can get reorganized. They need to be ready for defensive movements as info from Baltimore tells me that Hooker now has enough forces collected - maybe over a dozen brigades - ready to form two or three divisions.

Cavalry around that region has cut the lines at Annapolis, and is now near Frederick City to cut the lines leading into Harper’s Ferry which should hurt the quickness of any eventual Federal counterattack. I’m moving this regiment of cavalry up north of Baltimore next to cut the highway from XPav’s prime recruiting grounds.

I’ve detached Edmund K. Smith from the Shenandoah Corps though, and moved him immediately to Winchester where he’s assumed command of the large infantry brigade that was raised there. I’m going to start moving him towards West Virginia where I hope I can attack and defeat the militia at Grafton. Cavalry will be accompanying him under W.H.C. Whiting to cut the rails that move from Grafton towards Washington, though my capture of Harper’s Ferry already has that line cut off and any Union reinforcement must now move through the Harrisburg-Pittsburg line, which I intent to cut soon as well.

Down near Norfolk Huger is nearing Fort Monroe, to be joined soon by the troops coming up from near Fort Sumter. The recently raised infantry brigade from North Carolina will take at least six weeks to reach him, which puts any assault on the fort at least two months away.

To Be Continued

It’s really enlightening and fun to read both sides’ war reports simultaneously like that, I hope you keep the game going for a while. Great stuff.

Would’ve been really fun to see the same in that other game where you played the Union, CSL. Have you abandoned that one?

I saw the game for 13 euros on play.com and ordered a copy. Some other player at entry level (!) for these kind of games available for a PBEM? Gonna be a few more days until I get my copy, though.

[OFF TOPIC]
Coincidentally, I had one book from the original Dragonlance trilogy in my hands last weekend. Man, a game about the War of the Lance done like that would be awesome. Since AGEODs chances for getting that license are pretty slim, maybe they could just do a similar original game. Anyway, I think it would be way cool raising Knight armies, ordering Mages and Dragons around and stuff like that in such way - heck, they even have a Fantasy section on their site, but it’s empty…
[/OFF TOPIC]


rezaf

[u]Western Theater[/u]

Kentucky & Raiding

Raiding forces first. I’ve got three cavalry regiments up and wrecking havoc on the enemy right now. It’s slightly ahistorical to be doing this but it’s a good tactic to take, especially if I want to have any chance of winning in the long run.

First, the Brewer Cavalry Battalion made its way to Tolono but found the city already garrisoned by some Pennslyvania militia (wha!). They are now very tired though, and so after destroying the rails I’m moving southeast into Indiana - hopefully stopping around Bedford which is heavily wooded. I can thereafter slip back into Kentucky without much fuss.

Near there north of Louisville my cavalry has captured New Albany, taking some small caches of supplies and ammo and the men are now prepared to wreck some track, this’l entirely isolated Louisville by rail. I could head towards Indianapolis after doing this, but the city surely has militia, so instead I’ll make my way to Dayton, Ohio. Hopefully some militia hasn’t gotten to the depot there and I can torch it, but it won’t be an issue if they have. I’ll just blow more rails and head back towards Lexington. XPav will likely be getting some reactionary cavalry forces out soon so I want to keep these trips less lengthy starting soon.

A third cavalry force is just south of the Ohio River at Marion, Kentucky. They’ll be moving northwest, slipping between Cairo and Salem to get at the raillines moving into St. Louis. I want to cut those immediately to get some additional time in Missouri.


Cavalry raiding movements throughout Illinois, Indiana, and Ohio

Down in Kentucky itself my good done raiding and line cutting movements have made my job much easier - as has the enemies lack of focus on the region. McCulloch is now being reinforced by a large brigade coming from Nashville. That’ll give him 4,700 effectives, they’ll meet at Bowling Green where I’ve already ordered him to assault. I can’t really wait much longer to decide this issue, as it is being forces near Paducah.

It seems Lyon has now made it to Cairo with what appears to be a moderate sized division, though it outnumbers me forces at Columbus. I’m moving that brigade from just over the Missisippi to meet up with Polk. I’ve now got a division under Ruggles and with those men it’ll have about 6,000 men enough to defend the region for awhile longer. Another brigade is coming up the river on transport ships bound for Island 10 - as I need to shore up its defenses quickly in case Lyon moves for it immediately. Another brigade is also coming for Polk, but overland, which has a further 3,000 effectives.

Tennessee

Not much going asides from troop movements. My brigade at Decatur is moving by rail now to Nashville. I’ll look to leave it there for awhile to act as a defensive unit. Another turn should also free up my units at Knoxville, and they too will move to Nashville, including a valuable supply unit that could be used by McCulloch for the coming Kentucky campaign.

Besides that I’ve moved two supply wagons to Covington. I just need four artillery units there to begin constructing a new fort - though as I’ve just found out I need supply units will make me think further before I go for constructing this.

Arkansas, Missouri, Texas

I had thought the situation in Missouri more dire than it so far has been. Right now I see two major Federal forces forming - one in St. Louis, which has taken no movements towards me, and another at Lexington where Sumner has been spotted with what I assume to be a small divisional sized force. As of now I have roughly two brigades worth of militia, a brigade of line infantry (still forming), and four cavalry regiments to conduct my operations - a shoestring budget.

Two of those cavalry regiments are at Springfield and respectively they’ll head towards Bloomington and St. Joseph - aiming to take both as they are undefended. Two further regiments, that have come up from Arkansas, are looking to take and burn the depot at Quincy and take some harbors and cut rails north of St. Louis.


Sterling Price, set to retake Rolla

Meanwhile Price, who now has five militia reigments totalling about 2,000 men is advancing on Rolla. The two militia units XPav has outside the city have now been affected by supply shortages, the result of my campaign against the rails and should be easily defeated without reinforcements. Additional militia north of the city is continuing to destroy the line leading to Jefferson City. That should be almost all of the lines south of the Missouri River.

Down in Arkansas enemy cavalry attempted to assault Fort Smith, as was feared, though they weren’t able to defeat my militia and now a regiment of my cavalry has arrived. The enemy cavalry is badly disorganized so an assault by my forces should take it out or force it back into the Indian Territory.

Texas Rangers are also now moving up to that location as well. Leaving Sibley with only a regiment of cavalry to protect Texas. I’ll look to add a small brigade to the state defenses.

[b]Campaign Losses

Confederacy:[/b] 3,135
Union: 7,410

Well Sarkus said he bought it so maybe try him? I’d recommend one of the early war battle scenarios. Bull Run is fairly boring, but I think they have ones for Shiloh and a fairly simple one about the Missouri campaign for '61-'62 that includes basic raising of troops and finances.

Another update tommorow when I get some time, with many an exciting movement ahead. XPav, as this is apparently his first PBEM, is impressing me with his inventive movements in Virginia.