Showing posts with label For the people. Show all posts
Showing posts with label For the people. Show all posts

Monday, June 3, 2013

TURN 8 summer 1863 "For the people"

This time I will begin in all the interphase stuff.

Three  actions must be completed by each player all interphases.

A) Bringing reinforcement into action. North soldiers are easier to bring. 8sp (40.000 men) in the east for example Washington D.C., 6sp (30.000) at the center f.ex. Cincinnatti (Oh); and 4sp (20.000) in the west f.ex St Louis (Mo) or Cairo (Il). But the question is that if south raided any state capital last turn or WDC hasn´t railroad connexion with the north you are loosing troops continuously. For the south is even more difficult, they receive 9sp every turn, but this number is reduced by 5000 men (1sp) every state north had conquered form the original 11 confederate states. After that south must roll a d.r. for every bklockade zone i has open, if the number rolled is higher than than the actual blockade level the sp arrives, otherwise there is a sw penalty.

B) Strategic movement, norht may move until 15 sp by train, south just 7. If this sp are going to be received by an Army, movement are not only restricted to RR.

C) Placement of new leaders scheduled to arrive this turn. They come randomly, you put them in the spaces and then flip them to see where they are.

Action begins!!  turn 8 is the tourning point of this game. South begins first as he plays a "campaign card", so Lee's AoW may attack an OOS WDC, so south puts a flag in north capital achieving a severe punishment   in sw (-30). Second activation is used to bring reinforcement to AoW. Remember south had only 7 points to move by RR every interphase, it means that very often confederate player must organize corps from north Carolina to bring troops the front.

AoP and Grafton corp are strong but they will arrive WDC late as south played a campaign, Washington FALLS!!

First action for north is to form AoC again (...new and improved AoC!!), there's no reason to hurry now afer Halleck surrender's at WDC.  Then AoW smashes against Hooker corp at Starsburg (Va) achieving another overwhelming  victory, almost destroying Hooker corp and making them retreat to Franklin. After the battle AoW secures Strasburg loyalty and comes back to WDC. Grant reacts and goes to Fraklin to absorb the rest of Hooker's corp and to threaten AoW form the south.

Confederate then places another ironclad at Paducah to try to open another way into northern territory (in the west this time). Time for Grant to move again and try to reach Hanover, but it was intercepted by AoNV and in an even battle +5 for blues +7 for greys, another grey victory is achieved. Not an awfull move, as if AoNV failed interception or Grant had won the battle, with  AoC in Hanover would had left both enemy armies (AoW at WDC and AoNV at Fredericksburg) OOS, and northern AoC itself could reach easily supply in any of the near ports.

Then A.P Hill was detached as a corp from AoNV and then attacks AoC at Gordonsville, Grant had to hit 1-5 to get supplies back, but fails with a "6" so APHill atacks AoC with a strong +3 drm, anyway AoC is too hard for Mr Hill but a 2/3 is achieved. Then AoP moves to rescue threaten AoC (with just 1000men) and relieves them with 20000 new recruits, reducing AoP to 6sp (30000 men), but now AoC is save (for the time being)  with 6sp (30000 men too). Then grey AoW goes to hit AoP (it had a lower defence +5, for +7 AoC) and gets another 3/1 victory (three in a row!!,... not a turn for good rolling for the north this time). After all this battles all arond Strasburg AoC turns to reinforce again waiting  for another enemy offensive. Then after two card activations with all four armies back and forth around Strasburg and Culppeper, last activation allowed McClellan's AoP to retake W.D.C. but as it is a capital (even in enemy's hand) battle is a complete failure.
Blockade level=3 

Turn casualties                 USA         CSA
battle                                115.000       60.000              ***terrible difference this time!!!****
Attrition                                 -               5000

All war casualties                    USA           CSA
   (including attrition)                  430000        290000

An especially bloody turn, board has changed dramatically in just two turns.  A serie of bad die rolls, confederate skill, and a number of bad decisions of union staff commander, brings the north to a critical situation.

Saturday, May 25, 2013

TURN 7 spring 1863 "For the people"

Union begins prepearing an army for Grant, first great union leader of the war (activation rating=1, defense=3, attack=3) the best possible numbers in game for all ratings. (...the same as Lee, Forrest or Sherman). South plays one of the events that let him to put reinforcements on board, in this case (Chief of ordnance). Then north builds Army of the Cumberland (AoC), Sherman in charge (anyone shocked). Most of northern armies  had name of a river, on the other hand, southern armies had state names. South plays again an event to get reinforcement (bad thing for me!)

After all this prepearing actions AoC gets down West Virginia in order to reach Senandoah valley, but the way is log as every space must be converted (put a flag on it) in order to have a LOC (supply), so an army runs just three spaces if it is moving into enemy territory. Lee's AoW moves north to smash northern defences at Frederick (Va)...but this time McClellan AoP fails interception and it becomes a grey's victory. Gate to Washington DC is OPEN now, after Frederick battle, the rest of federal corp retreats back to Gettysburg. Army of the west continue moving (as it had before battle more than double strength points), and converts Frederick, defeats the small Baltimore garrison and comes back to Frederick for not being trapped in case of a northern attack.

Here comes maybe one of the first mistakes seen how the war was, the sacrifice of AoC in order to displace Richmond. AoC goes direct onto Richmond without LOC playing a Minor Campaign card, this allowed me to play a second activation tha twill sure make Richmond fall. This was the way it was, fail the first dr, Richmond didn't fall at the first time, but then, Butler's corp with 10000 men enter at Richmond displacing south capital (without flagging it!, as NO LOC). At the moment:

USA SW= 113(+)
CSA SW=63(-)   ...Always when scoring at FtP have to say if (+) or (-), just to mark how the tide of war goes. If you was (-) an add some sw (victory points) for any circumstances, then you win 2sw more for "Change of fortune". When you pass from (+) to (-) then loose 3sw.  Now Confederacy played a "Major campaign" allowing him to do three activations in a row. First sent an corp to strike Grant's AoC, northern victory but AoC has only 3sp. Then south send another corp, that were defeated again by Grant, but it was the swan song as in the third activation AoNV gets down to Petersburg and it was destroyed at the end, it had a cost of 10sw for loosing an army marker and 3sw for "change of fortune". Two northern leaders died in all these actions, Rosecrans and Pleasonton.

Then, with AoC destroyed AoP moved to try to help a surrounded WDC and advanced to Maryland, but was intercepted at Baltimore by Lee's AoW. After that. AoNV goes to the front line again and in the way secures Ft Monroe to reopen Norfolk port. Hooker were then detached from AoP and went to Grafton, pick up almost all the garrison troops and moved to Strasburg. South placed then an ironclad CSS Arkansas to close vital suplly line of WDC. This will be dramatic later for the north!!!.

For the end of the turn, north plays "Grierson Raid" and places two PC markers at Hanover (Va) and Frederick (Md). That left both confederate armies without LOC. I think it is a "risky" bet that went wrong,  it could  have been used to place one of the flags to eliminate CSS Arkansas from Aqua Creeck opening supply line to WDC.  South reacted sending  general Polk corp from AoNV to reopen the vital suplly line from Hanover to Frederick... then AoP failed to intercept rolling a "5" and all the plan failed.


All in this turn happened at this  area of the war (east). This is just before the last Polk move, when he    opened the LOC for both southern armies and raided Maryland. At the end after all moves Hanover and Frederick (and Annapolis) changed to the south and it meant that AoNV, AoW didn't had to pass atrittion, could receive vital reinforcements, Washington DC was unsupplied, and all three spaces at Maryland were in southern hands, it meant a Raid, -5sw for the union, +5sw for the south.(Due to CSS Arkansas closing Potomac river at Aqua Creek). So union complete disaster.

Blockade level=3
                                                   USA            CSA
Turn casualties (battle) 75000           65000
Attrition                             15000            5000
                                                                                             USA           CSA
ALL WAR CASUALTIES (including attrition): 315000       230000      



Tuesday, May 14, 2013

TURN 6 fall 1862 "For the people"

Good times for the union this turn. ( ...two turns left yet for hard days to come!)

No surprises in interphase stuff, AoP defends Maryland frontier with two strong corps, one in Frederick (Hooker) and another one at Grafton (Rosecrans) and one strong corp for Pope in Tennesse border to threaten Mississippi supply lines. Confederate reinforces a very strong Lee's AoW and a weaker AoNV to back cover. In the west a corp for Jackson (suported by cavalry brigades) to halt any union adventure to Mississippi forts.

To begin Union decides to spread out over a wide area to close Richmond supply line via Tenessee and to threaten Georgia. Greys attack Grafton with biological weapons (disentery) and reduces Rosecrans troops from 6sp to 5sp. Then north cavalry troops raid Hanover (Va) in order to cut supply for both confederate armies. AoNV quickly answers turning back south to reopen  vital supply lines. McDowell at Misouri begons to accumulate foods and bullets to prepare his offensive to Arkansas. Confederate spies inform of McDowell plans and greys build a fort in "little rock" (Ar). Meanwhile Van Dorn returns wit his 10000 men to AoW.

After half of the autumn preparing his supplies McDowell moves and spreads over a wide area of Arkansas, reaching even New Madrid (Misouri) in the Mississippi river. Southern political preassure flips support in two Misouri spaces, St Louis and Ironton leaving McDowell corps without supply after so delay to advance!!.

In the west, Anaconda plan of general Scott arises blockade level to three. (good point for blues). But Confederate men were preparing a smashing coup, using rail concentration card (Chickamauga) rises AoW to is limit of 15sp (75000 men) and launched a surprise attack to Frederick (Md). There Hooker seeing what was coming asked for help to McClellan's AoP. Once again, old McLellan didn't fail and reach Frederick just in time to defeat Lee in a wild fight with about 55000 casualties. This big battle was quickly reported all over the country rising Union strategic will. Smith and Freemont leaders among others died there at Frederick fields.

Union continues with political warfare and reopens supply for McDowell believing AoW will seek for rest after last battle. Antoher mistake, Lee's AoW fearless goes through Senandoah battle to try now on the other side of northern defences.  But again McClellan reachs Harper Ferry to fight another battle (mid battle this time) in order to defeat greys again. Buell dies this time.

Misouri joins the union at last, but people is tired of war after two years of war (war weariness ) leaving score:
Union SW= 110 (-)
Csa SW=81 (-)

A good tunr for the union considering there were 4 "1" cards in hand. McClellan intercepting capacities also helped! only had 44% of hiting both interceptions.
                                                  Union                Confederation
turn casualties (battle): 40000                 40000
                     Attrtion:  15000                  5000

                                                                             Union         Confederation
All war casualties (including attrition)  225000          140000


                                              Situation in the west at the end "fall 1862"

Tuesday, April 9, 2013

TURN 5 summer 1862 "For the people"

   

Card1: Union rearrange his leaders and orders new destinations for part of the staff. Some "1" defensive leaders to try to close aproaching spaces and Pope ("2 rating " leader to press down Kentucky). South plays "Western Concentration Block" a card that allows you to move five sp's (25000 men) by train and then activate a leader, a powerfull card. This time Mike tries to press Kentucky up in order to threaten Ohio, a lucky dr lets Pope to intercept due to the -2 that Pleasonton cavalry brigades gives him, and wins the battle, in Ftp when you intercept you win an "+2" dr for the upcoming battle.

Card 2: A 3 card play to move AoP and prepare defensive positions in Harper's Ferry and Frederick. Is important to know that in ftp when a force enters in a battle not necessary stops. If you reach (before battle) a 2 vs 1 ratio and you win the battle, you can go on after the battle. Reinforced Jackson continues striking Pope at Nashville, Pope intercepts again (2 interceptions in a row, both of just 1/3 options) and loose the battle, but it stops Jackson.

Card 3: This grey's offensives in far Kentucky-Tenessee area, gives north a bit of time to prepare defensive positions, now North plays an event that lets place two forts, in this case in Gettysburg and Pittsburgh. This time CSA changes his mind, and moves Jackson corp's to reinforce the Mississipi area. 

Card 4: Union plays an event to make an attrition in AoW which losses 10000 men (passing from 45000 to 35000 men). South plays a fort in Little Rock (Ar), this is an action I love, it closes the way form Missouri to Texas. 

Card 5. Division move to reinforce the new fort at Pittsburgh. Unable to defend Morehead city, north had not garrisoned it, so now Longstreet corp goes there to reopen Nort Atlantic blockade zone.

Card 6: Pope was alone at Murfreesboro with just 5000 men after Nashville battle, and as Jackson went to reinforce Mississipi, then now Pope turns back to Bowling Green (via Clinton to avoid interception) gets 10000 men from General Banks corp's, and attacks Nashville again to reopen the rail line from the north. Jackson orders are changed and take his men back to southern Kentucky again to cut Pope's line in Bowling Green. AGAIN Pope intercepts at Clarksville in a 1/3 dr (third in a row!!). Jackson wins the the battle but Pope retreats to Bowling Green (so it still has a LOC) and Jackson is stoped again.

Card 7: There are some events in FtP you can't avoid when they are in your hands. This is the case with "red river campaign", when you draw this card as the north, you have to control one espace in red river or you lose 5sw. As north has sw enough I decided not to try this complicated amphibious operation and begin Misouri recovery with McDowell troops. For last move AGAIN south had a "minor campaign". As first activation  Lee's Army of the West (AoW) attacks Washington D.C. main door at Frederick, but AoP iontercepts (this time is a 2/3 interception) and defeats them there. Once AoP intercepts it reaches a +7 drm    (+2 fort  +2 interceptio   +3 leaders) ...it is enough even against mega-powerfull Lee's AoW. Now seeing the fail of AoW, AoNV tries the same on the other side and attacks north via Harper Ferry. AoP intercepts again (five in a row!) with a 2/3 chance and defeats easily AoNV at H.F.

                This has been "interceptions turn"!!!  ... too much for my poor gamebuddy ;-) 
(1/3) x (1/3) x (1/3) x (2/3) x(2/3)= 4/ 243 =      1,6%            of chances to happen

bloody turn after so many battles, good point for the north due to the difference in manpower.


Mighty McClellan's AoP have just defeated Lee's AoW at Frederick  and is waiting for AoNv to come at Harpers Ferry

Turn losses:            Battle                       Attrition
Union                    40000                        15000
Confederacy         50000                        15000

war losses (attrition + casualties)
Union:               170000                              S.W:=103(-)
Confederacy:    140000                              S.W.=100(-)

Blockade level=2





Tuesday, March 26, 2013

TURN 4 spring 1862 "For the people"

Card1. First card play for USA is obvious, to demote poor McDowell and place in chargeof Army of Potomac Mr. McLlelan. It is the moment to do it, as Stoneman cavalry brigade gives a +2 for interception and negates the "-2" in all leader ratios. So now AoP defences with +3 and intercepts with 4/6. It affects USA SW with a -5 (McDowell political rating) but gives a bonus of +5 for placing in charge McLellan (special rule). With his first activation confederacy retreats AoNV to West Virginia leaving Van Dorn with a 15000 troops corp it Chambersburg (Pa) allowing to close Senandoah valley and threatening a raid in Pennsylvania.

Card2. USA places a fort in Grafton (WV) seeing the obvious threat of a raid through Pittsburgh. CSA creates AoW at Richmond with Lee in charge. This is a serious problem for the union, Defensive rating of the union armies depends on the difference of the CSA leader in command and the USA leader, if CSA leader is best, then just two leaders are added to the total of the army, on the other way round, grey's armies always uses three leaders. It means, AoW attacking AoP is a +6 vs +3, but if it's AoNV who attacks then it would be +4 vs +4.

Card3. USA places a fort at harrisburg to avoid Van Dorn corps to raid Pennsylvania easily. Then CSA begins a political offensive to join Misouri to the confederacy. <<First move of my buddy I don't like, more troops for reinforcement each turn, and 10 sw for political value of Mo, but very difficult for the greys to defend it.¿?.>>

Card4. Active AoP to recover Chambesburg, to close Frederick with enough troops and to stay in Harper Ferry. Now with new AoP intercepting with a 66% of the times willl respond to an attack from Virgina or from Senandoah. CSA continues with political war at Mo and places three more flags there.

Card5. usa places a fort in H.F. (north of Va) and south moves AoW to Strasburg. A good place to stop any advance from AoP and even to launch a final turn offensive through WV, Senandoah or Manassas.

Card6. For the people lets with some events to steal a card from your enemy hand, this time union plays now in order to steal a very good card (usually players left the best of their cards hand for the end of the turn), and that way then play the last card of the turn a powerfull one. With an incredible luck, USA steals the best possible card from south's hand "major campaign". It is typical to leave a major campaign for yor last card play in order to do three uncontested activation, ...but this can happen!!!. Now, without his  best card, south must play his last card leaving north to seize the last card play (this time). Michael decides to ativate Van Dorn and spreads all over West Virginia in order to place a lot of political markers, but Rosecrans intercepts VD with a "1" (just a 16% to get it 1 /6) stoping them.Very lucky again.

Card7. No cards on CSA hand, this is the last card payed this turn, and it's a campaign too (minor), so two activations for the blues. 1st one: is an amphibous assault from WDC to Fort Fisher (North Carolina). it closes North Atlantic blockade zone but easily greys will reopen it later due to the lack of troops to to defende Morehead city (Nc).
2nd one: Bank's corp move to seize the oportunity to secure Kentucky and even to assault Nashville to burst it's depot and enters Murfreesboro.
Situation in the east at the begining of turn 5. Two armies waiting for the opportunity to raid north

Situation in the west at the begining of turn 5. Kentucky and Nashville in north control but Missippi firmly defended by Johnny Rebs.

Turn losses               casualties.                attrition.
USA                                    15000                       15000
CSA                                     10000 +fort              5000

War  losses:  (casualties +  attrition)
USA                       125000
CSA                          75000

SW
USA 111(+)                        Blockade level=2 
CSA  96(-)



Saturday, March 16, 2013

TURN 3 fall 1861 "For the people"

This turn, card hand rises to 6 cards, the rest of the game will be  7 cards turn.

Interphase stuff: This is a special interphase due to 90 days enlistement. No reinforcement this time, just the possibility to move troops by railroad and two new leaders for CSA.

Card 1. Union begins redeploying leaders, and confederacy moves AoNV against Frederick, hard battle there (poor old Beauregard dies) but a southern victory, political control placed in Frederick, next card could bring a first attempt to reach Washington (WDC).

Card 2. Union has a +4 (+2 McLellan +2 fort) at WDC but AoMV is also a +4, so a bad dr could mean WDC falling. So union decides to counter attack, active AoP (just a +1 army) from Culpepper  against Hanover in order to cut supply line of AoNV and to theraten Richmond. Gambit works and AoNV comes back to south to reestablish a supply line and fights against AoP, Hanover battle is another smashing victory of the south, but WDC is relived.

                                           ... no LOC for AoNV so gets back and crushes AoP!!

Card 3. AoP backs to Frederick and reinforces with troops from WDC, then AoNV strikes again against AoP at Frederick, but this time AoP stands (with lots of luck) and  wins a soft  battle.

Card 4. Fort placed again at frederick, this gives AoP +3 against +4 of AoNV . AoNV gets an elite unit (a future +1 for any hard battle to come)

Card 5. then Union arises blockade level by one (to two) and CSA reorganized his leaders

Card 6. Union plays a campaing card (wich let TWO moves) allowing to close Senandoah gate with halleck corps (15000 men) detached from WDC  and Banks moves his men to get Kentucky for the union. (Very good hand card for union this turn 3)...but now another campaign card for the CSA!!. First move: AoNV backs for the other side this time against Halleck at Harper Ferry (AoP haven't cavalry yet, so just a 1 to intercept), another voctory for the south, and halleck retreats to Chambersburg (Pa) with 5000 men. Then for the second activation Van Dorn ("1" leader, it means all cards activate him) takes advantage of the AoNV work and goes to strike Chambersburg. Not enough troops to do a raid, but he could have close WDC rail connection with north in order to reduce reinforcement rate,...but fails the battle and Halleck is new hero of the union.

Turn losses (bloody one):    casualties.                attrition.
USA                                    45000                      5000
CSA                                    30000                      5000

War  losses:  (casualties +  attrition)
USA                       95000
CSA                       60000

SW
USA 104(-) +10 Kentucky joins the union -5war weariness.                   Blockade level=2
CSA  95(-)

Tuesday, February 12, 2013

TURN 2 Summer 1861 "For the people"

Begins turn 2 after resolving political affairs and reinforcement. No special things to point out this time, excepting the fact that in turn 2, seven USA leaders enter the game (they represent corp leaders, so they are generals with a command of some divisions). Most of them are bad leaders, but there are three specially importants. McLlelan, activation of "3" (worst), zero in attack (worst) but a defense of "2" (rating goes from 0 to 3) and a political rating of "10" it means that wherever he goes, he is in charge. And  Pope (attack =1, defense=0) and Burnside (attack =0, defense=1) both with an activation rating of "2", it means that they can act with cards of value of "2" and "3". This fact is very important as  it usually means that in the first turns of the war USA often  can't almost move due to the hand you drew.
On the other hand confederacy receives three leaders, two average ones (Smith and Bragg) and one very important  Stuart, he is the first cavalry leader in the game, so once in an army (biggest military estructure in the game) it is not penalized in combat and can react much better (drm= -2  for retreating and intercepting). It means that once CSA builds army of north Virginia (AoNV), usually at the beginning of turn 2, it has easily a drm for combat of "+4" in attack and "+5" in defense, and his enemy AoP (northern Army of the Potomac) usually has attack "+1", "+1" in defense. So a hard turn for the union to come!
The first activation for Union is to destroy the raiders already in Pennsylvania, Pope gets his 25000 men and destroys both grey divisions in Philadelphia and Harrisburg. In FtP battles are usually very evenly resolved,  the combat table doesn't consider a lot the size ratios, being much more important supply status or the rating of the leaders. After the battle (when you begin a battle with at least double troups than the defender, and you win,  you can continue with your move) Pope continues to reinforce Dc, Baltimore and AoP at Frederick (Md). Then south creates AoNV, J. Johnston is in charge, it hits in A.J.Johnston ego, with a highest political rating and only a "corp leader" detached in Nashville (Tn), so CSA is penalized with 5 victory points.
Union plays a card to build a fort in Frederick (most direct way to reach WDC) and CSA plays a dvision move (5000 men) from Vicksburg to reinforce Marshal (Tx) to avoid blue advance from Sabine City where 15000 troops are waiting for a future offensive inside Texas.

Next Union card is to rise blockade level, now bkde level=1. It's an abstract way to represent the blockade union navy did to avoid south from receiving war materials.(Each reinforcement phase south has to roll a die higher than bkde level in order to receive 5000 men in a port for each of the forth blockade zones). Then south plays   a  reinforcement card which gives 10000 troops in St Marks (Fl).

CAMPAIGN CARD: Union plays another good card (a minor campaign) it lets your side to do two  movements in a row (minor) or three (major). First was Freemont deploying a garrison in three espaces in Kentucky, that way if they are supplied at the end of the turn a politcial control marker (PC) is placed. The other movement was Burnside spreading from West Virginia to Manassas detaching 1sp (5000 troops) in each espace. It's risky if your enemy can overun you with a 10 vs1 force, but not the case this time. South plays a political event that passed again to neutral three espaces in Ky. North seeing impossible an offensive from Sabine to inside Texas, uses a naval event to reduce the garrison from 15000 to 10000 (it's the maximun amount that do not takes attrition) and with these 5000 men do an amphibius assault to Morehead City (Nc), each Union controled port is a blockade zone near to be closed. Then south moved AoNV aproaching to WDC, in the way a minor batlle were fought that killed poor old Burnside at Manassas. AoNV moves further after his victory in order to deploy more to reduce attrition.


USA SW=100(-)            blkde level=1
CSA SW=95(-)               it changed due to the creation of AoNV

                  turn   combat casualties:                turn attrition casualties     Total (casualties + attrition):
Union:                 15,000                                          15,000                               45000
Confederation:    15,000                                             -                                      25000

Situation in the east before AONV attacks Manassas  (summer 1861)













Kentucky at the end of turn 2, it doesn't join the union due to the political event played by CSA


Sunday, February 3, 2013

TURN 1 Spring 1861 "For the people"


BPA SEMIFINAL game of  Trans-Mississippi consolation bracket.

BPA Boardgame Players Association, it is a way for gamers to join and play in an official way. For USA gamers is easy to meet in big conventions, there are several all over the year all over USA geography, but for european players is much more difficult. So BPA is a way to play a tournament, very well organized and managed by fine buddies, who often show you how to play properly. Thus, you learn a game you love, and if you have any question you may ask directly to your opponent or even to the game master  (if you think the question would show the enemy which your next play would be)

In the "For The People" tournament, we began 52 players and after five rounds there were 4 top players with 4 victories, and 12 (I was there) with three victories and just one defeat. As the tournament was already running for two years, and fearing it would longer even more, Don, our GM (game master) decided to do a draw to qualify 4 of us (not me) to the final-final and the other 8 to a paralel consolation tournament called "Trans Mississippi". So here I am, at the semifinal of this tournament, fighting with the North against Mr Michael Mitchell.

I'm again playing north, I think is easier to me achieving a victory with north, but I have played 4 times in this tournament with north and I would have liked to change side this time.


The first turn is the shortest in the game (full hand size is reached  in turn 4 spring 1862). So there are just four actionsrounds in this turn. South didn't campaign so north begins.

With a good card hand North launched an offensive in Senandoah with Army of Potomac (AoP), the only army at the begining of the war. McDowell with his poor leadership was defeated at Winchester by JJ even with a ratio 3:1. South first card was an political offensive in Kentucky placing three PC (political control) markers, it can be done directly in neutral spaces. Second round began with a political counter attack: with a "2" card Union places two PCs at  Grafton (WV) and Bowling Green (Ky). South does the same with a "1" card at Lexington (Ky) in order to close supply exits from Ohio, both sorties are closed politically Loiuisville and Falmouth.

With another "3" card in hand Union activates Freemont from West picking up all dispersed blue garrisons and spreads over East Kentucky to deny South political control. South moves Beauregard with 15000 men (now the biggest South corp in the game) back to Richmond to reduce attrition, secure back door of the capital (Petersburg) and to prepare the launch of last turn offensive.

As the last card play North plays an event to amphibious assault troops in Sabine (Tx), back door of Confederation. Considering South had no enough troops to encircle Dc, attacking first Fredericksburg and then spreading over Maryland . It's a big  mistak. In spite that  it's a good option to force South to reinforce the west with needed troops, it invited South to a dangerous move  (as it did) smashing Fredericksburg garrison and then reaching Harrisburg and Philadelphia (Pa). Not able to put a PC marker due to the lack of supply (goodness sake) but cutting the railroad to Dc in order to reduce the east reinforcements form 40,000 men to 20,000.

USA SW=100(-)
CSA SW=100(+)               ...no change the same as the set up.

                     combat casualties:                     attrition casualties:
Union:              10,000                                          5,000
Confederation:  10,000                                             -

image

AoP stopped in Winchester (Va) and South offensive with last card into Pennsylvania heart. No rail LOC for Dc, so western reinforcement reduced for the next turn.

Saturday, February 2, 2013

"FOR THE PEOPLE" GMTGames

 

There are several reasons that makes this ACW (american civil war) game a "must" for me, ...must own, and must play. It is a CDG game, so it means that you can play it perfectly by mail (vassal or cyberboard) specialy if you use ACTS (fantastic card track system). With all the topics that makes CDG games so special, lots of things to do, lots of possibilities, but you must take just one. You can play all the ACW in one afternoon. You will have to deal with (of course)  military operations, political topics (international  support, trade, etc), naval blockade, and one of the things likes me most is that leaders are ranked  using their political abilities, so if you have in the same space Sherman and Butler it's a pity for you but Butler will be in charge.
I have played the whole campaign several times, and I find that is easier to play with North, lots of men to recruit, cheap forts, all naval power at your disposition, and several places to attack for keeping confederation busy (Texas, Florida, Mississipi forts, Kentuky and West Virginia). Main problems are:  leaders are very bad at the begining (not only in their offensive or defensive abilities) specially in their activation rating. Almost all of them are "3" leaders, it means that with an average card hand you are almost still. A desesperate lack of cavalry, and an eternal worry about not loosing your capital.
On the other hand playing South is very, very funny (...but think tahtyou will likely lose the war). You have better leaders, less activation ratings, lots of cavalry, several places to attack or raid (Senandoah, West Virginia, Kentucky) or even straight to Frederick.  But obviously it is not so easy, you have to deal with very strong problems: lower replacement rates, blockade asphyxia,  and Union power always threatening you everywhere to avoid you crossing lots of points.
I am now playing the FtP 2011-2103 tournament. after five rounds I'm in the consolation bracket (4 victories and 1 defeat) playing semifinals against a tough buddy Michael Mitchell. I will try to make a report of every turn we do.