October 22, 1998 - Pulse on the Net
Confederate Strategy Brief: FOR THE PEOPLE

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So, how does one gather his men to cover the above points?

A typical turn one should see most CSA forces still in their starting positions. The exceptions are in VA, where Union activities have a good chance of reducing the forces there to one general and 4 SP. With just 7 rail points, concentration is difficult, but good positioning can offset this. Assuming that this is the case, and further assuming Beauregard with three SP is in Hanover and 1 SP is in Richmond, put the following state reinforcements in the indicated places:

1. One in Richmond, VA
2. One in Sabine City, TX
3. One in Dover, TN
4. One in Fort Phillips-Jackson, LA
5. One in Fort Gadson, FL
6. One in Fort Fisher, NC
7. One in Vicksburg, MS (to be moved by division move into Sabine City TX or elsewhere as needed by rail)
8. One in Millen GA.

The remaining 5 SP reinforcements, including blockade-runners, can be placed on any rail space within placement restrictions. Rail one to Columbus KY, one to Millen GA and three to Hanover VA. This should give the force in Hanover 7 SP. On the other hand, if the Union player concentrates his force in and around DC, forget the Millen GA forces and move them and maybe even the SP in Vicksburg, to Hanover. As for the generals, Stuart should go to Hanover. Place the others such as to minimize shuffling generals when you want to form your army in VA or move forces about in TN and GA.

From there, Federal activities will dictate the course of action. Look to where he moved his reinforcements and try to determine what his main axis of advance might be. Use division moves to get that second SP from Vicksburg to Sabine City and concentrate Price with the SP in Little Rock and maybe Memphis. The first priority, however, is forming an army in VA, reducing Fort Monroe, and facing the AoP. Additional turns should follow the same pattern. Place reinforcements to minimize the need for the use of rail. For instance, placing a blockade runner in Norfolk VA and a state reinforcement in Weldon NC allows both to be picked up by a quick general operating out of Richmond to add to its defense in one move.

Be wary of McClellan’s special naval move ability. He is the only Union general that can move an Army by sea until Grant and Sherman arrive and it is easy to forget this.

On turn 7 the nature of the game starts to change with the appearance of Grant, the first really good Federal general. Where Grant goes, so goes the main Federal effort. He (and later Sherman) is particularly dangerous because of his dual ability to move an Army by Riverine Movement, which can be used to suddenly produce an army deep in your rear. It is doubly important that Grant be kept reacting to threats rather than making them.

By late mid game (turn 9 or 10), a typical game with good Union play should see the CSA player on the ropes. The Mississippi River should be closed and MO, AR and TX converted, Federal forces should be threatening resource centers throughout the south, the blockade-runner ports should be squeezed, and VA should be a war zone bleeding the CSA dry. It is at this point when CSA actions and card choices come home to roost as the flow of SP diminishes and options become limited. If SP have been husbanded well, you should have some strong forces to work with, but even lacking these there are some things the CSA can do.

First, recognize that any border state converted is one the Union player must protect, and both KY and WV are still reachable. Three Confederate PC markers in the right place can provide a 10-point SW shift for the CSA. Use your mobility to trap Federal forces before attacking. If you’re desperate for SP, don’t forget coastal fort garrisons that may be pointlessly guarding blockade-runner ports. Choose a few key resource centers and fortify them. Georgia is a good choice as a last redoubt because of its central location, collection of resource centers, and limited access. Use it as a base to launch raids into Federal controlled states and maintain a line of communications between VA and MS. Once GA falls the game is probably over anyway.

The nature of the game prevents listing a turn by turn list of activities to perform. The main rule is to be flexible and have forces available to take advantage of fleeting opportunities. Keeping the Federal player reacting to your movements keeps him from striking at your week points, and you have the mobility to do so. By mid game, the Federal player should be able to threaten from far more directions than the CSA player can cover without taking advantage of his extra mobility. Unfortunately, it is far too easy to fall into the trap of fighting battles of attrition, which in the end can only favor the Federal player. Avoid pitched battles unless you have carefully considered the alternatives and found no other way.

Remember. To win, you simply have to avoid losing.


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About Steven Bucey cratex@earthlink.net

Software Engineer and physicist
Member, Columbus Area Boardgame Society (CABS)
Editor, Prepare For Boarders (newsletter for CABS)

Mr. Bucey has been involved in wargaming since 1977, starting with Panzer Leader (TAHGC). His current wargame collection stands at about 220 titles, and he has actually played most of these face-to-face. His favorite game is none other than the subject of this story, FOR THE PEOPLE. Despite some minor quibbles, Mr. Bucey considers this as quite possibly one of the best games ever designed.

Other gaming favorites include KRIEG! (DG), WWII:ETO (2CD ED TSR), TANK LEADER (WEG), PANZER LEADER (TAHGC), GREAT BATTLES OF HISTORY (GMT), BATTLES OF THE ANCIENT WORLD (DG), and CHARLEMAGNE (DG).

Related Links
4. FOR THE PEOPLE Game Talk
5. FOR THE PEOPLE Support Site

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Copyright © 1999, 2000 ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com