This document discusses strategies for the Confederacy to defend Richmond early in the American Civil War as simulated in the board game For the People. It recommends that the Confederacy build up the Army of Northern Virginia under General Johnston and interrupt the Union's lines of communication by maneuvering troops through the Shenandoah Valley. This would force the Union to react and use valuable operations cards, keeping them from directly threatening Richmond. The changes to the game better represent the historical concerns around flanking maneuvers in the Eastern theater while maintaining a good pace of play.
This document discusses strategies for the Confederacy to defend Richmond early in the American Civil War as simulated in the board game For the People. It recommends that the Confederacy build up the Army of Northern Virginia under General Johnston and interrupt the Union's lines of communication by maneuvering troops through the Shenandoah Valley. This would force the Union to react and use valuable operations cards, keeping them from directly threatening Richmond. The changes to the game better represent the historical concerns around flanking maneuvers in the Eastern theater while maintaining a good pace of play.
This document discusses strategies for the Confederacy to defend Richmond early in the American Civil War as simulated in the board game For the People. It recommends that the Confederacy build up the Army of Northern Virginia under General Johnston and interrupt the Union's lines of communication by maneuvering troops through the Shenandoah Valley. This would force the Union to react and use valuable operations cards, keeping them from directly threatening Richmond. The changes to the game better represent the historical concerns around flanking maneuvers in the Eastern theater while maintaining a good pace of play.
The Union will most likely only have a +2 or as high as +4 DRM (with a 3-1 force advantage) while the South should have a +9 (Johnston, fort, Union out of supply and two addi- tional generals) guaranteeing victory (asterisk results are cancelled in capitals/resource spaces which both apply to Richmond). Failure either to build the AoNV or to cut the Union LOC is a recipe for early disaster. Accomplishing one of these tasks makes Richmond very secure in spite of the Union advantage.
Another Confederate tactic to
preempt a Union advance building up the East at the expense of the West during turn 2 (Summer 1861), and launching an offensive through the Shenandoah Valley into Maryland. This maneuver will threaten to outflank the AoP and directly attack Washington. The Union should react to this forcing the use of a key card when they are in the shortest supply. As the old saying goes, the best defense is a good offense.
This illustrates how the best laid
How aggressive the Union may Conclusion become in the East depends on how One of the key changes to FOR THE plans can still go wrong. The key is to many 3 Ops cards he gets. not panic, and to find ways to get the PEOPLE has been the subtle, but Confederate player to use up his significant changes to the Eastern The player sitting at Davis' theater of operations. The alterations cards doing other things while you desk shouldn't despair. attempt to recover the situation. bring more of the historical concerns First, the AoNV should be and options into the game. The built with J. Johnston in increased opportunities to play on How to keep the Yankees command. Second, he the flanks of the theater is due to out of the Old Dominion should interrupt the Union LOC via these changes. I believe the end result maneuver. Due to LOC constraints, is a better historical simulation Early in the war, Richmond is the first Union advance will get him without significant rule additions vulnerable to capture. If the South as far as Hanover. One of the critical that slow down play. I hope you like has sent too many of its reinforce- map changes in the GMT edition of the improvements. ments west or left them on coastal the game now works its wonders. defense, it could find itself during the The South should dispatch a corps Fall 1861 turn on the short end of the from Richmond which maneuvers capital sweepstakes. During late 1861, the big Union advantage is its huge forces. Historically, the only thing keeping the Union out of Richmond was McClellan. This is simulated in the game by the fact that most decent Union generals have strategy ratings of 3. Whereas McClellan is the best army com- mander for defending Washington, he is about the worst for threatening Richmond. What I find most intrigu- ing about this situation is that the real history of the war may have been the least likely outcome, when it comes to the Eastern theater of operations. If McDowell had been a bit luckier at Manassas or if Sherman had been placed in a higher com- mand position earlier in the war, who knows what might have happened!