Tutorial Illustrated v031

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Tutorial: Basic Rules

This is an illustrated supplement to the in-game tutorial ('Basic Rules').


It contains the same explanations but with some pictures to make it easier to
follow the instructions. To use this tutorial start AACW, choose 'New Game' and
the scenario 'Tutorial: Basic Rules'. Close the tutorial window which appear in the
game.

You may switch the Acrobat Reader to fullscreen-mode with 'Ctrl-L' and switch
between AACW and the Reader with 'Alt-Tab'.
Welcome the tutorial of Ageod’s American Civil War. AACW is a historical strategy game
which covers the whole conflict between the Union and the Confederate States of America
from 1861 to 1865. You will have the possibility to play short scenarios as well as the
whole campaign either as Union or as the CSA.

This tutorial will explain the interface and basic game mechanics of AACW. It does not
cover every aspect of the game. For a more detailed description of the game rules, please
refer to the manual.
The game was designed to offer a high strategic depth and historical consistency without
bothering the player with too much micromanagement or overly complicated rules.
However it is not possible to avoid that you have to learn some of the game mechanics to
master the game. This tutorial is intended to help you with this task.

If you have any questions and suggestions don't hesitate to join the community at
www.ageod.com.
The map is divided into regions, states and departments.
Right above the minimap, in the lower left corner, is a row of buttons. These buttons
activate different overlays to visualize certain information on the map. If you move the
mouse over the buttons, a tooltip will appear describing its function.
Press the 5th button: The various political states will appear color coded on the main map
as well as on the minimap. Press the 6th button to see the different departments. Press
the button again to go back to the normal map mode.
If you look at the map you can see that south of the city Decaturville is something like a
borderline where the map becomes a bit darker. This is the so called 'Fog of War' i.e. an area
which geography is known to you but due to a lack of reconnaissance, you don't know what's
going on there. Who knows what the enemy is hiding there?
At first, let's check what our objectives are. This and other information is
available in the Ledger. You can access the Ledger by clicking on the little
books at the right side of the middle panel at the top of the screen.
Alternatively you can directly access the different pages of the Ledger by
using the F1 to F10 keys..

Please open the ledger now and go to the "Objectives" page ("F9"-key).
There are two ways to win this scenario. The first way would be to raise the National
Morale of your faction to 150 points. The National Morale represents the overall mood in
the country. A low value means that people are war weary, hopeless, discontented. With
a low National Morale your economic output will drop, units fight worse and the number
of recruits goes down. So how to keep up a good morale? People are happy if the war
goes well and the government can go without unpopular measures.
Another way to win is by 'Victory Points', which you can get by controlling objectives.
The faction with the most Victory Points at the end of the scenario will win.

The Objectives page of the Ledger shows also the length of


the scenario as well as how many turns already played.
This scenario is only 10 turns long, a very short one. You
can also see your actual values for Victory Points and
National Morale on the upper left corner of the screen.

On the next page of the Ledger you can read something about the historical background
of this scenario

Please close the Ledger now.


So the goal is clear now:
You have to take Corinth and Memphis.
Please search these towns on the map.

Let's take a closer look to Corinth. The city name is written on a grey background (different from the
light grey of, for example, Savannah) marking it as a Strategic City and in control of the Confederate
States. Strategic Cities are particularly important, you get one Victory Point a turn from them. Winning
them strengthens you and demoralizes the enemy. The star indicates that it is also an Objective City

Hover the mouse cursor over the city and


a tooltip with some useful information
appears: The name of the region, the
abbreviation for the state (Mississippi),
the name of the city and the city level, (a
measure for the economic output, also
shown on the small Confederate flag
attached to the city), the status as a
Strategic and Objective city and the
presence of a supply Depot.
OK, let's get an overview about our military: Open
the Ledger and go to the roster page or simply
press F1.

You can see here an overview of your troops. The


list can be sorted by clicking on any entry and
filtered using the buttons on the left side.

Generals are additionally marked with blue entries.


Pick any general and click on 'Rank'. The list shows
now the Leader with the highest rank on top.

Please select the second one: Don


Carlos Buell.
Click on the small symbol (the box
with three stars inside) on the right
side of the entry. The Ledger exit and
the corresponding unit is selected.
Centered, at the bottom of the screen is the Unit Panel.

The Unit Panel shows all units of the current stack. If you have several groups of units in that
region, you will see also several tabs on the upper side of the Unit Panel between which you can
switch.

From left to right you see: The 'Army of the Ohio' (marked with a small star on the tab), the 'A.
McCook Corps' (with a diamond shaped symbol on the tab), the 'Crittenden Command' and the
'Clarksville Force'.
Basic movement:
The movement of units is done simply by dragging and dropping. Let's try this: Select the 'Crittenden
Command' and drag it to the Henderson, two regions in the north (There is a small town:
Madisonville). You can also directly drag and drop the corresponding tab from the Unit Panel instead
of the unit symbol. A movement path through Muhlenburg to Henderson will appear.
The unit will automatically choose the path that needs the shortest time. The movement speed is
heavily influenced by the terrain type, the weather, the presence of roads and of course the units
itself.
Along the path the number of days to reach the region are shown. The Force needs 14 days to reach
Henderson. You can delete single sections of the path by pressing the 'Del'-key. To delete the whole
path you can also simply drag the unit symbol shown in the target region back to the start region.
The movement path will disappear.
If you drag and drop the unit back to
Montgomery, take care that you don't
place it directly on another one. Doing so
would command them to merge. You can
prevent units from merging by right-
clicking on their tab: A small lock will
appear, indicating that these units will be
prevented from merging with anyone else.
Please delete the movement path now.

To move your units faster to another location you may also transport them by river or train. As you
can see on the map, there is a train connection through Muhlenburg to Henderson. We can use
this

Left to the Unit Panel you will see several buttons. This is the Special Orders
Panel. There exist three groups of buttons, accessible via the symbols above
the buttons (an arrow, a tent and a sabre). The first group (arrow) covers
movement orders, the second group (tent) contains commands to manage
unit structures and the last (sabre) different military options.
Please select the left tab on the Special Orders Panel to access the
movement orders.
The button in the first column second row orders your units to use trains for
their movement. Make sure the 'Crittenden Command' is still selected, then
press the button.
The icon will now also appear over the symbol of the
force on the map.

Drag it to Henderson again. As you can see, the Corps


only need two days now to reach its designation

This is great, however you cannot transport an unlimited amount of units like this. Your nation has
only a limited capacity for that. You can check the actual available transport capacity on the left side
of the centered panel on the top of the screen. As usual the tooltip will give you further information.
Please delete the movement orders again. Deselect also the Move by Train order and select
Move by River. Drag the force to Paducah, three regions to the west. They will now use the river
transport to reach their destination. Note that the movement types the units use are shown as
symbols along the movement path. Please delete the movement order and deselect the Move by
River order too.
If you for any reason don't want to use the shortest way simply draw an arbitrary movement path
by dragging the unit one region at a time till you reach your designation.
Note also the four colored buttons on top of the Unit Panel, left side. With these buttons you can
switch between different Postures of your force. They determine how your troops behave if they
meet enemy units. The tooltip explain the meaning of the different postures.
How to enter structures:
The region Montgomery inhabits also a city: Clarksville. Your units in that region are at the
moment outside the city. To enter a structure simply drag the unit or stack on it. Try this for
example with the 'Crittenden Command'. In the tooltip a message 'Release mouse button to enter
structure' will appear. If you do this, the units will be placed inside the city. If you now press the
right mouse button the unit symbol disappear. You can access this stack again by selecting the
city or any other unit in the region since the Unit Panel always shows all units, regardless whether
they are in a structure or not.
Cities shelter your troops against bad weather, which is especially important in winter. Additionally
units can rest there and regain cohesion faster then outside. A Fort gives you additionally a big
defensive bonus.

IIf some units block the view to


the city you may drag them a bit
aside. Take care not to merge
them though.
The Command Chain:
The command chain is a very important aspect of the game. The command chain describes the
hierarchy of your armies. This hierarchy is organized in the following order:

1. Army
2. Corps
3. Division
4. Brigade
5. Regiments, Squadrons and Batteries.

Let's begin at the lowest level.


Not far to the east from Clarkville
in the region Franklin is the town
Bowling Green located. Outside of
the town is a small force.
Please select it.
You should see the units now in the Unit Panel. There are five of them: Two infantry, one
artillery and two supply units. Please select the first one, the 'Reserve Brigade'.

Right of the Unit Panel is the 'Elements Panel' located. It displays the two infantry regiments
the 'Reserve Brigade' contains. They represent the smallest elements in the game.

You can get additional information about these elements by selecting the corresponding
symbol in the Elements Panel. Please do this.
A window appear, showing a lot of details about this unit:
Experience: Units will fight better as they gain experience.
Strength: If you have losses in your unit they will be presented there.
At the moment the unit is at full strength.
Offensive/Defensive Fire: Shows how good they are in fighting from
the distance if they attack or are in defence.
Range: Range of their weapons.
Discipline: A measure how well the soldiers are trained.
Assault: Their strength in melee combat.
Movement: How they move. The terrain type have different effects on
different movement types.
Speed Coeff.: A measure how fast they move.
Detect vs. Land/Sea: Shows how good they can spot enemy forces.
Hide value: Shows how good they can hide from the enemy.
Weight: Important if you want transport your unit with ships or trains.
Police: Shows how good they can suppress unrest in the population.
Supply/Ammo: Shows their stocks of General Supply (like food,
clothing) and Ammunition.

Cohesion: Basically the moral of the unit. It represents their readiness for combat. This value will decrease
whenever a unit move of fight. It increases if a unit rest (not move/fight for a turn). A low Cohesion value makes
the unit fight worse, they might even break and rout.
Evasion/Patrol value: The ability to sneak through the enemy lines and the ability to prevent this.
Ranged/Assault Damage: The damage the units deal in a battle (Strength/Cohesion) if they hit

Please close the window again.


Troops need a skilled general who command them in order to fight efficiently.
The units you are looking at have no such leader and thus
suffer from a combat penalty in fights. At the top of the Unit
Panel, on the right side you can see several symbols. Right of
them, a flashing '20%' warns you about this penalty.

So what we need is to organize our units. Please go back to the units in Montgomery and
select them. Open the tab 'Crittenden Command'.
You can see a new type of units there: Divisions (marked with a silver stripe). Divisions can
contain up to 18 elements organized in several brigades. Hover with the mouse pointer over
the picture of a Division. All generals and brigades it contains appear over the Unit Panel.
If you select the Division you will also see all the elements in the Elements Panel to the right
To create a Division you need a General and some brigades.

Let's try this. Please select the Division of T. Crittenden. Select from the Special Orders
panel the group for the unit structures management (second tab). Check if the Division
is still selected. The only option available at the moment is the command to split the
unit. Please press this button.
A lot of 'new' brigades will appear in the Unit Panel. These are the ones the former Division
contained.
Note that our units suffer from a combat penalty of 30% shown on the top of the Unit Panel.
Hover with the mouse cursor over the envelope and read the tooltip. It says we receive 10
command points but need 16 to operate in the best possible way. The larger the force, the more
Command Points are needed. The need of these Command Points models the difficulties to
control large troops efficiently.
Troops are controlled by generals who supply Command Points. The higher the rank of the
general the more Command Points he 'produces'. A one-star general provides 4 command
points, a two-star general 8, and a three-star general 12 command points. If the general is not
part of the Command Chain (i.e. the force he is commanding is not a Corps nor an Army) he
get a 50% penalty. ('Out of Command Chain penalty')

Look at the Unit Panel: We have one two-star general there (General Crittenden) and three
one-star generals (General Wood in the 6th division, General Nelson in the 4th Division and
General Johnson). So we get 12+8=20 Command Points (CP). The stack is no Corps or an
Army: 50% penalty (-10 CP). All in all the units receive 10 CP.
If you move the mouse cursor over the units in the Unit Panel, the tooltip will show for every
unit how much Command Points it need.

Please select now General Johnson.


Enable him to form a division by selecting the corresponding button in the special
orders panel.
Select now, additionally to Johnson, the units you want to integrate into the Division. To select
multiple units hold the 'Ctrl'-key. Please select 'R. Johnson', 'V/14th Brigade', 'V/11th Brigade',
'V/15th Brigade', 'Mendenhall 4th US' and 'Bartlett 1st OH'. Do not select the two-star general who
was in this Division before, since we have other plans for him.

Press the 'Combine' button (marked with a '+'). As you can see the '5th Division' is rebuild again. If
you take a look for the envelope symbol you can see that the combat penalty decreased to 10%.
Because you organized the units in a Division they need less Command Points. Per Division only
4 Command Points are needed for the best combat efficiency. But due to the Out of Command
Chain penalty we still lack Command Points.

Now we are ready to go one organization level higher: Divisions (and units below) can be
organized in Corps.
To create a Corps you need at least a two-star general. You have such a general:
General Crittenden who you removed from the Division just a few minutes ago.
Another button in the group for the unit organization became available (first column,
second row): The tooltip reads 'You will declare this force as a Corps of Army of the
Ohio...'.

Please press this button. What happened? We got a nice diamond shaped symbol on top of the
tab of our force and another symbol on the right side of the Unit Panel, which mark this force as a
Corps. The special thing about Corps is that they are always attached to an Army, in difference to
the Independent Force you had before.

The Corps you created is attached to the Army of the Ohio. You can check this by hovering
with the mouse cursor over the Corps symbol at the upper right side of the Unit Panel.
As a Corps you have certain benefits: Combat bonuses, the chance to support a Corps in an
adjacent region and benefits from the general who commands the Army the Corps is attached
to. Of course also the Out of Command Chain penalty disappeared.
The Army of the Ohio resides in the same region as our Corps. The tab of the Army is the first
one on the Unit Panel, marked by a star. Please select this tab.
You can see here the Army commander (General Buell) and his staff (the Army Headquarters)
as well as one artillery battery (visible in the Elements Panel). Of course you can add more
fighting units to this stack the same way as you do it with Corps.

Each Army has a certain command radius. The Corps


attached to this Army only makes profit from the
several bonuses if they are inside this command
radius. You can visualize the command radius on the
map by selecting the Army commander and holding
the 'Shift'-key.
A commander with better skills will have a higher command radius too.
Please select the second Army commander, the leader of the Army of the Tennessee in
Henry, General Grant.

Press the 'Shift'-key.


You will see that Grant has a much higher command radius as Buell. You can check the
skills of a general in the Elements Panel on the right side by selecting the symbol of this
general.
Please open the detail window of General Grant.
His skills are reflected by the different command
ratings.

Strategic Rating: This value describes the strategical


and operational powers of the general (how he
manoeuvres and reacts to the enemy). It influences
whether a general is activated or not.*
Offensive Rating/Defensive Rating: Combat bonuses
when attacking or defending

General Grant has a rating of 6-6-4 which is quite


good. In addition to the Strategic, Offensive and
Defensive ratings, leaders may have several Special
Abilities which are also visible in the Unit Detail
window. A tooltip will explain it's meaning if you hover
the mouse pointer over it. Please close the Detail
window again.
In difference to General Grant General Buell in
Montgomery has a lower rating (2-2-2) and thus also a
lower command radius. (In a small scenario like this
the command radius is not critical since your Corps
are concentrated on a small area of the map.)
To create an Army you need a general with at least
three stars and an Army headquarters

*Please refer to the manual for further information about activating.


Good. Now we know where our objectives are, we organized our forces and know how to move
them. The first thing we should do now is to join forces with the Army of General Grant or the
Confederation Army of Mississippi will crush us. Move all forces, except the 'Clarksville Force'*
to Henry. Be careful that you don't merge them accidentally. Press 'Ctrl'-'L' to lock all units
before you move them. After you dropped all to the target region press 'Ctrl'-'L' again to unlock
them. Of course you can also lock and unlock every single force by a right click on the
corresponding tab. At the end of the game manual is also a list of all shortcut keys.
Please use train transport. (Select the Army of the Ohio, press the 'Move by Rail' button, drag
and drop the unit to Henry. Do the same with the two corps.)

*The units 'Fort Donelson' are fixed and cannot be moved.


Another possibility to transport units along rivers
(or also on the ocean) is by using transport
ships. You have such a ship in Nashville, south-
east of Montgomery. The small blue flag at the
city indicates the presence of naval units.
Please open the Unit Panel by selecting
Nashville. You will see two stacks there: The
'Nashville Force' and the 'Nashville Squadron'.
The 'Nashville Squadron' consists of two units:
One gunboat squadron and some transport
ships. The tooltip give the information that these
ships offer a transport capacity of 22 (20+2).

If you switch to the 'Nashville Force' and check the tooltip for these units you will find for every one a
weight value. The added weight values for these force is 18, so we can transport them all with the
transport ships (You can also see the entire weight in the tooltip of the force on the map.). To load the
units on the ship simply merge them by dragging the tab of the 'Nashville Force' on the one of the
fleet and drop it there. They are now in one stack.
Drag and drop the fleet now directly on Henry (not on the river next to Henry) to order them to
enter the city’s harbor. Once they arrive in Henry they will disembark on their own. In difference
to the movement by the transport pool you have now the advantage that you have some
gunboats with will protect you against enemy vessels.
End you turn now. The according button is located in the upper right corner of
the screen.

The game is automatically saved at the end of a turn. Furthermore backups of


your former turns are created. You can access these former turns by moving the
mouse cursor over the save game in the 'Load' menu and follow the instructions
given by the tooltip. Every time you start a new scenario (also if it is the same
one) a new game file will be created.
Every turn lasts two weeks. Your orders and the one of your enemy are carried out
simultaneously.

You can see a report about everything what happened during the turn in the Message Log. This
is located where also the Unit Panel resides and always visible if no unit is selected. (Press the
right mouse button to deselect units.)

Left to the Messge Log are some buttons to filter the messages. This is useful in bigger scenarios
with a lot of events.

The Message Log will inform you about the arriving of your troops in Henry. If you select a line in
the Message Log the screen will center the region of interest.
All your forces arrived in Henry. We have a lot of stacks in that region now. We don't need that
much so let's reorganize our military into three Corps.
How to merge units: Just drag and drop one unit on the other. Even more easy: In the Unit Panel
drag and drop one tab on the other.
Separate units: Select one or more units in the Unit Panel and drag them to any target region.
Please merge the Corps of General Crittenden with the one of General McClernand. Take a look at
the now much bigger Corps.

General McClernand is still in command. Why?


If you compare the leaders you will see that both are two-star generals. But aside from the number
of stars the rank of a general is determined by his 'seniority' value. The lower this value the higher is
his rank. You can find this value displayed in the Unit Detail window. McClernand has the lower
seniority and thus the higher rank.

Of course this Corps is also still attached to the Army of the Tennessee with its high skilled
leader General Grant so we get much better bonuses as if attached to the Army of the Ohio.
Please merge the 'L.Wallace Command' with the Corps of General Sherman.
Merge the units from Nashville with the Corps of General Sherman. Add the '1st Col.
Brigade', the 'Kentucky Volunteers' and the 'Nash Artillery' to the Division of General Pentiss
(6th Division).
Merge the 'W.H.L. Wallace Command' with the Corps of General McClernand.

At the end you have two powerful Corps, both attached to the Army of the Tennessee and a
smaller Corps attached to the Army of the Ohio.

No matter how smart our strategies might be, losses will be unavoidable. Because of this it
may be necessary to consider about some reinforcements and replacements.
Please open the Ledger and navigate to the Reinforcements page ('F2').
At the upper side of the Reinforcements board are several tabs. Here you can choose the type of
reinforcements you want to buy. Let's raise some infantry. Choose the first tab 'Regular'. Next to every
unit are four numbers. The uppermost describes the combat strength of the unit. The other three are
described in the tooltip. Please move the mouse pointer over one of the units. On the small map in the
lower right corner the state Kentucky lights up. This is where this unit will be raised. Every state can
raise only a limited amount of units. Left to the overview map is an information panel. In addition to
information about the chosen unit (number and kind of elements if you raise a brigade, state where the
unit is raised, symbols of the elements) you will see the actual 'price' of the unit. This price reflects the
prerequisites to create such a military force.
You need Money, Conscripts and War Supplies. Your
current stock of these materials as well as the
increase per turn is showed on the center panel on
the top of the screen. The tooltip will give you further
information
Please note that normally you won't be able to raise units in the small battle scenarios but only in
the campaigns

Click several times on the unit to the left to raise four of


these units. You can decrease the number of units to
be build by pressing the right mouse button.
While you order more units to be build the information
panel will show you the planned balance of Money,
Conscripts and War Supplies for the next turn.

Please select now the tab for the militia units and raise one unit of the 'Volunteers
(KY)'. If you compare the numbers you will see that the militias are much cheaper
than the regular infantry but have also lower combat strength.

Good, we ordered to build some new units. They will appear next turn.
Aside from new units it is very important to have always a pool of replacements available.
Replacements are used to fill the ranks of units which took losses in battles. They are created on
the corresponding Ledger page ('F3').
On this board you can buy replacements for the different types of units. You can buy them in the
same way as you bought reinforcements. There is no state named for the replacements since they
will appear where they are needed to help weakened units to recover strength.*
Please buy 8 replacements for Line Infantry, 4 Cavalry and 6 Field Artillery. Note that the values
for the 'Planned Balance' turn red. This indicates that we don't have enough resources to afford all
these units. Remove some of the artillery replacements until you are in the budget again.
Please close the ledger.

*Units can only gain strength while they rest i.e. not move for a turn The recovery rate is better if the unit is inside a
structure. If no replacements are available, the units can't recover!
Now as we have everything else prepared we can plan our attack.
Very important is a sufficient reconnaissance,
you have to know where the enemy is.
For every region on the map you have a certain
Detection Rating. This rating is visible in the
region tooltip (last line of the tooltip text).

For Henry it will show 'Detection Rating 5/3' where the '5' is
the Detection Rating versus land units and '3' versus ships.
Where does this value come from? Basically from your units.
The unit with the best Detection value determine the Detection
Rating for that region.
In Henry these units are your cavalry squadrons (detection
against land units).
The Detection ratio extends also to the adjacent region, however reduced by 1. If no unit is present
in a region you will get a base Detection ratio of 2 if the area is under your control.
If an enemy unit is present in a region, its Hide value is compared to your Detection value. Your
Detection value has to be at least equal to detect him.
To make it short: We know that in Gibson and Decatur no enemy is present but have no idea
what's going on south of these regions. Of course the Army of Mississippi is to be expected
somewhere around Corinth.

At first let's secure the city Humboldt. A small force should be enough, we don't expect the enemy
to strike there. The CSA forces would have to cross the river in the south to attack us. This is not
very likely because they would suffer from a heavy combat penalty.
The only strategic importance of the city is the
railroad line it controls. You can use the city as
an outpost to observe enemy movement in the
region south of it. Add one cavalry unit from the
Corps of General Sherman to the one of
General McCook to enhance the Detection
value of this force.

The actual Detection and Hide Ratings of a particular stack are written
as numerical values next to the corresponding symbols at the top right
of the Unit Panel. You can check the meaning of the symbols using
the tooltip help.
Now move the Corps of General Crittenden to the region Gibson. You may use railway transport if
you wish. Order them to enter the city Humboldt as soon as possible. To do this select from the
Special Orders panel (first tab) the order 'enter structure' (first row, first column).

Our main force will march to Decatur. The plan is to take Decaturville which is undefended. From
this point we will later start the offensive to Corinth. As we do not know where the army of the CSA
resides and what they plan it is better not to split our main force.
If we use the 'Synchronous Move' Special Order (Special Orders panel, first tab, first column, third
row) all units will reach their destination the same time, at the speed of the slowest unit.
Please select the Army of the
Tennessee, press the 'Synchronous
Move' button (may be already turned
on) and drag them to Decatur. You
don't need to order the Corps
separately to move, the army will
automatically take them with them.
Switch the Army of the Tennessee
and its Corps you have to do this with
every single one) to the 'Offensive
Posture' using the orange icon at the
top left of the Unit Panel.
Our force will now attack any enemy
force they meet.

To secure our supremacy on the river


east of our forces and hinder the
enemy to penetrate on this way in our
territory move the 'Cumberland Fleet'
(located north of Henry, consisting of
several Gunboats and Ironclads) to
Waverly Run (east of Decatur). Switch
them to the 'Offensive Posture' too.

Please end the turn now.


The Message Log lists again all actions which have taken place (and were visible to you).
Search for the line where 'New units raised in the various states' is there written in red.

These are the reinforcements you ordered last turn. Double click on the line to open a window with
further information. This window shows in which city which unit had been raised.
This window shows in which city which unit had
been raised. Look for one of your regular units and
locate the corresponding city on the map. Click on
the city to open the Unit Panel. If you examine the
unit you will see that their Strength as well as their
Cohesion is very low. The unit is not yet ready to
fight or even to move. Men are still gathering,
getting trained and equipped. The tooltip will tell
you when they will be operational.
Not all units need the same time to be build. The
militias you ordered will have less combat strength
but will be much faster operational.

The next lines in the Message Log inform you about your troop movements and the last three about
your successful capture of Decaturville. The city in now under your control!
Additionally we uncovered an enemy stack in Madison. Due to our good Detection Rating in that
region we have quite good information about them. You can check this with the tooltip.
As you can see the enemy force consist only of a weak Corps and seem to be no threat for us.
But beware! We have no information about the regions south. An enemy Army could appear
from there any time to support the small force.
Nevertheless this is an opportunity to strike we shouldn't miss. We have concentrated our Army,
so even if the enemy main force join the fight we have a good chance to win.

To attack an enemy simply move your units to the


same region in an Offensive Posture. Again we
have to take care that all our Corps arrive the
same time. The 'Synchronous Move' should still
be activated as well as the Offensive Posture.
But don't attack directly from Decatur to Madison.
This would mean to cross the river and we would
suffer from a dire penalty.
Select the Army of the Tennessee and drag it at
first south to McNairy and after this west to
Madison. All your units should have now the
order to move to Madison. You can check that
with the tooltip for your units or in the Unit Panel
(above the unit pictures is the destination
written).

If you are ready end the turn.


What a fight! The Army of the Mississippi joined the small force but they have not been able to beat
us. Please review the Message Log and find the red line 'We won a battle against Confederate
States...'.
If you double-click on it the battle result window will appear.

It was a battle with great losses but the Confederate forces had much more to suffer than we. They
are now considerably weakened.
A lot of effects are taken into account for the calculation of the battle result. These are the range
of the weapons, the terrain and weather, the condition of your force, the overall combat strength,
the abilities of your generals and more. You will find a detailed description about the different
factors in the game manual.

Check your units in the Unit Panel. You can see that they lost strength (=men) as well as
cohesion. The elements who lost strength are marked red in the Element Panel (right of the Unit
Panel). The more red the unit symbol is the more strength is lost. You can see the exact values in
the unit detail window.

As we are now penetrating deeper in enemy terrain we should start to think about our supply lines.
There are two different kind of supply:
1. General supply (food, water, clothing...)
2. Ammunition.
It is absolutely essential to keep your units supplied. Without supply they will loose Strength and
Cohesion and suffer from combat penalties.
Supply is produced in your cities. From the sources the supply is distributed throughout your
territory to the places where it is needed. The supply transport is not visible but simulated by the
game engine. A good infrastructure is very important for a fast distribution. The transport is made
by (simulated) supply wagons, trains and riverine transports. So always take care that you don't
loose control over important railways and rivers! The supply is forwarded from one structure to
another until it reaches the units which needs it.

The supply wagons attached to your forces can


stockpile food and ammunition and keep your
forces supplied for some time even if they are
isolated. The small crates and barrels on the
picture of these units are a measure how much
of the stockpile is left.

Select, for example, the Corps of general Sherman. Two symbols


(cannon balls and pot) at the top of the Unit Panel display how much
supply they have left. Use the tooltip for detailed information.
The presence of a supply Depot increases the amount of supply which can be forwarded through
a structure. It is recommended to build a network of Depots every 3 to 5 regions to optimize the
supply distribution. To build a Depot you need two supply wagons.

Please select your forces in Humbolt. As you can see they have supply units with them. Select the
last tab of the Special Orders panel (sabre). In the first line you will find two commands: 'Build
Fort' and 'Build Depot'. A Fort grants a defence bonus, a Depot enhances the supply distribution.
Please select the 'Build Depot' command. The tooltip will give you the information that it takes
about 15 days to build it.
Give the Army of the Mississippi the final blow
now. They are much more weakened than we, so
it should be no problem to defeat them. Move
your Army with it's Corps to Tippecanoe. Use
again the 'Synchronous Move' and check that all
of your units are in 'Offensive Posture'.

End the turn now.


Your attack forced the CSA to withdraw from the province. Although enemy force retreated, the
city is not ours yet. There are still some enemy forces in it
A small orange symbol with a cannon on it
appeared in the region. This symbol indicates
that we are besieging the city. Switch your Army
and the Corps into the 'Defensive Posture'. We
will continue to besiege them.

Our force in Tippecanoe has still enough supply


but to secure our supply line move the Corps of
general Crittenden to Madison.

Take a look to Humbolt. Our Depot there is almost finished. You can see
this indicated in the tooltip as well as on the map itself: As several other
details the presence of a supply Depot is shown on in the city graphics: A
tiny wooden floor appeared, still empty, indicating that the Depot has
nothing in stock. More information about the stock are available in the
tooltip and on the supply map overlay (2nd button).

Please end the turn now.


Good news: Our units in Corinth have been able to breach the defenses of Corinth. Now the
structure doesn't provide any defensive benefit any more.
It is not always so easy to tear down the defenses. Also in siege combat several factors are taken
into consideration. Mainly these are the numbers of artillery on every side, the level of the Fort
(Corinth didn't have a Fort at all) and the supply of the defenders.

You can storm a city or fort at any time instead of


besiege them. To do this simply switch your units
into "Assault posture".
Please do this now to take the city.

If you take a look to your depot in Humbolt you


will see that there are now supplies in stock.

End the turn now.


You took Corinth, one of the Objective Cities. The tutorial ends here, but you can march with
your forces to Memphis to complete the victory of the Union. Or you may go for real now and
play a scenario like Shiloh on which this tutorial is based. But be careful, this will not be that
easy, the CSA won't just wait for you as they did here.

Please take also a look to the game manual for further information. It contains a lot of useful
information that have not been covered by this tutorial and are especially important if you play a
longer campaign:
Drafts: One or two times a year you can increase your number of Conscripts by different
measures. From the Call for Vvolunteers to Full Mobilization.
Financials: If you are short on Money you can gain some through exceptional measures. These
measures reach from issuing War Bonds to Printing Paper Money.
Economics: You can increase your economic output by supporting Industrialization. You can
also invest in your infrastructure to increase the transport capacity.
Loyalties: Martial Law won't make your people happy but it might be necessary to stop revolts.
Politics: You can influence the outcome of the war by political decisions as well.

Also don't forget to visit the official homepage of AGEOD: www.ageod.com.


You will be able do download improvements for the game and find several forums dedicated to
this game where you can ask all your questions, report any problems or simply read about the
campaigns of other players in their after action reports.

We hope that you will enjoy this game and have a good time

The AGEOD team

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