nsimms wrote:
You are on target, Ken. The historical outer line is too long and that is why a shorter inner line needs to be built. I was able to delay the Union forces long enough to finish the outer line and then get the inner line constructed. He burst through my outer line but it cost him and we'll see if he has enough steam left to do the same to the inner line. I also agree that this strategy isn't like the historical Overland Campaign, but didn't Lee lose that one? I'm trying to win it. The delaying rear action on the way down was challenging, getting enough troops into Richmond to build the breastworks was challenging, resisting his offensives against my works has been challenging, and all of it has been fun. I couldn't ask for more, although my opponent probably wishes that I would regain some momentum in how fast I do my turns nowadays.
When things deviate that much from historic it mostly is saying the game didn't simulate the situation. While it is the way to win it isn't the Overland Campaign any more. What is missing is the penalty for retreating back into the Richmond defenses which Lee viewed as just a stretched out surrender. The scenario designer just didn't plan for such an out come. A few 1000 point VP hexes scattered around outside Richmond would have killed this strategy.
I also suspect that if the Union player catches on that it is a full retreat they can lock the game into at least a Draw by not attacking. If they can get lucky and trap some units before the release and get to Richmond they might be able to get a marginal. But I suspect the game between two players would quickly degenerate into a rather boring strategy of one side retreating and the other not attacking. Most players won't commit suicide by attacking full strength (900 man) hexes that are fortified and allowing the Rebs to run up the score. They will stand off with artillery and see if they get some easy kills.