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Mark Herman's Wargaming Blog
Sunday, 27 January 2008
Debate on For The People Play Balance
Topic: For The People Material

Over almost a decade the results from tournament play have had a more or less 50-50 win-loss ratio for each side. Here is an example of some responses to that continuing debate loved by gamers, play balance.


Baron, I think the fact that you state that the CSA has a measurable advantage and the post above it states the North is advantaged speaks volumes to me. There is no doubt in my mind that you are one of the better FTP players out there. As you know I speak from personal experience here.

The CSA can win early, but the Union has to win late and if it is not played precisely the Union can blow the win. My view is the CSA position is more forgiving of mistakes than the Union. I will note that in our second game, I made an avoidable mistake that gave you the game on the last card, which otherwise would have been a Union victory, but such is life (but a very enjoyable game).

My take on your CSA strategy is you put Lee in the West, dominate Kentucky and repeatedly raid the North. You support this with a strong fort position in West KY/TN. If you do not win by mid-1863, you use your interior lines to keep the Union out of the deep south as long as possible. The other important dimension is you try to keep close to sp parity by forgoing every offensive opportunity to spread out your sps to avoid attrition. All in all a very sound strategy.

I believe that there is strong Union counter play, and as always it depends on what cards you draw, but I believe that a prepared Union player has several strong counter play options. An aggressive Union amphibious strategy is key to create counterplay. The Union must create an sp advantage by reducing the CSA reinforcement rate. The maximum CSA sp production rate without cards is 15. If the South can maintain this rate for the majority of the game, barring unusual circumstances, they will win. The Union must conduct a game of economic warfare in order to reduce this rate. The best way is to take out the Transmississippi states and Florida, close down at least two blockade zones, and hopefully keep the South down to only KY until mid-1863. A reduction of 5-6 CSA sps gives the Union a 2-1 sp production advantage. If the Union plays an offensive game from mid-1863 through 1864, the South eventually runs out of soldiers. Its easier to state than it is to do, but that is the key to Union victory.

Also, I believe that wherever Lee is, is where McClellan has to be located. A McClellan/Pleasanton army on a fort is tough for even Lee with the dream team to beat in a large battle. All in all, I think personal play style determines which side someone is better with.

As far as you playing James in a long series, have at it. I do not think that it will prove what you think it will. Across the spectrum of games and players, the statistics are what they are. I take it from your statement that you think the CSA is a lock, you may get a chance to prove this in the next round. Good luck,




This is the kind of debate that I love to see. Thanks all...

I believe that Baron has put his finger on the key point. The sp ratio is a good metric on how the war is going. I agree that when the Union achieves a 3:2 or better ratio, then they are in the hunt for victory. This is why I advocate a strong Union naval game. Take a simplistic calculation, if the Union stops two blockade sps (combination of amphib and blockade drs), capture one CSA state (e.g., FL), and keep the CSA out of one border state, the South recieves 11sp versus the Union 18, which is one sp, Union favor, short of the 3:2 ratio. The CSA can expect on average 1sp per turn from cards over the course of the game. See below for why that is the case.

There are 12 CSA reinforcement cards of which they will on average get one every other turn, for an approximate average of 1sp per game turn over the course of the game. This gets the CSA to 12 (given the assumptions above) and the 3:2 ratio mentioned. The list of CSA cards is (Card#:No. of sps; ?=SW penalty for sps). #17:3, #21:3, #22:3, #23:2, #33:1, #37:3, #38:2, #41:2, #47:2, #79:1, #80:3?, #106:3

The Union gets 5 cards or two per game for an approximate total of 1sp every other turn.

The list of Union cards is (Card#:No. of sps). #9:3, #10:3, #30:3, #40:5, #43:1

Of course every game is unique and is strongly effected by the cards you actually get, how those cards are played, losses due to combat, and how the two sides respectively handle attrition, which on average benefits the CSA. CSA players who use the last card play to launch a raid every turn are usually gambling that they can win the game before the Union reinforcement rate buries them. An alternate tactic is to spread some forces out to make better use of local supply and reduce attrition, which the South often did historically.

These are the reasons why I continue to point out the importance of the Union naval game and offensive actions against small CSA states (e.g., TX, AR, FL and LA). If the Union can create a long term 3:2 ratio or better on the board, then the Union chances for victory are good, less than that and barring significant SW advantage, the Union is probably losing.

Hopefully this analysis will help explain my earlier posts.



Posted by markherman at 7:37 PM EST
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