David T. Rhoads - Oct 29, 2004 7:38 pm (#3506 Total: 3512) So all that being said, what's the proper play for the Yanks? Winning in OTR is tough for the Yanks, what with time and the tide of Rebel reinforcements working against them. To have any kind of chance to win, the Union player has to ruthlessly exploit the advantages he does have: big, tightly organized corps; corps commanders that match up well (for once) against the Confederates; the siege artillery; and most important, amphibious movement and the gunboats. In a nutshell, here's what I think the Yanks have to do: 1. Resist the siren song of the optional landing sites and land on the Peninsula. The other sites seem tempting, but they're ultimately traps that play into the hand of the faster and farther marching rebels. Worse, landing at the optional sites forces a delay in opening the York and the James rivers, without which the Union will be extremely hard-pressed to make any real headway. 2. Focus first of all on cracking the Warwick line and opening the York. If the Rebs want to stand and fight for the Warwick line, that's all to the good. The more the Union can attrit them early in the game, the better. 3. Once the Warwick line is cleared and the York is open, focus on (a) advancing the bulk of your units in concentrated good order up the Peninsula, forcing combat whenever possible; and (b) taking Norfolk and opening the James. 4. Reorganize as soon as possible to get the extra two corps commanders. 5. At some point, as the Rebs fall back toward Richmond and gather their reinforcements, the Union player will have to make a move along the James to threaten Petersburg and/or Drewry's Bluff, preferably on the south side. This is essential in order to force the Confederate player to pull some troops away from the front east/northeast of Richmond. I like to use the two new corps from the reorg plus some of the unaffiliated units for the move along the James. If the Rebs don't adequately respond to this move, it can become the primary thrust; if they do respond in some strength, though, it weakens the Confederate defense of Richmond against the main Union concentration on the Peninsula. 6. If possible, get the Rebels to give battle on the Peninsula in the relatively narrow front just south and southeast of White House Station. Three Union corps there can anchor their flanks against the rivers to the north and south, negating the Rebel maneuver advantage, and grind it out against the weakest parts of the Rebel line. If they won't fight there, it'll have to be along the Chickahominy, but that line can be pretty easily turned along the Confederate right. 7. Get the siege artillery into play as soon as possible. You really only have time to move it once, so you have to place it where you'll be able to use it against the Richmond defenses. Once it's it in action, press the attacks relentlessly. You've got to keep the Rebs in reaction mode if at all possible. It helps, of course, to roll well. 8. Resign yourself to the fact that you can't count on any significant reinforcements from McDowell. If you do get some, great, but don't plan on it. 9. Finally, do all this on as quick a timetable as you can. The longer the game goes, the less chance the Yanks have of winning. One time-consuming mistake--such as having to move the siege artillery twice, or having to spending a week or two trying to recover from a failed attempt to take Hanover juction (and that attempt will almost certainly fail against a competent Reb player)--is all it takes to ensure a Rebel victory.