Each turn in
Rebel Raiders on the High Seas both players are faced with making choices as to
how to spend their builds. The South has
two arsenals, Richmond and Atlanta , each of which gives the Confederate
player either a Battery to place on the map immediately or an
Ironclad – which is placed on the turn record track to come in during the next
Rebel build phase. Several players have
been debating the merits of Batteries vs. Ironclads.
Before reading
what Pat Kairns and John Bolash have to say, readers not yet familiar with the
game should know the following:
Characteristics of a Battery
Characteristics of a Battery
-a Battery is immobile. Once placed it may never be moved.
-a Battery adds 1 die in land combat to the
Confederate defense.
-a Battery is destroyed in land combat should the Union win the battle.
-a Battery rolls two dice in combat against ships
-a Battery is only destroyed in combat against ships
if one of the ships targeting it rolls at least one “6” on a six-sided die.
-a Battery can be taken out by play of the Union
mortar boats card (USN Card 2)
Characteristics of an Ironclad:
-an Ironclad may
move along the rivers; although a Union Ironclad may be towed at sea from port
to port, a Confederate Ironclad may not go to sea. It may attack the Blockade Station off its
port, but except for one special Ironclad (CSS Albemarle, CSN Card 75), no Rebel Ironclad may enter a Coastal or
High Seas Zone.
-as long as an
Ironclad, or any Confederate warship, is in a port, the Union may not complete an Amphibious or River
attack on the port – the Union Navy can attack Batteries and other warships as
part of its Assault, but it cannot complete the final round of that Assault –
the round to take control of the Port.
-an Ironclad
rolls one die in ship combat
-an Ironclad is
only destroyed in ship combat if one of the ships targeting it rolls at least
one “6” on a six-sided die.
There are cards
that help and hurt Batteries and Ironclads.
The Rebels can
trade in 20 Victory Points accumulated from their Blockade Runners etc. to
purchase an Ironclad or Battery . The Rebels can never place more than one Battery in a space in a turn, nor can they place
more than one Ironclad (other than
through the play of a card).
That said, here
are two views by gamers:
First, Pat Kairns:
Rebels “Have the toughest turn-by-turn
choices for their Build Points”
As I said in my summary of the early game back when I started this, I think the Rebels in particular have the toughest turn-by-turn choices for their Build Points, especially when it comes to choosing between a Battery and an Ironclad. This has given me an idea to ONLY build Batteries in a game until I run out of them & see how well theUnion LAND assaults do against 2 or 3 batteries stationed in key
cities. Worth a shot and then I'll probably turn around and build a
preponderance of Ironclads. Many, many options in this game; I just want to try
the extremes.
A well placed sudden Counter Attack by theCSA can
really deflate the Union player's morale.... believe me, it's happened to me
and I've devastated a few over confident Yankees.
As I said in my summary of the early game back when I started this, I think the Rebels in particular have the toughest turn-by-turn choices for their Build Points, especially when it comes to choosing between a Battery and an Ironclad. This has given me an idea to ONLY build Batteries in a game until I run out of them & see how well the
A well placed sudden Counter Attack by the
Now, John Bolash:
“I almost never ‘waste’
my free batteries to build Ironclads”
As the
Confederate player I almost never "waste" my free batteries to build
Ironclads. Instead I can generally rely on the ironclads I get from cards (Manassas ,
Tennessee ,
Virginia ,
and Albemarle etc.). After about mid-1862 I build/buy and use
counterattacks very often which typically frustrates and slows the Union . When the opportunity arises I'll attack
to clear weakly held blockade stations typically with gunboat(s), but sometimes
even with a Raider: in other words an active defense. What ironclads I receive
from cards are mostly used to hold Mississippi River ports. I build three-battery stacks in Richmond, Atlanta,
and at in least one Mississippi River port (preferably two of them), and two
batteries in Mobile, two in Savannah, and at least one battery in each of the
remaining ocean ports, and as I can one battery in each of the adjacent
approach spaces to Richmond & Atlanta, including Chattanooga.
Finally, The Designer:
Never underestimate the
power of an Ironclad
While a Battery is
arguably a better buy for the buck, never underestimate the power of an
Ironclad. A single Rebel Ironclad on the Mississippi signals
the start of an arms race; one the Union cannot
afford to ignore. Gunboats alone are
very vulnerable, and can rarely defeat Batteries on their own – especially if
there is an Ironclad fighting alongside or lurking behind the Batteries (the Rebels can keep their warships protected
and fight only with Batteries, or vice versa, or put everything on the line at
once).
If the Rebels start adding to the Ironclad fleet on the
River, the Union will
have to more than match them or give up all hope of fighting down the Mississippi by
river – they will instead have to slog by land, as Ironclads do not defend
against an attack from the land route.
This, however, means the Union will need two Assaults (and it only gets
two free ones a turn, and can buy at most two more): one by River to use ships to knock out some
of the Batteries, after which its fleet will either retreat from or be sunk by
Rebel ironclads, which costs ships and Victory Points, and then a second Assault
immediately following against the port from the land side – assuming the Union
ships knocked out one or more of the defending batteries. If the port falls, the Ironclads can retreat
down river to the next port.
In an ocean port, an Ironclad on defense is less versatile –
but still makes an Amphibious Assault against the port much more difficult –
unless the Union tows in
some Ironclads of its own.
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