I will be covering two turns (full month) per post from here on.
Turn 19 - Early JanCall for Volunteers w/o reimbursement since I have little money.
Called for Taxes and War Bonds to raise some.
Had my first naval attack against fortification at Cairo to see how the game handled. The old game this was our right suicide. You usually lost every ship whether iron clad or not. This game they did a little better but still the game heavily favors forts over ships. Grant at Cairo took 2 hits. But the ships took 32 hits sinking three and damaging the CSS Arkansas. Won't try that again.
I also used one of the "Decision" event creating militia from Copperheads in certain areas of the North with high Southern sympathies. This allowed be to take control of the region of Charles, MO which is a key rail link between NW and St. Louis. Plan to use this some more to cut off Kansas.
Turn 20 - Late JanGot money, $1M, but now have only 265 conscripts, so called for a partial mobilization.
Used extra money to buy some internal improvements raising both Rail and River pools as well as building Powder Mills in Carolinas to increase War Supplies.
A. Johnston defeated Grant at Cairo taking the city. This will be critical since Cairo controls three rivers. If I can get some big guns up there and hold it, it will hurt the North bad.
I received a number of reinforcement events which illustrate one of the changes in the new game. I received Forest's 7th Tenn Cav and the Orphan Brigade. These type troops come in independently of drafts and call for volunteers. The old game did it for units like the above but this game relies more heavily on "historic" raising of brigades rather than giving the player enough recruits to raise generic ones.
I also received a number of messages letting me know that leaders like Hardie are now promotable. The old game had a filter that allowed you to see a list of all leaders in order of their seniority with promotable leaders highlighted. I haven't found the equivalent in this game which makes this task a little more difficult.
The AoP disappeared. Longstreet is moving to reoccupy James City but that doesn't tell me where this large formation went off too.
Here is the leader detail display for Beauregard:

This is the most useful one because I know what the numbers mean.
It shows the seniority "1/6" which means he is number of one of the six three star generals I have.
It shows the Strategic rating of 4 which means he has a 4/6 chance of having initiative each turn.
His Attack bonus is a poor 2.
His Defense bonus is a very good 5.
These bonuses are passed on to troops under his command.
He has a political rating of 62 which means he has a lot of political support which is why he is 1 of 6.
The two icons in the lower left are special bonus straights he has.
The first is "Deceiver" which gives his force a +1 hid bonus.
The second is "Fort Defender" which gives him a +1 bonus when fighting in fortifications.
The other tabs show additional information but I am not sure how they apply. They may just reflect his immediate HQ attachments but I really don't know.
Combat:

Mobility:

Various:
