Naval Placement for the South

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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PvtBenjamin
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Naval Placement for the South

Post by PvtBenjamin »

The June '61 placement of 3 Southern ships near Elizabeth City NC appear after the turn so the North just destroys them. Please allow the South to place the ships at one of the ports at the beginning of the next South turn.
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battlevonwar
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Re: Naval Placement for the South

Post by battlevonwar »

It is well, predictable... and any Union Player abuses this to smack them up unless you forget the Spawn Turn (perhaps a random turn spawn would help or just spawn them on ports so they can't be smacked?
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OldCrowBalthazor
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Re: Naval Placement for the South

Post by OldCrowBalthazor »

Yeah at least 1 if not more of those 3 gunboats go down without a chance for the CSA to move them.
Probably best to have them appear in ports as even a random turn placement would probably subject them to Union abuse.
Last edited by OldCrowBalthazor on Wed Jul 13, 2022 7:05 am, edited 1 time in total.
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BiteNibbleChomp
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Re: Naval Placement for the South

Post by BiteNibbleChomp »

Interesting idea, I'll see what I can do :D

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ElvisJJonesRambo
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Re: Naval Placement for the South

Post by ElvisJJonesRambo »

Agree. Put them in Ports.
Wanna say Rebel turn #3 they appear?
Maybe let them start the game turn #1 instead.
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devoncop
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Re: Naval Placement for the South

Post by devoncop »

Arriving in random ports would be best.

Anything that stops a cookie cutter Union response every game is good. I would actually go further and have an option for more random deplyments of leaders and initial forces (within logical limits) to add a bit less certainty early on.
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ElvisJJonesRambo
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Re: Naval Placement for the South

Post by ElvisJJonesRambo »

devoncop wrote: Wed Jul 13, 2022 10:35 am Arriving in random ports would be best.

Anything that stops a cookie cutter Union response every game is good. I would actually go further and have an option for more random deplyments of leaders and initial forces (within logical limits) to add a bit less certainty early on.
The skill of the leader could be hidden, until first combat. That way, the Union has to "try a bum leader" out at least before knowing how to get them outta action for a better replacement.
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battlevonwar
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Re: Naval Placement for the South

Post by battlevonwar »

You know Generals really didn't do much for offense and defense. In our battle in our latest PBEM Stonewall vs what Banks or whatever 4 Rating General over there you have doesn't really give me much of an advantage. I felt like Garibaldi with the 3 Ribbons was exceptional. So do you have to be 2 Xs better than the other guy to really make a General mean something?

The CSA Navy isn't the only issue she could use garrisons on her ports. At least the ones that are "high value," it should require the Union to possible lose a brigade are fruitless early Naval Adventures as she can surely take anything she wants on the map 'when devoted to that purpose' on the amphibious side. Unless there sits a real Army behind that Port to 'retake it'...
ElvisJJonesRambo wrote: Thu Jul 14, 2022 12:10 am
devoncop wrote: Wed Jul 13, 2022 10:35 am Arriving in random ports would be best.

Anything that stops a cookie cutter Union response every game is good. I would actually go further and have an option for more random deplyments of leaders and initial forces (within logical limits) to add a bit less certainty early on.
The skill of the leader could be hidden, until first combat. That way, the Union has to "try a bum leader" out at least before knowing how to get them outta action for a better replacement.
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