Marines

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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battlevonwar
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Marines

Post by battlevonwar »

I won't say much for now but I think anyone will see that they will have to be limited to perhaps 1 Unit till sometime in 1862... They are just well, "OP as HELL!"
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BiteNibbleChomp
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Re: Marines

Post by BiteNibbleChomp »

Historically there were the equivalent of three Marines units in action by the beginning of 1862, so while I can restrict the timing of new purchases (ie, not counting that one marine that spawns in New York in late 1861), any limit I might set couldn't be much later than about September 1861.

Are Union players regularly purchasing Marine units before then?

Watching this with interest 8-)

- BNC
Ryan O'Shea - Strategic Command Designer
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battlevonwar
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Re: Marines

Post by battlevonwar »

I max build the 3(As soon as possible) and it's the strategy people use. 1 Marine Unit can destroy a Fortification in most cases alone.(with inf tech 1 I just did this to a guy and took Norfolk, happened to me before as well) For instance amphib Charleston with 2 Marines, 1 turn down defended by a Division.(a port that held out till 1865) The CSA can't counter. It's not so much that it's ahistorical but in this case you can't then get the C.S.S Virginia(there is no backup port for this ship then). Also now you can use 7-8 gunboats to own the James River all the way up to Richmond in 1862. You can't garrison the coast as gunboats can and will destroy an entire Division(which is a little OP) I have seen gunboats devour divisions so you can't station them on coasts...

This is a broken strategy I think as historically the CSA would of mined the Water used Artillery on the Shores. Places like Charleston would be particularly hard to smash down. Marines are very OP in also if they fail they disembark and you lose little risk to yourself.

There is little counterplay to protective your coasts a little longer. Marines seem very strong..with gunboats paired they just really devour anything aside an Army Group ready to destroy them back or a Navy.
BiteNibbleChomp wrote: Thu Jul 14, 2022 3:17 am Historically there were the equivalent of three Marines units in action by the beginning of 1862, so while I can restrict the timing of new purchases (ie, not counting that one marine that spawns in New York in late 1861), any limit I might set couldn't be much later than about September 1861.

Are Union players regularly purchasing Marine units before then?

Watching this with interest 8-)

- BNC
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Jazon
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Re: Marines

Post by Jazon »

Hi,
for me when I play Union I buy one-two Marines unit straight Away, they aren't that costly, and they can break the nerve of a human opponent! You just capture a port and send Cavalry division afterwards...CSA needs to chase them back and forth. Marines are great distraction units IMHO.
Jazon
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Patrat
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Re: Marines

Post by Patrat »

IIRC in real life the James was blocked by the Confederates and wasn't navigable above a certain point.

I can't recall exactly where this point was, but I believe it was below Richmond enough to keep the Union from attacking the city with gunboats.
Yogol
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Re: Marines

Post by Yogol »

I didn't use marines at all (see https://www.matrixgames.com/forums/view ... 8&t=385970)

But, yes, a good strategy would be to buy two ASAP together with cavalry, capture a port and run around with the cavalry, like Jazon posted.

This should not be possible IMHO (each city should have at least SOME defences against a cavalry that was sent sneakingly by boat), but from a gaming point of view, it would be a very wise MPP-investment.
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Platoonist
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Re: Marines

Post by Platoonist »

Patrat wrote: Thu Jul 14, 2022 11:21 am IIRC in real life the James was blocked by the Confederates and wasn't navigable above a certain point.
Drewry's Bluff.
https://en.m.wikipedia.org/wiki/Drewry%27s_Bluff
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LoneRunner
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Re: Marines

Post by LoneRunner »

Platoonist wrote: Thu Jul 14, 2022 12:31 pm
Patrat wrote: Thu Jul 14, 2022 11:21 am IIRC in real life the James was blocked by the Confederates and wasn't navigable above a certain point.
Drewry's Bluff.
https://en.m.wikipedia.org/wiki/Drewry%27s_Bluff
Great find Platoonist. I would think Drewry's Bluff would be important enough for an immediate hot fix. And please don't place a weak fort there.
Bobo2025
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Re: Marines

Post by Bobo2025 »

I have learned to buy Marines immediately and then start my Gulf Coast rampage strategy with them. The undefended Secondary Supply/Port at Pensacola is a stupid easy target (is the fort nearby literally in the wrong place?) and once that is in hand things can ramp up nicely.
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battlevonwar
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Re: Marines

Post by battlevonwar »

Minus-FS

Minus-Shipments from New Orleans and Mobile almost as soon as you can get them down there. Unless the South will put at least 3 units per city(not brigades) which it can't afford to do when it's numbers are thin by it's Capitol Region at the same time.

(A waiting period for Amphibious Landings on this scale would be nice or some counter)
Bobo2025 wrote: Thu Jul 14, 2022 4:49 pm I have learned to buy Marines immediately and then start my Gulf Coast rampage strategy with them. The undefended Secondary Supply/Port at Pensacola is a stupid easy target (is the fort nearby literally in the wrong place?) and once that is in hand things can ramp up nicely.
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