Union being able to amphibiously land in two turns is a bit too much.

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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Tanaka
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Union being able to amphibiously land in two turns is a bit too much.

Post by Tanaka »

For example Jacksonville:

https://www.youtube.com/watch?v=yV6DMOm ... 8t&index=4

Could we delay the Union shore landings a bit? At least until after the landings in the Carolinas?

The Southern coast was thousands of miles long, but for military value it was not all of one piece.The blockade required steamships, which required coal, which required coaling stations. Thus, the U.S. Navy proceeded to
execute a series of hammer blows landing on southern ports: Hatteras and North Carolina Sounds (1861); Port Royal, South Carolina(1861); New Bern, North Carolina (1862); Norfolk (1862); New Orleans (1862); and so on.

https://www.history.navy.mil/content/da ... r/cwse.pdf
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BiteNibbleChomp
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Re: Union being able to amphibiously land in two turns is a bit too much.

Post by BiteNibbleChomp »

I've seen the "Jacksonville gambit" discussed a few times, but for all the attention it receives, I'm not sure it's something that actually needs to be fixed, or that it would be desirable to do so.
Historically Jacksonville was taken unopposed, albeit in early 62 rather than mid-61: the game reflects this currently and I want it to be able to do so - defending Florida properly was always going to be tough for the CS given its low population, lack of infrastructure &c and the Union's naval superiority. One option I've considered a couple of times is some sort of DE to spawn garrisons in Florida, but unless that is made ridiculously expensive I don't see it being anything other than an "always YES" option, and one that loses the historical feeling that the current setup has.
The gambit also has a fairly straightforward counter, in that the CS can spawn one of their starting brigades in Charleston in turn 2, and then transport it down to Jacksonville in turn 3. The earliest the Union can physically get to Jacksonville with an amphib is turn 4 and I'm pretty sure they can't get a ship to block the transport route prior to that, and a brigade defending Jacksonville isn't going to be dislodged until divisions come on the board at a minimum - effectively that strategy is a guaranteed win for the CS provided the Union does attempt a landing (20 in transport costs is a lot less than the 100 MPP or so the amphib is for the Union). Of course, if the Union doesn't attempt the landing, the CS brigade is wasted down in Florida (and not only because it'll have heaps of time to get on the booze there), but the CS isn't so lacking for units - especially in the first dozen turns - that protecting Florida means outright sacrificing anything more important further north. Makes it harder, sure, but if it didn't there wouldn't be a decision to be made in the first place.

- BNC
Ryan O'Shea - Strategic Command Designer
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Tanaka
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Re: Union being able to amphibiously land in two turns is a bit too much.

Post by Tanaka »

BiteNibbleChomp wrote: Fri Apr 19, 2024 1:38 am I've seen the "Jacksonville gambit" discussed a few times, but for all the attention it receives, I'm not sure it's something that actually needs to be fixed, or that it would be desirable to do so.
Historically Jacksonville was taken unopposed, albeit in early 62 rather than mid-61: the game reflects this currently and I want it to be able to do so - defending Florida properly was always going to be tough for the CS given its low population, lack of infrastructure &c and the Union's naval superiority. One option I've considered a couple of times is some sort of DE to spawn garrisons in Florida, but unless that is made ridiculously expensive I don't see it being anything other than an "always YES" option, and one that loses the historical feeling that the current setup has.
The gambit also has a fairly straightforward counter, in that the CS can spawn one of their starting brigades in Charleston in turn 2, and then transport it down to Jacksonville in turn 3. The earliest the Union can physically get to Jacksonville with an amphib is turn 4 and I'm pretty sure they can't get a ship to block the transport route prior to that, and a brigade defending Jacksonville isn't going to be dislodged until divisions come on the board at a minimum - effectively that strategy is a guaranteed win for the CS provided the Union does attempt a landing (20 in transport costs is a lot less than the 100 MPP or so the amphib is for the Union). Of course, if the Union doesn't attempt the landing, the CS brigade is wasted down in Florida (and not only because it'll have heaps of time to get on the booze there), but the CS isn't so lacking for units - especially in the first dozen turns - that protecting Florida means outright sacrificing anything more important further north. Makes it harder, sure, but if it didn't there wouldn't be a decision to be made in the first place.

- BNC
Thanks for the very detailed response. Fair enough points. And you are right about the turns I was counting by 1 month and not 2 weeks. So yes 4 turns not 2. Will be sure to garrison with that brigade the next game for sure then...
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Re: Union being able to amphibiously land in two turns is a bit too much.

Post by OldCrowBalthazor »

Jacksonville not a problem at all for the CSA if they immediately start moving a brigade starting with the first turn. Takes a few turns but it can be covered.
Did that in my match with Gaming with the Colonel.

Also, another Union gambit that makes a CSA player squawk is the 'Tallahassee Landing Gambit'.
Also easy for the CSA to cover in the early stages.

They will be short two brigades but the headache from losing Jacksonville and Tallahassee won't happen, at least early to mid game....
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Tanaka
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Re: Union being able to amphibiously land in two turns is a bit too much.

Post by Tanaka »

OldCrowBalthazor wrote: Sat Apr 20, 2024 6:04 am Jacksonville not a problem at all for the CSA if they immediately start moving a brigade starting with the first turn. Takes a few turns but it can be covered.
Did that in my match with Gaming with the Colonel.

Also, another Union gambit that makes a CSA player squawk is the 'Tallahassee Landing Gambit'.
Also easy for the CSA to cover in the early stages.

They will be short two brigades but the headache from losing Jacksonville and Tallahassee won't happen, at least early to mid game....
Agreed the Colonel taught me a lesson. Worth it losing two more brigades next time. I just realized he posted our series btw:

https://www.youtube.com/watch?v=fHhEIZl ... 8t&index=1
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Re: Union being able to amphibiously land in two turns is a bit too much.

Post by DarkHorse2 »

OldCrowBalthazor wrote: Sat Apr 20, 2024 6:04 am Jacksonville not a problem at all for the CSA if they immediately start moving a brigade starting with the first turn. Takes a few turns but it can be covered.
Did that in my match with Gaming with the Colonel.

Also, another Union gambit that makes a CSA player squawk is the 'Tallahassee Landing Gambit'.
Also easy for the CSA to cover in the early stages.

They will be short two brigades but the headache from losing Jacksonville and Tallahassee won't happen, at least early to mid game....
I do that for Jacksonville, but around turn 4-ish.

Have not lost Tallahassee yet. Not sure if I care about it so much as the others.

The most important ports, historically were:

* Charleston
* Wilmington
* Savannah
* Mobile
* New Orleans
* Galveston
* Norfolk (not as much as it was mostly nullified due to proximity to the Union)


The Blockade of Florida

The East Gulf Blockading Squadron handled the blockade of the state of Florida. The blockade of this state, while never easy, did not have the dire strategic consequences as other areas. The sparse population of the state and its lack of railroad connections to the rest of the South limited the value of the cargoes to the Confederacy and to the merchants who would illegally run the blockade. Small craft performed most of the blockade running and the cargoes mainly benefited the local inhabitants rather than the Confederacy.
Also some stats I scavenged from across the web...
Cotton exports Sept. 1860 to August 1861
New Orleans 1.7 million bales
Mobile about 500 thousand
Savanah 302 thousand
New York 248 thousand
Galveston 214 thousand
the rest are all under 100 thousand and most under 50 thousand.
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