Texans are ideal for far west because low development does not seem to influence their movement.

ORIGINAL: Ace1
There is an easy solution to this. Keep csa gunboats locked a few more turns, and Foote's gunboats free few turns before. Olso Cairo garrison could pop up 2 truns before. I'll suggest it to the Team.
ORIGINAL: Ace1
You played him as well, you should now. Before I say anything, I must say he is very fast PBEM player, returning turns within few hours I have sent the mail to him. In that haste, he sometimes overlooks things, from generals having command penalties, to forgotten cavalries in the far west outside town not receiving supplies.
I would recomend him as an opponent if you are looking for a fast entertaining game, not for a epic juggernaut clash.
Anyway, since I am writing this 6-7 turns after it has happened, I would be happy if he popped up to this thread to give us the view from his side, what was his reasoning for his moves.
ORIGINAL: Ace1
I agree on the special orders dispersed march order- less micromanagment is always good. Forced march is not entirely the same, you get cohesion penalties, not just combat penalties.
Second proposal, not knowing whether he was active or not sounds interesting, and would indeed simulate uncertainties of war. I am only afraid we would get tons of complaints from players: He was supposed to attack it last turn, something is wrong with the game, or he was supposed to get there, this is bugged. If it could be done with a reality slider, it would be excellent. I only do not know if it would involve two much work for the developers to implement the changes.