Balance in the 1861 Scenario

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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LoneRunner
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Re: Balance in the 1861 Scenario

Post by LoneRunner »

BiteNibbleChomp wrote: Wed Jul 06, 2022 2:51 pm If we look at the record of forts during the war, particularly with the game's scale in mind, underwhelming is the term I would say suits them best. With a few exceptions (the forts protecting Charleston come to mind), most times when the Union made a serious effort to capture a location primarily guarded by a fort, that location fell within a couple of days. Between one Union turn, and the next Union turn, in the game is anywhere from two weeks to two months - more than enough time for your attacking unit to determine the fort's weaknesses, attack and overwhelm it.
Often a fort's garrison was regimental strength (obviously considerable variation here). Most land units in the game are divisions - anywhere from 6 times as many men to 20 times as many men as the defenders. Given the general rule for successfully storming a prepared defence is to have a 3:1 advantage, a division shouldn't have too much trouble.

Forts being a burden to defend is really a consequence of hindsight more than anything. We know, through reading history books or discussions on the internet, or from playing the game once or twice, that forts aren't great at defending things. The commanders on the field, during the 1860s, did not know this. They did know that forts had been heavily promoted in the decades leading up to the war as a cheap and effective way to defend key positions, and their record in previous wars had shown there to be enough truth in this. But the forts that were built (and a lot of them were a decade or two old at this point, if not older) weren't equipped for this war. Had they been attacked by a brigade-strength force (as was typical in the Mexican War), using 1840s equipment and tactics, they would have done splendidly. But they were largely powerless against ironclads and overwhelmed by the sizes of armies in the ACW.
The complication is, if you had told the men commanding those forts at the time this, they would have ignored you or sent you somewhere else. Every time a new technology is introduced to the battlefield, it takes a lot of bitter and bloody experience before it becomes accepted. Even in the early parts of WW2, people were still seriously promoting the cavalry as an integral part of armies - despite being proven obsolete a quarter-century earlier. In the case of forts, that quarter-century of experience hadn't even been demonstrated yet.
In game, that bitter experience is assumed to be learned once a fort unit is destroyed, and the local commanders finally decide to adopt a more modern view of the situation (provided the position in question is still able to be salvaged - too often this wasn't the case). Before then? They're just not going to be convinced - look at how much trouble Lincoln had getting McClellan to simply move his army.
- BNC
Thank you for your explanation BNC. You are right, forts performed terribly during the Civil War. However, forts were not obsolete. Forts fell quickly because at the beginning of the war the South used forts incorrectly. They depended on forts to withstand Union attacks without support. When forts were properly supported, they did well.

Fort Donelson is a good example. Yes, the battle was a major defeat for the South. But, the South came close to winning the battle and with better commanders would have won. The reason the South almost won is that the fort was supported with a division sized force.

Later in the civil war and in WWI forts performed very well because commanders learned that forts were not stand alone fixtures. They needed to be properly supported. Forts didn't become obsolete until WWII and even then some forts performed well.

Part of the fun of ACW is the opportunity to try different strategies. What if the South encouraged Europe to join the war? What if Lee marched west?

However with forts players are forced to use a strategy that everyone knows doesn't work. Why not provide historical options where a player can improve upon history and allow players to occupy forts.
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Beriand
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Re: Balance in the 1861 Scenario

Post by Beriand »

Alter Native wrote: Wed Jul 06, 2022 5:49 pm You're dealt the same hand, you just have to play it better.
But I can not bolster the defenses of some key cities such as New Orleans?
I can not station a brigade in Fort Pulaski?
I just have to rely on 80 guys with some outdated guns in Norfolk to defend the most important shipyard in Virgina? Why?

I'm R.E. Jefferson Davis Lee, I was promised to be in "control the armies, research, production and diplomatic policy".
I don't want to loose this war, please let me defend New Orleans. They certainly could have stationed an entire division there. Why can't I?
But you can do things :P In many places, one brigade placed on the coast make taking the city with fort more difficult. If you can put that division and other brigade adjacent to the fort on the right hexes, I think it takes great effort to conquer the city. So not like there is nothing you can do, but you can't shut the port hex with a unit, yeah.

As I understand, there is an issue with even 1 simple brigade garrisoning a city making it very hard to take from amphibs. I would need to test this, but it seems quite possible that 3 marine units won't be able to take a city garrisoned with a brigade (when some help can be railed). Certainly not with 1 division in said port? Making ports impossible to take is terribly boring, because then game is up to grind in Virginia/Tennesee and naval untouchable blockade of gunboats.

Also, I am under impression that in Strategic Command WWII: World at War, there are 15 units spawning on Russian border at 0 supply, and four damaged unupgraded ships in Pearl Harbor, Norway is taken and garrisoned by German event etc. Some 'historical' moves just are there. In 1862, Union landed in like 5+ places along the coast, including very important ones, opening new fronts and so on. Making it impossible to land even in 1-2, again, seems boring and make for much less possibilites to play the game, thus less fun&challenge.

I'm not super fan of the forts, but it is also not true that it is impossible to reinforce defense of Confederacy ports. Well, it is possible. I'm mostly of the opinion that taking port as in the current version is fine, nice strategic possibilites along the coast (which can be diminished if CSA wants to invest in it), but Southern economy hurts too much from it with the current numbers.
Patrat wrote: Wed Jul 06, 2022 6:52 pm I think part of the solution is what somebody above posted. Don't have the capture of the port totally shut down the route. As the poster pointed out, supplies still got in despite the major ports being captured.
Agreed, that might be interesting, if say 30% of convoy income is magically transfered to CSA once port route is shut down. Although maybe in this case Union player just focuses on gunboats, to kill every last drop on the seas :P Then maybe you need periodic decisions for CSA to 'disperse' convoys manually, seems like a lot of work, eh.
Alter Native wrote: Wed Jul 06, 2022 5:49 pm I strongly disagree. Right now it costs around 120 MPP to ship 3 invading units to New Orleans.
The potential reward is a 20 MPP City, the shut down of a 80 MPP route for the rest of the game, a big FS Hit for the confederacy, a shock to European mobilization (with the potential shut down of another 100 MPP worth or routes).
Yeah, I also do not understand why there is a problem with making amphibs somewhat more costly. They are very cheap for the current efficiency.

By the way, have you checked during development how 70% occupation efficiency influences Union advances? Maybe it can be part of slowing things down. Town are still at 5 supply then, and cities even at 7.
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Re: Balance in the 1861 Scenario

Post by Alter Native »

Beriand wrote: Wed Jul 06, 2022 7:51 pm But you can do things :P In many places, one brigade placed on the coast make taking the city with fort more difficult. If you can put that division and other brigade adjacent to the fort on the right hexes, I think it takes great effort to conquer the city. So not like there is nothing you can do, but you can't shut the port hex with a unit, yeah.
Ok.
So it is fair, to put units around the city that the Union has to fight through, but not inside the city?
However a unit inside the city has exactly the same combat stats as a unit on an open field, no combat bonuses and a max entrenchment of 2 on both terrain types. (With a very small bonus against ships inside the city)
There is no mechanical reason why a unit inside the city performs better than on an open field which you think should be allowed. So the only logical thing would be to allow units inside the city too.


Beriand wrote: Wed Jul 06, 2022 7:51 pm As I understand, there is an issue with even 1 simple brigade garrisoning a city making it very hard to take from amphibs. I would need to test this, but it seems quite possible that 3 marine units won't be able to take a city garrisoned with a brigade (when some help can be railed). Certainly not with 1 division in said port? Making ports impossible to take is terribly boring, because then game is up to grind in Virginia/Tennesee and naval untouchable blockade of gunboats.
Yes I agree. It would be much harder to take, that's the point. Right now it is very easy to shut the CSA trade down which causes the (perceived) imbalance in 63. So the only logical step would be to make it harder for the north to shut down important trading routes.
They always have the option to just build/use ships and block the route on the actual sea... like a real navel blockade.
Also the CSA need to protect 6 ports, not knowing where the union strikes so if they spend all those resources to protect these ports then they are weak elsewhere which you have to exploit. Take Nashville or Richmond.


Beriand wrote: Wed Jul 06, 2022 7:51 pm Also, I am under impression that in Strategic Command WWII: World at War, there are 15 units spawning on Russian border at 0 supply, and four damaged unupgraded ships in Pearl Harbor, Norway is taken and garrisoned by German event etc. Some 'historical' moves just are there.
That's a fair argument. If there was some scripted "do you want to take New Orleans?" event, like with Norway or the USSR that would be acceptable.
Though I think it should be in the hands of the players to play their version of the Civil War and do those things manually if the game rules are able to reproduce the historic events (which for example is not possible for the invasion of Norway in 1940).

But here is the problem in the current version of the game: You are giving the illusion that you can do something about navel invasions from the union, but some stupid, gamified rule is preventing you from doing the most obvious and effective step, namely placing a unit inside the hex you are actually trying to defend.

New Orleans specifically is by far the most valuable hex in the game. It's worth 100 MPP (20 from the city 80 from the route), a lot of Fighting Spirt and European mobilization, it's the biggest city of the CSA. If the union wants it, they should work for it. Do a proper invasion, 3 marines + HQ or something.
Also in the case of New Orleans specifically there is already the damn breaching event to take the city easily.
If the CSA were to place a division inside the city, they can still easily take it by reducing the division to 1HP via the event.

And if they can't because Louisiana is chuck full of units they can still just raid the convoy normally and attack Richmond or Nashville.

Beriand wrote: Wed Jul 06, 2022 7:51 pm In 1862, Union landed in like 5+ places along the coast, including very important ones, opening new fronts and so on. Making it impossible to land even in 1-2, again, seems boring and make for much less possibilites to play the game, thus less fun&challenge.
Yes and my proposed change is not stopping you from doing this. The coast is very long with lots of harbors and it's impossible to guard them all without loosing other fronts. All I'm asking for is to dissolve forts and allow me to place units inside the hex I actually want to protect. :idea:
That's all I'm asking for.

At last you run into huge consistency problems.
Why can I place a unit in Petersburg or Richmond but not New Orleans?
Yogol
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Re: Balance in the 1861 Scenario

Post by Yogol »

PvtBenjamin wrote: Wed Jul 06, 2022 10:40 am No one will play the confederates, very few people play MP wargames to see if they can hold off the opponent. Doesn't seem like many playing now won't improve.
With the confederates, I did much more than "holding off the opponent". I kicked them out of Virginia and invaded Maryland, Kentucky, Illinois and Missouri. Plus New Mexico, of course.

I achieved a major Confederate Victory in July 1963.

Here is how I did it:
https://www.matrixgames.com/forums/view ... 8&t=385807

(Note that I have played every Strategic Command game, so I know how HQs, experience and entrenchments work, which I consider the three cornerstones of the game)
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Re: Balance in the 1861 Scenario

Post by Sugar »

Which opponent did you play, Yogol?
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battlevonwar
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Re: Balance in the 1861 Scenario

Post by battlevonwar »

I'd take a challenge Yogol my Union in the Grand Campaign vs your CSA ... I would be interested if what you say holds up. I am inexperienced as the USA(being I've only played them in hotseat but I know the concept but supremely confidant it will still be very hard for you to win) ... If game PM me a password

(we can do an AAR and I assume we are relatively the same skill level)
Yogol wrote: Wed Jul 06, 2022 10:28 pm
PvtBenjamin wrote: Wed Jul 06, 2022 10:40 am No one will play the confederates, very few people play MP wargames to see if they can hold off the opponent. Doesn't seem like many playing now won't improve.
With the confederates, I did much more than "holding off the opponent". I kicked them out of Virginia and invaded Maryland, Kentucky, Illinois and Missouri. Plus New Mexico, of course.

I achieved a major Confederate Victory in July 1963.

Here is how I did it:
https://www.matrixgames.com/forums/view ... 8&t=385807

(Note that I have played every Strategic Command game, so I know how HQs, experience and entrenchments work, which I consider the three cornerstones of the game)
Yogol
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Re: Balance in the 1861 Scenario

Post by Yogol »

Sugar wrote: Wed Jul 06, 2022 11:40 pm Which opponent did you play, Yogol?
As said in the link: the AI.

"I finished the Grey and Blue campaign as confederate (on Intermediate)"
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Re: Balance in the 1861 Scenario

Post by PvtBenjamin »

Yogol wrote: Thu Jul 07, 2022 7:19 am
Sugar wrote: Wed Jul 06, 2022 11:40 pm Which opponent did you play, Yogol?
As said in the link: the AI.

"I finished the Grey and Blue campaign as confederate (on Intermediate)"
Brilliant. Maybe next you can play the south vs Fafnir in a MP game. Please be sure to do an AAR for us.
Bobo2025
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Re: Balance in the 1861 Scenario

Post by Bobo2025 »

One question I have is about research progress and how that might affect balance. In Q2 1862, I now have Infantry Equipment (IE) 2, Scouting 1 and Skirmishing 1. The CSA have IE and Scouting, might have the other but I just haven't seen a unit upgraded with all 3 yet.

It seems odd with IE to have maxed out in the first 12 months of the war in general. More than feel, it also puts an egregious amount of pressure on MPP to do multiple rounds of upgrades during the first 12 months of the war and really makes it hard for the CSA to compete both qualitatively and quantitatively with the Union forces really, really early in the war.
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battlevonwar
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Re: Balance in the 1861 Scenario

Post by battlevonwar »

Naturally, I'm playing a guy I played Strategic Command I against in this game and I'm the Union. He can't push me right now anywhere and it's November 1861. I have +5 Units(mostly garrisons and events, which won't last long) but I know I have with what 1200-1300 MPPs pumping out per turn a lot of hurt coming out for him soon. I have built a bunch of oddities like Balloons, trains, artillery, all the 3 marines which I just sent out to find an empty port(shouldn't be very hard)

I suspect that with Garibaldi by Summer of '62 I am going to snake my way through Virginia or Tennessee or both. I suspect a +20 unit advantage cause he couldn't attack Maryland defenses in 1861(it's impossible with the Techs) until you get Infantry tech +2 as the South. Generals at rating 6-8 won't pass a river-plus 2 entrenchment and a dreadful supply situation.

Short of me accidentally throwing away 10 or 20 units game will be in the bag and I should stream it to prove that fact. He definitely has played the game more than me and was as competent as me in our former SC1/SC2 titles.

P.S. I suspect shortly there will not be a Unit in the Union Arsenal that isn't built and on the map shortly after! Intelligently he isn't bleeding himself.

Let's see if I can figure out how to amphibious take Charleston in 1 turn off the hip LOL
Bobo2025 wrote: Thu Jul 07, 2022 2:32 pm One question I have is about research progress and how that might affect balance. In Q2 1862, I now have Infantry Equipment (IE) 2, Scouting 1 and Skirmishing 1. The CSA have IE and Scouting, might have the other but I just haven't seen a unit upgraded with all 3 yet.

It seems odd with IE to have maxed out in the first 12 months of the war in general. More than feel, it also puts an egregious amount of pressure on MPP to do multiple rounds of upgrades during the first 12 months of the war and really makes it hard for the CSA to compete both qualitatively and quantitatively with the Union forces really, really early in the war.
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Re: Balance in the 1861 Scenario

Post by Yogol »

Bobo2025 wrote: Thu Jul 07, 2022 2:32 pm One question I have is about research progress and how that might affect balance. In Q2 1862, I now have Infantry Equipment (IE) 2, Scouting 1 and Skirmishing 1. The CSA have IE and Scouting, might have the other but I just haven't seen a unit upgraded with all 3 yet.

It seems odd with IE to have maxed out in the first 12 months of the war in general. More than feel, it also puts an egregious amount of pressure on MPP to do multiple rounds of upgrades during the first 12 months of the war and really makes it hard for the CSA to compete both qualitatively and quantitatively with the Union forces really, really early in the war.
I haven't finished with Union yet, but I do not think that Scouting and Skirmishing is needed. You can scout with cavalry and the advantage of skirmishing is not enough to compensate for the cost.

Infantry Equipment, at the other hand, is an absolute must. Together with Corps Organisation and Leadership, it gives you much, much better troops.
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Re: Balance in the 1861 Scenario

Post by Bobo2025 »

Yogol wrote: Fri Jul 08, 2022 6:09 am
Bobo2025 wrote: Thu Jul 07, 2022 2:32 pm One question I have is about research progress and how that might affect balance. In Q2 1862, I now have Infantry Equipment (IE) 2, Scouting 1 and Skirmishing 1. The CSA have IE and Scouting, might have the other but I just haven't seen a unit upgraded with all 3 yet.

It seems odd with IE to have maxed out in the first 12 months of the war in general. More than feel, it also puts an egregious amount of pressure on MPP to do multiple rounds of upgrades during the first 12 months of the war and really makes it hard for the CSA to compete both qualitatively and quantitatively with the Union forces really, really early in the war.
I haven't finished with Union yet, but I do not think that Scouting and Skirmishing is needed. You can scout with cavalry and the advantage of skirmishing is not enough to compensate for the cost.

Infantry Equipment, at the other hand, is an absolute must. Together with Corps Organisation and Leadership, it gives you much, much better troops.
..and my and large I don't do scouting other than for Brigades and Regiments since the Union doesn't have enough cavalry for the job but even the basic loop through upgrading units to IE1 and then IE2 is egregiously expensive in just 12 months especially for the CSA.
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battlevonwar
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Re: Balance in the 1861 Scenario

Post by battlevonwar »

(WOULD Other's who have played several PBEM games chime in on their own experience between the North and South and the feel they're getting as far as Fairness in holding, pushing and when?) My offensives started in 1862 as the North everywhere but the West.

Obviously my current opponent is better than I am in many ways... He blocked 1 of my Amphibious Invasions where I got bold enough not to put in all my Marines in at once! (big error cost me a Marine) Though I'm not really sweating this. I a few hexes from Memphis, Challenging Kentucky, pushing into Central Virginia. I think my opponent tried to protect everything at once. I don't get the feel that the South has Offensive capabilities personally. It just doesn't seem like she does anywhere. Maybe the Far West for a moment. Stalemates are quite common. The Union has offensive capabilities which is historical more places. A slight weakness with leadership and if Politics get risky that could be a thing(but I think for AI games?)

Infantry Equipment 2 +Corps are wonderful ... Grant comes fairly early with Garibaldi you have two rating 8 Generals if you get lucky with leadership research by June '62 as the Union... Mitigating a bit of the CSA's advantage in leadership. The Union Navy/endless Gunboat and ability to produce research in this area can be very powerful as every river/coastline is scouted and they are effective artillery. CSA Forts have issues for me as they take up a Hex and they do good things but they can't host a Division.(I'd like the ability to delete them if I want as the South) I think this was an effort for the Devs not to make coastal defense or stronghold defense too strong for the South instead supplement Engineers.

The Issue as the CSA even with her lovely Cavalry is she has too many Fronts and too few troops. . . She has to prioritize and she can't give away her only income which is her Coast and she can't give away her Valuable Cities/Industrial Centers. Also she can't effectively launch major offensives in 1861. Merely move to a front and hold. The low techs are mitigating and Leadership abilities.

As the Union I'm up to 1450 MPPs per turn is it?(Don't quote me gotta go double check my game in June '62) and this is quite nice. It's only going to go up! As in my game as the CSA he's suffering 60%^ casualties vs me. Cause Force Ratio quantifier is quite powerful in this style of game. He has done really well and is protecting every port... It's not enough... I feel by July '63 unless I really do something foolish(despite my first PBEM Union game) he will lose Richmond/Tennessee

(I may just avoid Naval Invasions other than the threat of it, as I'm 3 Deep in Units in Northern Virginia he can't match this force ratio, and I just pumped out 2 Artillery, I've got 2 Trains, Balloon, My Corps there and leadership waiting to pounce on him)



Bobo2025 wrote: Fri Jul 08, 2022 5:47 pm
Yogol wrote: Fri Jul 08, 2022 6:09 am
Bobo2025 wrote: Thu Jul 07, 2022 2:32 pm One question I have is about research progress and how that might affect balance. In Q2 1862, I now have Infantry Equipment (IE) 2, Scouting 1 and Skirmishing 1. The CSA have IE and Scouting, might have the other but I just haven't seen a unit upgraded with all 3 yet.

It seems odd with IE to have maxed out in the first 12 months of the war in general. More than feel, it also puts an egregious amount of pressure on MPP to do multiple rounds of upgrades during the first 12 months of the war and really makes it hard for the CSA to compete both qualitatively and quantitatively with the Union forces really, really early in the war.
I haven't finished with Union yet, but I do not think that Scouting and Skirmishing is needed. You can scout with cavalry and the advantage of skirmishing is not enough to compensate for the cost.

Infantry Equipment, at the other hand, is an absolute must. Together with Corps Organisation and Leadership, it gives you much, much better troops.
..and my and large I don't do scouting other than for Brigades and Regiments since the Union doesn't have enough cavalry for the job but even the basic loop through upgrading units to IE1 and then IE2 is egregiously expensive in just 12 months especially for the CSA.
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bullet911
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Re: Balance in the 1861 Scenario

Post by bullet911 »

Has anyone so far playing PBEM, against a competent opponent actually holding up against the union. if so are you able to give some details on how you did it?

Also how are the confederates suppose to get a major victory? any FS objectives that confederates are lucky enough to get excluding maybe 1 or 2 are going to be recaptured by the union and by all accounts the union gets some FS for recapture.

The shear numbers the union have are going to allow them to grind the confederates down, unless I've missed something they will reach 10% FS long before the union (Richmond is a factor in that to i guess)...... it appears at best the confederates can only hope to hold on to 3 of the citys that are needed for a minor victory, and once the union start to push on multiple fronts, (lets say early 63 if not late 62) there advance is only going to get faster as the balance changes drastically.
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Re: Balance in the 1861 Scenario

Post by battlevonwar »

Played a pretty hotshot Union Player and that was not fun... Playing a guy with equal skill who is Confederate and there is no way he's holding onto anything long IMHO. We shall see though, I am posting an AAR you can read and some screenshots will be included. He understands the concepts of the game and has played all the other titles and I have as well. He has -10 my Units in June of '62 which is quite well done. Though at 1500 production per turn(only will go up, and his will go down) I see there is literally no possibility even a Semi-competent Union player should ever lose.
bullet911 wrote: Fri Jul 08, 2022 9:47 pm Has anyone so far playing PBEM, against a competent opponent actually holding up against the union. if so are you able to give some details on how you did it?

Also how are the confederates suppose to get a major victory? any FS objectives that confederates are lucky enough to get excluding maybe 1 or 2 are going to be recaptured by the union and by all accounts the union gets some FS for recapture.

The shear numbers the union have are going to allow them to grind the confederates down, unless I've missed something they will reach 10% FS long before the union (Richmond is a factor in that to i guess)...... it appears at best the confederates can only hope to hold on to 3 of the citys that are needed for a minor victory, and once the union start to push on multiple fronts, (lets say early 63 if not late 62) there advance is only going to get faster as the balance changes drastically.
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Re: Balance in the 1861 Scenario

Post by Mithrilotter »

In alpha testing, I lost twice as Union against Bill and Ryan through loss of Union Fighting Spirit. In my opinion, Bill and Ryan are both very good players. Superior Union MPP's don't matter once the moral is gone.

I also won twice as Union against Bill and Ryan.
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battlevonwar
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Re: Balance in the 1861 Scenario

Post by battlevonwar »

Check out my AAR ... (You forget Infantry Tech or leave them a location to take advantage of?) This game plays a lot like WW1 on the Western Front in the first Year of the War.
Mithrilotter wrote: Fri Jul 08, 2022 11:36 pm In alpha testing, I lost twice as Union against Bill and Ryan through loss of Union Fighting Spirit. In my opinion, Bill and Ryan are both very good players. Superior Union MPP's don't matter once the moral is gone.

I also won twice as Union against Bill and Ryan.
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Re: Balance in the 1861 Scenario

Post by ElvisJJonesRambo »

Game has no balance.

There's no Army of North Virginia.
All the tech needs to go away, too powerful.
Railroads have little meaning for Union supply.
Union has awesome supply all over the map.
Takes a year to build a Fort, game is already over.
Marines blast Forts like Panzers.
Union shouldn't be able to do MANY things in enemy territory off a railroad line, like reinforce or upgrades.
Union shouldn't be able to have endless pieces moving every turn, they didn't have that many resources.
Combat results don't make sense in some cases, I'll never figure out the odds.

Game needs Army, stacking, overruns, reaction(s), etc. It's just a WW-1 slam pieces. The Battle of Gettysburg (ever been there?) is just a small town, if you can even call it a town. Probably 25 square miles had 200,000 combined forces.

It's hard to make a good turn based US Civil War game. Armies need reaction, not just ping-pong attacks. General Lee won all kinds of battles, good luck in this one as the South.
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battlevonwar
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Re: Balance in the 1861 Scenario

Post by battlevonwar »

We played these titles 20 years we know the oldtimers who learned the META and the META here is just wait as the Union and eventually you will drop a anvil on the South and she has no answer to it. . . You have enough production to tech up/numbers up/Corp up/place in so many gunboats you can literally remove a Division per turn with them cheaply and effectively. You can reduce any fort and if you really want a Port, there better be a defense force on it cause otherwise it will fall... There isn't really a 'strong answer in the South' but I guess maybe one of these BetaTesters can prove me wrong. If they find the time I doubt it ... And I'm still a baby player but doesn't take much to see the obvious and Far West(sideshow, Missouri, Sideshow) Tennessee-Coast-Virginia is the Money and if you win there you win the game and quickly.
ElvisJJonesRambo wrote: Sat Jul 09, 2022 12:40 am Game has no balance.

There's no Army of North Virginia.
All the tech needs to go away, too powerful.
Railroads have little meaning for Union supply.
Union has awesome supply all over the map.
Takes a year to build a Fort, game is already over.
Marines blast Forts like Panzers.
Union shouldn't be able to do MANY things in enemy territory off a railroad line, like reinforce or upgrades.
Union shouldn't be able to have endless pieces moving every turn, they didn't have that many resources.
Combat results don't make sense in some cases, I'll never figure out the odds.

Game needs Army, stacking, overruns, reaction(s), etc. It's just a WW-1 slam pieces. The Battle of Gettysburg (ever been there?) is just a small town, if you can even call it a town. Probably 25 square miles had 200,000 combined forces.

It's hard to make a good turn based US Civil War game. Armies need reaction, not just ping-pong attacks. General Lee won all kinds of battles, good luck in this one as the South.
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Re: Balance in the 1861 Scenario

Post by OldCrowBalthazor »

Mithrilotter wrote: Fri Jul 08, 2022 11:36 pm Superior Union MPP's don't matter once the moral is gone.
This...and some fancy footwork as the CSA in MP.
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