European Intervention

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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Bobo2025
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European Intervention

Post by Bobo2025 »

All,

Has anyone in the course of semi-normal play (as in not specifically trying to trigger it) seen any European intervention?
YueJin
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Re: European Intervention

Post by YueJin »

No and I don't think it's a realistic possibility against a competent Union player who doesn't allow you 5v0 diplo chits all game and takes Mobile, Jacksonville and New Orleans. They don't even need to hold those locations, taking the hex in a raid and withdrawing is enough to cripple European support.
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ElvisJJonesRambo
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Re: European Intervention

Post by ElvisJJonesRambo »

Me, no, never.

I do not believe the Euros cared, it was all a poker bluff.
England, France, Spain had no skin in the game or reason to get involved.
Had their own problems.
Couple of ships is just political posturing waiting for a winner.

This Italian Garibaldi was a no one.
Sounds like an Ice Cream company flavor name, Grand Prix driver or two-bit Olive Oil salesman wannabee Tony Soprano.

Let us have our own family divorce by the bayonet and cannon.

-EJR the Legend

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Prospero è il vento
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GraftMalt
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Re: European Intervention

Post by GraftMalt »

Only in Single Player so far - not in Multiplayer (I went almost to 60% and then got a raid of FS target and gone it was (I think 15% was left)). I somehow think it is always better to sell the cotton.

As it is one of the major game mechanics (and can make a game way more fun for both players) - there should be a realistic way to achieve that taken the already super though situation of the Confis in a multiplayer game - e.g. when Union starts to push further south then X hex the timer is going up way faster and the timer is not going totally to almost zero when a FS is occupied (maybe it tend to go down if the Confederates cannot reconquer per turn by 2% or so instead of immediate loss). Could be also added as a non-historical campaign with the same start date as grey vs. blue?
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Patrat
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Re: European Intervention

Post by Patrat »

ElvisJJonesRambo wrote: Tue Aug 23, 2022 3:13 pm
This Italian Garibaldi was a no one.
Sounds like an Ice Cream company flavor name, Grand Prix driver or two-bit Olive Oil salesman wannabee Tony Soprano.
While I'll agree that he had no bearing on the real life American Civil War,,,

I wouldn't go repeating what you said above to any educated Italian person if I was you. Lol
mdsmall
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Re: European Intervention

Post by mdsmall »

In my second SP game as the Confederates, I was able to trigger intervention by France. I have to say it was awesome - especially all the Zouave uniforms on the French infantry! Plus the huge French fleet that mobilized off Martinique. The Union surrendered about three turns later before the French saw serious action. However, this was playing against the AI on an Intermediate setting, and as the CSA, I deliberately invaded Maryland to help trigger the French intervention. As previously commented on this forum, the Union already have to be in very sad shape before any of the European powers intervene. Their arrival is just the coup de grace.
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BiteNibbleChomp
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Re: European Intervention

Post by BiteNibbleChomp »

I've done it in multiplayer a few times before the beta started (and given the amount of buffs I've put on the CS since, it must be easier now than it was then), it's definitely possible if you commit to doing it properly.
GraftMalt wrote: Tue Aug 23, 2022 3:54 pm Could be also added as a non-historical campaign with the same start date as grey vs. blue?
We don't have one for the 1861 start, I suspect the power of the Europeans would just throw that game off right from the start if we did, but there is 1862 Trent War allowing you to start the game with the British already in the game :D

- BNC
Ryan O'Shea - Strategic Command Designer
GraftMalt
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Re: European Intervention

Post by GraftMalt »

Can you provide your secret recipe to do it :D I keep on struggling - I went more ship heavy (which I never did before) in one game - having now 4 Monitors - lets see how that works. But that meant I had to weaken another front - and Fredricksburg was taken by Union (and temporary even Richmond via Marines which I could fight back) - but I doubt you can keep on holding FS target with the Union Sea and Amphibious superiority against an experience player (and the silly forts - please please fix these forts and let units be garrisoned in the cities instead)

I also agree with one statement above - if you able to trigger the Europeans the war is already won more or less so or so - while that might be historical correct, it would be great to have a trigger which triggers e.g. when the confederates are loosing but holding points still - e.g. when Union moves below hex X but does no own Nashville, El Paso and X which then rises the mobilization by Europeans by +20% per turn or so. The Union has the time to prepare but the Confederate Player has a chance to maybe turn the game - dont understand me wrong, great game and I loving it - I just think that would add a nice variance especially for multiplayers. In the Strategic Command Game you always have these triggers which can in-between change the game (e.g. Winter - Siberians arrive, US joins War etc for SC WiE) - I feel that is missing for the Confederates for a game which also provides the Union player some sleepness nights ;)
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BiteNibbleChomp
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Re: European Intervention

Post by BiteNibbleChomp »

GraftMalt wrote: Wed Aug 24, 2022 12:16 pm Can you provide your secret recipe to do it :D
Developer's advantage ;) I'm kidding about that of course, but I do know exactly where every unit and every event in the game fit within the grand scheme of the game - what they're trying to accomplish, what they're responding to &c.

My strategy for the Confederacy can be boiled down to three things: rush infantry equipment, rush corps and rush monitors. Because the winter turns are longer than the summer turns, if you've stocked up a few MPPs and the Corps tech fires in October or November, you can build all four of them and have Corps out for February. If the tech ticks in Feburary (which is only about 2 or 3 turns later), you don't get them until June or July (which is more like 6 turns later). If you have Corps-1s and your opponent still has Division-0s, that's a huge advantage (and if you have it for 6 turns, you can take some serious ground). To get the techs to fire in Oct/Nov, you have to double chit them on turn 2.
Monitors meanwhile are the key to the convoys, yes there's a three month lag between you building them (Oct+6mo = March) and the Union (July+6mo = Jan), but when you account for the time it takes to sail a monitor down from Baltimore even to say Wilmington (much less Mobile or Charleston), you can beat the Union's monitors there if you make the effort. Monitors are basically immune to wooden ships and can kill a gunboat every turn if they're in decent shape, so it shouldn't be too hard to sweep the Union off the marker hexes and get the supply ships running. If you have four of those lines open (I don't usually bother with sweeping the New Orleans one), and don't lose anything important for about a year, maybe 18 months, King Cotton should work his magic :D
As for countering the Marines, how many free Brigades do I give you at the game start? About fifteen? You don't need all of them in the East. ;)
GraftMalt wrote: Wed Aug 24, 2022 12:16 pm (and the silly forts - please please fix these forts and let units be garrisoned in the cities instead)
Wait for the update, I've put some very nice things in there for you!

- BNC
Ryan O'Shea - Strategic Command Designer
GraftMalt
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Re: European Intervention

Post by GraftMalt »

Now you got me hooked :D - yeah usually I went full 2 chits into Forts but that seems a waste as even Level 1 can hardly fend of 2 Marine landings - 2 chits corps I do but not necessary on turn 2. Infra Equipment 2 chits is a stable. Well Monitors - as I said - first time I build any on top in the current game (but have started to research late for Monitors) - they are lined up Charleston area and I will try to smack opponents frigates - lets see how that works out (or if I run into an Ironclad).

Yeah the Brigades....good point...maybe wrong to have them all in the east - but train transport is expensive (well force march might be an option). But fair point - they are kind of useless except of being lined up like a chinese wall to the north. I tried to put all my money into cav brigades and divisions early to be able to surround - but maybe the research push is a better idea.

Oh man - when is the next patch coming out? I cannot wait :D any spoilers? :P
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