TANAKA MOD 11.0 SCACW: FORTS!

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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Re: TANAKA MOD 11.0 SCACW: FORTS!

Post by Tanaka »

JJ68 wrote: Tue Sep 01, 2026 4:46 pm Interesting Mod. I have played the Confederates and here are my early views:

1) 30,000 points for selling the cotton. I love it! I usually sell the cotton for various reasons, but now it means more, especially as I am getting 200 extra, instead of 175.

2) I am confused by spotting. My cavalry could only see something by bumping into it. I felt frozen because any advance would lead to a Monongahela level of ambush. When you say one hex, do you mean the hex adjacent to the spotting unit?

3) I appreciate more navigable rivers. It is hard reinforcing Apalachicola in the factory game.

4) The Advice pop up warns us not to march on Jefferson city, yet no troops are in Arkansas. Seems wasted.

5) In the version I have, neither side have any preprogramed investments. The Union, for example, does not have naval engines, while the Confederates have to special cavalry power.

6) My personal complaint about the strategic command civil war series as a whole: inflation. In the SSI game, No Greater Glory, the Confederate congress rarely allows tax increases and so the player usually starts using paper money early on to purchase what he needs, and so inflation starts to become the great internal enemy of the Confederacy. The rise in prices damages Confederate morale as much as military defeats. I have seen no mechanism for this in Strategic Command. In the SSI game, recognition by Britain and France are the only ways to halt the inflation, due to their funding. I have tried to simulate this by using soft purchase, but leads to the Confederates have too many of everything.
Hello! Thank you for the feedback!

1. Yes I wanted to give more meaning to this decision!

2. Yes cavalry, indians, partisans can see one more hex ahead than infantry and need the scouts upgrade to see further. Or build balloons to see even further. Do not be too afraid of ambushes usually it is just a point loss. You make a good point about being hex adjacent and I will raise this by 1.

3. Yes lots more strategic options with all of the navigable rivers!

4. The troops in Arkansas are coming...

Is this the pop up message you mean?

Despite the efforts of the Missouri State Guard, it is unlikely that we will be able to maintain control over all of Missouri indefinitely. When Jefferson City falls, we can expect the North to install a new government in the state, making Missouri fight as a fully-fledged member of the Union. More importantly, when this happens, they will gain control of the entire state, except for whatever our forces physically occupy at the time. In order to prevent this from isolating our forces, you should seek to occupy towns from which your troops may gather supplies, and avoid advancing too far north of the Arkansas border. It is also advisable to keep some small units in northern Arkansas so that communications with forces in Missouri can be restored as quickly as possible. Recommendation: Advance cautiously in southern Missouri, and be ready to act should the Missouri State Guard be forced to surrender. Gen. Benjamin McCulloch NWestern Army, CSA

5. Yes there is no free starting tech only advanced research. CSA has more cav and a head start in cav tactics.

6. Yes there is no way for me to mod inflation in the game unfortunately. There are events dealing with the economy and FS. I could possibly add more. I also recommend the game Civil War 2 by Ageod as they have lots of decisions with inflation and the economy.

Please do keep the feedback coming!
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https://forums.matrixgames.com/viewtopic.php?t=413785
JJ68
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Re: TANAKA MOD 11.0 SCACW: FORTS!

Post by JJ68 »

Tanaka

First, I have your company's model of HMS Repulse. It looks nice; thank you.

On Mod

4) Yes that is the pop up. It comes even though there are no Confederate units yet in Arkansas. It's just a little strange.

Further Notes

1) General Fremont's name is not on the counter. It's just a blank. I liked the event with him. Nice addition.

2) Is the map a bit smaller than the marquee version? I found it easier to move from Virginia into West Virginia.

3) I noticed that when purchasing research, you can only purchase one rank. In the vanilla game, I could double up on research. As a tactic it could speed research in a specific area. Am I missing something here?
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Tanaka
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Re: TANAKA MOD 11.0 SCACW: FORTS!

Post by Tanaka »

JJ68 wrote: Wed Sep 02, 2026 1:27 pm Tanaka

First, I have your company's model of HMS Repulse. It looks nice; thank you.

On Mod

4) Yes that is the pop up. It comes even though there are no Confederate units yet in Arkansas. It's just a little strange.

Further Notes

1) General Fremont's name is not on the counter. It's just a blank. I liked the event with him. Nice addition.

2) Is the map a bit smaller than the marquee version? I found it easier to move from Virginia into West Virginia.

3) I noticed that when purchasing research, you can only purchase one rank. In the vanilla game, I could double up on research. As a tactic it could speed research in a specific area. Am I missing something here?
Hehe have you played WITPAE?

4. I can look at adjusting the date for this message. It is a message from the base game.

1. Yes I discovered the error with Fremont recently and that has been corrected in the newest version which has been uploaded.

2. The map size is exactly the same there are just more towns.

3. Yes you are limited to only one purchase. This is to slow down research in certain areas.
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JJ68
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Re: TANAKA MOD 11.0 SCACW: FORTS!

Post by JJ68 »

Tanaka

I find that the world war 1 type battlelines appear even in your mod. Since frontal assaults are too costly, it pays to surround an enemy. Unsupplied, that enemy is vulnerable to elimination. No one wants to have their units surrounded so lines become the order of the day.

The problem is stacking, or lack thereof. The only way I see of changing things, without changing the stacking systems is to allow players to buy up. In other words, say you want a division. Instead of paying full price, you can sacrifice two or three brigades. The ratios might vary, but going from regiment to corps and back again could help break the logjam. So in my scheme it would work like this:

2 regiments = 1 brigade

2 brigades = 1 division

2 divisions = 1 corps

I am still playing your mod. I will give you more feedback
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Re: TANAKA MOD 11.0 SCACW: FORTS!

Post by Tanaka »

JJ68 wrote: Thu Sep 03, 2026 9:21 pm Tanaka

I find that the world war 1 type battlelines appear even in your mod. Since frontal assaults are too costly, it pays to surround an enemy. Unsupplied, that enemy is vulnerable to elimination. No one wants to have their units surrounded so lines become the order of the day.

The problem is stacking, or lack thereof. The only way I see of changing things, without changing the stacking systems is to allow players to buy up. In other words, say you want a division. Instead of paying full price, you can sacrifice two or three brigades. The ratios might vary, but going from regiment to corps and back again could help break the logjam. So in my scheme it would work like this:

2 regiments = 1 brigade

2 brigades = 1 division

2 divisions = 1 corps

I am still playing your mod. I will give you more feedback
Yes I have done the best I can within the game constraints. No stacking in SCACW as it is a strategic operational game not a tactical one:

https://forums.matrixgames.com/viewtopic.php?t=385538

Thanks for the continued feedback!
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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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