Foreign 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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Jim D Burns
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Joined: Mon Feb 25, 2002 6:00 pm
Location: Salida, CA.

Foreign intervention

Post by Jim D Burns »

Playing my first game as Confederates and I managed to get Kentucky with about 600 invested in political points. Only two rolls fired one for 8 the other 9, but it was enough. Problem is the Union AI floods units into Northern Kentucky and I'm barely able to hold the Northeast were most of the states production is, but I'm being pushed back in the center and west of the state so I may have to fall back all across the line soon as the Confederates simply don't have enough units to hold it all.

Can't remember everything I did, but I kept the cotton and went for France instead of England. France just joined in mid August 1862, seems a tad early but I'll take it. I went ahead and had the Confederacy declare war on Mexico to try and keep things interesting. I had invested 1200 points into France with only one roll firing, but I doubt that was even needed. Once the French supply ships started running the blockade it felt like Kentucky does for the Union, it simply kept climbing every turn until they entered. I think its a bit too easy, but the AI doesn't consistently blockade the trade line special hexes so perhaps that is the issue and not the die roll chance to have European supply ships slip in.

For those interested, France has a huge navy, going off memory I think they have 6-8 Ironclads, 12-14 Frigates, 4 Corps, 1 brigade, 1 HQ and 1 Engineer. These units appear in the Caribbean Islands (I'm sending them all to Mexico, except for the Ironclads and half the Frigates). French units in Mexico have about 6-8 brigades, 1 HQ and several Mexican Empire units, but this may change based on how far the automatic invasion has progressed. France came in so early in my game it had hardly gotten more than 4 or so areas taken yet.

France only has 330ish production and half of that is sent to the Confederates, so you won't be increasing its army size very fast at all with just 166 income a turn. At least it's tech is maxed out, so no need to spend on any tech.
ObeseMonkey
Posts: 103
Joined: Fri Jun 05, 2020 1:31 pm

Re: Foreign intervention

Post by ObeseMonkey »

Yh, I’ve noticed the Union Ai doesn’t seem to blockade the runner hexes at all.

In fact if you load up the 2nd scenario, you’ll notice the Union is blockading them better (maybe cause they start already doing it?). But that’s probably my biggest issue so far with the Ai, that the Union doesn’t really carry out a very good blockade if you start in the 1861 Blue and Gray scenario.
'Juana Azurduy, flor del Alto Perú, No hay otro capitán más valiente que tú'.
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BiteNibbleChomp
Posts: 607
Joined: Mon Sep 12, 2016 1:52 am
Location: Australia

Re: Foreign intervention

Post by BiteNibbleChomp »

Nice job getting France in! Super keen to hear how your campaign in Mexico goes :D

I've been hard at work on the blockading AI, looking forward to sharing some improvements here soon.

- BNC
Ryan O'Shea - Strategic Command Designer
lloydster4
Posts: 174
Joined: Fri Jun 19, 2020 8:13 pm

Re: Foreign intervention

Post by lloydster4 »

If you want France to keep more of its income, you can adjust the % sent to CSA in the convoy map. You can enter any value between 0%-50%.
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