Foreign intervention
Posted: Mon Jul 04, 2022 11:49 am
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.
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.