Balance in the 1861 Scenario
Posted: Tue Jul 05, 2022 9:13 am
I am playing in one of my first Multiplayer Games as the CSA. The Union has 81 Land Units vs my 53, and a lot more Naval Units than I do which act a lot like Naval Artillery purely for land attacks.(gunboats can take out 1 HP per smack, and with 5-10 of them say assaulting 1 location act more like 3 Infantry that are of good quality and cheaper, they can even destroy units) Though my losses are now double that of my opponent I can't replace my units at an even pace let alone build to the level to match him or be slightly under him. A certain event didn't fire so I think I'm short 4-5 units from the Far West due to that but regardless there is no parity in strength here. With the naval power of the Union you really can't be stopped as far as I can see.
I think it's Summer of 1862 and the Union is now proceeding to capture Richmond and there isn't whole lot in his way now at this point. I might have 5 more units or 6 that I lost due to bad choices but pumping out units at this point with the tech change isn't going to stop him from capturing the Capitol. The Gunboats destroy the forts like they're made of swiss cheese(Forts at this point in the game 1861-1862 pretty useless and I have tech 1 forts)
I predict that with 3 Trains, 3 Artillery 5-10 gunboats, an endless Sea of Infantry Units the Union can just slugfest his way through Virginia by late in '62 or early '63 and crush it. No leadership or anything else will likely stop him. If They really are making errors perhaps you can slow it down.
I have held in the West slightly but 50 vs 80 is not equal for gameplay. I doubt for historical sense. Union has too many units or cash... in scenario..
Solutions:
Cut the Union Income or Build Limits. Add an additional 15 CSA Units by event in(Add enough money Build to keep some level of parity till later in the game) 1.5 or 2 to 1 I would assume... I imagine my opponent will have a 100 land units if there are no limits or wants them and I'll be pushing 60 by the end of '62. This in game means he can take Richmond every game this way. So ...
P.S. Losses are not so high initially either up until this point. Maybe up until his Summer Offensive it was 10 vs his 5.
I think it's Summer of 1862 and the Union is now proceeding to capture Richmond and there isn't whole lot in his way now at this point. I might have 5 more units or 6 that I lost due to bad choices but pumping out units at this point with the tech change isn't going to stop him from capturing the Capitol. The Gunboats destroy the forts like they're made of swiss cheese(Forts at this point in the game 1861-1862 pretty useless and I have tech 1 forts)
I predict that with 3 Trains, 3 Artillery 5-10 gunboats, an endless Sea of Infantry Units the Union can just slugfest his way through Virginia by late in '62 or early '63 and crush it. No leadership or anything else will likely stop him. If They really are making errors perhaps you can slow it down.
I have held in the West slightly but 50 vs 80 is not equal for gameplay. I doubt for historical sense. Union has too many units or cash... in scenario..
Solutions:
Cut the Union Income or Build Limits. Add an additional 15 CSA Units by event in(Add enough money Build to keep some level of parity till later in the game) 1.5 or 2 to 1 I would assume... I imagine my opponent will have a 100 land units if there are no limits or wants them and I'll be pushing 60 by the end of '62. This in game means he can take Richmond every game this way. So ...
P.S. Losses are not so high initially either up until this point. Maybe up until his Summer Offensive it was 10 vs his 5.