I have yet to play a game where the North had more forces than the south. These are NOT ballanced scenario's either.
An equal union force is incappable of invading/winninmg a battle in the south because of terraign and other defenses.
A very difficult invasion ability allows the southern player to strip his coastlines and put in play far more units than he would otherwise.
I don't mind the INVASION ability of the south to the north, but for pete's sake, at least give the Union a decent ability to invade southern coastlines. Hell most CSA players think its a joke and a waste to protect New Orleans with anything more than a few garrison brigades because they know the North can't defeat 'em.
Just started up a normal game, this is the number of troops in the game.
Union: 82 "normal" brigades + 53 Garrisons = 135 brigades of all kind
CSA: 56 "normal" brigades + 73 Garrisons = 129 brigades of all kind
For the first years, yup absolutely correct. They have poor leadership and poor quality troops. I have no issue with this as this is quite accurate, and not having this penalty against the Union would see 95% of the games won by the Union. But this is my oppinion, other ppl are mroe than welcome to feel different about it
And actually, what looses the battles for the Union imo is not the defence bonuses etc that the CSA gets, it is the CSA generals. In one battle I played (quick battle as it was a pbem game), my best Union commanders did 24 rallies to the CSA's 72!!
Yes, here I agree. Invasions are really hard. But in a Pbem you can ask for reasonable house rules like defence needed on all coast-cities etc. Invasions are possible, but they are (at patch 1.10.10 not worth it, as you are likely to lose the province again, and the NW-bug will kill the Union. But when this bug is fixed it might actually change quite a bit, as going in and take a city just to cause unrest, destroy improvements, and forcing the CSA to protect his cities will become possible).
What my fine ruffled feather friend is trying to say (speaking on his behalf as a good friend) is that its ok to conduct what-ifs in a game, just don't pin historical victory conditions to it. ie, iether state that (as the game is) whomever defeats the opponent's nation wins or restrict the southern forces movement past the boarder states (due to their own ideology) do a Jefferson Davis Die roll of say 33% chance for each theater per turn and empower Union amphibious abilities and impose a historical victory conditions but do not cross the two conditions or the game becomes too wierd...