I suppose the issue is when and how much of a counter force the CSA is will to post. The CSA has posted 1 Corp + Cav + 1 Brigade to retake Wilmington and I constantly have to ferry in reinforcements. The issue for him is supply is abysmal there for the CSA and retaking the Port is not impossible but a challenge and half.
As far as Frigates I found them cheap and easy to close down Ports like Galveston + Jacksonville in Florida. I doubt the CSA will react ... I have built all land units now except 2 Cavalry and it's not yet 1863. I think that it's very likely I will take Richmond and then knowing that the Objective cities are where they are at there is no point in pushing further other than to cut of North Carolina Rail(which is easy. This forces the South to post lots of defenses there.
Other than that, The Objective Cities are next in coming year and my opponent is fortifying with Engineers around his inland objective cities and posting numerous garrisons along his coastlines. He isn't yet at the point of stretched too thin to die but in the coming year with leadership, superior numbers he simply cannot defend everywhere. I have all the way till December of 1865 to take what I need.
The More he tries to defend everywhere the faster this experience shall be.
Why the CSA has a pretty tough time. I think forcing the Union to take an overland Objective city that's quite defensible for Major Victory or else or even Minor should be included in the game. Making a historical Georgia Campaign for instance. Maybe removing the Objective Cities from the Coastline to a point and forcing a Sherman March to the Sea into 1864 to win it.
Plus maybe giving the Engineer to the CSA at the opening of the game so she can defend Richmond a little better. And closing the James off to naval invasion directly onto any of the cities around Richmond which make it ultra vulnerable.
Of course the Balancers will have to figure out what works best. I think I am at 1400+ MPPs in Dec 1862 and my opponent is at 850 aprox... I am not sure how long a CSA survives on such a lean diet but this guy is tenacious I'll post up how he does vs me. Since we're roughly = skill it should be telling.
Duedman wrote: ↑Sat Aug 06, 2022 8:46 pm What really bugs me is the unnecessary movement after landings.
In SC WiE you could move exactly 1 hex + attack afterwards.
If you attacked right away, units turn was over. In SC ACW they are super mobile. Which is, combined with un-dissolvable super weak forts, frankly stupid.
As for blocking New Orleans, Jacksonville, Galveston.... I already play with house rules. And that stuff is not allowed. Game design has the blockade runner hexes for that. Simply shutting traderoutes down by parking 2 ships next to the harbor is not working as intended.