Grand Tactician: The Civil War (1861-1865)

Grand Tactician: The Civil War (1861-1865)

Playing Campaign as CSA
Wondering if any experienced players has any tips to help me get started as the CSA. I seem to have a hard time making efficient armies and low manpower (which is expected as it is historical). Any tips you have figured out to make the CSA a powerhouse would be helpful. Thanks in advance!
Deo Vindice:confedflag::confedflag:
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Showing 1-14 of 14 comments
Old War Dog Dec 23, 2022 @ 9:28pm 
One, start economic development. Two, build two Western Army/Corps and an early Independent Cavalry Corps. Three defend the Potomac as your Eastern Line of defense with forts and strong Army Corps that can defend and attack across the Potomac at the DC area and the Harper's Ferry area, both are strong railroad crossings places but watch easy riverboat crossings from the North.

Work to build at least two Army/Corps in Tennessee use these to do three things capture Kentucky, secure Kentucky, and Capture and secure Cairo Illinois, (Convergence of the Ohio and Mississippi), Try to make this a strong point.

Now returning to the Western Theater this is first priority because it tends to pull resources from the East and Central Theaters. Capture St Louis and hold it. Hold both St. Louis and Cairo will secure the Mississippi, and prevent the Anaconda Plan.

All being said if you play your battles well by late 61 early 62 Union moral will fall so badly the the CSA will win the game. Not for sure the Devs keep playing silly Raider Deer games with the AI.

Last if you want a good game that lasts to get better weapons and perks don't be so aggressive, work most on economy, and ability to recruit great Armies that are well armed.
CoachMac Dec 24, 2022 @ 6:28am 
I would say to add to the very good previous post that it all depends on which scenario you play.

If you play 61 scenario especially earlier one you can go as described you have time to build an economy.
South can really contain the North in 61 scenario mostly because AI struggles to build an army as strong as a human may (even after all AI improvement). So 61 is a very good scenario to start with especially with CSA if you play your first game.

Now if you take 62 or 63 (i never looked at 64 i assume it is probably worse), then it is a totally different story. From the very start you get violently attacked on your heart and Union has a very strong army in both cases (because they use historical strengths).

Please note that If you play with historic policies it is more challenging than going with customised policies. The southern weapon policy for instance gives you a significant boost in term of weapons delivery.

I think i would add to not neglect with CSA the effectiveness of older technology weapons (14lb James rifle art/12lb Napoleon/rifles) because the point is to not only produce weapons but deliver quantity of weapons with enough range and rate fire/accuracy to be successful.

There is a huge capacity issue on the South. It takes 300 days to produce 10K Richmond rifles. So personnally keep the focus on easier to produce weapons for domestic production and import modern rifles which which can deliver mass of decent rifles for your regular infantry.
Exception being sharps, where you can look to equip a subset of (elite) brigade with sharps rifles but you will struggle to produce a lot.

We dont mention fleets, some people seems to use it fairly well on rivers to contain the North. I have never tested it myself but it seems interesting to slow down USA progression on MS.

Last but not least, merry christmas.
steeltalons Dec 24, 2022 @ 6:29am 
Old War Dog, what economy tips do you recommend?
Old War Dog Dec 24, 2022 @ 10:05am 
GOVERNMENT FUNDING I, PRINT NOTES I, TARIFF ACT, IMPRESSMENT ACT, and KING COTTON I. This is where I start with the economy. As CoachMac indicated starting with the early 61 Campaign is a must. Keep an eye on your credit rating try to keep it above A-. When building Brigades go medium. As a note Pre-War policies I recommended The Old Dominion you must have Va on your side, King Cotton if you plan to get trade and tariffs working with Europe note the +20 European intervention level may prove to be useful, and Arms Agents more weapons from the start plus allows Springfield weapons available for production in the South with the subsidy Springfield Rifles (CSA) . Above I did not mention Navel and Riverine forces go larger on Riverine you can actually prevent enemy army flotillas from crossing and river travel, also engaging enemy forts on the rivers, but be careful with the later make sure you have boats with overwhelming fire power than the fort you are taking on. Larger Sea going vessels are expensive and from laying the keel to completion takes at least a year and you can't start till you get the tech.
✠ Kaiser ✠ Dec 24, 2022 @ 12:04pm 
Originally posted by CoachMac:
I would say to add to the very good previous post that it all depends on which scenario you play.

If you play 61 scenario especially earlier one you can go as described you have time to build an economy.
South can really contain the North in 61 scenario mostly because AI struggles to build an army as strong as a human may (even after all AI improvement). So 61 is a very good scenario to start with especially with CSA if you play your first game.

Now if you take 62 or 63 (i never looked at 64 i assume it is probably worse), then it is a totally different story. From the very start you get violently attacked on your heart and Union has a very strong army in both cases (because they use historical strengths).

Please note that If you play with historic policies it is more challenging than going with customised policies. The southern weapon policy for instance gives you a significant boost in term of weapons delivery.

I think i would add to not neglect with CSA the effectiveness of older technology weapons (14lb James rifle art/12lb Napoleon/rifles) because the point is to not only produce weapons but deliver quantity of weapons with enough range and rate fire/accuracy to be successful.

There is a huge capacity issue on the South. It takes 300 days to produce 10K Richmond rifles. So personnally keep the focus on easier to produce weapons for domestic production and import modern rifles which which can deliver mass of decent rifles for your regular infantry.
Exception being sharps, where you can look to equip a subset of (elite) brigade with sharps rifles but you will struggle to produce a lot.

We dont mention fleets, some people seems to use it fairly well on rivers to contain the North. I have never tested it myself but it seems interesting to slow down USA progression on MS.

Last but not least, merry christmas.

Merry Christmas to you as well! I have a hard time in the early game because the Union builds up much bigger armies especially in the west/ Tennessee region. I also have heard that fleets help with control of the Mississippi, but leads to a drain on MP. This game is fun but very detailed and confusing at times.
Old War Dog Dec 24, 2022 @ 1:02pm 
Originally posted by ✠ Kaiser ✠:
Originally posted by CoachMac:
I would say to add to the very good previous post that it all depends on which scenario you play.

If you play 61 scenario especially earlier one you can go as described you have time to build an economy.
South can really contain the North in 61 scenario mostly because AI struggles to build an army as strong as a human may (even after all AI improvement). So 61 is a very good scenario to start with especially with CSA if you play your first game.

Now if you take 62 or 63 (i never looked at 64 i assume it is probably worse), then it is a totally different story. From the very start you get violently attacked on your heart and Union has a very strong army in both cases (because they use historical strengths).

Please note that If you play with historic policies it is more challenging than going with customised policies. The southern weapon policy for instance gives you a significant boost in term of weapons delivery.

I think i would add to not neglect with CSA the effectiveness of older technology weapons (14lb James rifle art/12lb Napoleon/rifles) because the point is to not only produce weapons but deliver quantity of weapons with enough range and rate fire/accuracy to be successful.

There is a huge capacity issue on the South. It takes 300 days to produce 10K Richmond rifles. So personnally keep the focus on easier to produce weapons for domestic production and import modern rifles which which can deliver mass of decent rifles for your regular infantry.
Exception being sharps, where you can look to equip a subset of (elite) brigade with sharps rifles but you will struggle to produce a lot.

We dont mention fleets, some people seems to use it fairly well on rivers to contain the North. I have never tested it myself but it seems interesting to slow down USA progression on MS.

Last but not least, merry christmas.

Merry Christmas to you as well! I have a hard time in the early game because the Union builds up much bigger armies especially in the west/ Tennessee region. I also have heard that fleets help with control of the Mississippi, but leads to a drain on MP. This game is fun but very detailed and confusing at times.

Note even with smaller Army/Corps with the proper Campaign/Tactical application pushing back is not so hard, use the above indicated Independent Cavalry Corps to intimidate and draw the Larger Union Army/Corps into an ambush with your smaller 2X Army/Corps in the West, do not allow your Cavalry to be the first to make contact in a Tactical fight, but make sure they are in the total battle. Example Union Army/Corps is engaged by Missouri Guard and Army of the West and arriving a few hours later the Independent Cavalry Corps, use them to harass and chase down retreating Union formations.

Once this happens start picking on all the other Union forces and take the State for the CSA.

And yes to all a Very Marry Christmas (imagine how painful for troops in the field during the ACW would be in this weather)
lasmith03 Dec 27, 2022 @ 9:42am 
I play CSA.

Alot of what war dog says. I don't like to capture DC because it ends the game quickly so I put my forts at the Rappahannock and North and south ends of the Shennandoah to keep them out of Virginia. It also gives you time to react. You will be outnumbered alot of the time so you have to split off divisions and corps to match their strength and use rail lines to make the transfers.

I like to build The AONV, AOShennandoah, AOTenn, AOCumberland to protect gap and East TN, AOTMississippi to help protect AR and West TN, and AOTWest to protect Fort Smith. And branch out from those points. I also transfer all my brigades to the corresponding areas armies so that they replenish and recruit faster. I also use another AOVirginia to hold Richmond and handle all of my recruiting for the AONV so that readiness is not affected. Losing Richmond is a 25 point morale hit even if you recapture it so you have to have something there else they will ride the rail in and take it with 6000 men when you aren't looking.

You will need forts at the TN border to prevent them from using the Tennessee and Cumberland rivers. You will also need one north of Memphis on the Mississippi and a fleet in Memphis to prevent them from using the Mississippi. I also put a fort north of Nashville to stop them using the rail lines and sneaking in and taking it.

You will need to do the Militia acts quickly and build recruitment offices as well but they stop helping before level 10 I've found.

As far as economy goes, I'm fine with my rating around B- but you have to use Improve Credit Rating a few times and printing notes as well when it dips below. Factories are expensive so I try to build other buildings that the factories can use nearby. A strategy I am going to try this time is to build factories around the major cities instead of spread out all over for whatever reason. The major cities are usually IIPs with alot of IIPs directly feeding them from all sides. And some of them already have a factory built. So I can just build the buildings the factory is missing to make certain goods for alot cheaper than building the factory by a building that already exists.

I also use the Trade Deals as much as I can. You have all of this unused cotton so trade deals is how you use it. But if you can't break the blockades it won't help you. So you will need a fleet or two of Frigates for that. I'm experimenting with smaller ships this time as well based upon some of the videos. Double enders and tinclad gunboats is where its at for river fleets.
Last edited by lasmith03; Dec 27, 2022 @ 10:29am
lasmith03 Dec 27, 2022 @ 10:07am 
Also I learned from watching a video that the Knoxville area is where most of your weapon production can happen and it is your only iron mine so it needs to be developed and protected that way. I put a fort in the Cumberland Gap to buy time if they try to come in. One other thing I learned is that unless you capture Kentucky or Missouri the only crop fertile areas are in Texas/AR area and Virginia. You will need to carefully build up those areas to create food, leather, etc. I'm playing around with building railroads and markets this time to get the crops out of San Antonio and Dallas areas where they can be used. Chattanooga is another good crop area as well.
Last edited by lasmith03; Dec 27, 2022 @ 10:31am
JMDurron Dec 27, 2022 @ 12:43pm 
Cottonclad Rams are the way to go for CSA blockade-busting fleets. See GreatScots' YouTube video on the subject.

In my current CSA Summer '61 Campaign, I didn't build any Frigates. I just busted the last Union blockade near Norfolk (temporarily, they'll be back), but I still have 4-5 Frigates and Steam Frigates...because I captured them, not because I built them!
Last edited by JMDurron; Dec 27, 2022 @ 12:44pm
Old War Dog Dec 27, 2022 @ 3:54pm 
Originally posted by lasmith03:
I play CSA.

Alot of what war dog says. I don't like to capture DC because it ends the game quickly so I put my forts at the Rappahannock and North and south ends of the Shennandoah to keep them out of Virginia. It also gives you time to react. You will be outnumbered alot of the time so you have to split off divisions and corps to match their strength and use rail lines to make the transfers.

I like to build The AONV, AOShennandoah, AOTenn, AOCumberland to protect gap and East TN, AOTMississippi to help protect AR and West TN, and AOTWest to protect Fort Smith. And branch out from those points. I also transfer all my brigades to the corresponding areas armies so that they replenish and recruit faster. I also use another AOVirginia to hold Richmond and handle all of my recruiting for the AONV so that readiness is not affected. Losing Richmond is a 25 point morale hit even if you recapture it so you have to have something there else they will ride the rail in and take it with 6000 men when you aren't looking.

You will need forts at the TN border to prevent them from using the Tennessee and Cumberland rivers. You will also need one north of Memphis on the Mississippi and a fleet in Memphis to prevent them from using the Mississippi. I also put a fort north of Nashville to stop them using the rail lines and sneaking in and taking it.

You will need to do the Militia acts quickly and build recruitment offices as well but they stop helping before level 10 I've found.

As far as economy goes, I'm fine with my rating around B- but you have to use Improve Credit Rating a few times and printing notes as well when it dips below. Factories are expensive so I try to build other buildings that the factories can use nearby. A strategy I am going to try this time is to build factories around the major cities instead of spread out all over for whatever reason. The major cities are usually IIPs with alot of IIPs directly feeding them from all sides. And some of them already have a factory built. So I can just build the buildings the factory is missing to make certain goods for alot cheaper than building the factory by a building that already exists.

I also use the Trade Deals as much as I can. You have all of this unused cotton so trade deals is how you use it. But if you can't break the blockades it won't help you. So you will need a fleet or two of Frigates for that. I'm experimenting with smaller ships this time as well based upon some of the videos. Double enders and tinclad gunboats is where its at for river fleets.

Great comments on the Strategic play of the game. My current campaign I have let the North off the hook on the capture of DC to try to make the game last longer. I have noted that several New England Army/Corps are coming south Trying to cross the Potomac. Next campaign may work your Eastern Strategy; however, believe I will continue to use the Central, and Western COAs in the current campaign both Kentucky and Missouri are in CSA hands end of 61.

Last I validate your strategy with regards to Riverine Forces but if you have the tech would replace Tin-clad Gunboats with or in addition to Armored Rams and extend the range of protection to St Louis and along the Ohio. My whole West/Center is focused now on Cairo IL, Supply Depots, Forts, Two Army/Corps, and Two Cavalry Corps, Union putting all Central and Western assets into that fight.

Best Wishes
✠ Kaiser ✠ Dec 27, 2022 @ 4:03pm 
Ok guys, I have taken DC already (first major campaign). I am losing an attrition war though as recruits are sparse and casualties, while lower, mount up and cause major issues. I am winning in the Tennessee region as they seem to be concentrating their forces on the Amy of the Potomac (Lee) and Army of the Shenandoah (Beauregard) both in the DC/ Northern VA area. I have won major battles and have a slight advantage. I will see how it lasts.:confedflag::confedflag:
BookishBread Dec 27, 2022 @ 6:08pm 
1. and this is going to be super controversial but it's how i do it-max out your subsidies int he slider bar at all times. subsidies are meant to help you, either economically or militarily.
2. Use your subsidies to upgrade and build new buildings, there are exceptions that are worth making sometimes but it is a lot cheaper long term and will help you keep your budget from getting too out of hand.
-these exceptions in my mind are:
-the iron mine around Knoxville by far the most important one.
- railroads the niter mine in AL, the lead mine in Lynchburg
-copper ore mine in Knoxville this is especially true if you go with bronze
cannons like napoleons and 14lb James
3. to help your manpower situation the draft acts increase the speed of replacements getting there which only works if you have the manpower; to that end recruiting offices and farm mechanization are good for this. Hospitals are also a way to lose less, but this helps the union too if they capture them.
4. Quality weapons domesticity; figure out what you want and order the max amount of them, they come in faster that way and it increases standardization he quickest which is huge for making latter orders
4a For cannon i usually go with 10lb parrots or 3 in ordinance and Wiard rifles as my standerd early on. If you want to import the Prussians have some really effective ones, but he British ones are incredibly good
4b cavalry i usually go with medium range carbines or repeaters latter on but this can vary depending on how you use your cav
4c Infantry the backbone of your army the first one i always get without exception is Fayetteville rifles, the legacy rifles are also very accurate even if there rate of fire is lower. import wise the Prussian needle guns are great but you cant go wrong with the better British ones or the French ones. And of course repeating rifles can be a great way to mow down lots of the other guys if used effectively.
5. Use your subsidies to just subsidies Agriculture and industry, more output of everything in these areas will not hurt you.
Last edited by BookishBread; Dec 27, 2022 @ 6:12pm
Old War Dog Dec 27, 2022 @ 6:43pm 
Originally posted by BookishBread:
1. and this is going to be super controversial but it's how i do it-max out your subsidies int he slider bar at all times. subsidies are meant to help you, either economically or militarily.
2. Use your subsidies to upgrade and build new buildings, there are exceptions that are worth making sometimes but it is a lot cheaper long term and will help you keep your budget from getting too out of hand.
-these exceptions in my mind are:
-the iron mine around Knoxville by far the most important one.
- railroads the niter mine in AL, the lead mine in Lynchburg
-copper ore mine in Knoxville this is especially true if you go with bronze
cannons like napoleons and 14lb James
3. to help your manpower situation the draft acts increase the speed of replacements getting there which only works if you have the manpower; to that end recruiting offices and farm mechanization are good for this. Hospitals are also a way to lose less, but this helps the union too if they capture them.
4. Quality weapons domesticity; figure out what you want and order the max amount of them, they come in faster that way and it increases standardization he quickest which is huge for making latter orders
4a For cannon i usually go with 10lb parrots or 3 in ordinance and Wiard rifles as my standerd early on. If you want to import the Prussians have some really effective ones, but he British ones are incredibly good
4b cavalry i usually go with medium range carbines or repeaters latter on but this can vary depending on how you use your cav
4c Infantry the backbone of your army the first one i always get without exception is Fayetteville rifles, the legacy rifles are also very accurate even if there rate of fire is lower. import wise the Prussian needle guns are great but you cant go wrong with the better British ones or the French ones. And of course repeating rifles can be a great way to mow down lots of the other guys if used effectively.
5. Use your subsidies to just subsidies Agriculture and industry, more output of everything in these areas will not hurt you.


Yes most of your desire for subsidiary improvements are well founded. My point earlier in this thread was how to find priority and increase value in that particular subsidiary. Point being if you max them all out seems the bucks come slower. In my current campaign I have readjusted to see if my point is valid. Mixed Muskets is no way to go against the greenest Army/Corps armed with Springfield rifled Muskets, with large Brigades, even if your a good tactical commander "player".

As CS player and Retired Army Officer every electronic causality on the Battlefield is felt as a personal loss and makes me as human feel that loss. Playing during the last couple of weeks made me reflect on how terrible it must have been in the early 1860 being exposed to the weather environment, unsanitary conditions, and lack of good provisions as those Soldiers were.
BookishBread Dec 29, 2022 @ 1:25am 
Originally posted by Old War Dog:
Originally posted by BookishBread:
1. and this is going to be super controversial but it's how i do it-max out your subsidies int he slider bar at all times. subsidies are meant to help you, either economically or militarily.
2. Use your subsidies to upgrade and build new buildings, there are exceptions that are worth making sometimes but it is a lot cheaper long term and will help you keep your budget from getting too out of hand.
-these exceptions in my mind are:
-the iron mine around Knoxville by far the most important one.
- railroads the niter mine in AL, the lead mine in Lynchburg
-copper ore mine in Knoxville this is especially true if you go with bronze
cannons like napoleons and 14lb James
3. to help your manpower situation the draft acts increase the speed of replacements getting there which only works if you have the manpower; to that end recruiting offices and farm mechanization are good for this. Hospitals are also a way to lose less, but this helps the union too if they capture them.
4. Quality weapons domesticity; figure out what you want and order the max amount of them, they come in faster that way and it increases standardization he quickest which is huge for making latter orders
4a For cannon i usually go with 10lb parrots or 3 in ordinance and Wiard rifles as my standerd early on. If you want to import the Prussians have some really effective ones, but he British ones are incredibly good
4b cavalry i usually go with medium range carbines or repeaters latter on but this can vary depending on how you use your cav
4c Infantry the backbone of your army the first one i always get without exception is Fayetteville rifles, the legacy rifles are also very accurate even if there rate of fire is lower. import wise the Prussian needle guns are great but you cant go wrong with the better British ones or the French ones. And of course repeating rifles can be a great way to mow down lots of the other guys if used effectively.
5. Use your subsidies to just subsidies Agriculture and industry, more output of everything in these areas will not hurt you.


Yes most of your desire for subsidiary improvements are well founded. My point earlier in this thread was how to find priority and increase value in that particular subsidiary. Point being if you max them all out seems the bucks come slower. In my current campaign I have readjusted to see if my point is valid. Mixed Muskets is no way to go against the greenest Army/Corps armed with Springfield rifled Muskets, with large Brigades, even if your a good tactical commander "player".

As CS player and Retired Army Officer every electronic causality on the Battlefield is felt as a personal loss and makes me as human feel that loss. Playing during the last couple of weeks made me reflect on how terrible it must have been in the early 1860 being exposed to the weather environment, unsanitary conditions, and lack of good provisions as those Soldiers were.
As far as subsidy funding goes i believe the amount indicated is how much would accumulate if left unchanged for a whole year, but i could be mistaken.

Your also absolutely right about about making certain things a priority, there super important and the CSA will struggle with them no matter how hard you try. (coffee and Iron come to mind immediately) I usually try and target a few things but try to subsidize the industry as a whole. For me its like everything else int he game, a balancing act with no solution that is constantly changing based on your prewar polices and how the AI decides to play the campaign.
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Date Posted: Dec 23, 2022 @ 7:40pm
Posts: 14