
For the first time in the series’ history, Strategic Command will be taking you to the 19th century battlefields of the American Civil War. You will control the armies, research, production and diplomatic policy of either the Union or the Confederacy during a time of innovation and dramatic battles.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, French, German*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
It took me a few hours to realize that despite being intermediate complexity and difficulty, SC:ACW is a game first and foremost, and a military simulation long after than. After I came to terms with my crunchy hex-map based wargame being most akin to a balanced board game, I began to appreciate that the official campaigns are very VERY well written, I cannot recommend this game enough to those interested in 19th century wars.
40 hours in and I finally finished my first campaign as the Union. Nov 64. I had restarted probably 6 times one time going mid 63. Took awhile to understand the balance. I really like this game. Between production, upgrades, tech and maneuver it has just about everything a guy could want. Cons: WW1 in America. Pros: WW1 in America! :) Probably 95% of my wargaming is Europe. All I can say about fighting in this new theater (my home land)...is wow...the US is huge.
This game engine is more suited to a WWI trench warfare game. You have divisions spanning entire front lines and no concept of armies and dynamic movement that were the bread and butter of Civil War battles. It is more like playing a hex based 'single battle' game like Gettysburg than playing a Strategic Simulation of the ACW. I was expecting something much more like AGEOD's Civil War II as far as simulating amies/corps. Not that the game engine is bad, it is just that IMO it does not suit the American Civil War.
I had this game on my wishlist for a long time and finally went ahead and paid full price for it. No regrets whatsoever. This game is fun and engaging. History buffs will especially love it. Playing it, one cannot help but realize why certain things happened, and how things could have gone differently (or why they could not). In between playing sessions, I read Bruce Catton's "Army of the Potomac" series which added even more insights. Re-playability is limited though. Once you've "beaten" the AI the only other thing you can do is play at a higher difficulty level or try something more grandiose (e.g. a massive amphibious invasion) that no general in his right mind would have actually tried at the time. But that can be fun too.
I like the vast array of historical "decisions" you need to make, and I enjoy playing "what if" scenarios with them. I also like many of the mechanics. I think the rule book should be built into the game interface rather than redirecting me out of the game to a pdf.
This was about as much fun as watching paint dry...
It's ok. The combat results needs some work ie: you can beat an enemy unit down from 10 to 1 and it'll stand it's ground only to be fully reinforced next turn. Also, merely entering a hex and 'discovering' a nearby enemy unit means your unit will take a beating- sometimes completely destroyed. These features make it difficult to advance and my first game as the south was more like a WW1 battlefield.
A fun, moderate difficulty wargame good for beginners. The interesting and historically diverse DLC are what makes this game great for me.
The game engine and system work for quite a number of differeent eras and settings. From pre-Civil War to early 1900s, the AI seems able to handle itself adequately against a human of average skill and experience. Supply is a tiny bit confusing, but I think that's my issue, not the game's. Lots of scenarios and campaigns, so even with 71 hours in, I have only played US Civil War a few times, both PBEM and solo, and a very few games with the Paraguay campaign, so far only from the Brazilian side. I like that careful planning and a bit of audacity can be rewarded, while recklessness is always punished. This game plays well as a solo vs. AI, and absolutely shines in PBEM.
You can choose to trigger the EP in '61 and whip slavers even faster. Just as John Brown intended.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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