
Welcome to fastplay wargaming, a new kind of strategy game experience. Battleplan: American Civil War is an exciting top-down real time/turn-based hybrid strategy game. Take command of either Confederate or Union troops and fight your way through ten of the American Civil War’s most famous battles. Experience the excitement and satisfaction of co-ordinating plans, seeing them through, revising them dynamically and achieving victory over an opponent with several strategies to employ against you. A pure strategy experience, Battleplan: American Civil War’s gameplay focuses solely on battle management – the only thing you have to worry about is where best to send your troops and how best to keep them supplied. The short, demanding battles can be ideal for brief journeys as each can take as little as ten minutes to play.
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Clunky system that in entirely too fast paced to enjoy. The AI is pretty terrible. On the Bull Run scenario the entire Union army tried to cross a single bridge and one regiment killed 20,000 men, I lost 400. The battle ended in a draw because I did not have a unit sititng on the victoy point that was way behind my lines. The over emphasis on victory point over casualties inflicted make it a game of chase the flag rather than fighting the enemy. The artillery mechanics need a lot of work. The game had potential but falls flat on its face. The campaign is less a campaign and more a string of skirmish scenarios that have no correlation to each other. Nothing is carried on as far as I can tell from battle to battle. They simply progress linearly.
A simple scratch for that strategy itch // Recommended for the more casual of strategy gamers* *You'd likely prefer it at sale price + Includes a multitude of mechanics that showcase the uncertainty of combat; depending on various factors, for example, units can refuse orders, or delay their implementation + Many small, impressive attentions to detail, such as troops' refusal to build pontoons too close to bridges, or that units will not move until messenger horses arrive with your orders (from the 'C-in-C') + One can pause game-time to take stock of a situation and give orders + Effectiveness of artillery takes elevation and wind into the account of its effectiveness + Unit controls are simple, efficient, and smooth in practice + Tutorials are more than sufficient to acclimate the player to the game's mechanics + Pace is somewhat lively; enough so that the player is consistently engag
What a fun little no-frills real-time Civil War Game... that doesn't work. The graphics are kind of bare bones, which is fine with me, and the interface is very simple and easy to use. But it is damn near impossible to consistantly get units to do what you want them to do. (This is as of 1.3). The major problem with this game is getting units to move is an uncertain affair. There is a kind of cool mechanic where sometimes your orders don't get through, simulating the communication difficulties of the second world war. I can go with that. What I can't go with is when you give an order, it get's accepted, and the unit doesn't move. Even after you repeat the order. Again. And again. And again. And again. Units will just randomly "stick" in spots and will be essentially worthless for the rest of the battle. Worse are river crossings. I played Chancellorsville as the Union. Most of my force
Cut the crap, let's get straight to the point: Pros: - easy to learn, not that hard to master to on two first levels of "easiness". (militia and regular) - nice ui - nice movement system. You just draw a line mith a mouse and units follow it - fast battles (win or lose in 5-10 mins for each battle). It can also be a cons. - civil var flavour with historical units - terrain bonuses - some small things like adjutants who carry general's orders (they may become lost/intercepted and the orders get lost with them), hidden personalities of unit commanders - cautious may ignore some of your orders, agressive may charge needlessly into action, etc. - basic logistics (artillery runs of ammo and must be resupplied by a wagon train) - decent AI. Cons: - absolutely no graphics to speak of. Units are represented by rectangles composed of little squares. If such squares are in disarray you unit ir b
Battleplan: American Civil War could get by with its minimalistic graphics if, upon closer inspection, it had some real depth in the gameplay by the way of ultra historically correct maps and commander and unit details. It doesn't have any of these elements, and so I'll go ahead with the only two positives I can think of: 1) One interesting function that this game has, that I wish others did, is that all commands issued by the General must be received by a messenger. If the messenger dies, the message is not received and the unit you're attempting to move stays where it is. Sometimes unit commanders will refuse a command -- no reason is ever given, but both of these elements add some character and unpredictability. 2) The Steam wallpapers are pretty cool. Yep. The flaws are manifold, but I will go for the chief hang ups that I have with this game: it rarely works, and it has zero su
A fun little game for the casual armchair general. Playing out the great battles of the civil is kind of fun when you stick to the tactics that were actually used. The AI has a number of battleplans that they use against you in any given battle, and while that is where the depth ends, it is still enough for replayability. It is a very easy game to learn without taking much time to figure out the controls and it has a great tutorial. I really like the messenger system to give out orders, so it make you have to move around your commanding general in order for the messengers to not be intercepted by the enemy's formations. There are some problems: -AI pathing, units walking into the rivers and drowning, or just getting stuck on the riverback, unable to move, when selecting multiple units, they take the route of the unit being dragged around, not taking into account obstacles. -the afore
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