|
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
United
States of America
The
United States of America is the most powerful nation in North
America and should be played by an aggressive personality
who intends to maintain that position of dominance.
The doctrine of "speaking softly, but carrying a big
stick" holds as much truth in 1860 as it will hold in
later years. The Union player should rely on his terrible
swift sword, and the threat of that sword. The Union starts
with 4 home centers strung awkwardly from east to west between
the Canadians and Confederates. The Union player must take
and hold Missouri to prevent any eastward progression by the
Indians or Texans.
It
is almost always in the Union player’s best interests to put
down the southern rebellion as soon as possible, as the Union
player will be in a clumsy position---difficult to defend---unless
the Union holds Richmond. Should the Union player choose
to make peace with the CSA, his best move is usually a merciless
attack against the Dominion of Canada. If the Union does
not move swiftly either to the North, or to the South, the
USA will probably lose.
The
Union player must avoid picking a fight with both the
CSA and the Canadians. It is unlikely that the USA can survive
the onslaught should these powers attack simultaneously.
Fighting Indians before either the CSA or Canadians have been
domesticated is usually a mistake. Finally, the Union player
who attacks on three fronts at the same time is a fool.
The
Union’s best early ally is Mexico, and the Union should encourage
any Mexican
fleet builds in the Atlantic theater, as this severely limits
the Confederate growth and defensive potential. The Union
should encourage the Canadians to go West, as this will help
limit Indian and Mexican growth, but hopefully, keep the Canadians
out of Wisconsin and worse yet, the Great Lakes.
The
USA should be wary of peace between the Indians and the Texans
or CSA as that usually means an attack on Misouri is forthcoming.
The Union player might consider helping Texas into Kansas.
This keeps the sneaky little Texan busy, helps to erode a
Confederate-Texan alliance and takes care of the Union's Indian
troubles for many years. If the Union player is of a particularly
deviant sort, he can help Texas into Kansas, but at the same
time help the Indians into Wisconsin. This will likely lead
to war between Texas and the Indians, and allow the Union
to concentrate on the CSA while the others squabble for defensible
positions. On the downside, if the Texans and Indians can
manage to trust each other, the Union will have created a
fearsome mess: an angry Indian, a hostile Canadian, a strong
Texan and an ever-present Confederate threat!
|
 |
 |
 |
 |
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
Confederate
States of America
Johnny Reb’s first concern is the Union. Through diplomacy
or force of arms, the
CSA must get the Union to acknowledge Confederate sovereignty
as soon as possible. If played wisely the Confederates can
stall northern aggression, but offense against the Union is
almost hopeless unless the Union commits a grave tactical
error, or if the CSA has help from another power. The difficulty
is that Southern expansion is to the South, while the Confederates
must defend north. The successful Confederate player will
defend against the Union but carefully balance this with a
southern expansion.
The
CSA should do everything diplomatically possible to prevent
the US from mobilizing Wisconsin in 1860. If the US gets Wisconsin,
Missouri and New York in the first year, that will mean 3
builds for the largest nation in North America. Ole Jeff Davis'
first priority should be to wake other nations to the potential
power and might of the United States of America. The US is
a Confederate problem first, but other players should realize
that the Confederacy is their first best protection against
American Imperialism
in North America.
Tennessee
is a key Confederate state, because if the Union chooses to
challenge the southern states’ rights of secession, the Confederates
will have a hard time keeping a home center unoccupied (and
thus capable of building) if the Union controls the border
state of Tennessee. Because Tennessee borders all three of
the Confederate home centers, Tennessee is easy to support
and great for providing support.
Other
than the USA, virtually every other power is a potential ally
to the Confederates, though the Mexican alliance can be very
dicey due to the nature of the Gulf of Mexico and possible
overlapping ambitions in the Caribbean. The Confederates should
not completely discourage Mexican naval operations, as they
are an excellent counter to prevent Canadian dreams of North
American domination. Texas and the Indians are both good allies
for the Confederates, and the wise Confederate diplomat will
carefully play these two powers against each other, or in
the best of all scenarios unite these two against the Union.
|
 |
 |
 |
 |
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
Dominion
of Canada
The
Canadian can build a tremendous empire, if he very quietly
acquires the Pacific Northwest and Newfoundland. However,
to do this the Canadian player needs peace with the Union
and relative peace with the Indians. The Union player will
likely encourage an alliance with the Canadian,
but be warned that if the Canadian player allows the Union
to dispatch with the Confederacy, the Canadian player will
share a long and dangerous border with a powerful nation convinced
of its own Manifest Destiny. Canada wants an alliance with
the USA, but only so long as the USA is busy with the CSA.
A
Canadian invasion of the Union is doomed to failure without
the complete support of the CSA, but with a Confederate ally
the Union cannot stand for long. The CSA will surely encourage
this action, but the Canadian should be wary---because unless
the attack is properly timed---the elimination of the Union
benefits the Confederates much more than it benefits the Canadians.
If the Canadians move south prematurely, the Canadians will
give the Indians or the Mexicans the West. If the Canadians
do not move South at all, the Union will probably win the
Civil War, and then Canada will have created an American juggernaut.
An
early issue that will greatly affect the entire board, is
the resolution of the Wisconsin question. If the Canadian
takes Wisconsin, the Dominion may find it difficult to pursue
a western push. If any non-Canuck takes Wisconsin, the Canadians
have invited danger onto their doorstep.
|
 |
 |
 |
 |
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
Empire
of Mexico
At
first glance, the Mexicans have no real enemies and the Mexicans
should sow seeds of friendship throughout the continent to
see what fruit develops. The Mexican position is interesting
because there are plenty of opportunities, both on the Pacific
Coast and in the Caribbean Sea. Mexico is in a land rush with
the Indians and Canadians in the West and has similar opportunities
in the Caribbean---if Mexico can get to Cuba, Panama or Hispaniola
before the CSA. The danger is Mexico straddles the continent
and Mexico must very carefully manage resources so as to not
get caught with too many fleets in either the Atlantic or
the Pacific. Worst of all, don't get caught with altogether
too many fleets---and an idle Texan neighbor.
The
Mexican must be wary of Texas the little. Mexico is still
smarting from wars with the Texas Rangers, and though the
Mexican Empire is large, Texas is nearly impossible for Mexico
to take on in a fair fight: geography and force-focus favor
the Texans. The Mexican player can attempt to solve his problem
of split theaters by concentrating on one side or the other,
then helping Texas into the opposite theater. This keeps Texas
busy and it thwarts the unopposed ambitions of other players.
If the Mexican player chooses to concentrate in the Atlantic,
it might be beneficial to give California to Texas. If the
Mexican chooses to pursue a Pacific empire, it might be wise
to help Texas into New Orleans or Apache. This helps protect
a flank and keeps the Texans busy. An idle Texas is a dangerous
Texas, especially when there are Indians to tame.
|
 |
 |
 |
 |
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
Great
Plains Confederation
The
Injuns (to
distinguish from my friends of the Hindu persuasion)
are surrounded by supply centers and the expanse of the West.
This makes Indians appear very strong---and therefore menacing
to other nations. But the Indian position is wide open on
all fronts,
and the supply centers invite aggression from almost every
nation. While the Texans don't seem to have enough supply
centers, the Indians almost have too many supply centers!
The Indians have a shot at grabbing Spokane, California, Kansas
and Wisconsin: four open supply centers to grab, three armies
to do it with. All that, and they must be wary of Texas trying
to snatch Apache.
Kansas
is the key to keeping the West out of the white devil’s hands.
The trouble is: Kansas juts eastward, pulling the Indians
into potential trouble with Texas and with the Union. The
Indian player needs to grab as many western centers as possible,
but to do so means weakening the front with Texas and the
Union. If the Indian is a gambler he can let Texas or the
Union settle in Kansas, while the Natives moblize and strengthen
their position. 
The
Union will likely be occupied with the CSA. The Canadians
will probably be happy moving towards Vancouver and Yukon.
The Mexicans can be limited to coastal interests on the Pacific.
But the Texans are a potential terror for the Indians. Texan
growth will come only at the expense of a neighbor, and that
neighbor is more often than not of Native American blood. If
the Indians can wrestle Oklahoma from Texas, the Indians will
have shored up Kansas and dealt a heavy blow to the Lone Star
Republic.
Because
Texas is little, she seems vulnerable, but the Commanches
and Apaches know the Texas Rangers well: Texas is rattlesnake
coiled neatly into its den. The Indian diplomat must not allow
the Texan to pretend to be little and weak and therefore secure
alliances from his brothers in European blood.
On
the other hand, a rattlesnake makes an excellent ally if you
can hold the tail firmly enough!
Missouri
is often an Indian peace offering to the Texans, as it placates
the Texans, keeps the Union at bay, and can be taken away
should the Texans get belligerent.
|
 |
 |
 |
 |
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
Republic
of Texas
Texas
is a position reserved for the experienced Diplomat—a player
who understands how events in Panama can impact Kansas. The
Texan position is compact—easy to defend if played properly.
Oklahoma is the obvious first build for the Texan, the question
is, what is the second build? Unlike other players, Texan
growth will come only at the expense of her neighbors, so
the Texan must be patient, ruthless and calculating if he
is to have a hope of victory. The wise Texan player will
carefully watch and listen, to determine where strife and
discord have bred weakness. Texas can be a bear to each of
her neighbors, but to do so the Texan must leave his backdoor
open. Therefore, timing is everything. Texas should be especially
concerned with the ownership of Wisconsin. Although Texas
cannot impact Wisconsin at gamestart, Wisconsin will be a
bellweather that indicates what alliances the Texan should
fear and guard against. It is ideal for Wisconsin to stay
in play, but this usually does not happen. Texas should realize
that he has power to play
kingmaker, and can make Texan goodwill conditional on who
owns Wisconsin.
If
the Mexican is sleeping, Texas can get California in 1865
and with some help or luck Texas can take Kansas from the
Indians. Either move deals a heavy blow to the opponent, but
leaves Texas open for a counter-attack, so Texas should have
a good idea which way the political winds are blowing before
such a bold move. The Texan president should not be disheartened
if he is forced to retreat to his original holdings: Texas
is very hard to eliminate and there are always those who will
need a Texan friend.
Each
of Texas’ neighbors will want a Texan ally, but if the Confederates,
Indians or Mexican are granted a peaceful mobilization, Texas
will find itself small piranha, surrounded by big hungry sharks.
The Texan should never give his friendship freely and should
attempt extract territorial considerations from his neighbors.
Texas does NOT need supply centers, but Texas does need territorial
gains. By all means, Texas should keep his neighbors out of
the Ozarks, Pecos, Chihuahua and Laredo. On the other hand,
Texas should try to occupy as many of these same provinces
as possible, so that the burden of trust lies with the Texan
neighbor rather than the Texan player. One army in a forward
border post can do more to secure the Texan future than three
armies confined to the Republic.
|
 |
 |
 |
 |
|
|