Being the one who pulled them off with impunity, I do think that seaborne invasions are a bit too easy in the first year of the game. It's especially too easy to venture deeper inland after the initial landing. One of my pet union tactics is scrounging together a command of two or three full divisions of infantry with some assorted militia for garrison duties under a 2** general and ship them along with my entire atlantic fleet under Farragut to Cheasapeake Bay, invading Norfolk. Even if it is well garrisoned, the assault rarely ever fails, the vast firepower of the fleet bombardment sees to that.
After establishing a foothold at Norfolk quickly nothing really stops the Union from moving inland and taking Suffolk and even Petersburg in the very next turn before the south can react. Yes, the CSA can then threaten Norfolk, but do I really have to worry about that? Even if Norfolk falls, I'm still supplied along the James because supply is not at all hampered by any batteres my opponent might have stationed along the James' northern shore. Admittedly the union, that early in the game, will most likely not be able to hold onto its conquests for a longer periode of time, but I can easily break up my multi-division command into single divisions and turn my invasion into a series of large scale raids against which, provided my division commanders have good strategic ratings like Hooker and Lyon, the south is nearly helpless. Even if he chases one of my divisions down, the rest will just capture themselves another port to embark home or walk home north by foot, using the "evade" order. And if I don't stop them to wreck some RR on the way, that retreat from behind enemy lines rarely takes longer than two turns. And, if I were to combine this tactic with having a halfways competent commander in the AotP instead of Tardy George McClellan (like Grant as soon as he makes 3***), being able to activate the main army in Virginia too while rummaging around in the southern rear, that's an almost sure recipe to bring down the CSA before mid 1862. I wonder why nobody tried this in the real war?
And, given the current game mechanics, I wouldn't even have to bother to land at Norfolk and continue by land, I could just sail my mighty invaders by ship directly to the very doorsteps of Richmond because neither man nor gun along the river prevents them from reaching it. Coastal and river batteries and forts do not have the very severe adverse effects on fleet movement they had historically, unfortunately.
I also think that naval invasions are too easy because naval supply capacity is directly tied to the amound of transport in the shipping lanes box. As it is now, buying new transport for the box is a double-win, You get more money and WS by trade AND increase Your supply capacity at the same time. That seems unrealistic to me, ships couldn't have been used for both at the same time, havig to "buy" additional naval supply capacity the same way as rr and river SC are "bought" would have been a better choice, IMHO. I also agree with wyrmm that supply distribution is generally too easy and leaving Your supply bases far behind does neither have great immediate risks nor any other serious drawbacks. Commissaries simply do to good a job in the game...
However, these are, I'm afraid, points which cannot be easily modded nor, at this stage and with the team under the heavy workload of preparing NCP, be addressed in a patch any time soon. Therefore I'm joining wyrmm in a call for stricter Houserules for a more "historical" gameplay.
Another thing is the generally unbalanced naval system to me. Batteries and forts need to have at least something more of a stopping effect to river movements and bombardment needs to be tweaked in favor of them. Until this can be done, there needs to be houserules that at least somewhat recreate these effects, too, like limiting the maximum number of ships that can be used for bombarding a region and having ships not always bypassing batteres without impunity...
There are some more things I'm currently to tired to think about, but they will sure come up in time and this post is already long enough as it is.
Just as a final closing note to it: Neither wyrmm nor myself want to force players to a "slower" playing style, we merely think that the engine currently allows to many "exploits" that some of the more historically oriented players may want to aviode. To discuss how to best do this shall be the meaning of this thread and we hope You'll join us in establishing a set of rules to choose from to recreate a more historic campaigning feeling, even If You don't mind a faster, more "ahistoric" pace of the game yourselves (which I personally don't mind neither, but I still think, wyrmm has more than just a point in his assessment from a strictly historical point of view.)
Regards, Henry (who also thinks this thread would better belong to the PbEM forum, because houserules only make much sense in multiplayer´

)
Henry D, also known as "Stauffenberg" @ Strategycon Interactive and formerly (un)known as "whatasillyname" @ Paradox Forums
"Rackers, wollt Ihr ewig leben?" (Rascals, Do You want to live forever?) - Frederick the Great, cursing at his fleeing Grenadiers at the battle of Kunersdorf
"Nee, Fritze, aber für fuffzehn Pfennije is' heute jenuch!" (No, Freddy, but for 15p let's call it a day!) - Retort of one passing Grenadier to the above
