Battleplan: American Civil War introduces you to fastplay wargaming, a new kind of strategy game experience. Take command of either Confederate or Union troops and fight your way through eleven of the American Civil War’s most famous battles.
User reviews:
Mixed (75 reviews) - 60% of the 75 user reviews for this game are positive.
Release Date: Jul 4, 2014

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Recent updates View all (5)

April 27

Battleplan: American Civil War Version 1.4 is Now Available!

Patch notes are below:

  • Added Fredericksburg, Seven Pines and Chattanooga battles
  • All quick battles are now unlocked without having to play through the campaign
  • Units can no longer cross destroyed bridges and pontoons, and those don't block construction of new nearby pontoons
  • Fixed messengers occasionally never reaching supply wagons
  • Fixed battle achievements not unlocking in quick battles
  • Added notification to user if graphics chip doesn't support required OpenGL functionality
  • Fixed appearing in corner of screen if running at lower resolutions than desktop

Thanks for your continued support!

4 comments Read more

About This Game

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.

- Play as Union or Confederate
- Campaign or one off-battles
- Three difficulty settings
- Historically faithful simulation of large-scale battles at divisional and brigade level
- Factor in weather & reinforcements
- Random reinforcements and No Pause mode for a greater challenge
- Unique ‘automatic’ and high-level command battle mechanics
- Manage messengers and lines of communication
- Historically accurate corps commander personalities
- Build pontoons and earthworks
- Ammunition and supply management
- NEW! Change the pace of battle to suit your style with Patch 1.1's Speed Slider (in Options)

Learn to control your armies, think strategically, and unfold complex attacks in the face of a cunning enemy while dealing with an ever-changing battlefield.

Experience the excitement and satisfaction of co-ordinating plans, seeing them through, revising them dynamically and achieving victory over an opponent capable of surprising you with unorthodox plans of their own.

System Requirements

    • OS: Windows XP
    • Processor: Pentium 4 or Athlon 64
    • Memory: 1 GB RAM
    • Graphics: GL 2.1
    • Storage: 400 MB available space
    • Sound Card: Integrated
Helpful customer reviews
2 of 4 people (50%) found this review helpful
1 person found this review funny
9.6 hrs on record
Posted: March 27
Beautiful game, very fun I spent hours playing it and I recommend to every American Civil War fan to buy and enjoy this game themselves.
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200 of 260 people (77%) found this review helpful
1 person found this review funny
0.5 hrs on record
Posted: July 4, 2014
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.
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32 of 38 people (84%) found this review helpful
4.8 hrs on record
Posted: May 25, 2015
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 engaged
+ UI is practical and easy to navigate
+ Seems to run smoothly with no obvious bugs, glitches, or crashes

- Unit AI often struggles to cross bridges/pontoons
- Woefully short campaigns (3-5 hours each)
- No multiplayer, variance in objectives, or additional game-modes; this does little to help increase replayability beyond the campaigns
- When beginning a match, it is not made apparent from which directions the enemy will be arriving; this makes it difficult to determine the nature of one's initial troop movements and positions (there is also a crippling lack of a reconnaissance element)
- Selecting/Deselecting units is often clunky and awkward
- Constructing earthworks will typically force involvement of units one does not intend to be involved; this can drastically ruin a well-formed defense at critical moments (earthworks also cannot be destroyed or undone)
- Visual and audio are both universally underwhelming

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29 of 40 people (73%) found this review helpful
1.1 hrs on record
Posted: July 11, 2014
The game is very similar to a wargame from the mid-late 70s that was for the Napoleonic period. That game was strategic and used rectangular counters, similar to the ones in this game, to depict forces. The game that I played almost 35 or so years ago may have, in fact, been made by Avalon Hill.

I purchased the Battleplan ACW game after playing the demo. I was glad that the developer had released a demo as I always like to try before I buy. The demo proved a couple of things to me: first, to see if it ran under Windows 7-64bit, and second, to see if I like the way the game played since I read a lot of goods & bads on the forums. So far, I like the game. I also saw that the developer had released a patch today so players could slow the game down if you wanted to.

It is a strategic wargame so you should be commanding large units (battalion/regiment & above) and not a tactical game where you command squads, platoons, and companies. I went through the tutorials and found them to be sufficient to learn the mechanics of the game. Overall, you can't beat the price.
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25 of 34 people (74%) found this review helpful
2 people found this review funny
6.7 hrs on record
Posted: December 11, 2014
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 started across the river. There are several bridges. I must have re-issued my orders three dozen times before I got them across. Meanwhile, the few who stragged over the bridge got savaged one by one, because no one followed them. Most of the game can be more or less played and even enjoyed if you really try, but on a battle like that where you have to cross a river... forget about it. Don’t bother.

Beyond that, the game really doesn’t do a good job at communicating what is going on. The units are represented with boxy little symbols, which is fine with me, but half the time, I can’t even tell who’s firing. Sometimes, my units just suddenly die. No warning, just poof. Sometimes it’s because there is a hidden enemy, but sometimes, they will just randomly panic and flee, even if not under fire.
The sad part is there is a really fun game hiding under here. This is one of those games that I want badly to recommend, but cant. I love the design idea, love the genre, love supporting indies, but the game just doesn’t play right. Unless you are willing to put up with some major frustration and love Civil War RTS, I’d pass.
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