Trying to have a strategic layer to a game about the American Civil War is notoriously difficult. Sid Meier tried this and ran into the "Covert Action problem" where you would fight the battle but it would take so long that you'd forget about the rest of the war. So in the end he just focused on Gettysburg.
Almost everything beyond the level of a brigade commander was all about logistics: horses, wagons, riverboats, ships, trains. And there's no way to narrow that down and make a simple narrative out of it. Guys would just get moved around to whatever front they were needed on (at least on the Union side and fuck anyone who isn't on the Union side). So I really don't think there's any way to make a game about that war that has both tactical combat and anything larger.
The best thing I've played about the strategic level is still No Greater Glory from the early 1990s, which has a hell of a lot of flaws and I wouldn't call fun, but if you care about that war a lot, it's interesting and you might pick up some ideas from it.
Almost everything beyond the level of a brigade commander was all about logistics: horses, wagons, riverboats, ships, trains. And there's no way to narrow that down and make a simple narrative out of it. Guys would just get moved around to whatever front they were needed on (at least on the Union side and fuck anyone who isn't on the Union side). So I really don't think there's any way to make a game about that war that has both tactical combat and anything larger.
The best thing I've played about the strategic level is still No Greater Glory from the early 1990s, which has a hell of a lot of flaws and I wouldn't call fun, but if you care about that war a lot, it's interesting and you might pick up some ideas from it.