Ok, I've run up into a very frustrating experience in my PBEM game and I don't know if it can be fixed with the way the game is currently designed, but...
The issue is the Union player has no incentive to attack the first few years in the East due to the discrepency in leadership abilities there. So, my PBEM opponent has just sat in the four hexes from Baltimore to the hex next to DC and refuses to budge. It's mid 1862 and not a peep. I've tried invading, but I can only go so far with that huge army in between me and my base. He just kind of sits there and watches me, which is sooo frustrating, not to mention completely ahistorical and politically unacceptable - I'm almost ready to call it an exploit and quit or demand a house rule that he not do that, but that wouldn't solve the core game issue.
Possible solution:
I know one aspect of the game is to mix up command abilities for each of the various leaders, but I'd like it taken a couple steps further.
1. Can we mask all command abilities for both players until a battle? And then only reveal, say the strategic ability and offensive/defensive ability depending on which was used?
2. On top of this can we somehow penalize a Union player who doesn't move from the Washington vicinity? I've been trying to figure out an unexploitable solution involving MP but haven't yet. I think obviously though, maybe a commander who doesn't move the eastern army should be sacked, or perhaps... a random script based on the amount of Union activity in the East that kicks in and unentrenches a large army at Washington and vicinity after a certain amount of time, and a Union only warning a turn befrore that says, "The president is demanding an invasion of the South (all units in Washington and vicinity to be unentrenched in one turn)...
Anyways, I hope you guys take this one seriously. Great PBEM game that I think could be perfected with that kind of feature.