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Americus Wickey

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    USA
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    American history

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  1. I was an avid CWG2 player, and when I first began playing UG: Gettysburg I longed for some of the CWG2 features (such as ability to target/lose officers). Am so glad this new game picked up the between-battles re-arming, as it always helped me greatly when playing Confederates in CWG2.
  2. These are excellent points.The artillery-firing issue bugs me a lot - I frequently instruct an arty unit to target an enemy arty unit , but it instead targets an infantry unit close by. But since that doesn't happen all the time, I don't know what the default arty instruction is. I would add my request that in addition to seeing total number of men in a unit, we also see that unit's relative strength vs. other similar units. For example, the Iron Brigade's high morale/training appears to give it greater strength than other units of similar size; the various sharpshooter units, and the Gamble's/Devin's skirmishers, should be rated relatively high in fighting strength (despite their small unit size) due to their being equipped with highly accurate and/or rapid-fire, breech-loading rifles. RE relative-strength for artillery units, shouldn't their being equipped with 12- vs. 6-lb Napoleons, 3" ordnance rifles, or Whitworths have some effect that we should know about (greater relative strength, longer/shorter range, etc)? Another request is one I've seen others ask for: the ability to dismount cavalry units. It would make them a lot more effective in fighting against infantry.
  3. Thanks, R.E.B. I remember that using roads in the old Civil War Generals game was highly advantageous. The UG Gettysburg map is filled with roads, many of which cut across or between hills - it would make sense to try to use them, rather than sending a thousand men through dense woods, etc.
  4. Does directing troops to travel on existing roads, rather than over hills and through woods/towns, increase troops' speed and/or maintain higher Condition?
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