Jump to content
Game-Labs Forum


  • Content count

  • Joined

  • Last visited

Community Reputation

154 Excellent

1 Follower

About Hitorishizuka

  • Rank
  1. Combine Unit?

    I doubt there's an intrinsic penalty. It's more likely that the division is just larger and sticks out more compared to the component smaller units that made it up, but I'm willing to admit that I've never tested a 2500 normal Brigade side by side with a 2500 Division to be sure.
  2. Concentrate your forces right around the VPs only, get cavalry and skirmishers to harass the flanks of the southern artillery. Get your reinforcements in to protect the southern VP as they arrive as that'll probably see more enemy action, then pick either the far north or far south to counterattack. Once you crack one brigade in a fortification, you have free reign to roll up the entire line.
  3. Combine Unit?

    Whatever nerfs there have been aren't really noticeable. Combined divisions will still murder with good weapons on everyone. More importantly, what it still does is let you leverage rookie brigades as journeyman by effectively bolstering them with elites but as a 2500 man unit, which is very deadly.
  4. Guns per battery

    Not only do they inexplicably perform worse, but they suck up ammo like nothing else. Double hit to effectiveness.
  5. Difficulty scaling, what became out of it?

    1. Not really. The Armory score exists now and puts a pretty reasonable hard cap on the kind of equipment you'll see on the enemy side. Feel free to have a bunch of top tier snipers in your army and no longer get murdered by the enemy's own masses of the same. 2. Yes but solely if you are playing large enough to take advantage of the enemy army cap and you aren't overextending yourself in the process. 3. Unsure, but anecdotally I've heard it's more about preserving your force above medium. 4. See 1, but Training caps their experience.
  6. Union Strategy at Cold Harbor

    A neat thing to do if you're sending in melee assaults to open a crack in fortifications is to detach skirmishers and have them walk up first ahead of the infantry. They'll eat the volleys on the way in and give your infantry a better shot. If you're still using melee cavalry, you can also have them mass in behind the skirmishers and contribute to your punch. Most maps have at least one point, however, where you get at least okay cover and you can sort of shoot it out with the enemy with 3 brigades to one and push them off that way, if you don't bother keeping dedicated melee brigades.
  7. There's some Command score you need to hit between the Division and Brigade general for a given size. I would just play with it and see if you take an efficiency hit. If you don't, you're fine. (I'm not sure I agree with not putting a 3 star as the Corps commander given that it makes them safe and the top end bonuses are pretty good, but whatever floats your boat.)
  8. Rotate out your top level commanders in areas where they're not needed. Artillery can be safely commanded by Majors and below unless it would hit a new veterancy threshold. Small units can instead be commanded by Lt Colonels, etc. This ensures that you keep a broad officer corps instead of focusing only on top level officers and find you run out if you lose a few or need to do a large recruitment.
  9. You've probably just learned more about the game by the time you're playing this. Union is held as hard pre-Antietam, afterwards their advantages start accruing.
  10. Laurel Hill shouldn't be too bad normally...you have a very good defensive position to start and should be able to just mulch their troops. What did you experience?
  11. Union is forced to play the entire battle out and their Day 2 positions around Devil's Den are initially rather overextended. I'd probably say it's a tougher map since Confederate gets the early win option if they choose to take it.
  12. Why?

    Chancellorsville is actually a great opportunity to bleed the Confederate 1st Corps before the rest of their forces show up. The AI got smarter about it but you can still kill a lot of them at a good ratio pretty easily with a small sally and that will make Day 2 much, much easier.
  13. Why?

    The problem isn't really that the units are relocated overnight--it's that they don't automatically get 100 Condition and 100 Supply back reflecting the retreat and rest. I wouldn't care too much that I had given up good ground if my troops were at least rested and ready to charge forward and continue the fight.
  14. That's not unique to Chickamauga at all. You always lose whatever ground you've taken and get sent back to the historical positions at the start of the new day. The game doesn't keep track of micropositions like that even like UGG could to some extent with having branching scenario paths.
  15. Question about unit skills bar

    The light grey also reflects gains made in the last battle. These reflected gains will turn dark grey if you add any troops to the brigade.