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Aetius

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About Aetius

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  1. Tips for new players

    The divide command is only for previously merged brigades. It will split them back into their constituent brigades. It's a percentage of casualties that you take, not a percentage of unit size. For example, if you take 10,000 casualties in a battle, a top-level Medicine skill of 20% will restore 2,000 men (and their weapons) to your army after the battle. If you take only 100 casualties (which can happen), then you only get back 20 men. And it's done on a unit-by-unit basis, so the units that take the most damage get the most men back.
  2. Tips for new players

    My experience has been that there is a "guide" unit that the others will head toward to merge with. If you hit the merge button on that unit, it will go towards the nearest unit, or sometimes not move. Clicking the merge button on any other unit will cause them to move towards the guide unit. The simplest way is to hit the merge button on both (all) units, and they will eventually figure it out (you may need to do it more than once). The fastest way is to observe who the "guide" unit is, march the second unit up right behind them, then hit merge and they'll walk right up. You can have the merging unit run, but they will slow up when they get close, which is why you want them to be as close as possible before you actually hit merge. You can also run the units on top of each other, but bad things happen when you do that - LOS gets blocked, units get shot in the flank, etc.
  3. Tips for new players

    Corps commander units provide a morale recovery buff inside their command radius (the yellow circle around them when they are selected). There's a Lt. General perk that makes the radius larger. Division commanders do not provide any "nearby troops" benefits, but will take direct command when brigades in the division are merged. This makes them more likely to be wounded or killed, but can keep severely damaged units from shattering - a pretty good reason to keep divisions together.
  4. Some Information on Scaling

    I don't think it does, but it's definitely worth investigating. I did some earlier testing while trying to figure this out. 4 two-star brigades with 1450 triggered scaling. However, disbanding and re-creating those units as one-stars permitted me to bump them up to 1750 before the scaling hit. It's definitely possible that the multipliers aren't fixed, but are instead just based on the unit's base xp. As near as I can tell, it works the same way, but I think they are siloed - at least, adding large numbers of infantry didn't add any additional guns in this video, and removing the one 3-gun unit did add a gun to the scaling. I think artillery might be harder because the units are smaller and more incremental, but I'll have to test it.
  5. Someone may have already figured this out, but it's new to me and pretty important, especially for players on Legendary, so I thought I should post it. tl;dr - Add small, weak units to your army roster in order to reduce battle scaling. My hypothesis is that the "battle value" for each unit is calculated by multiplying unit strength by an experience multiplier. My initial, very rough guess on these multipliers is 0.8 for zero-star units, 1.0 for one-star units, and 1.2 for two-star units - not sure on three-star units. The scaling is based on the average battle value of all the units in your army. This means that a 2,000-man two-star brigade (bv: 2400) and a 500-man zero-star brigade (bv: 400) are treated by the scaling system as bv 1,400, or nearly half what the value would be with only the 2,000-man brigade. Thus by adding these "ballast" units, you can drag down your average battle value and remove thousands of troops from the enemy roster without firing a shot. These units don't even have to go into battle, although it would probably be beneficial if they did, because casualties would reduce their size, further pulling down the average battle value. With the caveat that these are still very rough numbers, and I haven't done a thorough investigation:
  6. Infantry Guide to UG:CW

    I don't know of any definitive information on it, but my belief is that it's relatively simple - the total damage is equal to the number of hits multiplied by the damage value, and then divided by some number that represents a "kill". This results in a dynamic where weapons like the Springfield 1842 have high damage at close range, followed by a sharp drop-off in effectiveness as the range increases. Rifles, on the other hand, have a flatter damage curve - not quite as good at short range, but their effectiveness doesn't drop off as sharply. It's a decent enough approximation of how the weapons functioned, at least theoretically - the smoothbore weapons, for example, could load "buck and ball" which gave them multiple projectiles at close range (this is also reflected in their melee values). There's significant debate about the real difference in effectiveness, however. There's evidence that many soldiers did not aim their weapons when firing a volley. Smoke often obscured the battlefield, which reduced sightlines to fifty yards or less. Many soldiers, particularly in the Union, didn't know how to shoot and received very little training. And finally, the terrain in the primary combat areas often shortened combat ranges - for example, looking north from the Sunken Road you can see less than a hundred meters (I was standing on top of the south side of the road when I took the picture). My personal belief is that rifles didn't make much difference in volleys but did make a difference to skirmishers. Skirmishers (and especially dedicated snipers) *could* shoot, and avoiding this demoralizing long-range fire was one of the factors that really encouraged resorting to fortifications.
  7. Combine Unit?

    It's a minor loss to the unit with the leader, and a great benefit to the leaderless unit. Leaderless units are slow to respond, move, and fight, as well as being more likely to retreat and break.
  8. Combine Unit?

    The primary reason is to prevent units from being destroyed. For example, if you have a unit that started at a strength of 2,000 and is down to below 1,000, they could get wiped out at any time. Merging them with another unit allows each unit to take additional casualties with less risk. Also, with inexperienced units merging them can give them enough firepower to be competitive against a smaller, more experienced unit. There are downsides, of course - if the combined unit is destroyed, all the constituent units are destroyed as well, and combined units are more likely to get your division commander killed. Combined units are also useful for leveraging low-availability weapons. If you only have a few hundred of a particular weapon, you can create or convert a "short brigade" equipped with that weapon and then merge them with another unit once on the battlefield. There's quite a number of battles where it is difficult to hit the brigade cap, so every brigade you can get on the field and fighting is helpful. This occurs more often on higher difficulty levels because of the lower salvage rates.
  9. Difficulty scaling, what became out of it?

    My experience has been that once you wipe out their pool, every time they reinforce they get replenished up to the minimum number of troops for the next battle. When that happens, they lose experience. This is modulo any experienced reinforcements they receive in your Intelligence briefing, so experience can still increase after a minor wipe (but less than it would have otherwise). The key thing is keeping them at minimum force levels, since this makes every battle easier and keeps you from getting steamrolled. Edit: In short, depletion is not only possible on higher difficulty levels, but required in order to have manageable enemy strength levels.
  10. Yes, though it's still not a very difficult battle as the Union. Not only can the Confederates win pretty easily on the first day, but if they choose they can simply ignore the Round Top and Culp's Hill attacks and just take one VP on the last day to win. Because of the AI's aggressive behavior, as the Confederates you can bait Union troops out again and again and just slaughter them for very few losses. The Union has to fight every phase of the battle, and multiple phases re-use the same units. However, the defensive positions are excellent and the AI Confederate casualty rate is appalling. There can be some dicey moments, especially in the Round Top phase, but you have the advantage the entire time. Done right as the Union, it should be a TAK or close to it.
  11. Infantry Guide to UG:CW

    With Lee it is determined by whether or not you need a Corps commander. He comes in as a Lt. General, the highest rank, so he can be slotted into a Corps with all three perks right away. If you don't need a Corps commander, put him in as a division commander, preferably an empty one so the newly created units can get perks from his experience with lower-ranking leaders. If a new Corps becomes available and he's still alive, you can then move him over. With your own general there are two potential issues. One is that your initial random perk(s) may not be what you want, so you have to replace yourself with a general whose perks you can choose (or play the initial scenario over and over until you get what you want). The other is that you may not be promoted by the time you gain access to other Major Generals or Lt. Generals, in which case you might want to replace yourself in order to get the additional perks for the Corps. If you do that, put yourself in as a division commander so that you can eventually gain the rank, and hope you don't die. You can install yourself as another Corps commander, but xp gain is fairly slow as a Corps commander and you're likely to find yourself in the same situation again with an available higher-ranking officer.
  12. As the war progresses, it becomes impossible to lose a grand battle and continue the war - the reputation penalties for a loss range from 80 to 100. Once you're up to Gettysburg feel free to spend lots of reputation, because keeping it won't do you any good and the morale bonus is quite minor.
  13. Infantry Guide to UG:CW

    In general, the highest possible. Corps commanders give bonuses only by rank, and obviously you want to maximize that as the bonuses apply across the entire corps. With divisions, higher-ranking commanders provide more of a command bonus and higher XP - you'll note that if you have a high-ranking division commander, you can form new one-star units with experienced Lt. Colonels instead of Colonels (This is harder for the Union, but still possible). On the low side, you want to avoid efficiency penalties for commanders who are ranked too low. The penalty depends on the size of the unit and the experience of the officer. For example, a captain can command an artillery battery up to 11 guns without an efficiency penalty. In general, avoid accepting the default commander of a new unit because he's the lowest (cheapest) possible commander and will almost certainly have an efficiency penalty if you want the unit to be a reasonable size. The rule of thumb is Lt. Colonel for infantry (~2000), Major for artillery (12 guns), Lt. Colonel for cavalry (750), and Lt. Colonel for skirmishers (500).
  14. Best Way to Screencapture UG:CW?

    I use OBS capturing Full Screen, because that's what worked when I first set it up.
  15. Some (more in depth) questions...

    https://www.youtube.com/watch?v=vp9iFzkZh18 This was back in May though - I haven't tested since to see if it was fixed. It is my suspicion that none of the +ammo perks work.
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