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GrinningD

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  1. I was worried about this but no. Battle was a win and the game and myself await the next update.
  2. I have a question: NB. CSA Legendary Playthrough. Before the Hotfix I played this battle to see what it was like (was waiting for the hotfix to replay Chancellorsville and get my bloody but well deserved Day1 win) and the union infantry brigades were at their standard 2'500 - 3'000 men sizes. It was incredibly difficult to push them out of the ridges and practically impossible to shoot them out of the town. I did not get that Day 1 win. After the hotif and Chancellors' Day 1 replay I found them sending brigades of only 600-800 men in that initial wave of reinforcements followed by mere 1'200 - 1'800 brigades as the map opened up. Now admittedly Cemetary ridge was being held by the usual 2'500+ super brigades that I have come to know and hate but by that point they were all that was left of the union army apart from a few random generals running around and being chased by my Cav. This was exacerbated by the fact I had boosted almost all of my 1st Corps to full 2'000 man units in anticipation of the hard fight ahead. Suffice to say Day 1 finished with the objectives well in hand. I am aware that the hotfix reduced the 2nd wave to 15 Corps instead of 20 but is this really the reason for the minuscule reinforcements?
  3. Also, are you fighting from cover? Try to never engage in the open as your no star rookies will be chopped to ribbons in the open. Try to always be fighting from trees - even a mere 40% cover bonus will massively improve your moral survivability. Keep your general close to provide a moral buff and use close range shell and canister fire from your cannons to trash the enemy first. A sensible tactic is to have one unit in some sort of cover slightly forwards of it's supporting units. The AI will engage this one first and then you can move forwards your other units who are not in cover and they can fire at the engage enemy without suffering return fire. You might also try detaching skirmishers to run around and put flanking / rear fire into your enemy's units or use shock cavalry to feint flank charges in an effort to make the enemy units rotate or reverse direction - thus exposing their flanks. Also use the retreat button rather than issuing a move order or letting them break. They will take far FAR fewer casualties and moral damage from retreating, even across open ground. If you are going to retreat tell them to run so that they can get out of dodge as fast as possible. And if you are going to retreat you might want to pop skirmishers to help shield your retreating unit from fire. Good Luck General.
  4. I have found that if you keep your unit sizes relatively low, (1500 for my recent playthrough) Legendary is a lot more manageable. I have completed Gettysburg (Day 1, natch) and the only truly difficult missions were Stones River, Rio Hill and thrice damned Cross Keys. Played through under Iron Man rules only replaying Chancellorsville after the Hotfix for the Day 1 Victory. I'm not saying any of the missions were Truly easy and Antietam was a brutal and vicious scramble for most of the battle, but it is most certainly not impossible. Manpower isn't even a problem (none bought with Rep) but I was constantly low on Money from keeping my small brigades vetted up.
  5. Even on Legendary you don't really need those units pinning the Union down from the woods. Move the whole force into the town from the south; you will have town cover instead of trees and all the union forces will have to come at you across open ground. It's nice to start with a cavalry unit or two as well to run down those skirmishers south of the woods in the center of your deployment zone.
  6. Ah this is great to hear! I had a quick try with my "30 seconds till capture confirmed" save seen pictured in my thread on this subject and it still went to second day. Will try re fighting the whole battle when I get home tonight. Edit:: Replayed from start and crashed through for a Day 1 Victory. Awesome stuff
  7. Hi guys, long time lurker first time poster etc etc Just played the First day of the Battle of Chancellorsville as the CSA and secured all objectives on Day 1. As the timer for the day ran out the fight continued as the contested timer ran down for Chancellor's Farm. Immediately the timer hit zero the dreaded notification popped up: "Advancing to the Next Day." I understood from the recent patch notes that the bug that prevented a victory here on Day 1 had been fixed. This appears not to be the case. Has anybody else had this problem? Thanks. (NB Devs I absolutely adore this game, I have put a few (hundered) hours into it since Tim Stone at RPS brought it to my attention. Thankyou.)
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