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About quicksabre

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    Ordinary seaman
  1. quicksabre

    Union Legendary Campaign - Take 2

    Really enjoying these, although I admit I'm not caught up yet because of backlog at work. I just wanted to say keep up the good work!
  2. quicksabre

    JonnyH13's Mod Alpha 2 (Now with Perks WIP)

    This sounds cool. I'll have to give it a try!
  3. quicksabre

    LAVA's Legendary Union Campaign

    I'm quite enjoying this, thanks for sharing!
  4. quicksabre

    UGCW Feedback v1.0+

    That seems like a good idea - this game is 'complete' but maybe they'll implement it for the next one! The two QoL additions I'd like to see are the ability to drag formations - so I can move a column of brigades down a road or swing a whole division in an arc, for example - and the ability to choose whether to send a unit by the fastest way (down roads, over fields, etc.) or by the straightest way (if you want them to approach from a particular angle or avoid certain parts of the map).
  5. You have to hold Cemetery Hill on the first day in order not to lose the battle outright. It makes sense, really, Cemetery Hill is the lynchpin of the defense on 'those heights south of town'.
  6. Once I realized that I got a second day and could win without Brotherton Road or Jay's Mill, I play really defensively on the second day. I could never keep my lines solid enough to prevent a batch of skirmishers from taking an objective, and I never felt I had enough brigades to leave one at each VP flag. So I just try to take advantage of local superiority to kill as many as possible then fall back to LaFayette road as soon as it opens. It's a good line and I don't have to worry about anyone sneaking around to the objectives. That's one of the things I love about this game - so many good ways to play!
  7. My ratio on BG the first time I played it was around 20k losses and 60-70k kills. Second time I only lost ~ 15k, so yeah! Good kill ratios
  8. If you hold ALL of the VP's on the LaFayette road plus NEITHER of Brotherton Road or Jay's Mill, you get to proceed to the third day. The third day is butchery plain and simple. Especially for the confederates but also for my army - gotta love that 10-hour battle timer!
  9. quicksabre

    UGCW Feedback v1.0+

    Congratulations on finalizing the game! This has been one of the best games I've ever played, a real gem. Thank you for your dedication! Can't wait to try out the new AI.
  10. quicksabre

    Veteran Recruits Cost

    You would think that (and I did for some time) but apparently it is not true: It seems that doing vets first and thus having more vets into which to disperse the rookies (and thus the brigade takes a smaller experience hit) is more efficient for both stats and money.
  11. Do they usually attack? I tried this once (can't remember which patch) and they just hung out on the victory point and I had to cross back when my reinforcements showed up (or rather, I just restarted the campaign).
  12. quicksabre

    Intel Report vs. actual Army Size discrepancy?

    As far as I know, there is a minimum enemy army size for each battle. That minimum will be hit regardless of the size of the enemy army in the intel report. If the army size in the intel report is higher than the minimum, though, the AI can scale up its army to field additional troops based on your army size and difficulty settings.
  13. quicksabre

    Effective Usage of Skirmishers

    I'm running a game now with a lot of snipers, so I could potentially test skirmisher effectiveness. Does anyone have any ideas for good battles to do so (Union Campaign, up to Fredericksburg now, so that battle or after). Ideally it would be a battle where I could easily line up a bunch of sharpshooters and just shoot for an hour or two of game time without taking return fire or having much risk of a counterattack. Mule shoe maybe?
  14. quicksabre

    Legendary CSA campaign

    So when you said you used sloppy tactics did you mean sloppy tactical choices or sloppy execution of your chosen tactics? Either way, I was really impressed by the way you managed to corner the union in the open rather than in the woods to do maximum damage in the endgame and how you managed your troops' condition, alternating fighting and resting units. Both are aspects of the game I struggle with.
  15. quicksabre

    Major general tactics

    Woah... I started with rookies because 1) I assumed the vets were cheaper after dropping the xp of the unit, forgetting that I could spread out more rookies in a bigger unit, and 2) I wasn't sure how to know exactly how many vets to add. It looks like I was wrong about (1), but how do you know how many vets to add if you add them first?