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maniacalpenny

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About maniacalpenny

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    Landsmen
  1. Infantry Guide to UG:CW

    The damage is also inferior though, and when firing at max range does not really do more damage per second than a unit using a high tier rifle. Yes at closer ranges they will outdamage the musket-rifles but this situation is somewhat precarious especially for a large brigade that cannot react as quickly. I'd much rather use the Spencer in a small infantry brigade, or not at all. I prefer not to field any small brigades so I simply ended up not using them, as I felt like the significant cost increase over the 1861 and 1863 was not worth it. It was too hard to use a 2k Spencer brigade when most of the combat I was seeing was at max infantry range (300) and the Fayetteville armed Confederates would beat the Spencers out at this range. Perhaps I had an unrealistic fear about committing them to closer range combat but at their high cost and the massive firepower loss of putting them in a large brigade, I would still recommend not to use them in large brigades.
  2. Infantry Guide to UG:CW

    The large brigade size will cause the rate of fire to drop drastically compared to similar guns on cavalry or skirmishers, which volley very quickly. Since reloading cannot start until firing is finished, this causes a 2k Spencer brigade to fire much slower than it would as a very small or skirmisher unit. I tried it once and immediately switched back to 1863s as the Spencers were not really more effective.
  3. Infantry Guide to UG:CW

    I can't tell for sure, but I think the effective performance of the Lorenz is barely under that of the Enfield or the 55. In terms of reload/accuracy it is about on par with the two (they actually all sum total 125 reload + accuracy), its real malus is doing less damage: 11.5 vs 12.5. This isn't even a 10% difference, however, and the price of the gun is significantly cheaper. Additionally, although its reload and accuracy sums are similar the Lorenz has higher accuracy while sacrificing reload. Accuracy > Reload however, so this is a slight edge that the Lorenz can help combat its lower damage with. IMO the Sprinfield 1855 is actually quite a bad weapon for its cost, performing worse than the slightly cheaper 1853 in meele and the same or worse in ranged combat. For its price, the Lorenz I think is easily better than either and has a great meele stat to boot. Yes if I didn't have to pay anything for my weapons I would probably choose the 53 over the Lorenz, but this isn't really the case so I tend to try to get all the Lorenz rifles I can (which isn't a massive amount, as either side. But dammit I'll still buy them). On the other hand, the Harpers Ferry 1855 is a decent step up from the regular one for only a small increase in price. This rifle is easily superior to the Lorenz in ranged combat, albiet a decent penny more.
  4. Infantry Guide to UG:CW

    No love for the Lorenz? IMO one of the most cost efficient guns in the game. Also, you can buy thousands and thousands of CS Richmonds as CSA. Possibly the best all-round rifle in the game, although purely in shooting is outclassed by the 61/63 and of course the Fayetteville. Very good cost efficiency though, for a few bucks more than a Harper's Ferry you get better firing and much better meele. I'm not sure about other difficulties, but on Legendary Union I looted tens of thousands of Tyler Texas rifles and later on tens of thousands of Fayettevilles. Both are pretty decent for selling, though of course you can use the Fayettevilles if desired...
  5. Army Management for new players

    This is actually often undesirable. Sometimes a vital point must be held at all cost and your best troops are needed up front, but fielding them there every battle will inevitably cause high casualties which is costly. Many people will hold their most elite troops in reserve, or may not even commit them to the battle, until it is absolutely necessary.
  6. Antietam (Confederate Side)

    I agree that being too passive will cause too many losses, but IMO you should let the Union extend farther south and crush him mainly with a left wing envelopment. Even after being repulsed from Dunker church and being threatened on the left, the AI will still send its forces towards the sunken road in the phase change and that is the best time to crush the AI.
  7. Modding

    If you have 560,000 new troops, why do you only have 20,000 Fayettevilles? To be honest besides the troop numbers, those are reachable numbers for Union Legendary campaign.
  8. Oh right, I forgot about the first day entirely. So yeah, there is also a problem with the Confederacy where you cannot get to the 3rd day if you own certain objectives, you will get a draw or even a loss(?) if you own some of the Union camps (I think I owned all VPs except the top one and the battle ended on the 2nd day)
  9. I honestly didn't even know there was a second day to Chickamauga. If there is a similar bug to this on the Confederate side, this would explain why a Confederate commander isn't getting all of the elements of his 2nd Corps (Despite the game telling you "Longstreets Corps" is about to arrive, the battle ends before those units arrive). I also had an issue in one of the final Union campaign missions where half of the units of my 2nd Corps assigned never arrived.
  10. On lower difficulties it is very easy to cripple the Confederate army playing as the Union, and it isn't even that hard to outnumber the Confederates during the Overland and Final campaigns on Legendary as the Union. As the CSA on the other hand outnumbering the Union consistently is much harder, especially on Legendary. So as the Confederates being outnumbered is just part of the job, which is historically pretty reasonable. That being said, even on Legendary many of the minor battles are worth fighting, although there are a few that are questionable. As for whether or not the AI feels pain... They definitely do. Depleting the army size of the enemy makes a real difference and managing the Union army size is a very important part of a Legendary CSA campaign. You are misinformed, in an earlier build the AI would scale its size and weapons purely to your army composition. In the current build, the way it works is the AI weapons and experience are based on its training and weapon levels, and the army size is either based on the minimum deployment size (based on battle and difficulty), or scaling based on your army size up to the max army size the army intelligence says.
  11. Brock Road Union

    You can push through the undefended right and set up shop behind rebels and await their reinforcements in the cover of trees in the south and a combination of trees + river on the left. When the phase changes the rebels will push out against you can you can hold them in the northern treeline and right VP area, inflicting heavy casualties as you close in from behind. The southern reinforcements is pretty spawn campy though (the distance between the treeline and the entry point is almost nil), and you can't really set up the left area without spawn camping the south reinforcements, so if that's not your jam you shouldn't go with this strategy. If you do choose to do so, you need to get there quite quickly and due to the nature of the 2-pronged spawn this is definitely one of the messier camps. If you leak on either side of the southern camp, try to get them to leak to the left so you can set up a comprehensive defense at the river. Your right flank holding at the river may also get harassed by fire from the Confederate main body, which can be quite a hassle, and Confederate reinforcements might choose to circumvent your defensive line by going to the north. Still, I would guess this is the most soldier efficient strategy for Brock Road, if not a rather cheesy one.
  12. Legendary CSA campaign

    Yep, same. I'm super interesting in watching him tackle Washington. 330k men AoP is no joke.
  13. The reason why its 25 brigades as you can get 1 free brigade per campaign, and if you don't have space this can "extend" the size of a division. This means you can have a 7 brigade division, and it also means you can have a 25 brigade corps. I skimmed through the fight, seemed fairly reasonable. My big suggestion would be when you have a 2 layer defense, to let your less veteran troops (preferably with good meele guns) stand behind the trenches and switch out with the men that are shooting when the enemy hits your lines. This will conserve your veteran troops a little better if properly timed. If there are a ton of enemies shooting at you like on the left side of the battle this can be risky though, and with so many enemies concentrating on one place I'd rather actually just cycle through less experienced troops and let my veterans man the trenches on either side of the hot zone, as they are best off shooting enemies rather than engaging in meele combat. Another small nitpick, on the right side of the battle you had a unit outside the trenches inbetween the gap between the salient and the far right (your left flank). You moved this unit up too aggressively, he should be staying in the woods unless he can move forwards to get free flanking shots. Otherwise he is just taking more damage than necessary due to lack of cover, or even worse is getting hit by the river penalties.
  14. Unit Naming

    I mostly meant in the vein that when all your brigades have the same name (e.g. 1855) then when you detatch skirmishers you can't tell where they are from easily... Skirms do take a ton of micromanagement though, and in the late game I mostly use them for artillery spotting.
  15. Fredericksburg as Union

    I do a combination of both. Sweeping the Confederate left and as the flank develops breaking though on the Confederate right, and ending in a full encirclement.
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