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MikeK

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Everything posted by MikeK

  1. (1) Ashamed to admit I'd like to be beaten on in multiplayer UGCW. (2) Based on tabletop wargaming experience the American War of Independence with maneuver units at the battalion and detached company level would work as a game and would feel right, with a big battle feel for the largest engagements. The engine is already set up to accommodate light infantry and "Indian style" tactics. (3) Based on the modding design genius already shown with Total War mods and UGG and UGCW, I'm sure a convincing French Rev/Nappy Empire game would be well done. There are wargames models that properly capture the expertly managed psychological battle of tension between opposing sides approaching close quarters that rarely led to actual hand to hand combat in the open field without one side or the other withdrawing or breaking first. The phenomenon of actual close combat in the ACW is even more interesting. (4) A 19th C imperial age game Mating the UGCW engine to a rework of AGEOD's elegant strategic engine (Pride of Nations) ,and economic game with multiplayrer would be top of my wish list. You did ask for crazy, right? .
  2. MikeK

    Tips for new players

    Fresh question on the ambiguous explanation of Medicine in the guide pdf "f you want to reduce your battle losses, then you need to upgrade your Medicine Level. Each point heals 2% casualties and on maximum level 20%. After a battle the casualties of every unit are restored by this percentage. Certainly, this skill is very useful if you are an aggressive General. Medicine saves you money that you would spend for reinstating your Veteran brigades and also reserves a considerable number of recruits that you can use for growing your army." Per point, Is the restoration "2% of casualties" suffered or the much larger effect of restoring "casualties of 2%" of the unit?
  3. MikeK

    Tips for new players

    Thank you for the added detail. I infer from the explanation that the merging ritual should be set up safe from enemy interfence as the other units appear also to be distracted. The official guide pdf also mentions the divide command - - does that work, presumably with a unit of large size?
  4. A ell-laid fire of shot or shell is the most effective use of ammunition and more accurate. The barrel is kept cooler, well-swabbed, fused etc. Whereas canister (case) should get faster the nearer a dangerous target. When at risk from small arms fire of formed troops, stepping up rolling fire by the battery to attack the infantry's nerves and distract and disorganize.
  5. MikeK

    Tips for new players

    The mating rituals of brigades are indeed more intricate than I appreciated. Sounds like they need a safe space to merge after casting off their skirmisher screens to gain some privacy. I understand that this can be used to scrape up more rare firearms. but I've only sought to do it where brigades were just hit too hard, and without ending up with worse weapons. I may feel differently when I try the CSA in the final release version and see how their manpower and munitions challenges are. The effect on divisional command and having good men for the other brigades is a big issue to keep in mind and prepare for ahead of battle if possible. All my units have Corps and division number and status/equipment abbreviations for sorting them out in battle so I can keep track if considered in advance. Other question: does a greater distance from the divisional commander reduce the commander's effect? If so, there is reason for brigades of a division to stay nearby.
  6. MikeK

    Tips for new players

    Thanks So corps commanders are interchangeable for rallying, morale, etc other than buff circle size and, keeping divisions together confers no benefit vs mixing and matching units from various divisions or corps EXCEPT proximity helping to merge brigades. Can you describe correct best practice/technique to merging? I have tried it a few times - it seemed to work once - the other times it did not but the battle moved on.
  7. MikeK

    Tips for new players

    What benefits if any do corps commanders and divisional generals provide to nearby troops not of their command. In reality the brigades of divisions would usually stay and fight together, and I seek to do that for the historical fee, but I and other players would be curious what distinctions the game makes. Thanks.
  8. MikeK

    Combining units

    How does it work? Click combine on one brigade and the game decides what to do? Or maybe pick out two that are in the same division and click on both and then they move toward each other, disappear and reappear, or some thing else? I have given the order in battle but have not noticed anything happening. I have read that the weapon type is the majority type after a combination. Thanks
  9. MikeK

    Unit Naming

    (1) I liked the Divs by state idea at first, but found I wanted to reassign brigades around as needed and it didn't feel right nor useful to mix up states. Units that do very well can get unit names. (2) I now use states to designate greener units with the worst weapons (as state militia) e.g. II-4 Law Penn Mil rbf (3) Having commander names in the title is helpful in keeping track of officer casualties and other events. I usually leave the commander name (unless an epic unit) and prefix it with the corps and division number followed by the number of stars it has (4) then after the commander name an equipment code (since for some reason the unit card on the left of the screen does not show that bit of useful into unless it is clicked to expand) such as Lz or 55 or HFe or Pal etc. so IV-2**Jackson Fe is armed with Harper's Ferry rifles, has 2 stars, and is currently part of IV corps, 2nd Division. (6) Shock-purpose mounted are Cavalry" and ranged firearm mounted are "Dragoons" -since they are (7) US Snipers are Sharps, "CS ones Marks or just the name . Skirmishers are Lights or Rangers (8) LR is for long-range arty like the Whitworth One thing I have not yet done is code brigades for whether they focus on firepower or speed/shock/morale I had not thought of coding for those getting vet replacements as those are likely to be almost all 2 stars or more.
  10. MikeK

    What it means with the Bar when i Command a Brigade ....

    I do not know what it means, but historically what it should represent is the main infantry line with the skirmishers spread out in small bunches in front. In the game, of course, skirmishers are able to be detached and go off on independent missions.
  11. It sounds like continued campaigns are locked into a specific easier difficulty level but using the new mechanics? Can those settings be adjusted for difficulty? If not, can Steam rollback the version to a good save-friendly version?
  12. I am curious to understand what you expect or find most players do? For feel as much as practicality, on suitable ground I like to maneuver and engage by divisions and give divisional orders where feasible as it fits the player command level and helps keep troops in good firing lines. I give corps movement orders on occasion, and have dared to give them independent operational directions at times for a realistic touch of command gastritis as I await results. I do like the battle to look and feel as a a battle should. But then i have time to do so, as I play at slow speed as that seems the closest to a realistic pace for the stages of an ACW engagement. One wish is that the pause function was adjustable. As I am often subject to frequent interruptions in play, I may easily forget and tap the pause key rather than click on the speed setting. What I saw in the video is a lot of quick decision-making and micro control at the brigade level to optimize combats. and clicking on units to show their movement directions that is a help for the viewer. What other styles are you seeing.
  13. MikeK

    UGCW Feedback v0.90+

    Please clarify what you just said. It sounds like continued campaigns are locked into a specific easier difficulty level but using the new mechanics? Can those settings be adjusted? If not, can Steam rollback the game code so I can continue my matching set of campaigns as before? Thanks EDIT:L The corps and many units have too much character to cast aside when so far advanced into the war.
  14. MikeK

    Artillery Opinion

    I find no problem in using guns up to Napoleons in the horse artillery role, other than exposure to unwanted infantry attention. It's all a matter of providing cover and support and getting them back from danger appropriately. Bear in mind that horse artillery range is farther than it was in days of more closed formations and less effective firearms.
  15. MikeK

    Civil War books?

    The book cited in my signature from an author whose period studies are always interesting for the type of info on the mechanics and practicalities of battle as well as tactics and doctrine that is especially useful for the wargamer or rules designer (once a paper product, now in video games, but same considerations of how to provide a faithful representation. Most books don't give a fig if a regiment was fighting with skirmishers ahead, kept a reserve, or dug up some cover when paused for a lull, so knowing what the general practices and variation were is quite useful for a focus on the anatomy of battle.
  16. MikeK

    Renaming Brigades

    I would like to name the divisions, and get a much more vivid highlighting of a selected brigade, division, or corps as I try to keep divisions together. My Brigades usually carry the name of the commander (or notable former commander') and corps/ div up front and a little code at the end for weapon type or category (assault or rifles, as above) s
  17. MikeK

    Marksman vs. Firearm training

    Firearms training favors troops slugging it out at close range or assault with muskets where the feel of battle is more like that of Napoleonic wars, though openly classifying troops as cannon fodder would be inappropriate at the time.
  18. Yet with good game mechanics people practice it intuitively as in this game where players do use defensive mobility where the terrain and troops permit it, and the combat dynamics favor falling back to regroup, drawing the enemy into killing grounds, and especially flanking overextended units with fire or more personally..
  19. Particularly on the Confederate side - I try to keep my divisions together on the battlefield, and it would look and work better to see names as well as formation numbers in camp and on the unit cards in battle. As I posted earlier, green highlighting divisions in particular is not the best choice on a mainly green battlefield. . The battle history is already in the game from earlier on - thank you for that as well.
  20. MikeK

    Accuracy of Gettysburg map

    A stream in that location would necessarily be local low ground and likely had a rocky bed, which may have some minor tactical and maneuver significance as well as being a landmark if identifiable. For a game, the landmarks would naturally be of considerable interest.
  21. MikeK

    Skirmisher Scaling

    So this creates two synergistic distortions with a jarring result.
  22. Should be in the guide/wiki
  23. This kind of effort is useful, especially if updated. Some thoughts while re-reading that might be good to incorporate into a guide, if you have the energy. 1. The most important roles of horsemen were as mounted infantry to scout, to seize a position, to threaten the enemy flank and rear, seize or destroy enemy supplies, and to pursue retreating enemy to harry and disperse them. Al these they can do in game. They should not get kill-greedy but back away from firepower pointed in their direction. . They should as a rule never charge infantry om good morale or able to turn and shoot the cavalry without risking being demoralizingly flanked by whatever the infantry is already facing. If the enemy infantry is pinned and shaky, charge away with cavalry on flank or rear if the cavalry won't be shot up by another brigade on the way in. Sometimes the pursued are numerous or confident to rally even being pursued, and turn the tables on the horsemen. Being swamped by enemy infantry with enough fight left in them can disperse your cavalry unit permanently. Good point that large dragoon (mounted inf) units are needed to make a serious impression with their fire. Its corollary is that small ones are good for pursuit since they will be hacking away scot-free without opposition if they press hard. Using arty or skir on them helps encourage the rout. Historical ACW cavalry rarely charged formed infantry in battle, and straight-up cavalry fights were also few. Cavalry were expensive, and most useful before and after battle and on the periphery. Too valuable or at least too expensive for cannon fodder. The term "cannon fodder" was in use at the time, meatshield being a more modern term and one that makes me think of a giant juicy steak. 2. A table of career points and reputation points and what they provide would be great! 3. When adding vets, I like the idea about adding rookies first so long as it does not knock them down a level, then top off with vets. 4. Include that low skill officers will have trouble efficiently commanding larger units - the weakness is what the red portion of the unit skill bars represents. So a fresh major may have trouble with a large brigade. 5. Can run out of officers. If you do, does that mean you have too many brigades? 6. Use reputation for the morale boosts if you need them the way you play, but sometimes worth buying things you won't automatically pick up along the way such as special weapons, generals, recruits, or cash. 7. Equip elite units with long range weapons if you intend them to fire from protected positions and outrange enemy infantry. This is a safer use than assault, but the 8. Having a good sniper unit is no trouble at all. Put them somewhere they can shoot, like around artillery. The short range skirmishers are the ones with dubious life expectancies if they get aggressive or are issued a foolish order. They are best used to engage gunners and others from the protection of cover, or to divert more numerous enemy by moving around the flanks or threatening targets like arty from shelter. Nuisance troops unless well armed, when they can be deadly. 9. It was well known by experience and training in the period that the time for a charge was after the enemy was already wavering, to tip the balance. A big volley and a charge could force a rout, or charging before the enemy could reload. . Also, successive charges delivering multiple shocks were favored for cavalry in particular through history in many armies, but the same psychological principles apply for infantry. 10. Howitzers are intended to deliver indirect fire (over hills, forests and other obstacles) and work for softening up enemy from a position where they can't shoot back, and good for this purpose.
  24. Yes, the inalienabiity of natural rights means they cannot be taken, contracted, or given away except whilst one chooses to serve, whether by or to individuals nor by or to a state, and even more certainly not on any hereditary basis of servitude. If there be power to join, there be power to leave. So the same fundamental legal principle precludes both chattel slavery and a war to preserve the union by infringing the right to secede, This carries to its logical conclusions. A war to free slaves would be a just war indeed if limited to that purpose.
  25. MikeK

    UGCW Feedack 0.75

    As the many analyses from the 19th century bear out, charges are complex matters and the psychological element is paramount. Are frontal charges still effective against a wavering unit once close, made in order to "shock" them to tip their mental balance in favor of flight to fight again. Skedaddle, rally, and come in again is a common pattern if troops can regroup. The classic close range volley and charge into unsteady troops should still work if the psychological balance is tipped. Which could be be triggered or multiplied by otherwise minor events.or dramatic ones such as seeing a commander downed. Th exervise of leadership could swing reactions in any way. Does Does recon skill increase provide such insight into the mental state of a nearby opposing brigade?
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