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jo005597    3

There's been some excellent advice for new players posted but much of it centered around the actual game play and fighting each battle. I have some tips to share when it comes to building your army and maintaining it in the camp.

In the heat of battle there's a lot going on - especially in those huge maps that come later in the conflict. Knowing who is who, where they are, what skills they have is vital, but nothing disrupts a game like constantly pushing pause to inspect a unit. This is were the features made available in the camp really come to your aid - use them and you will have an edge in battle.

1. You have the ability to customize the name of a unit. I keep the default name but append the range of the equipped weapon. So a unit equipped with a basic Springfield led by Devin, would be named "Devin 250". A unit led by Gordon with weapon ranged at 320 would be "Gordan 320". In battle I can see at a glance the range of each unit and position them for maximum effect.

2. As a unit grows in experience we get to upgrade their attributes. The second level of skill upgrades has two key options effecting firearms. Increased fire rate (reduced accuracy), or increased accuracy (reduced fire rate). I tend to give the accuracy bonus to those units with long range weapons, and the fast fire rate to those with shorter range weapons. I then denote this in the units name by adding an "A" or an "F" to the units name - so "Devin 250" becomes "Devin 250F", and "Gordon 320" becomes "Gordon 320A"

3. When structuring your divisions you want a good blend of units - I try and aim for 2 fast firing units, and 2 long range units, plus one artillery. The long range units hold the line, and the fast firing units hit the flanks.

4. When limited numbers of men are available it's not always about fewer maxed out brigades. 4 Brigades with 1000 men each is often better than 2 brigades of 2000 as you have more maneuver options on the field and the ability to combine into a larger brigade during battle if required.

5. Cavalry - always have a few cavalry - I try and keep an even number of melee and mounted infantry on hand. The mounted infantry are fantastic to rush to a weak point for quick reinforcement, or exploitation of a routing enemy brigade.

6. Corps - always purchase an extra corp slot! When a corp is maxed out, you can no longer restructure it by dragging brigades around. Keeping a 'spare' corp that is not fully occupied allows you to constantly restructure and rebalance the corps you actually take to the field. If you're about to engage in a defensive fight you probably don't want the cavalry - move them to the spare corp and drag in artillery in their place. If you're attacking you may want less slow moving artillery so move them to the spare corp and bring in the cavalry. I'm constantly restructuring my corp for each battle. When you're faced with one of the small skirmish fights you'll often be limited to 10 brigades. Pick the 10 you know you want and move all the others to the spare corp, this way you are guaranteed to get the units you want on the field, when you want them.

7. Stamina and Efficiency compared to Morale and Efficiency - the first upgrade for a unit. I try and balance this upgrade out so my 2nd corp has the highest stamina possible, while the primary corp has the highest morale. That first corp is gonna be fighting longer, and they need the morale. The 2nd corp is often coming in half way through a fight with a ton of ground to cover before they become useful. You want those boys running! Higher stamina units can run for longer - so keep that in mind when applying upgrades. If you have a blend of cannon - give those light 6lb and 12lb howitzers to the 2nd corp - they move quicker. Keep the heavy 10lb, 12lb, 24lb for the primary corp - they need the devastating fire they produce and are less likely to be moving much in the opening minutes of battle.

8. Leaders - it's easy to lose sight of your leaders and click through the camp quickly after replenishing men. This is a mistake. Take a look at the efficiency rating of a unit. You may have started with a 1000 strong brigade, and boosted it to 2500 men, and failed to notice the efficiency dropped into the red, because the major leading it just isn't up to the task of leading a brigade that big. Reassign leaders. It's always worth keeping an unused major or captain in the barracks for this. If you have a 2 star general leading a unit and feel he may be better placed elsewhere, assign the spare captain or major, to move the general to the barracks, you can now assign him to the unit you want him for. This works well with that spare corp I mentioned earlier. You can populate that with units you don't need in the upcoming fight and low quality leaders, keeping your battle units well led. This is invaluable when you're running low on money and can't afford a new general - buy a captain, and transfer the general from a unit you're not taking into battle.

I hope you found this useful. Remember the battle is won on the field - but good decisions made in camp can make all the difference to the quality of the units on the field.

Ultimate General - Civil War, is without doubt my favorite game. I hope the developers go on to make a Napoleonic version - the Peninsula Campaign would be awesome! Good luck Generals and thanks for reading!

 

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IronClad    3

As a very new player (only 3 hours played) these tips are greatly appreciated, thank you.

This is my first post on the forum, and I guess it's also my introduction. I can already see it's a great community with some extremely helpful players - I look forward to learning and maybe making some friends.

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Jamesk2    22

1. If there was nothing changed, the range of engagement for infantry brigades are the same no matter what weapon they use.

2. The general consensus is that accuracy is the better choice over rate of fire.

3. How you combine brigades into division does not matter. Only thing matter is the structure of your corps and what part of it you bring to the battle.

4. My own opinion is that one more infantry brigade is always gonna be better than one more ranged cavalry brigade. As you play more and gain more experience, you'll spot the weak points that need to cover on your line or exploit on the enemy's beforehand and move your forces accordingly.

5. The minor bonus to morale in the 1st infantry perks rarely make the difference. Most of the time you don't want your troops in positions that will need that perk in the first place.

 

 

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On 9/7/2017 at 6:07 AM, Jamesk2 said:

1. If there was nothing changed, the range of engagement for infantry brigades are the same no matter what weapon they use.

2. The general consensus is that accuracy is the better choice over rate of fire.

3. How you combine brigades into division does not matter. Only thing matter is the structure of your corps and what part of it you bring to the battle.

4. My own opinion is that one more infantry brigade is always gonna be better than one more ranged cavalry brigade. As you play more and gain more experience, you'll spot the weak points that need to cover on your line or exploit on the enemy's beforehand and move your forces accordingly.

5. The minor bonus to morale in the 1st infantry perks rarely make the difference. Most of the time you don't want your troops in positions that will need that perk in the first place.

 

 

 

Carbine Cavalry fill the role of artillery hunters much, much better than infantry does. Infantry is surely the backbone of the army but not having at least 2 cav brigades is probably a mistake. Their use as mobile infantry should be secondary at best. That is a much more niche role that is often not vital.

Meele cavalry require an insane amount of micro because the best part about meele cavalry is rapidly firing your pistols into fleeing enemies, and this can be annoying and/or hard. It doesn't help that meele cav weapons are nonsensically expensive. Obviously you can use them to hunt artillery as well but in practice using carbine cavalry is more flexible as the superior range makes it more likely that you can hit your target without retaliation from nearby enemies.

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LAVA    0

Here is one for you...

 

I always put my best units in the 1st Division of the Corps and my worst in the last. I've noticed in several battles when your second Corps comes in to reinforce, it is usually the first Division followed by the second, etc. By placing my best folks in the 1st Division I make sure I have my best units getting to the fight first.

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5 hours ago, LAVA said:

Here is one for you...

 

I always put my best units in the 1st Division of the Corps and my worst in the last. I've noticed in several battles when your second Corps comes in to reinforce, it is usually the first Division followed by the second, etc. By placing my best folks in the 1st Division I make sure I have my best units getting to the fight first.

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.

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Yeahm pretty much the way I do it. For example at Malvern Hill you WILL need you most elite units from the start of the battle if you want to hold the line. But at Antietam you want your elite brigades to come in as reinforcements, because you have to charge the enemy in the second phase of the battle and the first phase will have exhausted and depleted your elite units if you sent them in.

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darktatka    1

My army composition at the time of battle of Richmond (but I've been using the same composition essentially the whole game):

I corps:Elite Infantry corps. (holding the line and assault)
1st division - Elites of the elite. 
All divisions except 1st division have one 10pdr cannon unit (workhorse cannon).
2 units of skirmishers per corps.
One or two units of cavalry per corps
These are my Triarii. I hold them back and if they don't see any fighting, it's a good battle.

II corps: Artilery corps (Assaulting and holding fortifications )
1st division - Elite infantry for this corps. Just infantry.
2nd divison - All heavy artillery. 20pdr parrot, 24pdr howitzer, one unit of whitworths.
Other divisions - Infantry with 10pdr cannon unit.
One unit of skirmishers per corps
One unit of ranged cavalry per corps.

III corps: Cavalry corps. Speed (quick reinforcements and exploitation)
1st division - Elite infantry for this corps. Infantry and 1 skirmisher
2nd division - Cavalry only. Mix of melee and ranged
Other divisions - Infantry + 1 cannon + 1-2 skirmishers.

IV, V corps: Infantry corps (fresh troops - assault and first line defense)
One cannon per division, 1 cavalry per corps, 2skirmishers per corps
additional units (ie. heavy cannon) may be assigned according to mission.
These brigades are deemed expendable if need be.

In my opinion, using this every corps is usable for every battle, but some are more good in some form of warfare then others.


Regarding first level infantry perk - I don't take the morale buff. I get high morale from my political points.

 

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LAVA    0
13 hours ago, maniacalpenny said:

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.

I mostly am referring to reinforcements. When reinforcements, say from the 2nd Corps, enter the battle, I have noticed that they frequently enter the battle by division beginning with the first division and then going done the line to the last division. Because many times those reinforcements are the folks you use to outflank your enemy, I normally put my best regiments in the 1st and 2nd divisions of that 2nd Corps.

 

An exception I recently played was Gettysburg from the Confederate campaign. Here I put my best divisions in the 1st Corps entering into the battle, because essentially how you use that 1st Corps will determine if you win the battle on the first day. The 2nd Corps folks, by the time they got into battle were all exhausted (except the Cavalry) and only had to mop up.

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LAVA    0

Here is a  graphic which shows how I reinforce a 2 star brigade after a battle. It keeps costs down so you can grow your army, maintain quality and afford to upgrade to better weapons.

The first box is the state of the brigade after my last battle. The second shows how I reinforce with recruits up to the very edge of losing my 2 star status. The third shows me filling out the brigade with veterans and you can see the cost here. It would have cost me 20,000 or so if I had reinforced with only veterans. The final, is how the brigade looks after finishing reinforcing it. (I am running brigades of 1500 men at 2 star and above and 1700 men at 1 star.) If you look at the first and last boxes, you can see that the quality of most of its characteristics have dropped, but they are still quite high and the brigade will perform superbly.

Va0CUH3.png

Though I have 5 three star infantry brigades, I think if I had started again, I would have tried to get better weapons sooner and pushed to make sure all of my brigades were 2 star (barely). I am preparing for the Battle of Cold Harbor. Intell says I am facing a Union Army between 63-68K (I believe the real battle was somewhere around 120K). So we'll have to see what happens. I am bringing an army of 64K and 144 guns.

I've completed the Union Campaign. Both normal difficulty.

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