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Koro

Civil War Tester
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Posts posted by Koro

  1. It depends solely on the number of troopd you have in your army. I have 137.000 at Fredericksburg now and without the 2500 size I'd have a ton more brigades. 

    Build up the 2000 ones and when you feel your army needs to stop growing in numbers of brigades, you can put the extra point in to AO 

    There can be some advantages to having 8 AO points there too since the deployment matters to your strategy. 

    • Like 1
  2. Yeah, I think it would be cool if you had to deploy divisions for the side missions in advance, then fight them and then those divisions would be the ones coming in as reinforcements. It would give some sort of reason that the units are coming in as reinforcements other than just because. I mean, usually reinforcements came in because they were in a different area at the time the battle started. 

    • Like 2
  3. 4 minutes ago, vren55 said:

    As part of my initial choices I had 2 medicine. I didn't realize that saved veterans though... so I probably will take more later on.

    ... you managed Antietam against 90,000 confederates and only took 20,000...

    what kind of monster Ronald Spiers/Richard Winters commander are you (that was a Band of Brothers reference)

    16.000 actually. While bugged as hell, it was probably the most fun I ever had in the game. Col_kelly was watching the broadcast and acting as strategic adviser.

    I swung an entire corps, 40.000 strong down the confederates far left and toward the city. Not much happened in the first phase except lining up and clearing the northern west woods. 

    Then 2. Corps attacked towards dunker church and eventually forced them off the the fortifications and out of the woods. 

    The 1 corps then pushed in to the city and surrounded them at the sunken road linking up with all of 3 corps. all crossing the northern bridge 

    The entire time all of my guns were directed at the sunken road from 3 sides and rather close 

  4. 53 minutes ago, vren55 said:

    Wait... i'm confused, if I'm the General in Chief, why do I start off as a corps commander? Generals like McClellan and Grant commanded corps, but through subordinates, eg. Sherman, and Hooker. 

    Also, while I don't mind this as much, how the hell does it work that a Brigadier General in charge of a Corps can have a Major General in charge of a Division? I don't mind it b/c it's a game, but IRL wouldn't this make for a confusing command structure?

    This is a bit confusing.. The "you" part is almost out of the picture after creating your army. You can out yourself as a brigade commander or bench yourself completely. Even die if you are unlucky enough as a brigade commander. 

    In effect, you are the general. 

  5. 31 minutes ago, vren55 said:

    Dangit I want to see Fredericksburg sooooo badly... I want to unleash my Union Army onto the CSA.

    I srsly have no idea how you pulled a 132000 army. I replayed Union, throwing nearly everything into army organization and politics (I currently have 8-9 points for both), and had a 70,000 man army that took 24,000 casulaties... which is good, b/c the confederates took 28K out of 46K, but to get to an army of 132,000????? Just... hooooow?

    Also, I don't mind the scaling in the game either, I'm just confused as to how you managed 132k...

     

    Going full in on politics help and this was kind of an experiment to see how far I could get. I bought recruits for reputation before each major battle though I couldn't always afford to equip them. 

    A bug in the beta made Antietam a little hard with 100.000 of my union troops against 90.000 CSA do my army was hit a little there with 20.000 casualties. 

    I still have 9000 unused recruits before Fredericksburg :)

  6. 7 minutes ago, Andre Bolkonsky said:

    I'm just making sure the boilers are lit and we have coals to Newcastle, hoss. 

    I've got a few days coming up, I'm looking forward to spending some time on your YouTube channel between Christmas cocktails, btw. 

    I'll make sure I hate everything and leave a bunch of flaming posts, a little gotterdamerung to help you celebrate the New Year. ;) (kidding)

    Hopefully Fredericksburg will be up by then.

  7. Just now, Andre Bolkonsky said:

    If the developers are sitting around reading jokes or taking seriously any suggestions we may have INSTEAD of cranking out that patch early this week so we can all enjoy a nice holiday week with the new content, I will be rather disappointed. Because if it's not here by Tuesday, it'll be after the New Year. 

    Even coders have families. I think. 

    I was just trying to extend the lifetime of the bad joke :). I'm pretty sure the developers are NOT bored :).

  8. 37 minutes ago, KaleRaven said:

    In Antietam as the Confederates, I rotated brigades out of the heaviest fighting area (Sunken Road) when they ran out of ammunition. Limited ammunition was a real historical concern.

    Also this. If supply was infinite, you might as well not have the mechanic at all.

    What I would like to see is supply split in to ammunition for guns and for bullets so you are not forced to waste it on artillery if your men are running short and your wagon is almost empty. It would give a bit more depth to it as well, deciding from the start how many rounds of artillery you want to fire and how many bullets.

  9. I'm just giving my view of it. You're of course free to have your own but I feel I have plenty of supply. The only thing that could perhaps be changed is to allow you to go above 25.000 supplies and get two wagons instead.

    Antietam is perhaps special since you are so outnumbered but then it's still an interesting choice to decide who to give supplies to.. as I remarked, it's like giving oxygen to dying people.

    So the supplies might limit you from decimating the enemy completely in battles where you are greatly outnumbered and that could be solved with adding more supply wagons for players who wish to do this :) 

  10. It's reported on the Steam forum but it's also present on the beta.

    If you create a new brigade, say 1.000 men in your 2nd corps and want to add men to it, it shouldn't cost extra money for recruits except for weapons of course but it does if the brigade in your 1st corps has the veteran options activated.

    I've just tested for it on the beta, it is even active down to the 4th corps. A brigade costs 17892 to fill up to 2.500 men and 19851 if Loomis in my first corps has veterans activated.

    http://images.akamai.steamusercontent.com/ugc/97222901297153756/9F0F2654665E5887A653D8F9C274E59B74A39B42/

    http://images.akamai.steamusercontent.com/ugc/97222901297153592/2B6E7D966E7260F3D417E203A3F7FBB15DC73966/

    Surprised none of us noticed :)

    • Like 2
  11. I think you should just play without paying any attention to scaling. I do that on every playthrough and do just fine. Never had issues with supplies either. You help yourself a lot by taking the 1. option for cannons. There is a limit to how far the AI scales in side missions, just in case you were worried.

    I just arrived at Fredericksburg with 132.000 men and 9.000 in the bank by going all in on men, buying as many as possible and had no problems due to scaling. I find it a greatly exaggerated problem. 

    This is normal btw.. For hard there might be other concerns but well.. Hard is hard. 

    • Like 2
  12. 5 hours ago, Col_Kelly said:

    As CSA you won't need a second corps before the battle of Gaine's Mill, as Union not until Shiloh. I'd advise you to make sthe strongest 1st corps possible until then.

    You technically don't need a 2nd corps before you get to Gaine's Mill as Union either, you just have the option of deploying it.

     

    To OP: You can of course do as Hito advices and shuffle your brigades around but otherwise I advice to bring your strongest brigades in your first corps to the grand battles and have any left over brigades in your 2nd and eventually 3. corps that you won't need until Antietam. This gives you the most use of them in battle. So sometimes you might find yourself simply have a 2nd corps as a placeholder with only 1 brigade in it, which is ok. At Antietam, you do need to have a few there to hold initially but can otherwise reinforce the south as CSA.

     

    • Like 1
  13. 41 minutes ago, fallendown said:

    I already gave up on the game being realistic at all. I just had the Union AI run out of ammo and charge whore me with like 2 X 2500 man brigades. Watched the union stack 7,000 men into a space barely big enough for 1,000 (Stone Bridge) and fire with the same efficiency as if they were on a parade field. It's pretty evident the Dev's have never been to any of these places and gotten a proper scale.  For instance, in the screenshot below the actual area around the Stone Bridge is really only about 300 yards wide. I know this because I pass it every day on the way to work. That's enough room for 1200 men in line, not 7,000. The golden rule is that a regiment of 400 men in line will have a frontage of 100 yards.

    20161216170546_1.jpg

    It is a weakness of the game that units can blob like this unfortunately. Probably the biggest one. Doesn't mean it can't be realistic in other areas and ruling it out completely :). 

  14. 11 minutes ago, Sgt Shriver said:

    I'm playing as the Confederacy on Brigadier General difficulty, managed to win all the battles with generally acceptable losses, including Shiloh, Malvern Hill and Antietam. Shiloh was a pretty tough fight but I was able to inflict significantly more casualties on the Union than I received. Until Malvern Hill. Then I lost 23000 men to the Union's 25000. Antietam was a bloodbath as well but the Union got off even worse, 23000 to 62000. Damn this game is fun.

    Like I've said before, happy to see another player enjoying being challenged :).

    Your army should get some respite at Fredericksburg once it comes up. You'll be able to to add significant forces to it before it as well, somewhere around 35.000 including the men you get for winning Antietam. Do report back how it goes for you :)

  15. 9 hours ago, vren55 said:

    I'm kinda worried about the Fredericksburg campaign to be honest in light of my Union Army's result after Antietam. I've been winning all the battles in Union and I won Antietam, but I only had 57,000 men starting and lost 22,000, though I preserved all my brigades and inflict nearly 60% casualties on the confederates. Considering Burnside had 137,000 men and still lost to the 80,000 confederates... I honestly think my ass is about to get whooped.

    The AI also scales down with you, which is something people tend to forget. Not sure how far down though.

    You'll get 20.000 from winning Antietam + another 15.000 or so from the side missions and you can also buy 8000 with reputation from the shop. If you really killed that many confederates, you should have lots of rifles in your inventory.

    14 minutes ago, fallendown said:

    The best bet for the union would be to avoid Marye's heights all together and move down the railroad to attack Jackson. Of course then again Jackson's defense's during the actual battle were formidable. As a Fredericksburg native I can tell you that from Marye's Heights south to Prospect Hill is one long line of trenches. In fact our annual rennactment just ended yesterday with cannon firing in celebration. I could hear this 4 miles from town. 

    There are really two options the union could take. The first is to move south and east of Fredericksburg along the RF&P Railroad and attack up Hazel Run and Deep Run against Pickett's and Hood's thinly spread brigades and split the Confederate center. The second is to actually move north and west and attack Anderson's Divion on his section of Marye's Heights. 

    There are lots of strategies to be employed. I assure you, going for the other two points is no cakewalk either. I tried going for the two southern points and it really requires a lot of thinking ahead and planning. I'll make a guide of that too after the battle is out if people have trouble assaulting Marye's Heights as I suggest.

  16. It would go both ways then too, right? So confederate elite infantry would shoot back at you from much greater range than you can shoot back. It was possible to achieve almost cannon like ranges to your guns. It also allows elite infantry to sit in the back and comfortable shoot at any incoming attacks and get thousands of kills without ever even exposing them remotely to danger. while using some poor sods as fodder.

    Even small differences in range would make the game near unplayable. It didn't show much at first but imagine you have 60 different brigades at Antietam and they ALL have different ranges, and the enemy does too. How can you keep something that even looks like a battleline then? You can't really. 

    I remember at 2nd Bull Run when I ended up defending as Union on the hills, I had twice the army but half of mine was completely useless in defense since the rebs had almost twice the range.

    You never know what kind of range enemy troops will engage at, and any defensive posiiton you hold is virtually useless as enemies can just outrange you.

    It's not viable, even if it's disliked :).

    • Like 2
  17. The range for infantry brigades is normalized for game play reasons. In early beta brigades could have widely different ranges and it was frustrating defending a hill while being blasted off it by longer range elite infantry and being unable to respond really, forcing you to come down the hill. It made fortifications useless and caused all kinds of problems.

    What you get instead, is that better range rifle will lead to more casualties caused out longer ranges.

    Skirmishers and cavalry can have different firing ranges depending on their weapon though and even detached skirmishers will utilize the greater range of various weapons.

    • Like 3
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