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Grognard_JC

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Posts posted by Grognard_JC

  1. Governments running short of manpower often under-report their casualties in the press. As Napoleon faced increasing longer odds his casualty reports released to the press were so obviously flawed that, "To lie like a bulletin" became so common as to become a cliche in everyday business dealings in France during those wars. I'd posit that after the invention of the printing press it has been far more common than not to mislead the press regarding casualty returns. Even today many countries are less than diligent and/or don't have the press scrutiny that we have in the U.S.

     

    Correct me if I'm wrong,

    To lie like a Bulletin does not actually refer to casualties but to facts. Bulletins made by Napoleons more than often changed "facts" to accomodate reality. Most famously, those about the Russian retreat only let the reader undertsand something was wrong somehow. Numbers were not the primary business of Napoleon's bulletins.

    What would be interesting to study, is when the propaganda press actually started to use "numbers" to bolster the home country morale. Certainly, that only started in the 19th century, and the ACW might very well be an early example.

    Anyway, writing an article in a time of war is hardly an exercise of objectivism, journalist won't get the actual casualty numbers by themselves, but through the army, so from scracth the whole information line is flawed. If you look at the bulletins of WW2, this is very true.

    I do not agree about your statement about today's US press scrutiny. The country is at war, and it's very hard to get the actual figures. Yes, there are the official military figures that we can believe, but concerning civilian casualties (Irak for instance) we only get rough estimates. What's more, it's very hard to get the proper numbers of casualties sustained by the mercenaries, often american themselves.

    What's more, just remember when under Klinton's, the war of Kosovo was a war with "0 casualties".

    I don't think the casualty numbers were hence flawed because of the shortage of manpower, but because it always happens to be flawed in times of war. That's just the way propaganda works.

  2. My question is...if artillery is balanced correctly and feels historically appropriate, is that the only major issue you have with the game at the moment?

     

    You are right. No, that's not the major issue.

     

    (that's not the place for it but imo the issues are :

    • weird melees, (especially when they last forever.)
    • routing enemy reforming behind one's line and screwing all your defence,
    • units that should have surendered (melee 1v5 i.e.))
    • Like 2
  3. Contrary to some of the posts above I typically use skirmishers one the front lines as a screen to protect my regular infantry as they advance into gun or melee range.  They are particularly useful for soaking up the opening volleys and canister allowing the infantry behind to charge with minimal casualties.  The confed skirmishers excel here as they can absorb 2-3 full volleys or a few canister shots before routing.  The Union Skirmishers are too flimsy to last long in any given engagement and route very easily though the above can still apply though not as effectively.  Typically skirmishers are decimated almost every time they are in play (at least that's what I notice, though it could be just me using the above strategy too eagerly).  

     

    Imho, that's a waste. You waste their firing potential using them as human-wall. You should prefer screening your "charging" units with 1 star ranking infantry, as they are affordable.

     

    I wonder what's the real purpose of the charge however in current version, it's always a good way to make the timer last longer, but also a good way to break a good and coordinated advance of yours. On other games, I'm quite a charger, but I hardly see any advantage in this. Pressing home is maybe the word however.

  4. Euriska22, I'm not that a great gamer, but I think you've got the essential. Screen artillery, second rank firing (from a hill), and put on the flanks make them viable. They do take lot of casualties when pressing any kind of attacks, even on the flanks. Imo, they must not be used in any condition in offense (cavalry is better at this). Find them good ground on a wooden hill, just below an unprotected artillery, of maybe on an unprotected flank or Victory Location. They really die like flees, especially when you play the confederates, so do not use them in attack.

  5. Hi, I'm pretty new here but I do have some ideas about what should be included.

     

    1) Multiplayer with the full 3-4 days battle. It would be awesome.

    2) 2V2 and more in multiplayer. It would be a good argument for sales too.

    3) True modding potential (so we get accurate uniforms, or even complete NW overhauls)

    4) LINES OF COMMUNICATIONS : getting in the ennemy's back is not as rewarding as it should be.

    5) Maybe even less difference btw Union and CSA.

    6) In the battle, when you have a decision to take, it should be said wether the move will occur in the evening or in the incoming day. I twice got my campaign ruined by a mislead choice due to the text. I chose to press on, while thinking it would still be on the same day. Actually, I pressed on, but the 2nd day, when the ennemy got its reinforcements, which is suicide at this point for me.

    • Like 1
  6. A small misunderstanding :)

    There is indeed a work in progress beta for Ultimate General: Gettysburg, that is currently in its first testing phase. It includes the following:

     

    v1.14 PRE-RELEASE rev.8739+ Beta

    • AI optimizations. AI should be better in attack and defend overall.
    • Melee fixes to inflict more casualties. Previously damage was too low.
    • Artillery damage tuned better. Previously it could be too powerful. Now artillery does modest, more sensible damage from long and medium range and is devastating as it should be from close range.
    • Artillery more vulnerable to projectile fire. Now you will think twice to risk your arty on the frontline,
    • Minor balances to Union and CSA combat effectiveness.
    • "Chance to change history" map got VP increase of Cemetery Hill and Culp's Hill so it is possible for the Union player to win after a successful delaying tactic. 

    This patch aims to be the last for Ultimate General: Gettysburg. Some important bug fixes will follow, for example the saves' bugs.

     

    Very good news. I have to say I cannot wait for it. :P:wub:

     

    What about having the tilft-shift as an option again. I never got the chance to try it, as I bought the game only recently...

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