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Husserl

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Everything posted by Husserl

  1. As Losenis noted, select Custom Battles in main menu. The historical Devil's Den battle is located in 2nd Days Afternoon battles and Picket's charge in those of 3rd Day.
  2. I have played many times this battle as the US against Nick for testing. The situation is indeed very difficult for the US. They have the numbers but lack of elite units. In contrast, CS are outnumbered but have elite units and the best ground. Moreover the forest ground does not allow to exploit the US better numbers, since it will delay any advance, giving time to your opponent to prepare and shell you for long before you meet him. The only chance for the US is to exploit darkness. Most suitable path for advance is one of the two edges of the map. There, there is some open ground that will allow your troops to move fast and attempt an outflanking. I had tried the left one, between Culp's and the left edge of the map. I used the dark and prepared the assault moving the majority of my forces unseen to the left but I kept some forces to commence a diversion attack at Wolf's. When everything was set I launched the attack on Wolf's. I tried to "persuade" my opponent that this hill will be my main objective and lure him to converge some of the forces from Culp's and Benner's to repel the attack. I used the worst brigades, some batteries and the General. In the right moment I launched the main attack in column formation at the left (the best units should be assigned here). There is some good ground south of Culp's for the artillery to have good LoS on Culp's (stay alerted for the Louisiana Tigers and shell them if appear) but you gonna need some batteries as well for the main (far left) advance for canister. The tactic is hard because soon you'll have many units at the edge and will be difficult to assign orders. Also you gonna need a couple of brigades to commence a suicidal assault on Culp's from the south, against the artillery. This is important so the opponent will be confused and split his attention to many locations, and most important, will attract his artillery fire, giving a chance to your main assaulting column to advance rapidly and take positions west of Culp's (avoid "Run" or use it for very short periods). When the main assault is on the move, move your General form the right to the left to support it. Also the units from Wolf's diversion assault (if they are still operational) should be re-assigned to converge to the center, between Culp's and Wolf's, to keep busy the opponent and if possible to block the transfer of forces to support Culp's. After a hard fight it is possible to seize Culp's with the superior numbers (and canister). Then move your remains there, re-deploy, recover and move on Benner's. I have not managed to win this battle -my best performance was just to seize Culp's which I lost later- but if my opponent was not Nick I am sure I should. This tactic can be used the way around (main assault at the right). Effective coordination, moving unseen and right timing are the keys for the US to win at this map.
  3. Well, though personally I would never use such tactics, I have no problem if my opponent does. Every exploit of the current circumstances is acceptable since that is the substance of the term "strategy". And every game, no matter how perfect it is, will have flaws that may be exploited. UGG, however, offers countless opportunities to experiment in strategy in a more "traditional" military way. Talking about Generals, here is an example of using the General in an aggressive way: I had to attack as CS at Devil's Den map. The plan I came to, was very risky but promising and completely based on the General (Longstreet). The later is considered the best General in UGG and has the largest command radius and exactly that was the advantage I decided to exploit. So, I split (!) my force and send most of Hood's division (3 brigades), including the elite Texas Brigade to a long maneuver, south of (Big) Round Top and positioned them in the back of the enemy line, almost at the mid-right edge of the map (US artillery almost broke the plan). Meanwhile I waited for McLaws division to enter the map and take positions. My plan was simple: I would launch a simultaneous attack from the west and east. My objective was the forest at the Cemetery ridge, just south of the VP. If I could advance my troops in that area which provides excellent cover, then the battle would be actually over and to my favor. The biggest problem was that the troops located in the east had not a General support and despite their eliteness they would be doomed. So the crucial strategic factor was assault sync. To the action: when McLaws division took position I launched the simultaneous attack from east and west: rantevouz point the mentioned forest. From the west, I followed a path between Wheatfield and Devil's Den. My opponent tried to halt my advance and attacked me from north (peach orchard), the south (Little Round Top) and the east (from the forest which was my objective). My attack from the east forced him to keep forces at the forest so his attack from that point against my western advance was weak. Also using a couple of good units, I delayed his counter-attack from north and south. Soon, a safe corridor was created and managed to advance Longstreet just when my east units were starting wavering. Now Longstreet could also support those units which soon recovered and re-attacked. The result was to seize the forest and position my tired units in the woods to recover. My opponents had the most part of the map and all three VPs but I had split his forces in two and captured a strong position at the center of his front line. The rest was easy. I defended easily this position and when my units recovered I launched an assault on Little Round Top to the south. My 3rd Corps that came as reinfs swept the north part of the map and soon the battlefield was mine.
  4. Generals are not fighting units but they may be panicked if they get very close to the enemy or caught in the middle of an infantry engagement. If they do they will retreat (its flag will blink in white) and remain temporarily out of player control until they recover. For that they have an auto-evade system to avoid proximity with the enemy. Try to protect your general behind your infantry line. If the enemy attacks your front line and your General falls back, re-order him constantly to stay closely but behind your line and support your troops. If, however, there is a crack in your line you must decide quickly what part of your split line he will support because if there are hostile units between 2 parts of your front the General will not be able to move from the one part to the other (or you'll have to outmaneuver the enemy which might be fatal for your troops since both parts will be found without support during the General's outmaneuver).
  5. Hi Razgirz! As you've guessed, the tablets hardware limitation forced us to present an alternative release of UGG for these devices. For the next battle we are focusing to add more new mechanics/features than transfer more existing features from PC to tablets.
  6. It does not make any difference. The General will replenish all units inside radius that belong to the same Corps (highlighted green) in the same way. Units do not have to be covered completely by the command circle, thus the replenishment will be triggered even just a couple of sprites at the side of the unit touches the command circle. Note, however, that the replenishment speed is depending on the so far performance of the unit in that specific battle. A unit that has suffered a morale drop once will replenish it faster than another that has suffered twice and so on.
  7. If your arty units refuses to target the assigned hostile unit, either its target is out of its individual line of sight or it is blocked by friendlies. If you have enabled the LoS Indicator (default option in Gameplay options), you can see the individual line of site for a few seconds when you select the unit. If you have disabled it then you have to hold left click shortly on it to see individual LoS. If you order a unit to select a specific type of ammo then your unit will stick on that until you re-assign a new type of ammo (or Auto).
  8. No, it does not. Run mode and battle action (especially charge and melee) drain units' Condition. If your only action for Iron in the very first battle is just to advance and position it to McPherson forest (just after it enters the field and takes its initial position), then its Condition should be no less than 80% (without using Run mode or take any action meanwhile). In the next battles units carry their Condition from the previous one and do not replenish it. Do not miss to use your General to replenish units condition (I Corps for Iron).
  9. UGG is a deep tactical game and a list like that would not offer anything while it could mislead the player. Elite/Crack units have a better reload time, however, there is also the Condition factor that should have taken in mind. Units with higher Condition reload faster and so on. That means that you cannot relay just in the rating of a unit because reload status is a dynamic factor and not a static one. In contrast, efficiency (kill rate) is a more solid factor because here the elite/crack units have always the advantage against lower rating units. But here should also be taken in mind the followed unit tactics in the battle. For example a unit with lower eficiency will make more lethal volleys if fires at the flank or rear than an elite unit that fires at the front of a hostile unit. The terrain also affects the efficiency (high ground, cover, etc.) so the position of the enemy and the way of the attack can further enforce or reduce it. In a few words the rating of a unit is not so important as the tactical use of it. An elite/crack unit has theoretically better initial statistics, but in practice, it is the command by the player that will finally determine how efficiently it will perform in action. R.E.B Blunt has already noted one of these tactics about the use of elite/crack units (and more generally in his splendid tutorial) but there are many more the player can discover on the battlefield of UGG.
  10. All units have a rating system 1 to 3 stars for normal, superior, elite (or trained, veteran, elite/crack) units. The stars are shown in the unit's panel on the commander's portrait and additionally for iOS beside the unit's indicator in battlefield (the little shield over the unit).
  11. There is a PM sent.
  12. Thanks for the feed back. We shall check the issue.
  13. Thanks for your kind comments! To keep things simple, all units are set to auto fire when a hostile units comes in range. If your arty unit fired on friendlies then this is a bug, however, has never reported such an issue. Retreating units are out of player's control until they recover. If a unit has lost over 65% of its manpower, then it would withdraw completely from the battle and permanently (it won't be available for the next battles of that campaign).
  14. We are very sorry for the inconvenience. Custom battle is an one time play form 20 to 60 min. (depending on the battle), so there was not a included a saving system. We estimated that there was little to offer for the resources it could take (adding such a system in custom battles is not just a simple expansion of campaign's saving). During the Early Access period has not been almost a single request about it, so we finally decided not to include one (as you've noticed, there are still no requests about it). We've noted, however, to reconsider it for our next game.
  15. @ Deathjag If a unit loses 65% of its force, then the next time that will suffer a morale drop shall withdraw permanently from the battle. If a unit gets repeated devastating moral drops (0%), there is a good possibility to withdraw permanently from the battle (no matter of the number of men). Try to keep your morale damaged units temporarily in safe to recover before throwing them again in the heat else you risk to get panicked and finally withdraw. It is not clear your problem with commanding your units, please provide more infos and if possible a screenshot.
  16. Yes there is. Flank attacks result more casualties/morale drop and rear ones even more. Only artillery solid shots inflict the most casualties in flank attacks (longer row of men available for the single solid ball). There is no extra penalty than normal firing except the delay in advance. You can have a good idea by watching the increase/decrease rate of the graphical bars and the symbols in unit's panel (see the guide for details about the bars and symbols http://forum.game-labs.net/index.php?/topic/4387-ios-guide/)
  17. The key for this battle is... Benner's hill! Both sides should rash asap to capture the middle VP and "Hold" positions. The forest there offers good cover and the side that seizes it first will have the advantage if: the same time secures Benner's hill. Then move your arty on that hill to dominate the field with its heavy fire power and support the defense of the middle VP. If you manage to place your arty there, battle is over.
  18. Husserl

    iOS guide

    The Battle of Gettysburg In Ultimate General: Gettysburg, you re-live the Battle of Gettysburg as Commander of either the Army of the Northern Virginia (Confederate), or the Army of the Potomac (Union). Innovative player control and game mechanics enable you to command historically accurate forces from skirmishers to the full strength of each army. You have the options to develop and implement different strategies and tactics as the battle develops. Ultimate victory - or defeat - is dependent upon your crucial decisions and military expertise. Campaign: The campaign battle offers the historical battle organized into ten unique scenarios per side. When the cannon first roar, you begin with just a few units. As the battle develops additional corps and divisions arrive on the field and eventually you will command tens of thousands of troops during battle. Map: The map was created by blending satellite imagery, topographical research data and historical maps into a unique, clear art style. All major terrain features such as houses, ridges, hills and forests are depicted as accurately as possible. Ultimate General: Gettysburg also features all the necessary mechanics to make full, tactical use of the map: cover, movement, line of sight, fields of fire and more. Armies: Both armies include all historical units that fought at Gettysburg. The Union army deploys efficient artillery, quality armaments and well-drilled troops, while the Confederates have superior morale, inspiring leaders and deadly close combat proficiency. There are five types of units available in Ultimate General: Gettysburg: infantry, artillery, cavalry, skirmishers and command staff. You must use them wisely to utilize their advantages and adjust for their weaknesses. Smart Artificial Intelligence (AI): Your opposing AI commander evaluates and gains tactical superiority in real time and will employ different commanding skills, acting aggressively or defensively, heroically or cunningly, as effectively as a competent human foe. Unique Controls & Unit Self-Awareness: There's no need to micromanage your units, because they are able to act on their own initiative and realign to switch targets, withdraw and form battle lines without player input. Advanced Lines of Sight: Elevation and obstructions affect unit visibility and fire combat realistically. Your units will make use of concealment and "dead ground," or defilade, to survive artillery barrages, surpise enemy units and more, but beware -- the AI will attempt to do the same to you. Numerous Tactical Factors: In Ultimate General: Gettysburg, you will discover that military units are not “machines” that blindly follow orders, but are composed of real men, with all that implies, who will need to conserve their strength and courage for decisive actions on the field of battle. Every basic tactical element that you would expect of a great strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors, including flank or rear attacks, casualties, powerful initial volleys from enemy units, artillery fire and fatigue. NOTE: Ultimate General: Gettysburg is compatible with iPad2 and up. The game WILL NOT run on earlier generations of the iPad. Main Menu When the game is launched, you will see the Main Menu. At the top of the page you can start an interactive tutorial, view player’s statistics, adjust game’s options and view the developer team or select side and start/continue your campaign battle. Tutorial: The interactive tutorial will guide you through the basic game controls. After completing it, you should be able to jump in the game and command your army efficiently. Statistics: Here you can see your progress so far, including the current rank and statistics about the number of the played battles, kills/losses, wins/defeats, etc. Options: In Options tab you can adjust the music/sound levels, the number of soldiers per unit and the number of corps. In weaker iPad models you may need to reduce the Soldiers/Corpses numbers to gain performance. Battle selection: After you have selected your side the battles menu page appears: There are ten scenarios available per side. Every victorious scenario unlocks the next one, and also helps you to build your career. You start the campaign as a corporal and you can end it as a Lieutenant General. Use the slider below the map to select the next scenario or an unlocked one to replay it. Choose your desired level of difficulty from the box on the right side. Battle preview: After you have selected the Battle button, the pre-battle menu page appears: Here you see the starting positions and the expected number of forces (infantry and guns) for both sides. In the middle there are battle’s details, a brief description of the tactical situation on the field, and the objectives for the upcoming battle. Select the Fight button when you are ready to enter the battlefield. Battle outcome: When the battle is over the outcome menu page appears: Here you see the battle result and aftermath, including possible promotion, etc. By selecting the Statistics button, the detailed outcome report appears: The Statistics window includes a list of the units involved, information about unit type, starting and remaining strength and losses and casualties inflicted. This list can be sorted by side and by type of units.. Battle interface The battlefield (1) is the center of the action where you’ll command your army and fight your battles. The armies are presented in brigade level except skirmishers, cavalry and sharpshooters which are presented as regiments. Every unit carries its name and the current number of men along with an indicator for the side and the type of the unit. The number of stars next to the indicator, indicate the unit’s skill rating (normal, superior, elite). In every scenario there are up to three Victory Points (VP). To win the battle, you must capture and hold the number of VPs that was specified in the pre-battle window. VPs are indicated with a white flag with a circle around it. When a VP is captured the flag changes to the colors of the side that has seized it. At the upper middle (2) you see several information about the current battle: date, time, available Victory Points, the time bar and the Menu button. Select the Menu button if you want to restart the battle or return to Main Menu. At the upper right corner (3) there are the Pause and Map buttons. Select/deselect the Map button to show/hide the elevation contours on the map: Unit controls: The basic unit actions can be easily performed by simple fingertip moves. Check the interactive tutorial in the Main Menu to practice with these controls. Here is a quick reference about them: Tap on unit and drag a path to move it. Double tap on a moving unit to halt it. Tap once on a target for a range attack or twice for a charge. Tap, hold and rotate, to rotate a unit. Make a circle around a group of units to group and command them as a single unit. Stretch/Pinch to zoom in/out map. Drag map with two fingers to pan. Additionally, there are up to four control buttons at the bottom right (4) for special actions, which, with the above touch actions, complete a powerful unit control system in Ultimate General: Gettysburg. Use the Charge button if you want your unit to auto-charge on the nearest threat. If you manually first select a target then your unit will charge that specific unit (as you can do with double tap on the target). The Limber button is available only for the artillery units. Select it to limber/unlimber guns and redeploy them faster on the field. Select the Halt button to halt a moving unit. When this button is selected it turns to the Fortify control button (see below). Select the Halt button to halt a moving unit. When this button is selected it turns to the Fortify control button (see below). Select the Fortify button to order your unit to defend its ground more tenaciously. Your unit will hold position and formation until it receives new orders or withdraws due to low morale. Select Fallback button to make your unit fall back, always facing the enemy. This action will limit casualties and increase morale slightly. Auto fire: In Ultimate General: Gettysburg units are always in auto fire mode. When the enemy is in range and within a unit’s line of sight, the unit will automatically open fire. You can always assign a manual target but keep in mind that your unit will continue to follow your order until you re-assign it or its target goes out of line of sight. Artillery units use three types of ammo, solid, shell and canister, and will automatically select the best type depending on the distance to target. Unit GI: The unit graphical interface (5) provides information about the status of your units. It appears at the lower left corner of the screen when a unit is selected: In the panel you can see the historical portrait, name and rank of the unit’s commander, the position of the unit in the army's order of battle. The number of stars indicate the skill rating of the unit. At the right top of the panel are the kills and casualties meters. Four dynamic colored bars indicate the unit's current morale, condition, cover and reload time. The Morale of your units is a critical factor that affects its capability in combat. It is dependent upon the condition of the unit and its army, its deployment position and the success of your plans and actions over the course of the battle. There are three additional symbols that may appear in the morale bar that indicate unit state and/or action. Target The target symbol appears when your unit becomes the target of a hostile unit. A targeted unit will experience a drop in morale. Melee The melee symbol appears when your unit has been engaged in a hand to hand combat. Repeated charges will drain unit’s morale. A unit with low morale will be out of your control and either will retreat temporarily to a safe position, to recover, or withdraw completely from the battlefield. Replenish The replenish symbol appears when a unit is inspired by his Corps commander’s presence (see below about this special unit and its abilities). Cover depends on the position of a unit and is affected by terrain features. A unit with good cover will be better and more resistant to morale loss, but will have reduced line of sight. Depending on the type of terrain, additional symbols appears in the cover bar: Grass Forest Water (in Gettysburg’s vicinity these are mainly small creeks) Urban Fortify The additional fortify symbol is not related just to terain. If you order a unit to Fortify (see above in unit’s control buttons) your unit will gain a cover bonus, simulating that your men are using the best defensive positions the current terrain can offer. Condition is a combination of the current physical state of the unit and an "abstracted" status of its supplies. The unit's condition is affected by its speed, terrain and the distances it has to cover. The use of firepower increases unit fatigue and the need for resupply. You have to be cautious when using your Run or Charge orders to conserve a unit's condition. Constant assaults will exhaust and disorganize units. Infantry units are not suited to engagements involving long marches. Remember that a unit in bad condition will lose its morale more quickly. Reload is a time factor affected by weapon type and the unit’s condition and morale. Units in bad shape have lower rates of fire. If you order an artillery unit to limber/unlimber it will need some extra time to reload/load. This side effect should considered in order to coordinate effectively artillery redeployment. Corp’s commanders: Generals are special units and their panel has some differences from those of the other units. The General's info panel displays information about the units under his command and not that of the General unit itself: Generals are not fighting units (they cannot attack or be attacked), they will fall back automatically to evade potential threats, so they have fewer controls. Their presence inspires units, replenishes morale and improves condition more quickly. By selecting a General unit, you can see its command radius as a circle and the units under its influence highlighted in green. The highlighted units within the radius get bonuses to morale and condition recovery. Messages (6) appear at the upper left corner of your screen and will inform you about the arrival of reinforcements on both sides. AI movement will only be reported if it takes place in a visible area. Line of Sight & Fog of War Ultimate General: Gettysburg comes with an accurate Fog of War system that simulates Line of Sight. Simply put, units can only spot what they can directly see. In the image below you can see the visible area that is inside the total line of sight of the whole player’s army and the black, blocked area under the fog of war: If you select a specific unit you will clearly see the visible area of the unit (very bright area), but you will be still able to see the total line of sight of the whole army (semi-dark area): The selected unit (Candy’s brigade) will react only if a hostile unit enters in its own line of sight (the limited very bright area around it). If the enemy enters in the semi-dark area it will be visible by the player - because at least one of your command's units can see it -, but it won’t be visible by Candy. In this case Candy will not auto-react, even if the enemy is inside his range of fire. It is important to remember that you may be able to see a hostile unit because it is inside the line of sight of at least one of your units, but this does not mean that all of your units can see it too. Hostile movements under the fog of war (black area) will not be visible by the player. For more details about the line of sight along with other important factors and game mechanics please see the related chapters of our detailed online guide for the PC version at: http://forum.game-labs.net/index.php?/topic/746-on-line-guide/
  19. CS have an advantage in melee. If US let the engagement to be determined by charges/melee then indeed have no chance (in any map). Try to use the US advantages (better volleys, artillery) and turn the CS advantage to a disadvantage.
  20. Do not fall straight back. Your units are light but they are 5 of them against 2 heavy brigades. Surround and harass them as much as possible. Hit and run the slow infantry brigades, do not stand for long in volleying and make sure that they won't fall in melee (attack, fire, Fall Back, reload and repeat constantly). Calef can shoot few shells or a couple of canister on the flanks before move to safety (keep firing while re-deploying). If he is being charged and you see an inevitable loss, counter-charge with a light unit to buy time for Calef. It is better to sacrifice a light unit than loosing your arty. You cannot halt the attackers but you can delay and tired them, so Iron and Cutler have an easy work to do. Your first objective is to make sure that Oak Ridge will remain unoccupied (send Cutler straight away and Hold him in that position). If you play it right, Davis will collapse and forced to fall back just before Oak Ridge. For Archer most likely you'll need Iron brigade to finish he job. Here is one of the "openings" I prefer for US: Here, I try to move 2 skirms to the flanks of the 2 CS brigades (I actually want the attackers just to turn a bit and expose their inner flank to my 3rd skirm unit). The middle skirm will couple with each of them to create 2 to 1 situations against Archer or Davis (and repel the Heth's skirms). Cavs guard Archer and support skirms where is needed.
  21. It is depending on the case, for example how many times before that, the specific unit lost its moral (the most the times the slower the replenish)? About reload its condition status is also important, however it should reload in any case even if it did very slowly. A screen showing the unit along with its hud would be very helpful here. P.S. This is a troubleshoot sub-forum related with forum issues and not with the game. The topic is transferred to the Support sub-forum.
  22. We have some new ideas about MP battles and a sample of it will be presented with the imminent patch: one single battle for all the first day engagements! The battle starts in the morning with Heth and Buford skirmishing and continues non stop until the afternoon. CS 2nd and 3rd Corps, and I and XI US Corps gradually arrive along with the... escalation of the battle. It is a fantastic battle! We are planing to do the same for the second day (though here both armies will be almost fully deployed and have to address possible h/w performance issues).
  23. We are sorry for the problem, there is an issue with the load screen. It will be fixed with the imminent patch that will be released the very next days.
  24. Welcome to our community! Use often fall back to lure an Ai unit and strike it from the flanks with other units. Also group your arty units, assign them a group number and a specific type of ammo. By having all of them in auto, will result to fire often and get tired too soon. These will be useful when you'll meet the frenzy Risky...
  25. Sorry folks, most likely we are gonna need a couple of days more, the imminent ios release consumes most of our resources.
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