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Jamesk2

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Posts posted by Jamesk2

  1. 1 minute ago, pandakraut said:

    I've never considered a full right flank at Shiloh, could see that working though. Would be less fun with a mod that fixes the gunboat damage to be relevant. Not sure how far you've made it in the campaign, but you'll find that I often bring a minimum of infantry.  Part of this is play style to minimize losses(artillery and snipers deal damage for free) part of it is that with the UI mod I'm using those max size artillery batteries really really hurt and I want to be able to get rid of them without having to close to rifle range. 

    Ah you misunderstood me here. I don't do full right flank, I do full centre rush (as in, my command advance through the right edge and the AI would advance through the left edge. It's a little difficult to show the maneuver on map as you don't fight around Hornet Nest but here it would look like the main avenue to approach the VP, with positions to screen the advance and block Union retreat shown.

    Shiloh final.png

    • Like 1
  2. 2 minutes ago, pandakraut said:

    I think the core of the differences in how we approach the missions might mostly due to how much the Rebalance mod changed how I approached missions. It takes me a while before I really start playing the base game more optimally again. No detached skirmishers to abuse and rifle damage goes down quite a bit so you can't rely on it as much. Having cavalry available to get rid of artillery is also more important than in the base game.

    At the start of Potomac Fort, do you bypass the skirmishers guarding the river entirely then? Or are you driving them out with detached skirmishers? Skipping the contested river crossing is definitely worth considering. That section can go poorly so easily and end up getting crocker damaged beyond the point that he is useful. I'll have to try your way the next time. 

    At Bull Run I've never tried those positions on the left. Not sure about that spot, but it does seem like it'd protect your bridge force from getting flanked like sometimes happens. Usually I am able to bait the units on the left into attacking the northern point of the river. Normally I hold the bridge for much longer but when so many units slide over to the ford I usually just pull back rather than risking getting caught up there.

    I haven't tried the full VP give up on Stay Alert. If it works more consistently than the skirmisher line I might use that instead. You still full clear the map with it? The skirmisher line is amazing when it works perfectly, but as you saw in the video if the ghost cav bug happens you're somewhat screwed. 

    Aside from Potomac Fort, Bull Run (where I take 1 detached skirmisher to guard the ford north of the bridge) and Ambush Convoy (where I use skirmisher to capture attention of the escort brigades, allow the cavalry to sweep in and take the convoy from the flank) I don't use detached skirmisher in any other battle. Too much cluttering for my taste!

    At Potomac Fort I skipped fighting the river section entirely. If I'm really unlucky then an Union skirmisher will deal 20-30 kills to my brigades when I'm crossing, but most of the time it's fine.

    Yeah I think I still full clear Stay Alert. I'll return to my game computer later and pull out stats to compare with yours.

    • Like 1
  3. At Shiloh I will still only bring 2 artillery, meaning I would have a lot more infantry (8 brigades if I'm correct) than you at the start. I didn't have to "dance" with the Union skirmishers like you do, just advance in a 4-brigade abreast line and slowly push them back with superior range (it used to be that the Union skirmishers bring Whitworth and being a total PITA but now that's not the case).  At the river line I would divide them up in to several groups and advance like this, with the "X" marking the "kill zones" where I would trap advancing Union troops or surrounding Union fixed positions. By having a brigade advancing up the woods next to the Union big camp, you can lure the Union camping on the right side to come to the flat ground to be flanked and sped up the advance a lot.

    On the right flank, interestingly I would do somewhat similar to you by avoiding to take the Spain Field early. But I only do that so that I have time to concentrate all units of the right flank very close to the edge of the map. When the Hornet's Nest phase happen I will make a mad dash to take the crescent wood on the left side of the Nest itself, then move my troops behind the wood (screened from the Union viewpoint) and arrive between the Nest and Harrison's Landing, blocking Union withdrawal from the Nest, then take my command and whatever brigade still unoccupied from the right to blitz straight toward the Landing and capture it.

    This strategy was born back in a version when the AI Confed troops are only 12k instead of 24k, and you can randomly get hit by unlucky roll in Legendary, making Union troops far outnumber you on the right flank. In this version I think it's debatable between yours and mine which one is better (mine preserve more troops, but yours rake in a ton of weapons from dead allies and enemies). But at least my plan is more aesthetically pleasing (seriously, Shiloh is still my most favorite battle of the game since I discover this strategy, as playing it make you feel like you're Alexander at Gaugamela or the Manstein at the Battle of France) and close to the original strategy from Johnston. 

    Shiloh left.jpg

    • Like 1
  4. For Newport News main difference is I would take 3 infantry brigades with 2 1k Mississippi ones and remaining Springfield. 

    At Bull Run I would have bring 3 big infantry brigades to completely block all attempt from the right (the raw unit hold the centre, the experienced one provide flanking support), with a 3-Inch Ordnance battery to counter Union batteries.

    In the left flank I would arrange my defensive line like that to hold the Union for as long as possible while the right-wing continue to maul the Union, and only retreat when there is about 20 minutes left in the counter (enough for the artillery to retreat). I think the "retreat to Henry ASAP" strategy is helped by the fact that Jackson still come right at the beginning of the 2nd phase (which I didn't know would happen). If Jackson come later then that would invalidate the whole strategy

     

    Bull Run.jpg

    Bull Run left.jpg

    • Like 1
  5. So here is the tactics I would use for the early battle:

    Potomac Fort: I would set up Kemper/Sigrfried behind the Union reinforcement advance (avoid crossing the river) and then use Hexamer to draw the Union reinforcement towards them. If the Union was sufficiently broke, I'll then move Hexamer to the farm and block them from that position, freeing up infantry to join attack on the fort. If not, I'll set up a 2nd defensive battle at the river before attacking. The main attack on the fort will come from the right with 3 fresh brigades, while own units provide flanking from the south and cavalry attack the artillery.

    In the defend phase, I'll combine Kemper/Sigfried to hold the fort, using detached skirmishers to draw Union charges preliminary and keep their attention away from the fort. This one I think is 50/50, if it works it really works well, but not as consistent as rushing out to meet them as you do.

    Potomac Fort - attack.jpg

    Potomac Fort - attack 2.jpg

    • Like 1
  6. Hmm this is really good. Even though I did find some of your tactical choices in the early campaign not as optimized as some I personally used, your usage of cavalry/detached skirmishers to take out Union artillery and stray units is really eye-opening (although in some cases arguably gamey), as well as the fact that you always aggressively push your attack into logical conclusion.

    However I do wonder how much does using a min-sized brigade size affect the difficulties of your campaign (I play with 2000-sized brigade)?

    • Like 1
  7. 7 hours ago, The Soldier said:

    The cost of keeping a Shock Cavalry unit in good fighting condition is simply not worth the price, let alone if you want to get it to Vet 2 or higher.

    Here is where you get it wrong. I don't have one Shock Cav unit, I have a whole division of them! Seriously, the way casualty and morale is calculated means that 2 mediocre units are always better than 1 elite when it come down to melee.

  8. 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.

     

     

    • Like 1
  9. There's nothing prevent you from both maximizing kills and take the convoy at the same time. Detach skirmishers to occupy the attention of the 2 escost brigades, then cavalry sweep in from the flanks into their back. Grab the convoys then run north.

  10. 16 minutes ago, maojoejoe said:

    UGG managed to pull off realistic causalities pretty well: if you played against the dynamic AI competently causalities would end up in the high 30k range on the enemy side and the 20k range on yours, which, while being higher than history, was still realistic and not an absurd 600 or 700% increase. I am not you, so I do not know the exact causes, but I believe these ridiculous casualties are caused by a combination of 1) an overly aggressive AI, 2) absurd morale levels, and 3) high kill rates.

    Can only say that I've had more than 30k kills just after the first day of UGG.

  11. On 6/9/2017 at 2:35 PM, Col_Kelly said:

    This cap is intended. in early beta there wasn't any and you could totally break the campaign's balance by abusing it. Imagine how easy the game would be if you captured 3k federals every mission.... 

    With the new system there should be no problem. Yes you're receiving more recruits but the AI should also be taking back the veterans that otherwise should be lost.

    • Like 1
  12. On 4/4/2017 at 7:39 AM, Aetius said:

    Yeah, so Legendary is now beyond absurd - there's no scaling, everything is just cranked up to the maximum possible. Confederate Newport News is unwinnable, your green troops simply can't shoot fast enough to put a dent in the Union forces. They have two 576-man skirmishers, a 1050-man LeMat melee cavalry unit, and seven two-star 2700-man infantry brigades armed with Springfield 1855s. Enemy units that are routed don't flee, but remain in place and fight in melee. The cavalry unit can simply ride over my units without stopping to engage in melee.

     

    I think you got hit by the "random super AI" dice roll. Last patch I got hit by one at Shiloh, with my 24k facing their 50k. I still crushed it, but Shiloh obviously is a particular case where I think even if AI got 75k I would still able to crawl to victory.

    Also the number report seems suspicious. It counts only 212 Confederate cavalry, while Stuart alone commands 245 at the start of the battle.

  13. The problem with ultra-hard mode in most games is the same: How to make the game just hard enough that players have to sweat their way to victory by being correct every step of the way without being next to impossible without cheesing the *** out of it. I think that the current Legendary is pretty close to the latter case, and a fix to artillery reverse scaling may fully make it impossible to win.

  14. Marksman is better because:

    1. Supplies is capped at 25k/corps. Slower reloads = less ammunition spent.

    2. Most of the time the player are on the defend side, so you get to fire the first volley. Getting a strong volley first reduce the retaliation power of the return volley. You can even have a first volley with such force to insta-rout the AI brigade, so it's completely "free" damage.

    3. The best case scenario for firearms in an engagement is both sides facing each other and continuously pumping out lead should always be avoided by the player, in favor of short and overwhelming engages that shatter the AI in the shortest time possible.

     

    • Like 3
  15. 2 minutes ago, Hitorishizuka said:

    ...okay, sure, that's at just about the last battle available. That's not relevant to when we're talking about rep buying Fayetteville at pre-Gaines or whenever it is that you get them. The question is what you're supposed to use them for then if not with Combine.

    300 guys with Fayettevilles aren't even really going to be killing that much, though, flanking or otherwise. If you really go out of your way to feed them the kills, sure they'll do okay, but if you let them do that even a 1k unit of Lorenz or something would have done just about as well and be more resilient.

    Actually you can get 1k2 Fayetteville after Shiloh if you invest early. That's enough for a solid flanking brigade.

  16. 5 hours ago, A. P. Hill said:

    No skin off my back but surely this sounds like someone thinking more of himself than is probably good for him.

    In the meantime, my interpretation of this thread is the AI handed someone his ass more times than someone thinks it should, and now he's upset. 

    The last line, based on the above diagnosis, sounds a bit hypocritical. Since you are complaining about game play, I doubt you have the record you tout on any level.

    So I really fail to see how that statement, (read "threat",) applies here. ;)

     

    You can see it for yourself if you doubt it. This is my newest try on Legendary, fully on this newest patch.

    autosavesb

  17. 4 minutes ago, Andre Bolkonsky said:

    Yes. You are seeing a FT of 3-Star Brigades. We have all seen them. They are there for a reason. The very good players in this game can beat the best units the game can throw at them, but it is very hard to get that good. The game allows you to scale your competition.

    However, the the AI did not receive an additional buff, they are merely superior units. 

    This is not necessarily directed at you. But we've seen A LOT of people on this forum who get offended if you suggest they learn the game playing it on Easy and then attempt the harder challenge when they have the game mechanics worked out. They would rather jump straight into Hard then immediately say it is too hard. Well . . . . there is a reason for that. 

    1. There is no different between "superior units" and "additional buff" when it come to gameplay effect.

    2. You have no idea who you're talking to, so I would advise to be a little less cocky in your attitude. I'm pretty sure my record at Legendary will beat the crap out of yours.

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