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william1993

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Everything posted by william1993

  1. I didn't distinguish between skirmishers and line infantry because I don't use pure skirmishers. I detach from brigade for skirmishers
  2. Did the game change so now you can get loads of Henrys and Richmond's and things?
  3. well I got to the wilderness on BG and didn't get herds of Richmonds. I forgot theLorenz .I'll go back and put it in
  4. I think it does simply because they are no longer on the field for you to use as a rally object
  5. I had planned to do this for a while, but I got caught up in rotations and my laptop just expired one day and it was a cluster. So here it is: In parts. COMPOSING YOUR INFANTRY Infantry are the backbone of the game. Most of my armies are composed of infantry and artillery. Infantry takes areas and infantry holds areas. To be effective, you need to know the best way to manage your infantry and so I will make this guide. Infantry comes in sizes and experience levels. A good size for an infantry brigade is 1700 (early-to-mid war) to 2300 (late war). This can be adjustable (more on that later). You want enough men to be able to capture or attack something but not so many that they become too unwieldy. Adjusting sizes - There are two reasons I don't go whole hog when filling up infantry brigades. The first reason is losses. You don' t want to get shot up in a battle then go to camp and have no troops left. I'd rather fight with less men so I can refit my army than shoot the whole load and end up with nothing. The other reason is commander experience. Each commander comes with capability to add to his men's abilities. For example, I have a brigade with a colonel in command with command efficiency 52. When I give that brigade one of my brigadier generals the command efficiency goes up to 70. That extra 18 means a greater chance of following orders, of being able to charge that last few yards in the face of fire, or to rotate under fire. If I have a brigade I want it to be big but I want it to be effective. So,for example, if I have 2300 men who were commanded by a BG, that got shot up and lost that BG who was replaced by a colonel, I probably won't build it back up to 2300 again because the efficiency loss would be detrimental. Adjusting experience You can buy rookie troops for free and veteran troops for money. Lots of money. But you don't have to entirely compose troops of veterans nor never purchase any and send in untrained men. You can do a half-and half. Let us say, for example, you take a 2000 man brigade and lost 900. Well, you think, damn, if I get 1100 rookie troops the experience level will be diluted. Then don't get that many. If you have the money, get 250-300 veterans and then 800-850 rookies. What CS regiments used to do in the war is send replacements directly to veteran regiments instead of creating whole new ones like the US did. You too can do that thing. Infantry characteristics Command- how much control your officer has over the men. Higher command= higher chance of following orders in the heat of battle Efficiency- how good you are at shooting (speed, accuracy, melee). This is raised by killing lots of enemy Morale- the willingness to do things. How willing is the brigade to follow a pixelated white man into the heat of an artillery battery, or into the V of two smaller brigades pouring balls into them? Will they have the willpower to advance those final 10 yards and drive those men out of the bushes? Morale tells you that and morale is finite and shaky. You can come along with a 2300 man brigade with 55 morale and they can charge across a field getting blasted all the way an end up with 30 morale and be ready to break. Morale is the great equalizer: it's how smaller units can defeat bigger ones. Canister to the face or a volley of Sharps rifles to the flank can change morale and course of the battle in a hurry. Stamina- how in shape your men are. Stamina and a run at the correct time can be the difference between you or the enemy reaching the objective or the defensive ground first. This levels up the more you walk your men across the battlefield Firearms- makes your accuracy rise as you kill more. Melee- makes your melee skills rise as you stab more men. Correlation between Efficiency, Firearms and Melee: all of these three things affect your troops war skills. However, Firearms and Melee directly tell you how good your men are at killing. Efficiency is the factor that will allow them to live up to that. So, if I had a 1200 man brigade with 55 firearms and 70 melee, they might only be able to function at that level if they had a commander with the best efficiency for them, such as a colonel. If I commanded them with a Major or an LtC, the firearms would still be 55 and melee would still be 70, but the reduced efficiency would mean that they won't function at that high level; maybe they would function as if their firearms were 35 and melee was 50. ARMING YOUR INFANTRY Ok, now that you have all those long, dark, and handsome infantry pixels lined up and ready to go, you got to give them guns. Here go my thoughts on guns *prices adjustable based on career points Farmer musket- it's only good for clubbing them out or bayonetting them. Springfield and Palmetto .69 muskets.- these guns are great for melee. They have high stabbing ratings (esp. the palmetto). They are horribly inaccurate though. They are best for putting out a massive amount of balls in the direction of the enemy. They have decent damage. Medium range guns (around 250) M1841 MS rifle- This one has a long range and is VERY accurate. It reloads slow and trades accuracy for low damage. They reload about the same speed as the muskets. Melee almost the same level as the muskets. 300 yard range. MJG rifle- It's about the same as the MS rifle except 2 bucks more with a bit better accuracy and 20 yards more range. Lorenz- long range but lower damage. However, it's very accurate and stabs good 1853 Enfield- It is a good priced rifle with low damage, but it has great accuracy and long range. So you will hit stuff with it. Melee is medium too, but not as great as the MS rifle or the muskets Tyler (Texas) and CS Richmond- unless something has changed, this gun is useless because you will never get enough of them to matter. The Richmond fires fast and stabs great but has low damage 1855 Harpers Ferry and Springfield- very good rifles. Long range. Low damage but great fire rate and accuracy. Melee is medium. 1861/1863 Springfield- the best range, the highest reload speed, the best accuracy, medium melee but it's expensive and late. Whitworth rifles- best sniper rifle. Make one unit of them to take out batteries and stuff. Works well in open areas like Fredericksburg or 2nd Manassas Colt revolving/Henry/Spencer rifles- super damn expensive. Not worth it unless you want to make a general's guard of like 200. I prefer to arm my infantry with a mixture. I like muskets for some, MS rifles, and Springfields and Enfields. That's about all I use. I handle them in different ways. Now, the stats of the weapons are not equal throughout all brigades. What these stats are are relative to every other rifle and musket. So if you have two brigades with rifles of 50 fire rate, but one is veterans with 60 firearms skill and the other is average men with 35 firearms skill then the 60 men will fire faster than the 35 ones, regardless of the fact that they both can be reloaded at the same speed, because one set of troops is clearly better. I use my infantry based on what I am trying to do and what I have. Let us operate under the assumption that I have my desired army composition. If I am in the bushes getting ready to defend an open area, I prefer to have men with rifles in front. They can aim and hit the charging enemy from a far distance and weaken them before they reach my front lines. Behind them (if I can) I have musket infantry. As the enemy closes, I fallback the riflemen so the musketmen can fire at them with the higher damage rate. The higher damage rate of the muskets will weaken the enemy more in preparation for melee. If the situation is the other way around and I am defending a charge in open area, I prefer to be lined up with muskets so my front can be blanketed with fire while riflemen shoot from the flanks. Depending on the time of the war and the weapons at that time, it may be long range rifle on rifle. I prefer lines of defense, espeically in woods and hills. Instead of having a long unbroken line of men shooting, I want interior lines and gaps and V formations. Breastworks I don't like because they spread your men out over the entire length of the breastwork instead of just allowing them to fill in at one portion. Hills, fences, stone walls and woods and houses are great for defense. I don't like melee, either. I only melee when I have a local superiority. Melee tires out and disorganizes your men. When under attack, I tend to fall back in order to force the enemy to step in after me and soak up more damage. This works great in wooded areas like 2nd Manassas and Antietam's West Woods. When being attacked, not only has the enemy troops undergone casualties and tiredness already, now by being forced to come in after me to continue the fight, they soak up more disruption and it becomes easier to isolate and do them in. Attacking is a totally different thing. Where am I attacking? Am I going uphill, downhill, in a constricted area like across a river or road? Furthermore, what type of weapons do the enemy have? You can test this by sending out a unit and seeing the range from when they are fired upon, compare it to the range of your unit, and figure out if they have rifles or muskets. Once you do that, you can make a plan. I might write a whole different post on attacking and defensing and how I do it Infantry is what you need to win your war. Arm them, train them, conserve them, and victory will be yours.
  6. Hey I have gone and disappeared for a while and had to get new laptop and everything but has more stuff been added in game lately?
  7. 700-800 men is way too small. Try 1500 or 1600. as you max our org and politics get it up to 2000 Also, each weaponry is different. Rifles are better at shooting and muskets are better at melee. So it's good to have some men with one or the other depending. The Springfield rifles are the best in the game but those don't show up until later. maybe try at easier level until you get the hang of it.
  8. what level are you on (colonel, BG, mG)? what skills did you max out? politics and organization is most important, esp. politics, because you can get more men quicker. what types of guns do you arm your men with and what type of fighting strategy do you use? are you all infantry attack or defense, combined arms, etc?
  9. I know someone made an artillery one, but has anyone made a cavalry or infantry guide to this game? If not I might make one because I barely do anything other than infantry in my games so I've done it a lot
  10. What happens to supplies that we capture? If we have spent money maxing out supplies does it get turned into money?
  11. what about this game is so bad and sucks so hard that you accuse all of us as being 'licking nick ass fanboys'?
  12. why is your name meat? do you really like meat or something?
  13. I am glad you guys made this game. It has the perfect blend of history and tactics and army control and everything. It's great shit!
  14. If we have the early release, does our game auto-update or do we have to get a whole new one/
  15. do I have to restart my campaign to get the Vicksburg one as the CSA?
  16. you update this faster than I can do a campaign
  17. What I usually do is have maybe 5 batteries total in each corps of 12 guns each. I run with usually 1 of 24s and 3 of Napoleons, and one battery of ordnance rifles for counterbattery. The 24s are the best. They can kill anything. Like shotguns on crack
  18. no it's him saying what is in the in-game manual
  19. which is why I said the ones that never went into action. TThere were some who did. there were probably some who didn't
  20. well to replicate real life, depending on the battle, the enemy army may be down to its last few wagons. Maybe this is trying to reflect that
  21. yes you need at least 70 or 80K if not more. what the hell did you do?
  22. yeah it seems like the AI is good but has very little sense sometimes. or maybe they have all the sense and were looking to attack your guns while you were preparing. Just like Porter's and Franklin's corps combined with Hooker's then charged the hell out of me
  23. the only thing that I can guess is that it is Washington in real life, all those heavy artillery units that manned the walls and never went into the field would have been used in defense. all the invalid corps would have been used too. I still think the destroying army in battle thing should count for a lot, so by the end of the War even if you attack the enemy's capital they don't have many people
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