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william1993

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Posts posted by william1993

  1. 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.

     

     

    • Like 5
  2. 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.

  3. On 7/31/2017 at 2:12 PM, Perkon said:

    It changed. As I wrote, I did support it, buy early, ancouraged others to play it, share links, etc., for what? Just to have another shitty failure early access dissapointment. Should keep lying to myself "it well get better", or just realize what is going on?

    As long as all these fanboy keep on licking Nick ass, it wont change. He need to read, and hear that the game suck, and then maybe... maybe there is a change it will get fixed. As long as he only sees "amazing game, etc.", I think he sees no need for any improvements, because why if players are happy with the current state of the game?

    what about this game is so bad and sucks so hard that you accuse all of us as being 'licking nick ass fanboys'?

    • Like 1
  4. 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

  5. On 6/25/2017 at 11:18 AM, A. P. Hill said:

    You may want to recant this statement. :)

    Starting when Grant took over overall command of the Army of the Potomac, during the overland campaign, he needed men in a hurry to fill his diminishing ranks.  Grant realizing that Washington was going to be pretty much safe as he was drawing all Confederate Armies with him towards Richmond, and eventually Petersburg, realized that those heavy artillery units sitting in the D.C. fortifications were a gold mine waiting to be taken advantage of.

    Most all of them were immediately reapportioned, handed 1863 Springfields, a cartridge box, and a cap box and ordered out of their cushy jobs around D.C. and into the line with the Army of the Potomac around Richmond and Petersburg, and converted to infantry over night.

     

    Caveat - Not having played a successful union campaign, I cannot say how the game handles this. At what point, if the CSA is winning does the game mechanics break from the battle progression and takes the CSA and USA armies north to defend the capital?

    which is why I said the ones that never went into action.

    TThere were some who did. there were probably some who didn't

  6. 11 minutes ago, jamieva said:

    brigades that are out of ammo at the end of fighting on a day, and the battle goes to the next day, should not be out of ammo at the start of that next day.

    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

  7. 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

  8. 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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