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vren55

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Everything posted by vren55

  1. Running out of officers rarely means you have too many brigades. It tends to mean you haven't used up all your majors yet XD or that your brigades are too small. Yes a fresh major may have trbl with a large brigade, but that's why he's a fodder unit XD Also, I'd suggest against using special weapons bought with reputation b/c... they're kinda hard to replace
  2. Question, for the next grand battle, are we getting Chikamauga?
  3. Never really tried parrots, but if you look at the stats... damage wise the Parrot isn't that good and it isn't that good in reload either. Personally I go with the Ordinance and Napoleons.
  4. I basically wiped out the CSA force before July 4th so I ended on July 3rd. I saw no reason to endanger my troops.
  5. ... what... what happened with the game? That's sooo weird.
  6. They don't... like they seriously don't. I deployed 100.8 K troops versus the CSA's 73.2K on Brigadier General difficulty. You can't possibly be playing on Brigadier General.
  7. Seems so. It's possibly a game thing b/c I'm not aware of them being more melee friendly historically.
  8. Forum refuses to let me upload a full screen shot because I can only upload 300kb. Unfortunately the timer wouldn't help you because I don't have reconaissance. The time on the clock says 1863 July 1 15:30, which basically tells me Day 1 victory just after some of Howards reinforcements arrive. P.S. How the hell did you know I captured Stannard by that screenshot? I can't see him :P. I did capture Greene, Stannard, McDougall. and some others.. As for why the Union had so little troops... It might be because my 3rd corps only had one division. I only deployed a total of 59K infantry, 200 cavalry and my artillery (which is shown on screen b/c it was in my first two corps).
  9. I actually deployed my best two corps from the north, aiming to deploy 59 thousand men (not incluidng art) in total and still beat it on Day 1, with VERY insignificant losses on medium difficulty. Granted, due to low manpower, my army was... small but mostly 2 star vets with about 3x2000 3 stars in them. I think it's mainly b/c the smaller enemy brigades kept getting annihilated by my larger ones. Moreover, when I played union, I realized there was a bit of a weakness in my defenses along the western part of cemetery. This was where I targeted with my confederates, swinging 3 x3 star brigades and 1 2-star brigade to smash into it and seize the hill. I proceeded to leave a couple of good brigades to fortify the reinforcement approach of the hill... and then basically massacred their men as they came to reinfoce. Got a lot of captures from that.
  10. Well I finished my Confederate on Medium difficulty playthrough of Brandy Station and Gettysburg. Brandy Station was... interesting given how much arty and cavalry I had. It was a fun distraction I suppose and I'm glad I didn't have to use my men. As for Gettysburg... I kinda whooped the AI's arse, but i'm not sure how to feel about it. These were my results: In the original iteration of Ultimate General.. the Gettysburg battle was spread out after several days even if you seized Cemetery Hill. Here though, I flank blitzed the Union and seized Cemetery Hill on Day 1, leading me to basically win the battle... having only engaged probably a quarter of the Union army and a little under 4/5s of mine. On one hand, i'm proud that I was able to do what Lee wasn't able to do. Capture Cemetery hill and essentially dislodge the Union from its position and force it to retreat. Plus I inflicted huge casualties on the Union, capturing a lot of their troops that I surrounded in the town, and on the map border. I'm immensely satisfied I saved most of my men. It did end a bit quickly, but that's because I think I made a lot of smart decisions that led to me cordoning the AI in the town after seizing Cemetery and leaving some men on the hill itself to block reinforcements off. Playing UG: Gettysburg allowed me to anticipate a lot of things. I am fully satisfied by the battle conditions itself and the size of the union force. I do have concerns on the Ai ...it didn't seem to prioritize protecting Cemetery Hill, its major victory point, aggressively enough. It lingered far too long on trying to retake Oak and Seminary ridges, and then literally allowed me to blitz Cemetery ridge, by leaving most of its men in the town. Granted, I blocked the men that it sent to retake cemetary, which had been depleted on earlier assaults on Seminary and Oak ridges, but I admit I was a bit surprised that my knowledge of playing through Gettysburg on the union side (thus knowing their defense weakspots and reinforcement times) would give me such a huge advantage. Still liked the battle though and i'm happy I was able to outsmart the enemy AI.
  11. I did a save before doing Battle of Salem. If you play through that, then you can end up with positive career points again.
  12. Got that issue too. Which I find REALLY weird b/c it was totally fine for my Union save. Perhaps it was because I played through salem church...
  13. I only took 8k casualties on Winchester on medium after deploying 23k versus 25.9k confederates. I suggest replaying it, but try withdrawing to the town when the pressure on the forest gets too intense. It's punishing b/c it's realistic I think. Lee only had so much time at Gettysburg to capitalize his advantage before reinforcements would arrive. To remove the battle timer is thus unrealistic and would reduce the historical value of the battles. Reduction... or playing with it might be useful, but then that'd up the battle length which would affect playability significantly and run the risk of making it either 1, boring, or 2, repetitive. I do think it's possible to reduce the battle timer.... but right now I'm personally satisfied and yes, I've had to replay a few battles, but usually due to a wrong approach with my fights, not the actual timer,
  14. So my experience on the Gettysburg Union Campaign.... Overall, definitely satisfied by the epicness of the battles, the challenge it provided. 2nd Winchester God this was probably the most micro-intensive and challenging battle since Crossroads. I really loved how I had to make use of the fortifications and keep tabs on the enemy to fend off their assaults. Hard battle, but rewarding upon winning and it's possible to win by a comfortable margin if you know what you're doing. Battle of Gettysburg I'm smarting over the halving of my 1st Corps. But overall, I feel I got a good challenge and a historically-accurate battle that is an improvement over the old Ultimate General: Gettysburg. Anyway my results: Just to clarify, I deployed 3 corps led by 3 Lt. Generals. My cavalry was all in the first corps of my army. The biggest challenge of the battle came on the first day where I lost almost 50% of my 1st corps doing this slow... achingly loss-heavy battle to try to hold South Seminary, before realizing it was futile and withdrawing to the town and Cemetery hill. Boy that first day was hectic. The 2nd day began prettty scarily with Longstreet's attack on the Round Tops...and the attack on Culp's hill. the problem was that after that battle... in the 3rd day the rest of the engagements were me, sitting behind a wall and moving a few regiments here to hold off really weak confederate attacks. The CSA had really depleted their manpower, as you can see, they ended up losing nearly 53 thousand infantry. All in all, i loved the challenge I got in the first two days and responding to Confederate attacks on Culp's hill, and Round top, but the 3rd day's attacks were... piecemeal. I still think the devs have done a great job with balancing, but I wonder if the Confederate AI is a bit... tooo aggressive on Gettysburg. Still think this battle was a great improvement over the old Gettysburg. P.S. There was one odd bug in one of the culp's hill battles. I charged a garrisoned 160 skirmisher group (the bottom of the map near the forest) with a 2 star brigade of 900 men... but that skirmisher group somehow just... held... I had to kill them all in order to break them. I felt this was a bit too overpowered.
  15. Economics 8/9??? I'd go with Training to cut down on the training costs and therefore retain experience better. THis is b/c you can rescue and capture weapons from the CSA and can go with M1842s for most of your troops.
  16. Think the devs are looking into it, particularly the recon skill. Frankly though, politics and medicine were very important for generals and armies historically. Logistics could be offset by the state department, but hell... if you want to make a good army, you needed the polticial will and the medical tech to ensure experience.
  17. Before I dive in.... Thank you devs for trying to address the issues! It's great to see this game has come full circle and return to it's humble beginning... with more epicness.
  18. hmm... i suggest you need to have maxed medicine by Fredericksburg/stones river b/c it does have a MAJOR impact on maintaining experience. Consider that for your next palythrough.
  19. Do it. I redid suffolk to get Grant back. This was partially practical though b/c he was literally a sliver away from Lt. General and I wanted at least 3 lt. generals before heading into Gettysburg.
  20. Whts the required number of corps for the battle Koro? (talking about Union)
  21. Deployed 108K infantry, 3750 cav, 89 guns Losses: 30K infantry, 1300 cav, 25 guns. Have you maxed medicine?
  22. I put Ulysses S. Grant in my division commander spot because I wanted him to level up faster. Got killed in one of my replays at the Siege of Suffolk. So I redid it and Chancelloresville. He's Lt. General now
  23. Wow. That's a helluva army composition. Certainly a very different approach that values hard counters and nice specialized anti-infantry units. Judging by your reasoning, this specialized... dare I say even almost modern army approach seems to work for you. It does seem to require a hell of a lot of micro though. And well I suck. I don't think you're off the mark with your army builds b/c it seems highly efficient and high damage. My build is more... well I was trying not to base the guide on any specific build, but I suppose I ended off basing it on my own so XD Just to recap, my build, up to Chancelloresville in detail goes along like this: 4 corps (one of them being reserve corps and only 1 division) 1st corps 3 Infantry/artillery divisions composed of 4 infantry and 1 artillery. All 1-star maxed at 2500, 2 elite 3-star brigades of 2000 men 1 cavalry division 3 ranged, 2 melee cavalry. 2nd Corps 4 infantry/artillery divisions again of 4 inf 1 art. Most 2000 men 1 star brigades with two elite 3 star brigades 3rd Corps 2 infantry/artillery divisions 4 inf 1 art, 2 divisions of 5 infantry. Army has 3 - 2star veterans, everybody else 1 star. 4th corps rookie backup division of 5 - 2500 men brigades. If you notice above, the build i have prioritizes durability, mainly because I suck at micro. Indeed, I probably would find it more efficient to have less cavalry in a brigade, but I'm too worried about mis-microing and I have plenty of manpower and money as union anyway. Having so much cavalry I feel is helpful because then I can have them all support each other.
  24. Highly likely the casualty count will decrease after whatever cover patch the devs are coming out. I got a lot of casualties because of that. And no, losing the victory points is just not a good idea. Besides in Chancelloresville, you only can take two corps. So take the losses, get those victory points and the reward.
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