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KaleRaven

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  1. A delay in release is much preferable to being like many other Early Access 'orphans' that are kicked out the door whether they are ready or not because the devs can't or won't finish it.
  2. Napoleons were also called "gun-howitzers" because they demonstrated characteristics which theretofore had been considered those of a gun as well as those of a howitzer.
  3. FYI what they called a "12lb Light Gun" is a Napoleon-type gun, not a 'howitzer'. Napoleons were preferred over the 12lb howitzer whenever available. I find the 12 lb howitzer to be noticeably more effective than the 6lb field gun at close range. Neither gun is effective beyond a few hundred yards anyway, so the 6 lb gun's advantage there is of marginal utility.
  4. You have plenty of spare rep, you should be using it on guns, IMO. However, you could probably still win the battle because the Union only starts with a small portion of their strength. And positioning matters more than numbers. Its easy to outflank the Union on this map. As far as army composition goes, you really spent a lot of money on support units. Expensive LeMats and Spencers don't do a lot of good if you don't have enough infantry to hold the enemy in place. I find that for melee cav, you might as well just stick with Palmetto/Sabre all the way because it has a higher melee value than anything other than LeMats, for a fraction of the price. There are unconventional strategies with lots of cav, but generally speaking the vast majority of your force should be infantry.
  5. Not allowing units to turn is a necessary part of its functioning to maintain a continuous line. Otherwise say the enemy charges a neighboring brigade. If the brigade wheels to attack it, it will expose its flank to the enemy it was facing.
  6. I believe the hold command is intended that the unit will not move at all, but will fire at enemies in range. In general, this does seem to work.
  7. I'm hoping that's coming later on as part of the "Custom Battles" function. Workshop integration would make this game a monster.
  8. It really goes far above and beyond what I was expecting from their second installment.
  9. There are a few cases of duplicate pregenerated generals that probably need to be revised. Other generals are randomly generated, so duplicates will happen on occasion.
  10. So long as the combined size of the two brigades is less than 2500, you can combine them if they are in the same division. Put them near one another and press the "Combine Division button" with one selected.
  11. If you play as the Union, the Longstreet does show up mid battle, a couple hours after the Union 2nd corps enters the battle. Actually, I tried placing a division in those woods once (when I was intentionally dragging the battle out). The cover was good, but oddly Longstreet's brigades all noticeably outranged my own. It was on Hard and they were all 3 star brigades, so it may be that they all had the +10% range bonus, but it meant I took many more casualties than I would have liked.
  12. Same deal with divisions. Just a small quality of life improvement if we could disband empty ones.
  13. Division commanders don't have the bonus traits, corps commanders do. So you would have to have separate infantry, cavalry, and artillery corps, which can't be deployed together in most battles...
  14. Artillery uses the most supply by far. Turn off your artillery if it's not in effective range. For most guns, it's a waste if it's beyond shell range (I.e. solid shot).
  15. I have three divisions with 3-4x infantry and 1x artillery each. The fourth division is for support and has 2x artillery, 1-2x cavalry, and 1-2x sharpshooters. For battles where you can't choose your deployments I will swap units as needed for the mission. I find this structure is very useful in large battles as it lets me quickly deploy infantry lines with artillery support.
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