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Andre Bolkonsky

Dreadnoughts Tester
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Everything posted by Andre Bolkonsky

  1. You have some excellent tips in your guide. A lot of this stuff is going to fix itself when they finish shuffling code, God willing. But I agree the Army Org and Recon are the best two paths. In fact, my first commander for the US campaign was Nathan Brittles, a career US Cavalry commander from West Point; and, as some have surmised already, he looks a hell of a lot like John Wayne. Besides. I love a gamer with the stones to say that understanding his philosophy requires reading Sun Tzu's Art of War. Tell them to throw a copy of Clausewitz from West Point in there. Oh, and Basil Liddel-Hart's 'Strategy' just because of his analysis of Jackson's Foot Cavalry; and his statement that Sherman's Indirect Approach out of Georgia to the Atlantic Coast is the first modern 'blitzkrieg' in history. . With all respect . . . .
  2. Agree, across the board. I don't understand why wagons feel the need to wander off like they do. Makes no sense. It's not like they start rolling towards an area where units might need material, either. It just wanders off wherever it wants to go unless you hobble the horses and shoot the drovers.
  3. The Total War game model was a nice idea,but it failed because the series of compromises it had to make turned the strategic and tactical models against each other. This game intentionally bypasses that and focuses on recreating great battles on a tactical level. The Army Creation Tools in the Camp are golden. Brilliant implementation of the factors required to train and deploy an army in the field during the War of the Rebellion. It's logical, and makes perfect sense. Needs to be tweaked, like most of the things in this game, but it's a great compromise. But, it's early access. Give 'em some leash. They fix one problem, and another problem erupts. Cut them some slack and hope for the best.
  4. Agreed. And it kind of does that now. But, like many aspects of this soon-to-be excellent game, cavalry needs to be tweaked a might. Fix the line infantry's ability to shuffle and form line first, then worry about the cav. I'm tired of my infantry turning their ass to fire to back up ten feet.
  5. Michele Ney suffered from the same delusion. Cavalry against trained line infantry with bayonets is dicey when the infantry have short range muskets. It's downright murder for them when they charge against rifled muskets firing minie balls. Sheridan threatened to court martial any man found carrying a saber, and insisted upon dragoon tactics using those quick firing repeating rifles issued to the cavalry. It was rather devastating.
  6. Exactly. It's not a full blown suave que peut. A unit has to be able to maneuver and maintain proper order. More than one battle has been won by troops withdrawing in good formation and attacking elsewhere. Cowpens is but one example. Fallback needs to drop back 50 yards and reform line for skirmishers. Retrograde would be facing the enemy and walking backwards while maintaining line formation.
  7. Yes. This is very historically accurate. There needs to be a retrograde command to allow infantry to back up and dress a line of battle while facing the enemy without turning your back to them.
  8. Gentlemen, First, well done. This is going to be a brilliant game, years of replays lay ahead. I see where you're going and I like it immensely. You asked for feedback, this is it. Playing this for exactly one weekend, knowing a bit about the war and this genre, this is what stands out to me: UI needs to be simplified. Maybe you could color code commands. Right now it's difficult to discern what a unit has been ordered to do.. Example: 'Charge' needs to expire when a unit reaches a state of exhaustion. It doesn't, and It is difficult at this point for a new user to tell if the charge command is engaged or not. Players should be allowed to specify whether a unit marches in line or in column.Additionally, there has to be an easier way to make a division of troops fresh to the battlefield march down a road in a more logical fashion. Players should be able to specify artillery rounds. It is hard to properly site batteries when you cannot fathom to the range of specific munitions. The campaign game's army creation tools, the way you've layered it, is kind of brilliant. It makes perfect sense when you understand it, but it is not easy to figure it out at first glance. Again, Great Job! Please keep it up! For future reference, what is the general policy suggestion for providing feedback?
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