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Andre Bolkonsky

Dreadnoughts Tester
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Posts posted by Andre Bolkonsky

  1. 4 hours ago, Slaithium said:

    My normal Corps are general made up of 2 500man Skirms w/scoped Whits, 2 Calv, 4 artillery and the rest 1250 inf brigades with 4 jumbos 1800 or more men as reserves. Also playing on hard mode, the one before legendary.

    Take whatever you want from this since these guidelines are focused on Federal troops:

    Remember that you can pop out skirmishers, so if you have divisions of around 1,800 men 2-star brigades (0r 2,000 rec), they reduce down to around 1,500 which is optimal for rapid firing rifles plus you'll get the free 2-star 300 man skirmisher unit also carrying quality rapid firing rifles This is your front line that is going to screen the heavy infantry brigades

    Jumbo brigades should just flat be 2,500 men, and built for melee mixed in with a couple of guard brigades to exploit or contain breakhroughs. 

    Keep your skirmishers around 300 for snipers

    Artillery is your friend. Keep them in batteries of 12, about 2/3 rifles to 1/3 smoothboore. 

    Cavalry are your eyes and ears. They are invaluable for recon and screening your flanks, park them in woods and get 'em off their horses when the situation requires 

     

  2. 4 hours ago, TheRealJostapo said:

    I'm with you in that, during multi-phased battles, everything is reset despite either urging to hurry in the previous phase, or despite the fact that you just held that impossible point despite the odds; annoying.

    I personally want to see all the phases they coded in for a battle, and am always cautious about NOT taking that "End it now" point.   I want to see that content and I want to drag the battles out.   

    I think simple copy changes or additions would go quite a ways to solving it.

    In the case of the game railroading you into another phase with your pieces reset, some copy like below would go a long ways;

    "Despite your efforts, enemy success elsewhere on the field have forced us to fall back.  <more copy>"

    In the case of "Hurry or all is lost" prompting, I wish they'd break narrative and throw in a "This is phase 2 of a 5 phase battle".   Or something which would tell me I'm going to have 3 additional hours to take these points. That way I'm not needless shredding divisions to rush an objective.   Arguably, the whole timer and phases thing is a game mechanic and not story/history related.   That's a great notion, and leads to some awesome ratcheting up of intensity.   That said, give it's game mechanic, finding a solution for smoothing out the ambiguity at the risk of "becoming self aware" seems worthwhile.

     

    Yes, I am in full favor of a one page bulletin for each battle explaining the phases and the general flow of the battlefield. 

    • Like 1
  3. We love long posts, and this one does not qualify as obnoxious. 

    You make some good points, and repeat many suggestions which have been made in the past. I do like the Preview Order command, something to think about for the future. I'll make sure it's on the list. 

    Welcome to the forums, come back often. 

  4. It's been around a while in many different battles. There is a certain percentage the AI is going to try a risky maneuver, but it is so small you kind of have to force yourself to watch for it or you will be surprised the one time you didn't put recce in that place you should have. :o

  5. 38 minutes ago, The Soldier said:

    Infantry brigades don't seem affected at all, because the larger the unit, the more damage it appears to deal.  So it *seems* like it's not affected, and I'd be surprised if it was.

    Not sure if Cavalry are affected.  I think they might be, based on previous experience, but I couldn't give numbers on it.

    Also, if you ask me, Cavalry in melee is a waste of men and resources.  Each horse costs $10 to replace, on top of the cost of any Veterans you want to buy, and that cost is furthermore totally unaffected by Economy.  The cost of keeping a Shock Cavalry unit in good fighting condition is simply not worth the price, let alone if you want to get it to Vet 2 or higher.

    Using an analogy to air warfare; dragoons are your tactical bombers and hussars are your fighters. 

    Hussars are deployed specifically to shadow and defeat enemy cavalry units, and feast upon routing units. You don't need a lot, two dragoons and one hussar can defeat the AI's ability to recon your flanks or help turn his.  Unless he is hitting you hard, at which point your guys bug out. 

     

  6. It's not that the infantry brigades are not affected, its that the extra men in the infantry brigade are worth the downgrade in efficiency because more men make for meaner melee assault units. Artillery and skirmishers are not going to close to melee for the most part unless something really bad just happened. 

    There are some efficiency issues with very large cavalry brigades, but they are like Infantry brigades; personally I find it's worth the hit because there's a good chance the dragoons might be used to melee a target of opportunity. I have no problem sending Dragoons into melee if they find a target of opportunity. 

    And i love running dragoons into the woods, dismounting, and causing mischief. At that point, big dragoon units are much better at holding off line infantry than small ones. 

    Giving each division one cavalry brigade, I tend to build two or three dragoons for each hussar unit, and try to mass all my cavalry around a charismatic 3-star cavalry corps commander whose aura can work on all allied units, creating a heavy cavalry corps of mobile infantry, this can cause serious problems for your enemy. And I'm still ticked we were never granted horse artillery. 

     

  7. 6 hours ago, Hjalfnar_Feuerwolf said:

    Protipp: I disbanded these units and set up new ones, because they had the wrong skills.

     

    6 hours ago, Bobby Fiasco said:

    Ah ha! I think that's what it was! These were the default units from Philipi. Thanks!

     

    To clarify Hjalfnar's point;

    In camp after Phillipi,  Lock up ALL new recruits in a few, new, green brigades. Get your Manpower down VERY, VERY LOW. 

    Disband your one-star brigades. 

    Reform your brigades, and each new brigade will have the cumulative XP of the group. Form a test brigade under a low ranking commander like a Lt. Col; if it has at least the one-star perk; you're good to go. If you're clever, you've saved the game and are testing to see how many men you can leave in Manpower Reserve and still maintain enough XP to pick up the perk. 

    You can make new Cavalry, Skirmisher, Artillery or Infantry; all with that initial One-Star perk; right out of the box. 

    Enjoy. 

    • Like 1
  8. 43 minutes ago, The Soldier said:

    To combine a brigade, both brigades must be in the same division as well as have a combined strength of no more than 2500 men.  Then just use the Combine Brigade command.  The unit will walk towards the other and create a new brigade.

    There is a morale penalty for Divisional Brigades these days, I add for the elucidation of the room. 

  9. 3 hours ago, LAVA said:

    This is where the designer (Adam Bryant) of MadMinute Games which created Take Command - 2nd Manassas wanted to go. We chatted about it quite a lot. Unlike the Total War Series, however,  we were thinking about placing an Operational Level in between the Strategic and Tactical level. At the strategic level you would be allocating resources, for example. At the operational level you would be dealing with armies. At the tactical level you would be fighting battles. The problem though was... how do you do that?

    Clever. 

    So, you would have 'regions' or 'Fronts' that you allocate assetts to on a nationwide basis. Within the Front, you would build and deploy your army for battle in an environemnt like UG:CW 'Camp', or send assetts back to the Strategic Reserve to be reallocated next round. Like UG:CW, the battles would be fixed rather than the rather silly tactical random maps found in Total War rather than the hand-drawn, geograpically precise maps you have in UG:CW. 

    • Like 1
  10. On 10/6/2017 at 10:25 AM, The Soldier said:

    I haven't had the opportunity to properly test it".

    Using my best Ryan Reynolds voice, let me slip into yon red costume - 

    There is no reason to follow up and determine if there is or is not a problem

    (Added in a husky whisper)

    You know what you have to do

    • Like 1
  11. 8 hours ago, Sir R. Calder of Southwick said:

    I still say that if your corps staff gets wiped out than the corps commander should be killed also - even if it's "your" avatar. Enough corps commanders were killed in the war to warrant it.

    Agreed. If your personal general can die commanding a brigade or a division, a corps commander can go down too. Just ask A.S. Johnston at Shiloh. 

  12. 12 minutes ago, Hjalfnar_Feuerwolf said:

    My cannons mostly take losses because I have them close behind my lines, and I am (at least in offensive battles) almost constantly advancing. I am a huge fan of human wave in this game, supported by the additional speed and stamina through general and unit skill.

    Is your commanders name "Freidrich D. Grosse" by any chance? 

    All I see is a big echelon checkerboard now. 

  13. On 9/27/2017 at 11:14 AM, Hitorishizuka said:

    If your gun batteries are reliably taking damage at all, you're probably doing something wrong/strange. I would only throw cheapo Howitzers or 6pdrs away like that with a rookie brigade (there's an idea, wither them away on purpose on point blank duty with bad cannons). Even then it's generally possible to position even your point blank artillery behind the infantry in a way to shield them even from splash/chip damage from the enemy artillery.

    That is EXACTLY how I stripe up green artillery brigades. Give them cheap FREE guns, park them right behind the line, and reevaluate them at the end of the battle. 

    If they gain a stripe, add logistics, and give them real cannon, and add them to the Artillery Park. Form a new brigade of green artillerists and give them the 6 pounders. Repeat as needed. 

  14. On 8/21/2017 at 1:36 PM, Tankobite said:

    I was told on the facebook page to ask this question here in the forum:

     

    I was wondering whether or not we'd have the option to rename officers in future?  This was one feature I sorely missed, because I think it would give the game a bit more flavor-- I was already sad when veteran officers died in my playthroughs and I think allowing us to customize our army a bit more would add weight to it.  It would also help for people wishing to recreate historic brigades under specific leaders.  Additionally,  I got a little of getting Hexamer over and over again--it seemed that variation in officers' last names is a bit lacking.  

    No. 

    You are correct, it would be HUGE for adding flavor to the narrative part of the the game. I've asked, personally, to all parties. Repeatedly. Ain't happening. Sorry. If I'm wrong about this, no one will be happier than me. 

    Official Reasoning: 'Unfortunately this is part of the 'Camp' Code, and cannot be altered'. 

    But I can damn well assure you it is on the list for enhancements in the next game, whatever that might be. I added it personally. 

    • Like 1
  15. 2 hours ago, Major Grigg said:

    This topic was discussed, I'm sure, but I am trying to find the best copy of this book available. To me there seems to be a lot of different reprints that don't include everything. I'm trying to find the best copy of this book for my own personal study. Help! and Thanks!

    Are you looking for Hardee's tactics before or after the aquisition of Burger Chef? 

    The breech-loading French Fry Carronade was a massive step forward, IMHO. 

    • Like 3
  16. 1 hour ago, Andre Bolkonsky said:

    I like the idea. But in this game you would have Winfield Scott Hancock of II Corps with his intrepid telegraph operator keying in distress messages for supporting reinforcements from the Mule Shoe, and Grant ordering divisional reinforcements from VI Corps within minutes.

    Big difference between this and Flavius wearing out a pair of sandals looking for a horse. :P

     

  17. On 10/1/2017 at 2:16 AM, kumisz said:

    If you are looking for that, History Channel: Great Battles of Rome has a neat system where your commands take time to reach the units depending on how far they are from you, and you have a set capacity of messengers. It's an older game and felt a bit clunky, but that feature was super neat.

    I like the idea. But in this game you would have Winfield Scott Hancock of II Corps with his intrepid telegraph operator keying in distress messages for supporting reinforcements from the Mule Shoe, and Grant ordering divisional reinforcements from VI Corps within minutes.

    Big difference. 

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