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Draluigi

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Posts posted by Draluigi

  1. Quick suggestion: replace Farmers and rebored farmers with flintlocks. No one knows what farmers are at the moment, and the game lacks the early flintlocks that saw widespread use at the beggining of the war. The change would be purely cosmetic obviously (though I don't like having low tier weapons with good melee stats just for the sake of balance, but thats another subject entirely)

  2. 13 minutes ago, civsully1 said:

    Not sure how the commanders of that time for both sides would feel about this statement Draluigi. Can only equate your statement to what has been seen in the modern era of calling for "friendly fire" on one's own troops in a last ditch call. Which is more often than not fictionalized in modern movies with "rosy" results.  I'd have to question tactically the decision to do this.

    The best case scenario would be to hold "friendly fire" until it was clear that the enemy had overcome your forces and then let loose.  I would hope that the game mechanics would inflict equal amount of casualties to both sides if this decision was made at the very least. Maybe more for your troops as they might most likely be the first ones to absorb fire from the rear and perhaps limiting enemy casualties???

    And if by chance you would fire into a melee. I'm not sure how your troops would feel or react to you doing so if any survive. Just my opinion.

    Oh obviously this is highly unrealistic too I was just speaking about the optimal tactics in the game at the moment. Friendly fire is not very punishing and I think the best way to lower casualties in melee combat on the defensive is to make it as short as possible

  3. 2 minutes ago, The Soldier said:

    These kind of have to be here.  Otherwise using artillery would be overly difficult and ineffective to use.  Furthermore there is friendly fire when units are in melee - more often than not the 24pdrs firing canister into a melee is what causes my men to Rout and not the enemy because they take some of the damage and morale hit as well.

    Well I noticed the friendly fire but it's still way worth it to shoot in the melee. I think UG Gettysburg had a pretty good system. if we could have it back with a feature that would highlight whatever obstacle prevents your guns from firing, it would balance the game and make arty use more realistic

  4. Right ok my bad. Anyway I wasn't speaking about efficiency. Two 500 man brigade will beat a 1000 man brigade, even without flanking bonuses, and that's ok that's logical. Having the same for arty is also acceptable, though imo a bit harder to argue. What is beyond my understanding is why 24 cannons kill less than 12, not the fact that 12 cannons should have more kills PER GUN than 24.

  5. Who cares for the union? Ain't no challenge, plus it should basically end once you win at bull run. That's like playing the americans in hearts of iron there is just no point besides making the same war with less casualties. The romance is on the rebel side!
    All the what ifs and the challenges, taking history into your own hands, changing the world, fighting so that people can be slaves, that's where the fun is at!

  6. Artillery at the moment :

    - is too resilient in melee. I think a good compromise, instead of insta-shatter would be insta-rout.

    - has that descreasing damage issue with increasing size that i'm obsessed with

    - fires on anything and everything through any kind of obstacle (trees, buildings, friendly troops) making it overpowered especially to defend against melee attacks. UG : Gettysburg had more realistically restricted fields of fire for artillery, but it was a bit hard at times to figure out why a battery wouldn't fire on a given target, not finding if it was an issue with topography or friendly troops in the way.

    • Like 1
  7. I'm pretty sure infantry brigade always have a lower efficiency per man in the brigade as you increase brigade size. But you still increase their firepower with longer volleys as you increase their size. The issue with artillery battery is that the damage output actually DECREASES past a certain number of guns (which used to be 12 beyond any doubt), and it is very annoying because you have to guess the right number of guns, and you can actually decrease the lethality of your arty by adding more guns which makes no sense whatsoever. It is a major issue imo for army planning and very frustrating to find out all these guns you added actually lowered your kills, not to mention the fact that there is no way to decrease the size of a battery to reassign these guns. Decreasing return seems somewhat ok to me since a battery has support elements besides only guns, and adding guns can stretch these support elements to the point where adding new guns might not add lethality to the unit in a proportional manner. But having 24 cannons kill less people than 12 just makes no sense, no sense whatsoever.

  8. On 26/06/2017 at 2:05 PM, Col_Kelly said:

    80k should be enough, it's enough on MG difficulty so I'd say your campaign is going well.

    The most 'cost effective way' to win so to speak is to rush for a capture of the three victory points during the first day. It will look bloody but it's nothing compared to a three days battle. In the last phase of day one send a division west of the farm (the last VP) and 2 brigades north of it by going around the Union's left. These two groups will be able to delay the union reinforcements while your main force attacks the farm.

    Everytime I tried to win earlier than day 3 i'd still have to go through the next day. Are you sure this works?

  9. 1 hour ago, A. P. Hill said:

    I haven't played it yet, but just from what I've read, I would suggest that since this is the last and final battle of the war, enemy forces, whichever they are, but still the AI need to be practically depleted. The people of either side by this time would have been drawing their support from the war and it would show in the lack of men and material to be used by said loosing side.    Also presuming this this is the last battle of the game, the player should expect that the AI has been thoroughly beaten ... incapable of producing any more men to fight on.  I fail to see the need for overwhelming force in this one battle.   If there is one overwhelming force it should be the player over the AI.

    Well from what I understand the battle of washington is kind of like Lee's other northern campaigns : a dash north on a wrong-footed union to secure political rather than military gains, in this case the surrender of the Union by seizing its capital and demonstrating the superiority of the south. I think it's not too hard to imagine that union forces still outnumber the confederates just like they did when lee invaded north the two other times, but that total victory still comes for the south if you win the battle, after 4 years of ineffcient northern generalship, a gizillion death and the loss, even if temporary, of the capital.

  10. 24 Pounders are the best per unit, however I feel like the cost effectiveness of the napoleons and 10 pdr ordnance is worth it again. I just fought antietam and my 7 gun batteries of 10 pdrs and napoleons have around the same kill numbers as 4-gun batteries of 24 pdrs

  11. Do not try any offensive action whatsoever until the third day. Stay in trees and forrests. ON the last day, do not charge, rely on shooting to dislodge the union positions. Cap the objective when the counter is near 0 and leave this hellhole ASAP.

  12. Diminishing artillery return still seem to be present, at least for large batteries above 20. I don't understand  why it's still there. If the returns start to diminish, then cap the max battery size to a lower number! It's annoying having to guess the optimal number of guns and having to run battlefield tests. More guns => More damage, please!

    • Like 3
  13. Yes only rookies come for free. IMO veterans are only worth it if all your brigade slots for the coming battle are occupied and you predict to have money left after all these brigades have been fully reinforced to their max. Better guns, more men, more artillery, more sharpshooters is always more worth it. And also thicker brigades with better weapons gain more experience because they kill more ennemies, and lose less experience through rookie reinforcement beause of their size. So while providing you with more troops early, it's also a more cost effective way of breeding veterans. It is absolutely possible to play Gettysburg with all of your infantry with 2 stars without ever having reinforced anyone with veterans.

  14. You must be missing something.

    What you pay for in a brigade :

    - Guns
    - Commanding officer

    - Horses when you create a new cav brigade (10$ per horse). Reinforcing an existing cav brigade doesnt cost any extra horse money.
    - Veterans

    If you have 1500 M1861 and 1500 men in your pool, you can :

    - Reinforce a pre existing M1861 brigade with 1500 rookies or less for free

    - Create a new brigade equipped with m1861s, with 1500 rookies for free if you have an officer available. If not the brigade will cost the price of the new officer you choose to recruit.

    - Outfit a pre existing 1500-man brigade or less with m1861s for free

    As the CSA, if you want to use all your manpower pool in all battles, you will have to rely on a lot mississipis and smoothbores including rebored farmers until antietam, especially if you pick government manpower reinforcements instead of guns. if you dont you will fight with small armies that are more vulnerable to union forces and you will have more troubles building a strong and numerous core of veterans (a lot of two stars). BY Gettysburg though you should probably be way into the process of replacing at least the smoothbores with some kind of rifled weapon.

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