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mrm5117

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About mrm5117

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    Landsmen

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  1. I'm starting another campaign and had some, perhaps, final thoughts on this wonderful game, or maybe better said suggestions for the next one. Ability to view the historical battles as they actually unfolded. This may be too difficult to do because of the chance outcomes of each engagement event and having to script it, but it could be a fantastic learning tool. Might require a team-up with a sponsor like American Battlefield Trust or similar. Ability to play through the various minor battles of the campaign with historical troops and commands outside of the campaign. Would requir
  2. I had finished a Union campaign previously and last night unexpectedly completed a Confederate campaign. I had played through the Battle of Washington but lost the southern half of that battle at the end (couldn't hold the city itself). I was just playing around last night from a mid-point save and realized it wasn't early enough to try to deploy one of my stronger corps to the southern portion of the battle instead but kept playing anyway. Apparently I held out just long enough that the battle ended and I won the campaign. I was moments away from losing the city with only one brigade left and
  3. Allow tactical withdraws from maps and/or one side just deciding to end the battle early to avoid units being trapped in the corners of maps and annihilated. The reputation system might have to be adjusted because the player would too quickly be relieved of command if this strategy was used but could be interesting. Different armies for different theaters. While one example to support how the current campaign works is Longstreet's departures for the Carolinas and for the Tennesee theater, the game is mostly unrealistic that a corps goes to the west to fight a minor battle then back east t
  4. I hardly think about this because it's so instinctual, but don't you left click after the artillery is selected to tell it where to go but right click to tell it what unit to target? If you right click and the artillery moves, it's probably because the unit is out of range to hit that unit and so moving up in order to get them in range?
  5. Thank you again for a wonderfully engaging game that keeps you coming back. Looking forward to the follow up game. *fingers crossed for [American] Revolutionary War*
  6. Maybe in time many of the line-battle/gunpowder era wars can be made with enough historical research support to the developers. However, if we could only have one, the American Revolutionary War would be fantastic. It's a smaller scale, but just reduce base unit size from the brigade to the regiment. I actually prefer the smaller engagements anyway because I have no confidence in AI division commanders and otherwise have to pause to micromanage troops in a large battle or at least play at 1/2 speed. But the Rev War - 8 years across New England, the Mid-Atlantic, and the Southern Colonies.
  7. I doubt there are but I have thought of and hoped for the same thing. If the combat system is based on percentages and multipliers, etc., it might not be easy to show historically what actually happened withing that framework. This would be fantastic, though.
  8. I've recently been trying to keep divisions together and when possible moving and forming lines by division instead of current proximity on the field. It takes a little effort but I'm getting some pride from doing so. I'm trying to think about tactical maneuvers in terms of divisions now. Selecting and moving by division also helps to not have extremely long battle lines drawn when you're trying to command a bunch of units simultaneously. The shorter lines allow you to stack divisions as assault waves (or defense in depth) and that's a pretty cool new element I'm now enjoying. I have not,
  9. It's a generally regarded maxim that it's a good idea to take the high ground when setting up a defensive position. I don't think anyone will disagree that in general, for battles of this era, better sight lines, better angles for artillery, and slower ascents of an attacker up a hill give the defense an advantage there. I'm sure someone can expand upon this and it might be fun to hear quotes from a military manual of the time. In this game, we can see a quantifiable difference between holding certain areas of a map. When holding a line behind a river of stream, the attackers are slowed d
  10. What is the best strategy for victory as the North at the Battle of Richmond? I'm not familiar with this battle historically, so didn't know what to expect coming in. I have become incredibly weary of the game's strategy prompts after getting burned by it many times, for example at Chickamauga being told to advance and capture the crossroads when inevitably you will take huge losses after being counterattacked. In this battle, the prompt says you will be best off rushing to capture the objectives before southern reinforcements arrive. Knowing I could replay from an earlier save, I tried it aga
  11. I took the objective (as the Union) on the 1st day, 2nd phase, of the Battle of Cold Harbor and instantly won the entire battle. It felt a bit cheap because my right flank was crumbling and I was about to have my 4 brigades routed that had just barely taken the objective but the moment that objective was mine the battle was declared won, but I can't complain because I kept drawing this battle in the past and absolutely had to win it to keep command based on my reputation score. I don't like that you have to know what objectives will win the battle on what phase of what day and can't just
  12. A lot of these battles also have casualty limits to win so sacrificing 3-4 brigades to a frontal assault rout seems like it wouldn’t work. I’ll give it a shot though. Did either side actually have dedicated assault brigades or divisions? I haven’t heard of that. I would hate to go too far from historical just to meet the campaign’a requirements.
  13. I’m playing a Union campaign and haven’t been able to make it through the wilderness campaign through Cold Harbor with my appointment as army commander. I had lots of trouble with the Chickamauga campaign and the Cold Harbor campaign, side battles included which I usually had no problem winning. I’ve been replaying and eeking out draws, but now I head into Cold Harbor with 33 reputation and no choice but to win. So what is the optimal strategy for the Union to achieve its victory conditions at the Batrle of Cold Harbor? I am uneasy assaulting fortifications so now with most battles featuring t
  14. I’ve been doing a campaign on middle difficulty as the Union. Won or drew every battle except for the one where you have to hold Pittsburgh Landing at the end of the battle. I always hold off the rebels well far from it and as soon as that is the new objective the enemy cavalry gets there and claims it before I can detach forces to hold it. As soon as the CSA claims it with cavalry the battle is over. I had three solid corps and one half assembled corps going into Gettysburg. I also had a high reputation, only spending maybe 20 points on artillery from the government because I don
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