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lightningg

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Everything posted by lightningg

  1. I know that some of the firearms have been changed in terms of names, models etc Is there a list of which ones are CSA, which Union and which both? I believe that the mod also allows for weapon upgrade on a random basis? Does this override any restrictions normally in place? I am seeing what I believed to be rare Union only cannon used by CSA in greater numbers than I am able to deploy (14pdjames) first at Shiloh, then at Antietam and wondered if this was due to the mod or something else? Thanks
  2. It seems to happen with/without points in recon and this appears to happen with all 4 of my unit types against all AI unit types - if its not happening to other people then maybe I just need to invest some career points in free eye tests for my troops I was only looking at AI units that shatter - hadn't thought about my own tbh, as mine don't shatter too often so I hadn't even considered that side of things - I assumed that the 'rescued' equipment took care of that
  3. Just wondering... one of the things I notice a lot is how routed AI units vanish from sight very quickly after running away even when in range of my brigades that caused the route. This seems to happen even when the non routed unit was visible in the same area Is it possible in the mod to reduce the 'cover' value of a routed unit so that they remain available to 'spotting' for a longer range? As these troops are not sneaking away but basically are running for their lives they would not have the same 'cover' ability vs troops/artillery that are firing at them or cavalry trying to run them down another thought/question - I know that the mod gives a % return of arms from captured units. Is there a way that this can be duplicated for units that shatter during a battle? (guide comment on subject) When units sustain losses exceeding 70% they may completely shatter and vanish from the battlefield. A shattered unit is recognized from the remaining group of soldiers who flee off the map with their flag absent. The shattered unit is considered completely destroyed and will be no longer available in the campaign. It would seem to me that a fair % of these troops would be dropping their weapons and running Thanks again for your thoughts, comments and ongoing work on the mod
  4. After I overran the Union forces I managed to position my Shiloh Church CSA Corps in such a way that 5 infantry and 2 artillery units have been transferred across to the Hornets Nest stage to support the AI generated CSA troops rather than having to wait until the map expands for the Landing stage Edit needless to say I won the battle, although I m guessing that having troops that far up the map triggers the game to go to next phase as Hornets Nest ended very quickly, so wasn't as good as I'd hoped lol
  5. Can you confirm that you were playing on 1.23a? I have definitely completed the battle with both artillery captured on that version. Assuming you are on 1.23a do you recall if you captured brigade 1 or brigade 2 of the split? I never got a spit on my tests so that could be the root cause. Yesterday I captured 3 artillery batteries including a split one and the game progressed okay to CSA defending the fort.
  6. Ok thanks. Wasn't sure if it could be changed or not, thanks for clarifying
  7. For Battle of 1st Bull Run, when playing as either Union or CSA, would it be possible to add a Division to the army' structure for the player's AI force. I don't mean more Brigades, just divide up the forces a bit more? When played as Union, there are 2 AI Divisions, so its not so bad. Just feels like it's a little unbalance, particularly with variable. 1st Division 3 Infantry and 2 Artillery, followed by 1 Cavalry, then 2 Infantry & 2 Artillery = 10 minimum. 2nd Division 3 Infantry and 1 Artillery. Last Battle I played the initial deployment was 5 inf + 3 art, then 1 cav, then 3 inf +3 art = 15 units in Div 1, with just 3 inf and 1 art in Div 2. I know the variable was lopsided but even if all of Div 2 brigades split and none of Div 1 did it would still be 8 to 10 in Div 1 favour. When played as CSA, I cant remember the numbers of the AI units but I think it's something like 3 inf + 2 art, then 5 inf + 2 art and a cav and in final phase another 5 inf brigades = 18 all under the Army hierarchy (even without variable split) with no sub-divisions. When playing all the AI units appear to be under an Army heading with no Divisional split. You end up with 3 distinct AI forces each with a General but no Division/Army split of the AI forces Not sure what others think.....
  8. CSA MG Shiloh A tale of two battles Shiloh Church - trap & destroy the union army To do this I maximise the available time by bypassing the church left and right until less than 30 minutes left The CSA left flank takes a holding position, crossing the stream and staying south of the muddy area. The right flank is more aggressive crossing the stream and forcing the Union brigades to give ground, with extreme right flank advancing the furthest to cut off Union access to rest of battle map Union forces seem agreeable to this, do not counter attack so my losses are minimal and willingly fall back into the muddy area until they can barely move in slow terrain and will take fire from my forces outside of the bad ground, as shown below, while seeing to be in constant rout state. The Union supply wagon is captured My cavalry are kept in reserve to the south of the church which is still held by Union although no troops are there. At 30 minutes on the clock I take the objective and then use my cavalry to attack across the muddy ground against the remnants of the Union force. No Union troops will escape from this side of the battle if I can help it The map swaps CSA Right Flank - hold ground, advance slowly, do not force Union to withdraw too early, while preserving my force and rotating forces. CSA supply wagon is set for artillery supply only On the other side of the map I have a great deal of luck with the Mod. All 3 divisions have a split infantry brigade (and not the smallest) and the 1st and 2nd divisions also get split artillery batteries - so 5 'bonus' brigades I deploy 1st and 2nd on my left flank, wait for my Reserve division to arrive and link them up across the map. 1st and 2nd will advance in turn with the larger Reserve division support on the right I advance slowly engaging any Union brigade/battery as I head north but stay below both objectives allowing time to run out The battle swaps back briefly to Shiloh Church where I advance 2 divisions further north, continue to attack the last Union troops with cavalry and then set up the manoeuvre to move my remaining brigades close to the muddy area away and then north before the map swaps again. My 3 divisions now advance at a quicker pace in this phase (in previous battles the Union has been very aggressive launching major attacks south but this time they withdraw to Hornets Nest leaving behind several batteries for me to destroy I attack the forces south of HN exchanging musket and cannon fire, Rotating brigades but taking casualties. The Union hold fast and still have a major force south of the objective with even more at the HN itself as the clock runs down The map expands to full view My flanking attack can now take place I have a major force north of the majority of the Union Army and I am close to the Final Objective. The cavalry destroy the last troops from Shiloh Church area so my entire left flank is clear. I can move troops to support my right flank and also push towards the objective I see two choices I can try to deploy my northern force across the map take the objective and try to hold it against any Union force that moves against me from HN. My forces would be split and the northern troops would also be open to attack in the rear as more Union reserves arrive I choose the more conservative route advancing left to right across the map, keeping my two forces in contact, with a safe north/south corridor to move troops up/down if necessary, engaging union brigades that come too close as they withdraw to the Landing. I can still take the objective and moving my southern forces north can run down and destroy Union artillery There is sill a major battle to fight as thousands more Union troops arrive (I am deeply suspicious that AI always deploys more troops in the major battles than the battle results table shows they had available) I attack any Union forces as they arrive, drive the union troops into the two northern corners and more muddy ground. I move infantry and artillery against the gunboats. Artillery alone would be quickly destroyed, so I have to sacrifice infantry while the artillery fire from behind them I destroy/capture all Union forces I can find, hold the VP and win the battle
  9. Just a thought I want to throw out there and see what people think I know there are perks that boost speed, cover, etc but my thought is a more basic across the board option Artillery move as they should Infantry have 3 movement options - walking (normal), running and charging Cavalry & Skirmishers can do their 'normal' movement speed or can charge Now I know that the default speed for Cav and Skirmishers is higher than infantry but it seems strange to me that the fastest/lightest troop types don't have a third movement speed button option As light infantry, the skirmishers could have a slower option that allows faster condition/morale recovery or one that costs more conditioning by makes them harder to spot or is maybe just a different speed to normal/charge Now I don't ride horses but I'm sure that in the movies there are various 'gaits' used by mounted troops/horses - walk, trot, canter, gallop guess I am asking if it is possible and a popular idea to have an 3rd speed added in the mod?
  10. if you have set false in the AIConfig file in the mod folder but you also have a rebalance folder in the mod folder then try setting false in the AIConfig file in the rebalance folder (hope that makes sense) see if that does it
  11. downloaded, thanks both is there a rough % decrease at Shiloh we should look for?
  12. I was afraid if they got killed by CSA that even though I won the battle then AI would get a bigger chunk of the cannons than I would with their super duper career skills lol neither of them went to camp I just ended up with 12 recovered/rescued cannon. I tried routing one myself and routing both myself but still ended with 12 guns
  13. BCH - Do you make a save during the battle if things are going well? Looking at the video pandakraut posted there were some good examples of battle management but it only takes 30 secs for things to go wrong at Shiloh. If I'm faced by something extreme like 6 CSA brigades totalling +10k infantry appearing together as a group on one flank and charging 3 brigades at a time with a 400+ unit of cavalry thrown in as the icing on the cake (as happened last time), or if i'm taking too many casualties without returning fire I pause the battle and make a quick decision on tactics It always seems to me that AI is very good at hiding especially the artillery but can see all of my units as well as I can, so consider my tactical pause as only fair I know the AI may have a better spotting figure than my troops but we are talking extreme ranges at times or I am on higher ground and they are just below me and can fire up at me but I cant see them, just the shells hitting my units and me following the trail back to the hidden (in open) guns. I don't think that the game is as sophisticated that AI can claim the sun was in my eyes. Taking out their generals doesn't change much Anyhow I am trying a different career path general and have got the Philippi Bug for the first time Currently sitting on 70 napoleon cannons ,28 in Wood's brigade and a split unit with 21 guns in each brigade. Not sure at the moment how many of the spit unit cannon would be 'recovered' by me at battle end if I don't loose any in the battle itself Any ideas anybody?
  14. I just re-fought Shiloh MG with my same forces as yesterday but having a couple of units swapped between divisions Yesterday CSA had 56719 Infantry, which was won on the last day. Today's battle was won on the first day and CSA had roughly the same number of cavalry (yesterday 2663 today 2252) and artillery (yesterday 175 guns today 173 guns ) (tiny difference) but they had 67534 infantry This is 19% more infantry against my same force. Whether me switching units made any difference I don't know but it does show how lucky/unlucky you can be. I forgot to take a screenshot of the victory in my haste to note the numbers down so the one below is when a rogue rebel unit just appeared next to my general high up where Gibbon's brigade is up on the right. It did not get through my line as my 3 units that gave chase were there originally, so CSA doing some smoke and mirrors with the battle. 67534
  15. Crossroads MG I experimented with extra Artillery here 50/50 on whether I'd go that route again Anyway tactics here are withdrawing to a point two thirds of the distance between the VP point and the railroad track. Re-enforcements are used as a second line This gives CSA an easy capture of the VP which is really what they are after. Although CSA still attack it is on a lower scale than if you were defending the VP against them. A lot of CSA units line up within Union artillery range so just blast them from distance. Then when there are only a couple of CSA units in view the Union advances the second line and repeat blast as more CSA arrive. Repeat your advance with the second line and this time bring the artillery forward a bit too and repeat blast. By the 3rd or 4th advance you should re-capture the VP (making sure you do this before the clock runs out), the CSA will be more aggressive as they want the VP back but by now they are much weaker and most of their units are ones that have routed/taken heavy casualties. Don't choose too many howitzers for this as you want to fire at range when the CSA units are just standing there - that was my mistake on this try I didn't destroy all CSA units but as you see in casualty figures I got most of them just by exploiting their tactics to my advantage. On to Shiloh
  16. River Crossing MG Hold left flank and centre attack with right flank take 1st VP. Pivot centre swing round right flank so CSA is surrounded on 3 sides and backs to the river Advance slowly and wipe them out
  17. 1st Bull Run as Union MG This was a good example of having a plan and not being able to use it The plan - defend the bridge without drawing fire and the ford on its right where I knew that CSA would attack with cavalry and probably skirmishers with Infantry holding position. I would advance my 2 Divisions when they arrived but delay my attack on the Matthews Hill VP until both were in place then advance to attack CSA while not taking the VP in order to weaken CSA as much as I could while giving time for the rest of my #game# re-enforcements to arrive either side of the river. I would also send my cavalry scouts to attempt to kill/capture one or more CSA Artillery if any were in sight before a similar dash to capture a supply wagon if possible. Once all forces were in place I would then attack the 1st Hill VP but delay crossing the river points until CSA ordered a withdrawal to the final VP Well River crossing forces in place and CSA attempt to cross the ford being repulsed Cavalry advance but find the bridge defended by 2 artillery and several other units in vicinity. I head across to the area near where the CSA withdraw to, so I can cross back over another ford and up the hill. Meanwhile back at the ranch, my 1st Div still haven't got to position, 2nd Div is only halfway where I want them and other troops have either just started appearing o,r across the river, have not yet appeared. I spot a supply wagon with my cavalry give chase and capture when all of a sudden the withdrawal command appears with hours left on the clock (is this because of where my cavalry was when capturing CSA unit?). With none of my forces in place the clock is now ticking down to CSA counter attack and they are already getting more re-enforcements. I now have to rush my forces to try and destroy some of the artillery leaving the Hill while not over playing my hand as I don't know what I am heading into. Worse, the CSA cross the bridge with 2 skirmisher units and one cavalry I stand my ground - just before they withdraw but the CSA do not fall back from the river crossings. My final #game# units arrive, my 1st and 2nd Divs are pushing the CSA back towards the VP area, the captured supply wagon is safe behind my lines but at the cost of sacrificing my cavalry. All looks ok when 2 CSA cavalry units attack my force guarding the bridge in the rear - sneaky - have only had that happen once before. My small force of infantry and artillery are mashed but survive as my re-enforcements draw near. The cavalry run off and disappear. My forces push CSA left flank across the stream but CSA still hold tight at bridge/ford. My forces swing round to start rolling up the crossing defenders but its slow as the CSA are throwing units forward in various places.. CSA send 2 Inf brigades across the bridge and the cavalry returns but I have lots of artillery there now - variable gave me two extra batteries and split two of the inf brigades so I drive them off but still cant force the bridge with the CSA guns in place. My main force is firing across the stream bullets and shells with several CSA units floundering in the water, there is a lull and both of my divisions charge across the water, other CSA units fall back and I finally hit the bridge defender in flank breaking them all I am running out of time before the counter attack so I stay just north of the VP , 3-4 inf ranks deep with batteries behind but have to leave one depleted inf brigade at the bridge and at the ford as the cavalry are still trying to attack my rear. The rest is basically CSA attacks and Union defence. but as I rotate new units to the front they do so by advancing towards the VP so that I finally capture it and can then defend it in depth. CSA continues to attack until all units are destroyed with the last one surrendering.
  18. Distress Call all enemy units destroyed Tactics here were to withdraw from Supply Camp 1 before battle - forming an infantry line north of SC 2. Doing this allows quick CSA capture of SC 1which triggers your re-enforcements immediately rather than trying to hold SC 1 & 2 and waiting a hour for the rest of my troops All artillery were included in the first 3 units deployed before combat - gets them on the map in position - because of immediate extra troops this works skirmishers in SC 2 and protecting right flank Long fight too many losses I think, CSA got bonus cavalry and artillery I got some bonus troops to with the variable set up.
  19. Also when falling back I would stagger this if not using any/many skirmishers. Alternate brigades across the line fall back and hold, fall back and hold so you always have troops facing and firing at any enemy in close pursuit I consistently win on MG level, based on everything I do from the creation of the campaign being geared towards being in as strong a position to fight at the start of Shiloh, rather than it just being the next battle in the campaign and in making sure that during the Battle of Shiloh I retain the control of what my strategy is and when/where I choose to fight
  20. I meant to say about moving your Generals around. I also used to have 1 skirmisher in initial deployment in ONE and TWO areas and 'hide' them in advance of my line and try to use them to capture a Supply Wagon but found the micro-management of the battle more important to something that may/may not be possible and would rather have an extra unit where I can make the best use of it for the duration of the fighting.
  21. My strategy for MG Union victory at Shiloh is as follows. The battle starts from when you set up the campaign - I know others don't advise it but I use a career point to get the 2 logistics and 2 medicine in Career Skills. Reason for this is that every man you don't lose as a permanent casualty fights again and brings his own weapon I think this also helps with efficiency as you are using fewer rookie recruits. . I'm assuming they stay with their brigade rather then return to the manpower pool (?) This also gives you a better start in the weapon pool that you can build upon - refreshed twice before Shiloh after Philippi and 1st Bull Run Keep losses in earlier battles to a minimum (I know this sounds obvious but I mean it) but if you have time left over to kill/capture enemies do so, apart from experience your troops/officers gain you also get a % of equipment. Remember to use the #game# forces as much as possible to keep the Brigades you created as strong.fresh as you can and have troops you wont keep at the end of the battle bear the major loses.. With some battles I have noticed that slight changes to where you deploy your initial forces can make a big difference in the level of attack/loses you are exposed to before you get re-enforcements.- Crossroads is a good example On to Shiloh itself. I never use cavalry Always avoid muddy ground. Bear this in mind for when a brigade may rout, so give it a wide berth if you can. Dependent on what I am bringing to the battle I may not use skirmishers - if I do use them it is for screening the enemy when I withdraw - I do not factor them into my defensive plan. unless its to chase down a rebel unit that breaks through Deployment is crucial to me. Unlike in history you can manipulate which of your units appear where. On the battle set up screen the first Corps I place is my new and weaker II Corps. This places them as the initial defensive force at Shiloh Church, position now on referred to as ONE. I also swap my best troops from the I Corps 1st Division with my I Corps 2nd Division. This places my best troops in-between the 2 Field Flags on the second initial area TWO In both ONE and TWO I maker my defensive line as straight as possible, based on the terrain., I maximise my firepower this way on any CSA attack. I want 3 of my brigades firing at any CSA charging my line. I do not expose my artillery to being drawn into melee by being too close to a frontline unit that may rout/fall back under the attackers momentum into them. I tend to use smaller batteries but placed strategically in my Corps set up for where I want them to appear in the overall battle ONE - withdrawing my left flank slightly across river and advancing right flank slightly to take advantage of higher ground. Infantry are spread evenly across map but leaving a gap on right flank next to muddy ground. My artillery is usually placed in centre and centre right. By swapping my 1st and 2nd Divisions (above) The re-enforcements received are the new 1st Div Infantry of I Corps (the old 2nd). I rotate them into the frontline asap putting 2 brigade on the left flank. I now have a strategic reserve to move across the battle as and when needed. I do not let my brigades rout unless unavoidable, I keep rotating my reserve/frontline brigades. I will merge a weak brigade rather than see it break. If you can break any enemy brigades than do so. For ONE I also adjust my defensive front for how CSA is concentrated to keep my Infantry firepower concentrated. I try to keep the ONE VP if at all possible. If I cant then I know in advance that I will have to retreat from TWO as well and plan for this in how I defend the TWO area. I will also make a planned fall back if I know my forces in TWO will be too weak to hold out TWO - my line here uses the high ground on the left flank and a slight withdrawal north of the right flank VP. In nearly all battles the CSA may initially attack my right but most of the TWO battle is concentrated on the left. Because of the swap of 1st/2nd troops, my most experienced Division is here along with brigades from II Corps. I also tend to have more artillery (3) here spread across the line more evenly than in ONE If I am using skirmishers then they will appear here for the 1st time as some/all of my re-enforcements that will arrive. As the battle progresses I again concentrate firepower to stop enemy attacks and keep my artillery ammo reserved for this and hold fire when possible. After the initial attack on my right flank I gauge if I can re-deploy a Brigade to the left flank (based on what I can see of CSA and at some point will also consider moving artillery. This is a tough fight and I will fall back as soon as re-enforcements arrive if I know it will be inevitable based on ONE outcome and What my troop level in TWO is telling me. Again if I can I will rotate any new infantry brigades and concentrate this on my left flank. If I held ONE and I have held onto TWO then I will ignore the Fall Back to Hornets Nest (THREE). Why waste your energy falling back and loose troops shot in the back. Instead I will feed in the new infantry troops into ONE (minimal) and TWO while not ignoring the gap in the centre. Any new skirmishers will join existing ones to form a line ready to screen a withdrawal and most of new artillery will be left at THREE. There is no point moving them to TWO if there get passed by my Infantry running the other way before they can open fire. Remember to use your ammo and allow artillery already at TWO to now fire at will. I am now confident of victory but keep rotating and moving troops around (even from ONE across to TWO.) and keep concentrating my firepower. If I lost ONE or TWO so have to withdraw to THREE then its not the end of the world. Artillery are sent back by the quickest route well before I need to move the infantry. THREE can be a strong defence but although I follow the diagram in making it the point of a triangle I don't ignore the wider flanks. If you are outflanked here then falling back to the Landing (FOUR) will cost too much. I also concentrate my artillery in the centre where the best routes back o FOUR are. Plan the withdrawal so you save as much as you can. If you do have to lose something then lose skirmishers Again rotate troops, merge brigades, feed in fresh troops do whatever it takes not to rout. Hold your position at THREE if you can and again ignore thee call to fall back. After all if you make it to the next day then you get pulled back for free
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