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  1. What is it, in regards to the mechanics behind cavalry, that keeps cavalry engaged in melee after a cease fire command has been issued? In other words, why does the cavalry not disengage when given an order to cease fire and then move away in a different direction?
  2. I should have been more clear; I had 5 Infantry brigades; plus artillery batteries, and 1 cavalry brigade to start. The 20 vs. 5 was a comparison of infantry only. I did pull back almost immediately and set up a defensive line at the southern most edge of the map for Phase I. The cavalry brigade was sent to hide in the woods on the western edge of the map. Eventually that cavalry brigade captures 4 CSA supply wagons and later retakes the Malvern Hill VP towards the end of the battle. As you can see from the screen capture, I brought 119 Union guns to the battle (largest batteries had 12 guns); that evened out the disparity in veterancy. I found that 3* CSA brigades are generally not too bright in regards to Union batteries; they will just advance time after time into the guns. CSA batteries at Malvern Hill were more reasonable in size, 300+ to just over 600+ (and only one at 600 was noticed). Any way.. back to playing Gaines Mills for a while.
  3. I decided to take a look a Malvern Hill before I replayed Gaines Mill. I have to say 20 CSA brigades vs. the Union's initial 5 brigades is a bit over the top, especially with the CSA having seven 3*, and thirteen 2* brigades plus their artillery. Might not be so bad, but the Union side has very little room to maneuver in Phase I. (I did win, by the way)
  4. 300 man Cavalry brigade vs 2,200 Infantry brigade; what do you believe the outcome will be if the cavalry stands and fights?
  5. 3rd play through - Victory by gaming it at the last minute (literally), sent the cavalry unit I had lurking in the CSA rear to seize Boatswains HIll when the Confederates moved out from there to make their final assault on McGhee Hill. The match up was as follows: Union Inf. 19,650 vs. 47,646 CSA Inf. (2.4 to 1 advantage for the CSA) Union Cav. 500 vs. 0 CSA Cav. Union Guns 132 vs. 227 CSA Guns. Losses: 10,257 vs. 22,347 Inf. 52 vs. 87 guns 336 vs. 0 Cav. 0 vs. 483 Missing CSA brigades were almost all 2*, with a couple of 3 * thrown in the mix. The CSA batteries were huge, 600+ to 1,100+ manpower. CSA skirmishers down to around 700 due to reducing total Union skirmishers by three units. Tactics used: Harassed incoming CSA units with two Cavalry brigades; the cavalry was basically ineffective against CSA batteries even when they rear flanked the batteries due to the large size of the CSA batteries. Sent three brigades to the Southeast to flank and harass CSA units; those three brigades were then brought back to defend Boatswains Hill. One was cut off, but survived by retreating back through the swamp; it was able to rejoin the Union line toward the end of the battle. Only set up a token defense at Boatswains Woods; I sent several brigades and batteries to defend McGhee Hill when it appeared as a VP. I defended Boatswains Hill up until the CSA brigades had more than a 2:1 advantage in total brigades in that area. Pulled back every Union unit to McGhee Hill and defended it until the end. There was no chance to make a conventional counter attack from McGhee Hill; the Confederates had a 2.7 to 1 advantage in Infantry (all 2* at this point) alone and all but two of their large batteries were intact. Big surprise was the capture of well over 2,000 '61 Springfields.
  6. That depends upon the perks.. I had a CSA 2* infantry brigade catch my 1* Cavalry brigade going up hill.
  7. dropped the 3 skirmishers from II Corp; that brought the CSA skirmisher size down to 700+
  8. My skirmishers are as follows: I Corp 375 w/ '41 HF 150 w/ '56 En 375 w/ Rebored Muskets II Corp 318 w/ Muskets 375 w/ Rebored Muskets 375 w/ Rebored Muskets That is it.
  9. 2nd play through. I pulled off a draw. Lost a 3* through being foolish, but otherwise had about 4,000 less casualties and caused about 3,000 more CSA casualties. I tried pulling four brigades of the initial Union deployment to the woods northeast of where they spawn and sent horse artillery to support them. They attacked CSA units going by, and the CSA attempted to counter-attack; very low Union losses with this group of brigades This created an interesting dynamic to the battle, with that group eventually attacking the rear of the original CSA deployment. I was able to get all of them and the battery back to the Union lines before the first CSA reinforcements arrived. The first Union reinforcements can not hold the McGhee Hill VP on their own; I probably should have pulled back at least half my forces to the Hill to hold it and then counter-attack at the end when the final group comes in. This grand battle may suffer from some of the issues found at Shiloh, but to a lesser degree. CSA batteries were exceptionally large; this allowed them to set up and take heavy losses without routing or withdrawing. They were actually more of a factor than the large CSA brigades. Again a couple of 1,000 man CSA skirmisher units were present; biggest issue is they seemed to out range the Union brigades ( I suspect they were armed with '56 Enfields) while being as large as most of my Union brigades. My only solution was to turn my batteries on them; this time they seemed to work in pairs which made getting at them with my cavalry rather risky. I am not advocating any changes or tweaks at this time. I intend to re-play this battle a dozen or so times to see what else might work in regards to the Union order of battle and tactics
  10. I always try to race cavalry down the east side of the map and attack the CSA batteries east to west; not sure they will surrender to a single cavalry brigade. Note: You will need to distract CSA brigades on the east side of the map to get your cavalry down to the east side of the fort in one piece.
  11. Did you use only your cavalry to attack the artillery or did you make use of other units?
  12. Thoughts on Gaines Mill at MG level with ModV 1.23 Not really unbalanced.. more 3* CSA brigades than I would like to see; several 1,000 man skirmisher units (I was able to rout and then completely destroy one of the CSA skirmisher units with two Union cavalry brigades); and extremely large CSA batteries, but otherwise just a tough battle. I tried to defend all three VPs and was successful until the last CSA reinforcements arrived; the last Union reinforcements were not enough to hold the key VP point for a Union victory. I brought in 17,368 inf. vs. 40,698 CSA inf.; giving them a 2.3 to 1 advantage on the infantry side. Since the CSA brigades initially arrive piecemeal, Union batteries were able to greatly reduce their initial numbers. On the next play through, I will pull back sooner from Boatswain's Woods and force the CSA to cross open ground to get to the other VPs. I am was still sitting on $178,655 and 30,000+ manpower after I started the battle. I will increase the Union manpower on the divisions coming in as reinforcements, particularly II Corp which comes in at the end for me. I am guessing that scaling will stay roughly at a 2+ to 1 advantage on infantry
  13. I usually have a unit or two armed with high melee value weapons to protect the guns.. Preservation of the artillery batteries was at the utmost in the American Civil War by both sides. There is an interesting first hand account (actually several accounts) about the withdrawal of Stewarts guns on the first day at Gettysburg. One carriage was damaged to the point of being useless for moving the gun; elements of several Union brigades (mostly mixed up at the point of withdrawal in and through Gettysburg) left a position of relative safety to help the gunners try to save their piece. To make a long story short, the gun was removed from the carriage and carried to Cemetery Ridge were it was eventually remounted.
  14. They were sort of occupied with other issues. I had sneaked a skirmisher unit along the far north edge into the NE woods; CSA cavalry and the artillery in the general area kept swinging around to keep it in check. The rest of the CSA artillery were occupied in trying to repulse the Union attacking coming from the South side of the map. Every time a CSA battery appeared in that area the 20pdr Parrots opened up on them. CSA artillery that re-positioned south of the VP were also hit by the gunboats.
  15. Thoughts on Seven Pines at MG level with ModV 1.23 As a lark, I decided to bring five batteries to this battle, as it turned out, that was a good decision ( two batteries of Napoleons, one battery of 10pdrs, 1 battery of Horse Artillery, and 1 battery of 20pdr Parrots). AI CSA was very aggressive on the flanks, Union artillery kept them from over running the flanks. The 20pdr Parrot battery destroyed the CSA batteries as they came within range; this rendered the CSA batteries mostly in-effective. The remainder of the Union batteries saved the day.