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BCH

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  1. Might indeed be the bug.. Had one brigade at around 3,000 (2,800 or so) one of the play throughs at MG level Train Station : Union vs CSA - Victory for the Union Started with 14,023 vs 21,066 82 guns vs 24 guns Losses 4,237 vs 13,206 2 guns vs 11 guns Distress Call - kept all units intact from Train Station includes one 2 * Brigade (Draw) Start 12,128 vs15,014 0 cav vs 566 cav (I know the Union had 1 small mounted infantry unit, but it does not show up as being present as cavalry in the after action report) 37 guns vs 57 guns Losses 2,722 vs 3,640 4 guns vs 16 guns 0 cav vs 32 cav Bull Run (accidentally started the wrong save last night, decided to play it anyway) Victory Started 16,941 vs 22,458 217 cav vs 633 cav 65 guns vs 71 guns Losses 12,144 vs 14,372 153 cav vs 431 cav 29 guns vs 35 guns 120 missing vs 429 missing At this point I am about to go back to the save I intended to play for Distress call when I notice I now have three 2 star brigades and one 2 star battery. I topped off the units to a moderate amount and started River Crossing River Crossing - Victory (took and held the southern most victory point) Started 7,700 vs 10,566 0 cav vs 599 cav 36 guns vs 28 guns Losses 1,288 vs 3,818 0 cav vs 15 cav 0 guns vs 15 guns I am now sitting with the following: Before refit $121,746, reserve recruits = 23,014 I Corp, 1st Div. three 2* Brigades, one 2* Battery, one 0* skirmisher battalion I Corp, 2nd Div. two 1* Brigades, one 0* Brigade, one 1* Battery, one 0* Battery II Corp, created but no units deployed.
  2. Actually one of my closest times to winning Distress Call on MG was to retire all the units from Phillipi and redeploy the weapons to new smaller units in order to shrink the enemy scaling in the subsequent battle. I also have concerns about using the 26 gun battery of Napoleons after Phillipi in regards to effectiveness. Most of the time I have only 14 guns maximum in my batteries. Back to the battle plans.. thanks for the info.
  3. The scenario in question was the Distress Call. The 2 star brigade had not been previously engaged, the the two flanking brigades and the 2 star filed one volley into the cav unit right before it hit, with little effect. The flanking units may have very well routed their own 2 star unit. 2 star had '61 Springfields, the 1 star flanking units had '41 Harpers and '55 Springfields. The best that I have been able to do is a draw on this scenario at MG level.. I can bring about 10,000 to12,000 to the fight, but their ineffectiveness at this level does not allow me to break the hold on the first depot (in the North) with CSA having superior numbers. I can whittle them down with losses being at least twice my own; but I can not retake the North depot. Good to know that firing into a melee is apt to cause more friendly fire casualties.
  4. Just started trying to play through MG.. in regards to AI cavalry, I watched a one star AI Cav unit charge and break a 2 star brigade in heavy cover flanked by two supporting brigades. The AI cav was outnumbered at least 3:1, should have been cut to pieces. It looks like MG level gives less morale to the player... is that correct?
  5. {Melee cavalry is good at cleaning up routing units, but charging units at full strength will result in high losses. } Looks like AI did not get the memo when playing on the MG mode.
  6. I am guessing that is what happened.. Anyway, in the long run the Union was thumped. (BG level); great mod you guys put out, the game is still challenging, but proper tactics will win the day now.
  7. The timer is a bit funky.. I thought I had taken and held the Northernmost VP before the timer ran out and still lost.. but it was close, perhaps time had run out.
  8. Looks like one needs to take Magnolia Woods and hold it to get past the first left flank.
  9. Just replayed the game.. defended the right flank and did not take Old Cold Harbor purposely. The game moves to the left flank battle; apparently the game is not giving me credit for holding the left flank on the first battle there. I did not take (nor attempt to take) the two Union VP locations. The after battle report shows the left flank as not being successfully defended despite not losing the CSA VP location. I don't remember needing to take and hold the Union VP locations to move to the next phase after the first left flank battle.
  10. "If you haven't captured old cold harbor, still control the central breastworks, and haven't taken too many casualties when the timer hits 0 the battle should move to the left flank. Assuming you don't capture victory points early and don't take too many loses the battle should keep switching between the left and right flank and extend to 3 days. " Just took two losses (game over type) with the first left flank battle; took almost no casualties, and while still holding the central breastworks, etc. If anything, the battle met the draw requirements. Any ideas?
  11. ..and with the ability now to give those skirmisher units higher end rifles.. you essentially have created a unit like the period British Rifle Battalion (60th Rifles, etc.) Give them perks that allow them to move quickly and fire accurately and even a 500 man unit can significantly impact your battles.
  12. My experimentation with it indicates not much of an issue in regards to balance; it does seem to mean that when dismounted, they stay put. Quite able to defend when dismounted; one can imagine a round of pistol shot at close range, and then sabre and pistol butts to drive back attackers.
  13. going to find out tonight how they do dismounted with pistol and sabre
  14. {Cavalry is actually very ineffective against other brigades in melee.} Most likely depends upon the time period.. here is a quote from a French Officer who ran afoul of the Scots Greys at Waterloo Colonel Duthilt, leading a regiment in Marcognet's Division wrote this: 'Just as I was pushing one of my men back into the ranks I saw him fall at my feet from a sabre slash. I turned round instantly to see English cavalry forcing their way into our midst and hacking us to pieces. Just as it is difficult, if not impossible, for the best cavalry to break into infantry who are formed into squares and who defend themselves with coolness and daring, so it is true that once the ranks have been penetrated, then resistance is useless and nothing remains for the cavalry to do but to slaughter at almost no risk to themselves....And so we found ourselves defenceless against a relentless enemy who, in the intoxication of battle, sabred even our drummers and fifers without mercy.' of course the subsequent attack on French guns, while successful in that they took the guns, resulted in their horses and riders being too exhausted to extricate themselves and required aid from light cavalry.. anyway I digress {The skirmisher/cavalry retreat logic is somewhat tied to the units effective and spotting ranges. I've played around with it a bit, but the system is complex enough that the only noticeable results I've gotten are units flee from everything or never run from anything. } That accounts for cavalry's actions if it is tied to effective and spotting range. I did note last night during day 1 of Chancellorsville, that Melee cavalry can dismount; has that always been a feature or is it part of the mod?
  15. {Cavalry could probably use a very soft boost. It works as-is, but needs a lot of micro. } A lot of micro is putting it mildly... I am not sure it is possible, but I would like to see the following for cavalry: 1. Road formation as in a column; with less fatigue while in column (Horses will out walk grunts any day). (some sources have estimated civil war cavalry at 4 miles and hour (walk)as an average). 2. Ability to detach "skirmishers" (true scouts); 1-2% of total troop 3. Slightly increased Melee defense against infantry in the open; horses have a great sense of self preservation, if they see you coming and perceive you to be a threat, you will be literally launched. I am not suggesting that CW cavalry was as specifically trained as in Europe. 4. Slightly increased view range in wooded sections; sitting on a horse puts you above the under brush. 5. Reduce the 'self preservation' of cavalry; I put you on that ridge for a reason, I do not need you to move just because you spotted the enemy. Overall, the Rebalance Mod is great. Just held the farm at Chancellorsville on the first day as the Union, II Corp of 30k held outnumbered 3 to 1 against a strong CSA attack (lots of CSA 3k Brigades) to the left middle and left flank of my lines. Survived by pulling every other brigade from the right flank area, and sending them to the far left flank as the CSA tried to enfilade that flank. Thanks J & P for your hard work.
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