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BCH

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Everything posted by BCH

  1. 1.25.1a Mod - Shiloh I was able to stretch the defense of the Landing down to under 3:00 to go on the timer, using Pandakraut's camp strategy for Shiloh. However, in the end attrition to the Union brigades allowed the CSA AI to take and hold the VP. The factors from my point of view: 1. Scaling at Shiloh is horrible, and I am guessing that is not an easy fix. 2. I could only bringing 26 brigades to the battle, and some of them were rather small skirmisher units. 26 is not enough in my opinion to be successful at Shiloh as the Union. 3. The gunboats were less effective with the 1.25.1a Mod, resulting in greatly increased pressure on that flank. 4. The damage reduction of 40% to artillery, allowed CSA brigades in open ground to take multiple canister rounds from 2* batteries and not waver. This is partially due to the size of the CSA brigades. The plus side of the last attempt: 1. Two 500 man skirmisher units, armed with rifles, kept several CSA artillery occupied mid-map; as such those CSA batteries were not a factor late game. These Union skirmishers also helped spread out the CSA brigades 2. Two Union cavalry units managed to destroy one 500+ man CSA battery; and kept a CSA cavalry brigade occupied in the far Southeastern part of the final map. (One of the Union cavalry units was lost, but since the entire battle was also lost, that is a mute point). 3. Union batteries for the most part made it back to the Landing for the defense there; these batteries had kills up into the 3,000 area (keeping in mind that is only basically one CSA brigade at Shiloh). For me it is back to the save right after Distress Call since I am in very good shape after that battle. Objectives: 1. Less damage to my army in subsequent battles 2. Increase the available 'dollars' to build up an army of at least 30+ brigades for Shiloh
  2. Do the CSA AI cavalry just run random patterns on the Shiloh Church phase? They seem to have all the luck finding my Union cavalry, even when it is stationary and not spotted; no matter where I place them, they quickly find and engage.
  3. Panda.. Just reviewed your camp strategy (on YouTube) pre-Shiloh; very interesting and I am trying it out.. much more limited funds than you had at your disposal though. Do you employ that strategy on all your battles?
  4. Not very optimistic about Shiloh.. Skirmishers that previously could delay and harass the CSA incoming brigades are now either being destroyed or captured very quickly even with making a withdrawal. Basically they do not delay the initial advance at all. I am going to keep trying different army arrangements and field deployments of course.. but it seems to me that the AI is now much more deadly with the very large brigades.
  5. Yep.. watched your video several times.. I need to pull back sooner, as I can not rely on artillery in that phase to counter balance the numbers on the AI side.
  6. 1.25.1a Mod - Shiloh - First Phase - MG level I believe the reduction in artillery damage by 40% (introduced in 1.25) has made the first phase of Shiloh even more difficult. Additionally the damage increase for increased brigade size benefits the AI more with the 2,000 to 3,000+ man brigades they bring to Shiloh. I was able to delay capture of Shiloh Church until well after the Union Reinforcements; but that seems to have been to my detriment. CSA AI forces simply pressed onward to the Northeast corner despite being routed time after time. The no star brigades sent to delay the CSA advance simply folded under the overwhelming numbers and fire power of the CSA AI I also ran out of artillery ammunition rather quickly despite having 3 in logistics; supply was at 50,000, but of course no supply wagons in phase I of Shiloh. Back to redoing the start of Shiloh....
  7. Well it (brigades not returning fire) certainly did not happen at Logan's Crossroads... and the battle sort of made up for the heavier than usual Union losses at the River Crossing. Union vs CSA Inf. 5,750 vs 11,624 Cav 250 vs 453 Art 1,176/48 guns vs 662/27 guns Losses Inf 57 vs 9,221 Cav 57 vs 91 Art 0 vs 529/21 Missing 0 vs 518 CSA cavalry charged the Union skirmisher brigade in the Southeastern woods; the bad news for the CSA cavalry, Union cavalry was immediately behind the Union skirmishers. The Union cavalry counter-charged; at the same time another Union skirmisher unit armed with Sharps riles came within range of the CSA cavalry rear. The CSA cavalry surrendered. Union cavalry spotted and quickly seized a full CSA supply wagon. With no CSA cavalry to spot and protect the CSA left flank; CSA batteries were wiped out. CSA brigades were spotted and flanked by the two Union skirmisher brigades and Union cavalry. The Union batteries did the work. I find the loss of only 114 total for the Union to be extraordinary. Not sure I ever had a battle that lopsided before this.
  8. 1.25.1a Mod - River Crossing Playing as the Union. Took about twice the normal casualties as compared to 1.25.. Bad luck or did something else kick in with 1.25.1a? Something else I noticed.. several times Union brigades stood and took several volleys from CSA skirmishers without returning fire; I had to manually direct the Union brigade to fire back. In each case the Union brigade had the CSA skirmishers within range, as in they never moved to engage the skirmishers. It could be that the skirmishers had a reload bonus, but it seemed unusual. I will watch carefully on Logan's Crossroads and post if I observe it happening again.
  9. Something a bit odd about 1.25.1 Union kill rates for the River Crossing seem exceptionally high, at only 2:38 on the timer I have a Union skirmisher unit with 438 kills and only 9 deaths; another skirmisher unit 311 kills 5 deaths; a cavalry unit 145 kills 24 deaths. The starting strength of those units were 500, 200, 250 respectively; armed with SF1855, Sharps1859 rifle, SharpsM1859 carbine. This is playing on the MG level Yep.. really odd.. one volley from that skirmisher unit with the SF1855 had 233 additional kills. Immediately routed the over 1,000 man CSA brigade. Sort of thinking you all don't intend that to be a feature... AI does not have the same advantage, if that helps in trouble shooting. Artillery rate of kill seems normal. Edit . tough to tell with the Union Infantry wiping out brigades in two volleys only lost 48 infantry to the AI loss of 7,151 I will check back tomorrow..
  10. only showing up as 1.25 The DropBox link is only pointing to a 1.25 zipfile
  11. I will put together a short bibliography for you and others over the week end. Actually, here is a place to start... http://www.civilwar.com/history/weapons-44543/small-arms-94493.html
  12. I will put together a couple of samples for you to review over the weekend.
  13. I have some very good resources on weapons of that period.. for what type of descriptions are you looking?
  14. Yep.. the first time on my BG to MG test; they swarmed the Union trying to set up in the Southwest corner, and it was not pretty. The second time, the Union returned the favor; not a single CSA brigade was left on the field. The BG was just short of a promotion to MG at the end.
  15. 1.25 Mod - Logan's Crossroads I note that the Union can now bring 13 brigades instead of the 11 indicated in pre-battle screen. Was that part of the update, or had I just not noticed it previously?
  16. Rather slick way to promote BGs to MGs; I only had access to one BG this run through, I put them in command of a 10pdr Ordinance Battery for Distress Call, and they came out of Bull Run as a Major General. I am going to see if I can get another to MG status before Shiloh; I have River Crossing and Logan's Crossroads, which for me are artillery dominance battles. Nice tip Panda...
  17. 1.25 Mod. Corp Commander question: I can not find my notes.. how does a Corp Commander gain experience?
  18. 1.25 Mod - MG level Shiloh Not sure I can pull this off with my present army; I can only field 10,300 infantry between two Corp, 5 divisions total for 30 brigades. Two tries have been a complete disaster; I am unable to significantly delay the CSA advance. I believe I need that additional division. I am guessing that early investment in BGs for 2 division commanders was not worth the cost. update: I went back and checked, the cost for two early Brigadiers as division commanders was over 50,000 dollars; definitely not worth the cost in the early campaign in my opinion... back to Distress Call
  19. 1.25 Mod - MG level Logan's Crossing Collateral artillery damage Rather impressive.. I used the strategy of placing the Union brigades in the woods Southeast of the VP, and kept the Infantry brigades hidden at first and let the Union batteries (6 total) ,which were hidden, pound the CSA brigades milling around in the center. Since none of the Union brigades in the woods were spotted, with the exception of my skirmisher unit and mounted infantry unit who were trying to finish off the CSA cavalry, I put the game on max speed. I had focused all batteries on a single CSA brigade closes to the woods; close behind that brigade were 3 more CSA brigades. All four CSA brigades took damage.. The numbers rolled down like a gas pump dollar gauge spun up when gas was less than a $1.00 per gallon. The thing to remember is that AI batteries can do the same to your own units if they are stacked close behind each other.
  20. 1.25 Mod - MG level @ Logan's Crossing: Odd ball withdraw direction I had the CSA cavalry unit 'trapped' in the Southwest corner with a 500 man skirmisher unit; and a 250 man mounted infantry attacking their flank. The CSA cavalry charged the skirmishers, when I hit withdraw, the skirmishers withdrew in the direction they were firing.. the out come was not game changing; the CSA cavalry unit routed.
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