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Davek86

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  1. So, the siege of Suffolk. That battle was hard, first scaling and the manpower pool is giving me a hard time as I got several high reinforcement rolls. Before using some ballast units I was facing around 23K vs 36K. Tried to play it several times and the enemy just steamrolls right through any defense I can set up. With some ballast units the enemy number goes down to 28K, which was plenty for hard pressure for the first part of the battle but the defense line does hold. The other notable thing in this battle is that I really started to feel the pain of the fixed damage curves. The enemy brought in 9 artillery units of 18 guns each. And Oh boy those cannons did hurt a lot they caused 4.000 out 7.000. It really did feel as heavy bombardment and did an excellent job to pin down the defense line, only with some luck and some I did manage to hold the line long enough for the reinforcements to arrive. unfortunately I did not check which guns I did capture, so don't which cannons they were using. Still greatly enjoying the mod, currently for the first time playing on MG and it seems I might make to the finish line. Although the battles are getting much tougher, supply raid alone took 6 or 7 attempts to get any win and just outright defeat.
  2. Pandakraut: in the comments on one of your video's I read that you and Jonny enabled capturing of cannon in the re-balance mod. Would it be possible to also make this change in UI and AI Customization mod? I have only seen the end screen of the campaign twice and both times it seemed odd to me that there was a mention of how many cannons you had captured while there is no way to do it in game. Currently I am experimenting with skirmishers, non sniper ones might be more feasible with normal rifles is it difficult to enable this? I am greatly enjoying the mod, especially the fire arcs for cannons and the fixed damage curves.
  3. Jenska; the bug in large artillery brigades is still present. Use the UI and AI Customizations Mod V1.6 to play with larger units, since this mod fixes the damage curves.
  4. The predecessor of Ultimate General Civil War (UGCW) the excellent game ultimate general Gettysburg (UGG) has multiplayer, PvP. The developers decided against including multiplayer for Civil War as apparently few people played the multiplayer of UGG.
  5. 1. The damage degradation curve are still in the game. For some graphs take a look at this post: Incidentally that mod fixes the damage curves. It is a good mod, almost a unofficial patch. 2. Damage wise your 23 gun unit is equal to a 6 gun unit in killing power. However it has much more staying power since it is a much larger unit. Therefor I would arm them with something cheap, like a 6 pounder, and use it in extremely close range to support assaults on positions. During this close combat will the unit will likely lose man and guns, and thus become more effective ranged firepower. This way you preserve exp and stars. Disbanding your unit is a option since achieving one star is not too hard for a rookie unit. However there is better way. This depends on your manpower situation, if your manpower is zero and you then disband the one star units the newly available manpower retains the experience. When you than create a new artillery unit they will start with one star. To drain a large manpower pool create as many large infantry units as you can using weapons you have in stock or cheap ones. Hope this helps.
  6. In your position in would do the following: Don't replace the losses on the large experienced units, 2500 man might be a bit overkill thus if these units are around 1.800 man that would plenty. Use the available manpower to create new units and arm them with whatever you have on hand, it would prefer more units over large units. Create more artillery, cavalry and skirmisher units. Artillery is useful overall, I like a bit more artillery at the bridges in the south. Cavalry is very useful late in the battle to complete encirclement and moping up units.
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