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Minas Moth

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Posts posted by Minas Moth

  1. @BCH regarding the 2nd Winchester as the Union... What I do I play with at least 4 or 5 artillery regiments, 1 or 2 snipers and rest is regular infantry... And I usually get something like 15:1 casualties in my favor... What I found out is that for 2nd Winchester the best thing to do is to bring the very best units you have. The North approach can be easily defended with a single infantry regiment supported by one sniper and artillery unit. And if positioned directly, at least one artillery unit from the center will be able to shoot the flank of the Rebels trying to move up North. South is more tricky, but it is easy with 2 to 3 brigades of infantry in the town. What I do i put the Iron Brigade (one you get after Antietam) on the far East of the town and slightly Southwest of the fort (2nd Victory point). Iron Brigade is fast and has great melee and stamina stats so its perfect fast reaction force. And as always vision is King. Your snipers scout and your 2 and 3 star artillery units obliterate the enemy... Cake walk battle.

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  2. @Contact and @BCH

    The Irish Brigade was the third in number of casualties in the Union Army with only the 1st Vermont and Iron Brigade suffered more casualties. During the War Regimental losses of Irish Brigade were as follows: 63rd NY Infantry lost 156, 69th NY Infantry lost 259, 88th NY Infantry lost 151, 28th MA lost 250, 116th PA Infantry lost 145 men. Altogether the Irish Brigade lost 961 men to direct killing or dying from wounds. If you add to that the fact that they lost around three thousand men wounded you see that they have lost around four thousand men altogether. That number is above the total number of men serving in the brigade in any given time. 

    All but Massachusetts regiment were smaller in size (around 800 men each) so they had around 4,200 men when at top strength. What is interesting about the Irish Brigade is the fact that its commander Meagher was allowed to return to New York in order to replenish the ranks of his depleted Brigade. This wasn't a common practice during the war (especially in the Union) as regiments got disbanded and new regiments raised if they ceased to exist.

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  3. BCH seems like you started to get the hang of it... Try to minimize losses in major battles as much as you can... I won Antietam as the Union with around 3,500 casualties altogether on my last MG play-through... Both Stones River and Chancellorsville will be pretty easy and straight forward battles that will be great victories if you keep your loses minimal... 

    Also, a word of advice... Invest in sniper unit or two really early on (works for both sides). When you get those 150 snipers equipped with scoped j&f browns or whitworths and get them to 3 stars.... oh boy, oh boy... it will be fun

  4. Yeah, Campaign, especially the Union one gets very monotonous after Chickamauga, although 9 times out of 10 I find Gettysburg battle quite boring also. That 1 time was in my last play through when CSA pushed hard towards the northern flag on the ridge and massed all they had there... that was a hard fight thru the woods. Also, during the attack on the Little Round Top AI proved quite resilient and even achieved some footholds on the Big Round Top but it was essentially a battle of attrition witch I could easily win. But hey, that's the name of the game.

  5. I tried defending all the way South... But the problem there is I have to send a unit up North in order to lure the Stuart's Cav into coming to me... Although there is a farm and I have the High Ground when he charges those 3 star Cavalry units on the open field I just can't fend them off... Even if I use woods the problems are many. In one attempt i had a single unit engage him in a forest with 2 artillery batteries and 4 other units firing at him to no avail, just can't make him break. When he did break he came back charging with 3 units and you know what happens when Cavalry gets melee bonus...

    It's a lot of scratching on my head and ayaaa yaaayaaa yaaays happening. I watched people win it even on legendary but boy oh boy.

    So I skipped the battle... And went to Chancellorsville... and well... I think I broke the campaign (again lol). I wiped out entire Rebel army... they have only around 15 k troops that shattered and returned to their pool... Managed to capture some 30 cannons, and now comes Gettysburg. As things go like they did in my last Union Campaign, after Chickamauga the Campaign is over... 

    I think that soon, really really soon I'll have to start to play at legendary level or try the UI and AI Customization mod to see how I'll manage there.

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  6. It has been done... Every battle a heroic victory... The Washington has fallen...

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    Look at those sniper sowing death all arround...

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    The Union suffered 1.281.487 soldiers killed...

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    It was indeed a very enjoyus ride... thnx @pandakraut for a decent mod...

    The battle itself was a total wipeout of enemy forces in every single phase... What I have found out to work best is to use only your best corps during attack phases (in my case the I and II Corps) I hadn't used flanking forces for attack at all. When the Washington city phase opens simply wait it out until map expands and your Norther forces (I and II Corps) are available to advance south. By doing that my III and IV (Light Corps) were untouched for the defense phase. For defense phase I used my second best Corps to defend the Northern forts and my elite II Corps to defend the city of Washington itself.

    Also, what I have seen the worst thing a player can do when defending the forts is to put guns into forts gun emplacement... I tried that on my first try of the battle and my batteries got obliterated by overwhelming number of Union batteries. Second time around I didn't put any guns in gun emplacements. Instead I put them outside of the forts with good fields of fire to pick off enemy artillery batteries and they weren't as nearly focused on as before.

    Edit II:

    Also, @pandakraut there is one interesting glitch I found. When you defeat the Union reinforcements at the Fort Stevens phase if you send your troops all the way to the southern border of the map and make them "hug " the border they will appear from the start of the attack on Southern forts and City of Washington itself... It is probably a cheesy way of doing things as you can catch a lot of AI's forces out of position and take advantage of it. Didn't do it in this playthrough but I'll keep it in mind for legendary campaign probably.

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  7. @pandakraut yes, repeaters really do feel underwhelming... What I would suggest is to take more of a vanilla game approach. as they are expensive and you don't get any meaningful ammount of them till late game make them hit hard and fast... increased damage with lower accuracy is ok... but they shoot too slow. try playing with reload speed a bit but I dont think any repeater should have base reload of under 140... With them is more about volume of lead you can send down the range then need to hit accurately and if they have same base reload as normal rifled muskets then they really really underperform.

     

  8. @pandakraut yeah... but my crappy last two Corps have no chance of breaking the defenses on the second phase, let alone take Washington, and sweeping down with my elite Corps I can take those last two forts and the city with no problems... its the Counterattack stage at the city of Washington that is giving me problems, everything else I have managed without any trouble whatsoever.

    And I am facing like 220k mostly star 2 and 3 units there lol

     

  9. @pandakraut Yes it is MG campaign... although I think I broke the AI half way through it... AI's recruit pool never showed more than 48-53 k soldiers available... And it made a lot of battles clean wipe outs... 

    However, I did really good in all battles throught the campaign, and I think if I split the elites from my Elite II Corps Ill be fine... When i took the Northern forts (Fort Stevens etc) I wiped out entire Federal Army. When I defended those forts with my II Corps I wiped them out again... So its a matter of redistributing my forces across the army better to make it work.

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  10. @sirwaldi well it wasn't all that easy... But it is easier than playing historically and trying to defend around the West Woods, Dunker Church and Cornfield. What I did was i pushed with my starting troops North, towards the enemy and positioned my troops in the woods just North of the Cornfield where the farm is and stretched the line towards the east (there are good woods there). I have sent snipers to the west to hit flanking shots into incoming enemy brigades. Supported my troops with artillery, cleared enemy artillery with my west snipers and slowly rolled up my units from east towards the west in order to completely encircle the enemies units...When your and enemies reinforcements arrive you can hold great position from east to west in the woods there... When Sunken Road phase opens up send most of your troops north with some 4 or 5 brigades with some artillery support guarding the bridge east of Sunken road... When enemy forces start crossing the bridge they'll get straight into your infantry and guns and are easily dealt with... After that it is all about mopping up the enemy forces over the Antietam creek...

    Yes I play this campaign on Major General Difficulty.

    One very important thing is to invest in good artillery and in Withworths with Telescopic sights... there are also a lot of good Youtube videos with strategies for Antietam Battle.

    And this one was battle of Fredericksburg:

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  11. Good day everyone... The Battle of Anitetam is done... Once again the Union Armies didn't fair all that good... I would take 8:1 casualties any day and once again a massive carry by my artillery units.... And most of the guns used are pieces captured from the Union armies in smaller engagements.

    MJ-CSA Antietam 1.jpg

    MJ-CSA Antietam 2.jpg

    MJ-CSA Antietam 3.jpg

    MJ-CSA Antietam 4.jpg

    MJ-CSA Antietam 5.jpg

    Oh...and it is time for Bobby Lee to wreak havoc upon the Union...

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  12. After playing even more I have some other stuff to report about... My MJ Union Campaign has gone up to Cold Harbor... All the Major Battles so far have been a cakewalk actually... Union players that rely heavily on use of artillery units have nothing to worry about really... If using mostly 14pdr James, Whithworths, 4.5inch siege artillery, 20pdr Parrots, 10pdr Parrots and 24pdr Howitzers your campaign is won very easily... Regarding the artillery perks, IMO I don't see any use of anything but perks that focus on long range fire. even for 24pdr Howitzers the long range perks work great as they increase your range considerably as well as accuracy which coupled with their high damage output makes them murderous. Only other artillery perk I find useful is horse artillery perk. I find it quite funny seeing my Horse artillery towing 20pdr Parrots around the field at the speed of light. The Horse artillery perk should be limited to certain (lighter) types of guns and should stop at 3-inch Ordnance and 24pdr Howitzer. I say that about the 24pdr howitzer because despite the weight of the shot the 24pdr Howitzer was quite a light canon. To test this theory about "uber artillery" I have started campaign with CSA just to see how and can they cope with the Union artillery Wise. I know they historically couldn't but I am curious how they will fare in game.

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  13. Quote

    Likely need to build in some kind of system to lower morale damage impact as morale approaches 0 as it's a bit to easy to achieve that state

    That should be tested extensively... At the moment there are occasions where AI's  units just will not break, even though they are fired upon from multiple flanks (check one of my Shiloh Battle posts in this thread)... Also, apart from game-play reasons, this thing should be done with utmost care for historic reasons also. For example the famous Stonewall Brigade after Chancellorsville was left with around 1.500 men. In 1864 and Overland Campaign the fighting at the Mule Shoe virtually gobbled up the entire Brigade with a regiment of 200 men being all that is left. Also, several authors (like McPherson) suggested that average soldier/unit morale in the ACW was indeed very, very high because units were made from men of the same County and more often than not they were bonded by family and friendship ties. So mass routs or breaking of units were not very common and not something that could be easily achieved.

    There are ample examples, like Union Irish Brigade that didn't cease to exist after failed assault on the Marye's Heights at Fredericksburg. In the western theater there are even more units that sustained 60-80% casualties in a single battle and yet they still didn't dissolve as a unit.

    If anything, I would personally like to see surrender mod expanded as it already feels intuitive and historically more accurate than mass breaking of the enemy's units. However this is just my opinion and all I can do is offer some historical reference as to why things could be done this or that way.

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