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Don't Escrow Taxes

Ensign
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Ensign

Ensign (4/13)

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  1. Yes I also had the Cav spawn on top of me. I am having a similar problem described above, rebels will rout into the woods behind the union lines and back-capture VPs Challenging battle for sure. I feel like it's the first one where taking roads is critically important, even if they're out of the way.
  2. the way I win Antietam as the rebels is to turn the northwest and the woods north of dunker chruch (west wood i think it is called right) into one big delaying action. the AI falls for it every time. Last time they never even attacked my position at sunken road. I defended sunken road with just enough units to man the fortifications there in case the AI got crafty . I used the rest of the sunken road garrison to relieve my units in the west wood north of dunker church who took heavy casualties since most of the fight took place there. This also allowed me to dispatch a a bunch of arty batteries and some brigades to bottle up the union forces that try to cross the bridges to the east so they are never a threat. They take insane casualties trying to cross those bridges.
  3. Re: Everettesvlle. Actually this one isn't so bad for me. Believe it or not I attack from the front. There is a big piece of high ground right in front of Yankee entrenchments. Bring a TON of guns - LOTS of guns, okay - and what I did was i detached skirmishers from all of my brigades, deployed a strong skirmish line in front, backed up by TONS and tons of guns, blasted the living hell out of the union entrenchments, and then kept inching closer. The battle is like what, 3 hours in game time, so you have plenty of time to blast away. The reasoning behind the skirmish line is to provide enfilade fire onto the forward entrenchment while risking very few casualties. As you inch closer and closer and start working on the next set of earthworks you can then use your melee brigades to exploit the gap. In fact in general I am finding more and more that detached skirmishers in a line in front of your brigades is VERY effective vs. entrenched units because of the different angles of fire in exchange for far fewer casualties. The only way the AI can counter you is their own skirmishers which is seldom seen beyond dedicated skirmisher units. Now... can someone help me on Stones River LOL Edit: realize I'm only bringing 48 guns here but that's probably 6 batteries of 8 guns each. Also i used my III Corps to get them experience for the next grand battle. 2nd Edit: I watched the youtube video linked above and they are bringing more troops than me however the casualties percentage is less for me with the frontal assault 3rd Edit: I'm playing only on major general, not legendary
  4. I see why this is difficult to program the AI to do this. Ideally the unit would fall back toward better cover, unless that direction isolates the brigade (surrounded on 3 sides, let's say) from other friendly units. Tough to program for sure.
  5. melee dragging please needs to be fixed in time for full release it is probably the most frustrating complaint I still have. Just about everything else has been fixed which is great. I am still running into the issue where a unit's movement orders are cancelled after a new phase of a battle begins.
  6. I can't get past this battle as CSA on hard. I'm bringing 69k men to the field. Driving me nuts. I'm able to cut the union army in half at the third VP but they have too many men for me to hold off once the turnpike VP's spawn. Any other tips or strategies beyond what's discussed in this thread?
  7. This is more along the lines I am discussing. I'm trying to figure out why my 3-star 24lb howitzer battery with 24 guns, commanded by a major general, is performing like crap. Some interesting thoughts here especially with the higher chance of melee being triggered due to the size of the battery, i had not considered that.
  8. This is the one where the CSA has a fort on the right side and you have to kill off the batteries and capture the fort to win, right? If so the key is to RUN all of your units up the right coastline ASAP and get to the fort before the CSA units get there first. The long way would be to demonstrate along a long front in the center with a strong skirmish while trying to roll up the CSA right flank (Union left). That way you divide their attention but also don't suffer too many casualties across that open ground.
  9. I'm not worried about the command stat or efficiency stat. I have a battery of 24lb howitzers commanded by a major general. When it was smaller it did thousands of kills. Now it does a couple of hundred. And it is not a question of rotation either in some cases (i could see how it would be in some cases though) but it performs like crap in static defense scenarios. I realize what I'm asking for is anecdotal rather than specific but i'm just curious what the opinion is. 24 gun batteries, to me, clearly do not work. what's the biggest battery you should assemble before you get a big drop-off in production?
  10. When do you all start to see artillery batteries perform worse with more guns than they did when they were smaller? like, a battery of 24 guns performs very poorly. Where do you start to see the drop-off because the battery is too big? 12 guns? 16 guns? what's the max size you can make a battery before it just starts to perform like crap?
  11. Gettysburg is certainly a bit tougher for CSA now. Union clings to Oak ridge much more. The correct strategy is still to avoid it and move everyone south towards cemetery hill but it is harder to hold the seminary now due to this change, and CSA takes more casualties. You also have to make sure your late reinforcements from the north do not stall and assign 3-4 brigades to take Oak ridge once they show up. A bit more challenging as the patch notes reflect .
  12. Thanks for the patch! Looking forward to playing it.
  13. I haven't been able to squeeze out a Day 1 Gettysburg victory yet as CSA in the campaign. I think the issue is that I'm bringing 85,000 troops in three corps with another 5500 in reserve in my IV corps. Any tips are warmly welcomed.
  14. From where I sit, scaling is necessary to keep the game challenging, and I think the devs made a solid compromise by making the game partially dynamic impacting army size, morale, or weapons quality at grand battles depending on your successes in minor battles.
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