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Found 9 results

  1. What're your thoughts on the 6-pound field gun for a cavalry Corps?
  2. Would you like to see these weapons in Ultimate General Civil War? Let me know what you think. Artillery/mortars M1841 mountain howitzer Blakely rifle cannon 24 pdr Model 1841 Coehorn Mortar 6 pdr. Wiard Rifle 12 pdr. Wiard Rifle 3-inch Armstrong Muzzleloading Rifle 3-inch Armstrong Breechloading Rifle 30 pdr. Parrott Rifle Rifles/muskets/carbines Springfield Model 1847 musketoon Pattern 1861 Enfield musketoon Frank Wesson Rifles Volcanic Carbine Joslyn rifle Tarpley carbine Merrill carbine Gallager carbine Sharps & Hankins Model 1862 Carbine Colt 1861 Special Musket US Model 1816 By Pomeroy Converted To Percussion Dated 1837 Remington (U.S.) Model 1863 Zouave" Percussion Rifle Amoskeag Special Model 1861 Musket
  3. Are smaller (less than 24 guns) artillery brigades/batteries more effective than larger ones? Is the rate of fire for smaller artillery units, i.e. 6, 10, or 12 guns for faster than those of larger formations?
  4. With all due respect to Darth for the amazing game, I must say that the AI's weapon scaling is implemented badly and ruins immersion. With a high enough recon stat, you can see that : All of the AI's infantry will share the same the same gun, all of the AI's artillery will share the same gun, all of the AI's skirmishers will share the same gun , and all of the AI's cavalry share the same gun. This is very unhistorical and unrealistic : units were issued different weapons throughout the war, on both sides--especially the Confederate side. Confederate units in the Army of Northern Virginia used everything from smoothbore muskets to stolen Springfields to imported Enfields. So, when playing as Union, facing an army of Confederate brigades equipped with M1855s and ONLY M1855s is extremely instantly breaks immersion. Likewise, when playing as Confederates, it is unsettling to face a Union army with 108,000 M1861s and not a single other type of rifle. Historically, Union brigades were outfitted with everything from Sharps rifles, to M1861s, to Enfields and Spencers) This is also very evident with artillery batteries : an AI army will only have ONE TYPE of cannon. So, when I played as Confederates at Chancellorsville, I had to face 311 10pd ordnance rifles from the Union. That's ridiculous from a historical standpoint : a Union army would have multiple rifles issued to its brigades and multiple types of cannons issued to its artillery. Proposed solution : I am not a game designer, so I do not know how difficult it would be to implement weapon variation, but here's my idea : Ideally, the weapons scaling system averages the "quality" of your army's rifles and then formulaically (taking into account unit "eliteness", historical availability and prevalence) generates/assigns guns to your opponents' army's brigades, keeping a lower/similar/higher average weapon "quality" depending on difficulty.
  5. So while the ui does give me most of the information i need to command my troops, one addition I would love is an indication of which range they switch ammunition types. For example, while the range tag on a cannon might tell me its 1300, it could for example say 200/800/1300 to tell me the range switch between canister, shell, and round shot. If possible, it would also be lovely to have a dotted line in the range reticule in battle to show the cutoff points for each ammo type. Thoughts?
  6. I'm trying to play as CSA against a Balanced, unboosted Union AI and I have yet to find any good way to kill union artillery. Charging doesn't really work, since a couple canister shots will break a brigade. Rifle fire doesn't seem to do much, either, and focusing multiple artillery batteries on a single union battery takes a really long time. I've found that I can do reasonably well by not directly targeting union artillery and that the AI will feel compelled to withdraw if it's threatened by several nearby brigades, but this is definitely a sub-optimal solution. Any tips? PS I've read that rifle fire may do more against artillery in an upcoming patch. But I'm also not clear about whether this patch has been released yet.
  7. I think Pickett's Charge is still very unrealistic. Seminary Ridge needs to be moved back. It's just far to easy for full brigades to get close to the Union line, in tact. When the first lines are charging, I barely get one round of artillery fire off before they are at the stone wall. We all know that half of them were blown up by the time they got back the fences (where are they btw). This is The recent patch has made this better. The Union troops now seem to get more short range firepower on their side which evens the odds a little bit. But the artillery never has a change to do its job because in a matter of 60 seconds, they're at the stone wall.
  8. Professional artillery officers and most others would have been aware of Senarmont's pioneering "artillery charge" the was devastating to the Russian center at Friedland, a tactic which inspired aggressive (and sometimes costly) forward use of artillery in later battles. Senarmont's artillery lost half their men that day, but their targets were shredded, and the tactics involved closing by stages to avoid giving infantry a chance to deliver solid first volleys against the batteries. Although the US "flying" guns in the Mexican War were horse artillery rather than foot artillery, their aggressive use was in the same spirit but favored with more suitable equipment. Although rifled muskets subsequently made this tactic more hazardous and demanding due to their longer effective range, the concept and inspiration remained to alert commanders to similar opportunities to pour in close-range artillery fire against an opponent flanked or otherwise impaired in its ability to respond. A dangerous sport, of course, for artillery in the open that near the enemy front. I can only guess at the condition of enemy infantry, but I expect under the game design infantry with reduced morale and/or reduced condition would be more vulnerable to pushy artillery, while fresh troops would shoot them down steadily or charge and overrun them (at least that is what seems to happen when adjoining infantry fall back and leave the batteries ahead). What is the design theory regarding "charges" by artillery?
  9. This game has a lot of potential! In fact, it could be the best Civil War battle game made. However, it's missing some pieces. I wouldn't post this if I didn't care but I think Game Labs actually cares what the players think. Here are crucial elements that affected my gameplay. They seemed minor at first but got really annoying after a while. I will make a block of text Italic when its background information for supporting my complaint. 1) Confederate Army Has Obvious Advantage That Goes A Bit Too Far This is a complaint that some other players have said and after playing with both armies, I totally agree. The CSA has a distinct advantage over the Union. At the start of the war, the CSA had a distinct advantage in generals and quality of soldiers. Many of the generals had experience with the Mexican War 13+ years back and the men who made up southern army handling guns from the time they could walk. What's more, people from rural backgrounds will most likely be able to handle the rigors of long marches, lack of food, lack of adequate shelter and stress much better than their city counterparts. Having said that, as the war drew on, this advantage disappeared. For one, many of the best southern generals were killed and the northern soldiers were catching up. By the summer of 1863, the quality of soldiers from the Union was pretty close to their southern counterparts. The reason the Army of the Potomac was losing battles had nothing to do with its soldiers. From all accounts, the men who were present at Fredericksburg, 2nd Manassas and Chancellorsville were as brave as you can be. It was the successive appointments of unqualified and incapable Major Generals (many of whom got their position by their connections in Washington) that were responsible for blunder after blunder after blunder. Now...back the the game. The Confederate troops are unrealistically better than the Union. Its overblow to an obvious level that gets frustrating quickly. They can withstand the worst of situations (very low moral and condition) while the Union troops seem to run at the first volley that gets fired at them. Every charge done by the CSA ends in a route for them. Pressing "charge" for any Union unit is a complete waste of time b/c it never works. They always loose the melee. The Iron Brigade and Vincent's Brigade were not the only decent units at Gettysburg. 2) Infinite Artillery Negates Union Artillery Advantage There should be a limit to the amount of shells each artillery unit has. They either need to run out until the next battle or have to resupply. The only advantage the Union army has in this game is its superior artillery. They have more artillery most of the time and can be better concentrated multiple artillery units because they have shorter interior lines. You can really mass artillery units together to help make up for your poor quality troops. The amount of artillery available to each army is relevant to the battle. Some may call me nitpicking but this has a HUGE IMPACT on the battle. The CSA had enough cannons but couldn't resupply them as fast as the Union. They lacked quantity of shells and the supply wagons that carried them were significantly further back. This could never be more true than during Pickett's Charge. The whole plan of General Lee was to bombard the center into smithereens and then send 15,000 into a softened center. Problem is, they ran out of artillery ammo shortly before the charge started and couldn't support the army. They had more 170 guns massed in the center to the Union's 80 but spent their whole supply during that two hour artillery barrage. While they were charging on the 3rd day, the Union artillery is mowing the rebels down before they even hit the fence while the Confederate guns are silent. In essence, I'm saying that if you're going to make the Confederate soldiers so much better than the Union then you need to make the Union's artillery advantage equally better than the Confederate. As the game stands, the Union has a small advantage in this department but not enough. In this game the CSA wins the 3rd day with too much ease. The Union artillery doesn't do enough to break their ranks up and the Union soldiers crack. When I'm doing Pickett's Charge as the CSA, I can put the troops on autopilot. I told every brigade to charge towards the center and won with ease. Main reason: the Unions primary advantage on this day is highly mitigated. Note: I know the 3rd day is hard to replicate because no Gettysburg game has gotten it right. Sid Meier's....same thing. The artillery of the Union, as programmed, can't do enough damage and their soldiers can be easy overwhelmed. 3) Seminary Ridge Needs To Be Further From Cemetery Hill They are way too close. They need to be distanced. One of the reasons why the 3rd day is so unrealistic is because they CSA seems to only have to charge a couple feet to get to the center line. This make the 2nd con I just mentioned more pronounced because the the Union gets a 1-3 good shoots before the Confederates are upon them. 4) Stuart's Cavalry Has Too Big A Footprint It seems awfully easy for Stuart's cavalry to to flank me from behind on the 3rd day. Custer's men don't put up much of a fight (even though they win a battle one day later) and the southern cavalry easily charges through massed volleys. I find myself having to divert an insane number of men and artillery to keep him at bay. No matter what his casualties are when I do this, he regroups after a couple minutes and charges at me again. Unrealistic! Harass. Maybe. Attack supply lines. Yes. Disrupt. Yes. Maybe I'm wrong but I never remember horse cavalry attacking the main army in massed formation like that. Bufford could be used to counter my argument but he was doing more a delaying action that anything and they were dismounted. 5) Defense + Entrenched + Hill Advantage Seems Weak In This Game The Union's good ground is not emphasized enough. You get a slight advantage but its not enough. It's not that hard to overpower an enemy entrenched on high or entrenched ground. High ground is one of the main reasons why the Union won the battle. It is insanely difficult to attract an enemy that is entrenched on the high ground. He is stationary with usually some sort of cover and you are walking at an incline with less cover. Malvern Hill=Union Win, Gettysburg=Union Win These were the only times the Union had the high ground. The Confederates had this advantage in all the other battles and won or the outcome was deemed a "tactical draw." The hills need to be bigger and harder to penetrate without some extreme flanking maneuver. The stone walls need to give the Union Army in the center more of an advantage. Plan of Action Make the Union army not so weak Make the artillery shells a finite resource that needs to be replenished (won't mind overly weak Union soldiers at present state if this is implemented) Fix map to make the distance between Seminary Ridge and Cemetery Hill further apart. Make calvery more susceptive to mass artillery fire. Make the defensive advantage an army gets more pronounced. The offensive player during the Civil War had the harder mission and should be reflected in this game.
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