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Found 10 results

  1. Let's dive right in: the current system of how artillery - arguably the most important factor in the design, construction, and production of the modern battleship from inception to conclusion - works, sucks. As many people have already noted: - Shell weights are considerably off reasonable spec, let alone historical. - Gun ranges, a pet peeve, are considerably limited for all but the largest calibres. While these are just a few examples - albeit well-known - the inability to choose certain real-life influencing factors considerably limits not only our capacity to create historic
  2. What're your thoughts on the 6-pound field gun for a cavalry Corps?
  3. 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
  4. 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?
  5. 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 Vi
  6. 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?
  7. 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 th
  8. 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
  9. 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 agg
  10. 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 bo
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