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Showing results for tags 'cavalry raid'.
Cavalry Burn Bridge Description: a contextual command for cavalry that destroys a bridge, preventing all crossings. Cavalry Raid Description: An optional mission type that involves burning bridges and cutting telegraph wires as their victory conditions. Impacts the next battle undertaken. Infantry Construct Breastworks Description: infantry unit detaches workers who build earthworks Remarks: Might be approached in the form of a detachment, the who workers who dig are detached and extremely vulnerably. Once complete the workers exit the battlefield, then the unit occupies the completed works. Cost: 100 men Repair Bridge Description: a detached work unit that repairs a burnt out bridge. Cost: 100 men Precedent: Jackson
I'm playing UG:Gettysburg on iOS, and I'm currently stuck on the union cavalry raid. To give some context, you lead a small force of cavalry and skirmishes, and must kill 1,500 enemy troops in a fairly small amount of time, whilst having no information on the whereabouts of the said troops. Roughly an eighth of the way through, you are given roughly 200 more cavalry to aid you. Roughly three quarters of the way through the level, you are further reinforced by about 800-1000 cavalry, and 200 artillery with which you are expected to complete the assigned task. I have tried it on easy, and it hasn't much improved the situation, simply due to the ludicrously short amount of time you are permitted to use to achieve your objective. Routed units that flee the field do not count towards the objective. I have tried multiple tactics, which I shall proceed to list; 1) I have surrounded a fairly large unit, numbering 1514 men, and have attempted to completely destroy it, however Ewell's second corps always arrives to early for this to work, as it forces me to break the encircelment, at which point my troops often become scattered. 2) I have attempted to harass multiple smaller units simultaneously, however none of my positions end up having enough men to destroy them by the time that the 2nd corps arrives, meaning my men either become surrounded and subsequently routed, or scattered beyond combat effectiveness. 3) I have attempted to focus my efforts onto single smaller units one by one, however the confederate reinforcements arrive too soon to allow enough time for this to work, and my troops then become scattered. 4) I have tried luring individual units into isolated positions, however they rarely take the baits and even when they do, they have too many troops for my advantage to count, and the trap is broken, leading to either my troops routing en masse, or my troops becoming scattered beyond combat effectiveness. 5) I have attempted waiting for my reinforcements to arrive before advancing in an attempt to create one strong fist, however this takes too long, or I end up having my troops scattered anyway. None of the above strategies have worked, and I have come to the conclusion that the iOS port of the UG:Gettysburg cavalry raid level is simply too difficult when playing as the union. Below I have compiled a set of suggestions to make the level able to beat without simply ludicrous amounts of hours worth of time investment and/or simply using a stupid amount of attempts to do so. 1) Make the time allowance for true mission longer; this would mean that strategies such as the fifth one I have listed would be made feasible, and allow a player to act without the kind of rash mindset that the small time limit encourages. 2) Reduce the size of the confederate forces; this would reduce the likelihood of an encirclement being broken when the player was on the verge of winning, and would also reduce the likelihood of the players troops becoming scattered beyond their effectiveness. 3) Remove the arrival of the confederate 2nd corps; this would mean that if a player had encircled a fairly strong division, then the troops would not be broken out of the trap during a crucial phase of the fighting, as was often the case during my several attempts at beating the level. 4) Have all the union forces deployed at the start of the level; if all the union's forces were deployed at the start of the battle, it would mean that the late game would not be such an urgent rush to reach the front line and rescue the often desperate situation that would be unfolding more often than not. If anyone has a solution to the listed problems, I would love to hear it.