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J & P Rebalance Mod by JonnyH13 and Pandakraut 1/12/19 Hotfix

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43 minutes ago, BCH said:

On to Parker's Crossroads..

Which I remember to be a royal pain.

Like most of the hold the VP while being surrounded missions, it's better to choose an area off to the side to defend. I prefer the woods to the east, but I've also seen NW and SW work.

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7 hours ago, pandakraut said:

Like most of the hold the VP while being surrounded missions, it's better to choose an area off to the side to defend. I prefer the woods to the east, but I've also seen NW and SW work.

I was able to pull off a win by holding in the wooded area which the start rectangle covers. It required retaking the VP at the end. The casualties were much higher than I would have liked; the only reason I am in good shape for Stone's River is the overwhelming Union victory at Fredericksburg.

The eastern woods is a better choice to hold because it is closer to the Union reinforcement entry point. I will be trying that in the near future.

One of my biggest problems and a direct contribution to higher casualties was being out-spotted (and perhaps out-ranged) by CSA skirmishers. To counter that problem, I will bring one Union skirmisher brigade (probably with J.F.Brown rifles) in with the initial Union deployment. A brief test this morning showed that most CSA skirmishers will be spotted if the Union has at least one skirmisher brigade.

Thoughts on the Parker Crossroads map itself:

I believe it was originally designed to encourage the use of detached skirmishers for the Union win. From a tactical stand point, it makes sense to send out skirmishers or as they were called pickets to determine what is in front of your lines. This is no longer an option with the mod; and with only 12 brigades allowed for the Union, one can not have a one to one ratio of skirmishers to Union Inf. brigades and bring in enough artillery. IMO.

The map plays for the Union with an initial deployment of 8 brigades, with 4 brigades in reinforcement. In my next play through, I will bring a skirmisher brigade armed with J.F.Browns (I will bump them up from 300 to 400), 3 Inf brigades, one 3 star, two 2 star, armed with 1863 and 1861 respectively; and 4 batteries. The reserves will include 1 skirmisher brigade; the Iron Brigade armed with '63s, another Inf. brigade armed with '61s; and a battery (most likely the 20pdr Parrotts for their range).

The earthworks are of course deathtraps..

Too bad, in my opinion; I believe they should be somewhat more functional. The flanks and rear should be vulnerable, with the rear providing almost no defense. The defensive bonus of the front should be improved a bit; but I do not know if the mechanics support anything like that.

 

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I also experimented with bringing Recon up to 4 points after Frederickstburg; the 2 Career points only took a skirmishers spotting from 1,000 to 1,050. The 2 career points are better spent elsewhere in my opinion.

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55 minutes ago, BCH said:

I also experimented with bringing Recon up to 4 points after Frederickstburg; the 2 Career points only took a skirmishers spotting from 1,000 to 1,050. The 2 career points are better spent elsewhere in my opinion.

It should be 50 per point currently. Not sure if it will help in this specific battle to have the extra points, but the effects can really add up at higher levels of recon.

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11 minutes ago, pandakraut said:

It should be 50 per point currently. Not sure if it will help in this specific battle to have the extra points, but the effects can really add up at higher levels of recon.

I checked before and after.. skirmisher units at Fredricksburg had 1000. with bringing Recon from 2 to 4, the same skirmisher unit was only at 1,050.

I will double check...

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58 minutes ago, BCH said:

I checked before and after.. skirmisher units at Fredricksburg had 1000. with bringing Recon from 2 to 4, the same skirmisher unit was only at 1,050.

I will double check...

Let me know what you find, the version I'm running is showing it as 50 per but it wouldn't be the first time that I'm running some odd amalgamation of versions.

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2 hours ago, pandakraut said:

Let me know what you find, the version I'm running is showing it as 50 per but it wouldn't be the first time that I'm running some odd amalgamation of versions.

Going cross-eyed looking at all the figures.. definitely showing what you stated.. skirmisher units at Fredericksburg were at 950 during the battle, went to 1050 after Recon was increased to 4.

I am now not sure if I ever saw a skirmisher unit at 1000.. will a 3 in Recon increase anything with the Mod? In game notes show that it must go to 4 for any effect

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6 minutes ago, BCH said:

Going cross-eyed looking at all the figures.. definitely showing what you stated.. skirmisher units at Fredericksburg were at 950 during the battle, went to 1050 after Recon was increased to 4.

I am now not sure if I ever saw a skirmisher unit at 1000.. will a 3 in Recon increase anything with the Mod? In game notes show that it must go to 4 for any effect

Tooltips should show that increasing it to 3 points grants an extra 50 recon. This only works for the 'add point' buttons. I can't add more information to the summary of what your current points do.

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Second play through for the Parker's Crossroads..

My revised Order of Battle worked well. I drove the CSA units out of eastern woods. I kept my forces in the woods edge so that they all had the 100% woods defensive bonus. I just whittled down the CSA brigades that kept pushing into the open. They would advance on any Union brigade that pulled back slightly; and were then cut to pieces; after each encounter, I would move the Union brigade back into the line proper.

Out numbered over 3:1, but prevailed.

Union                        vs.                   CSA
Inf 6,300                    -                     20,831
Cav       0                   -                        1,552
Art. 1,233/52 guns -                            533/22 guns

Losses

Inf 1,788                     -                    12,805
Cav       0                    -                          999
Art   91/4 guns         -                          145/6 guns

CSA AI for some reason decided my battery of 6 pdrs was vulnerable to cavalry attacks; must not have noticed it was a 2 star battery. Canister at close range is bad for cavalry....

I often had the game speed down as slow as possible and hit pause often to redirect battery fire.

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2 hours ago, pandakraut said:

Tooltips should show that increasing it to 3 points grants an extra 50 recon. This only works for the 'add point' buttons. I can't add more information to the summary of what your current points do.

I have a bunch of saves.. I will check the tooltips for an increase to 3.

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After action reports for Gains Mills. At MG level

Union vs CSA. (Battle results screen)

Union  40006 Infantry                          CSA  58702 infantry

             790 cavalry                                          0 cavalry

              43 guns                                                82 guns

CASUALTIES AND LOSSES

11667 infantry                                                  25130

0(17)                                                                   (290) 11 guns

237 cavalry                                                        0 cavalry

                                                                             79 missing

The Union suffered only 3 Officers wounded. 6 were promoted.

The Union main Corps, under Grant, consisted of 32400 infantry, 0 cavalry and 28 guns.              

I took  command of the smaller Corps of 7606 infantry, 790 cavalry and 16 guns.

Grant placed his initial troops at the defensive line. With 2 Brigades on the far left to be used to flank the Rebs. The same tactic being used on the left.

The Rebs were allowed to attack the defensive line. Heavy casualties were casualties on the large Reb Brigades numbering 2950.

Grant did attack the Rebs left flank, with the 2 Brigades placed to do so. Slowing down the Rebs attack.

Once the remainder of Grant’s Corps arrived. Two Brigades were sent to cover McGee Hill.

Not until the second phase were the 2 Union Brigades placed on the Rebs far left flank brought into the action to harass/attack the Rebs right flank. They numbered 1800 men and 1700. Armed only with Rebored Farmers. They proved to be very inexpensive but effective in breaking up the the Rebs attacking the defensive line. 

Once A P Hill appeared on the Union right flank. One of Grants flanking Brigades was sent to help delay their advance. Looking to do so until my own Corps arrived.

Grants delaying action worked well. My Corps arrived and McGee Hill was never in danger. Indeed, I sent some of my Brigades to help Grant.

In the centre a few of Grants Brigades were routed but reserves were able retake the line. With the routed Brigades returning to help. Plus the arrival of my Brigades.

The Rebs continue to attack. Determined to break Grants line. But his troops were also determined to hold.

Finally, the day came to a close with Victory for the Union. Despite the large size of the Rebs Brigades and most being 3 stars. Only 1 Union Brigade was a 2 star !

Can the CSA afford to loose so many veterans in this manner !

The Union intelligence service has advised the CSA will be able to still field 48-53k in the next engagement. Though this will be less 10% due to recent defeats.

 

 

 

 

 

 

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Re Gains Mills

I believe  a special mention should be made to the two newly raised Brigades armed only with Farmers.

They successfully attacked the Rebs right flank. Stopping two 3 star Brigades numbering almost 6000 men from assaulting the Union line.

 

 

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