thank you s much for taking te time to help me with this it is much appreciated
@shiroespiral260
Жыл бұрын
Great video! Just got the J&P mod and I got to say it’s a whole different game. But seeing you play this mod makes it look like a cake walk
@gonzogamer8710
Жыл бұрын
Thanks. I don't do iron-man style campaigns. Mine are more of a "best ball" approach where I might run through a battle a few times before being happy with the result and posting that. For Antietam, I did a fast-forward run of the first two phases to understand when and where my guys would deploy and get a feel for Ai army size. I then went back to camp and setup my army based on the deployments that I noted and played it as you see it here. Fredericksburg is the last battle that has been updated for both the Union and CSA in the mod, so trying to decide if I want to pause there and wait for J&P to undate more battles, or just move forward with the original base game deployments. The latest test version has CSA updates through Stones River, but still waiting on Union updates.
@johnhardiman1970
8 ай бұрын
Hi @@gonzogamer8710 did you play Chancellorsville? If I'm reading you right this battle would not have the update so what does that mean for the game play? I'm facing up to 4k and one 5.5k units attacking me,depending on where they attack one of them breaks three of my 2K units. I feel Ive come to the end of my mod journey,curses.
@gonzogamer8710
8 ай бұрын
@@johnhardiman1970 My work schedule has prevented me from getting that far. On the one hand, since deployments haven't changed in that battle yet, there are no surprises. On the other hand, the mods game mechanics will change things a bit. I can't give you a play-by-play but I tend to start the battle by quickly moving south to get into cover and wait as the CSA comes north. I don't try to get the southern VPs. I hate how the game resets my units after each phase. I tend to keep my guys fairly close together and defend whereas the game spreads your units out. Once the CSA army is split in half (coming south and from the east) I try to defend the southern flank with INF and ART while pulling back my eastern flank and selectively attacking with my CAV. Ideally, I elimate the CSA forces in the east before pushing south.
@michaelparker2662
9 ай бұрын
Been following your Union playlist. Greatly appreciate your time and effort. Will you be posting the rest of this campaign anytime soon?
@gonzogamer8710
8 ай бұрын
Unfortunately, my work schedule has prevented me from getting back to the campaign. I have video through Fredericksburg but need time to edit.
@nicovandijk8748
Ай бұрын
@@gonzogamer8710 Hope to see it, I have done well so far but hit a brickwall at fredericksburg
@johnnolan1115
8 ай бұрын
HI have enjoyed your vidios and hope you will continue do more a really big help for me.This my sound very basic but how do you hot key to work toghater I can not seem to find any thing on it again thanks so much
@gonzogamer8710
8 ай бұрын
Applying hotkeys is easy. First, hold down the Ctrl key while you click on each unit that you want to add to a hotkey group. Second, while still holding down Ctrl, select any number from 1 to 9 to assign the key. Now, anytime you press that number on the keyboard the game will automatically select all the assigned units. For my gameplay, I tend to use hotkeys to group artillery batteries for fire control - it is easy to click the key and then target a charging enemy. I also use hotkeys for any mobile units that I send out to cause trouble like groups of cavalry or skirmishers.
@johnnolan1115
8 ай бұрын
Thank you
@kennethdavis3737
6 ай бұрын
Two questions. First, how long must the union hold each vp? Second, once all vps are held for that length of time, does the battle end automatically?
@gonzogamer8710
6 ай бұрын
The Stone Bridge and Sharpsburg VPs do not become available until the final phase. Dunker Church contested timer is an hour and 7 minutes, it is likely the first VP you'll take sometime in phase 3. The Sunken Road VP contested timer is only 17 minutes. I usually take it at the end of phase 3 or the start of phase 4 (last phase). Sharpsburg is 50 minutes and the Stone Bridge is 17 minutes. Once all four timers expire the battle ends. The battle will end earlier if you destroy all CSA forces.
@kennethdavis3737
6 ай бұрын
Did you field that many skirmishers in order to drive down scaling?
@gonzogamer8710
6 ай бұрын
No, Antietam is not bad on scaling. The Union battles where scaling can be a concern are Shiloh, Secure River, Gaines Mill, Kettle Run, and then Chancellorsville. However, your specific army composition can have different affects on various battles. I use skirmishers liberally in other campaigns (more than this one) because two-star skirmishers are fast and effective. The Light Infantry perk combined with Zouaves is great at tanking shots to allow your other units to attack because of their high cover. Picketts plus Zouaves are killing machines with the '59 Sharps rifle. Then, Picketts plus Scouts are the best spotters in the game and their maxed stealth with accuracy make for great snipers with the JF Browns. As for their use here are Antietam it is really due to two things. First, the elements of second corps have the longest march to the battle. Most of 1st and 2nd divisions come down to set up on the flank of 1st corps attacking the Dunker Church area. 3rd and 4th divisions must march all the way down to the sunken road. Since skirmishers are faster than everything except Cav, they make a good choice to deploy there. Secondly, Antietam is the first battle that requires 3 full corps, which means another expansion of the army and making 1-star skirmishers is fairly easy. My best units were put into 1st and 3rd corps and 2nd is mostly my newest units at this battle.
@johnnolan1115
6 ай бұрын
I have been following your vidieos for some time but struggle with getting two star units. If i do they are no larger then maybe 800 at the most 1000 without lossoing there second star and I also suffer way to manny cassalties compared to you. I have made it as far As Fredricksberg before starting over because I feel my army is not advanced enough to go any farther.must have restared close to a dozzen time. any help would be appreciated
@gonzogamer8710
6 ай бұрын
I will have some new content coming out in May that will help. One video is specifically on maximizing veterancy. In the meantime, here are a few things to consider. 1) Since posting this campaign, I've fallen in mad love with the power of medicine. Not only does it give you instant return of part of your losses (like the base game), but it also adds to your number of men moving from the badly wounded to wounded pool, and wounded pool to veteran pool. Recycling your vets back into units will help with maintaining your stars since recruits will pull their numbers down. I have been maxing medicine by 2nd Bull Run. 2) Training is a secondary to medicine. Since, once I do run out of vets, adding recruits with higher stats is better than adding those with minimal stats. You want to start building up training right after Shiloh and having it maxed by the time you finish Stones River. TR points before Shiloh are not very effective for 2 reasons. 1) Nearly all of your units are in battle, so nobody is sitting in camp getting TR points until you hit the side battles after Shiloh. Adding 2 to TR right after grand battle following Shiloh isn't a bad way to do it. 2) Your recruit pool is to small, so new recruits water down the averages. By the time you get out of Shiloh, your recruit pool should have enough men in it to offset some of the new recruits being added to the pool with minimum stats. Additionally, the incoming recruits you get starting in 1863 have +4 to all stats (the first side battle after Stones River) and this increases the training cap to 34 with 10 in TR, rather than the cap of 30 in 1861 and 1862. 3) In the early campaign, make sure that allied units are a step ahead of your own units. Let them tank damage so your units are not being hit (Philippi/DistressCall/BullRun). When you expand your army after Bull Run (before River Crossing or Logans Crossroads), make some dedicated skirmishers and give them the Light Infantry perk when they get a star. "Cover" in the game is really damage reduction. Use them to help tank fire from AI units while your accuracy units do most of the damage. The LI perk also has speed, so if they get charged they should be able to run away most of the time and you can even lead the charging AI to an area that is beneficial for you.
@kennethdavis3737
6 ай бұрын
does the union get any extra time at Antietam?
@gonzogamer8710
6 ай бұрын
Honestly, I do not know. Yes, in the base game, but I'm not sure in the mod.
@olivermeigs9428
Жыл бұрын
Are you sure about the Harper's faster firing rate? I think I saw something in the discord about 100 being in fact faster than 125, which I think both 1855s and Harper's sit at. 1861s sit at 100, so do the Lorenzes, Richmonds, and most others. Revolving rifles, Henry's, and Spencer's have a fire rate around 40 to 60. I think the Joslyn's have a fire rate around 150. I do recall something about Harper's being faster in the base game, and it seems weird to me that most carbines have a slower fire rate than rifled muskets (though maybe a horseback penalty is applied or smt). Perhaps something to clear up with Panda.
@gonzogamer8710
Жыл бұрын
Good question. I'll try to make some sense of it. Yes, the higher the number, the faster the fire rate, I'm 100% sure. If we assume a base fire rate of 100 (which is supposed to be about one shot per 1 minute of game time), a rate of 125 will fire 5 volleys in the same time a 100-rate weapon fires 4 volleys. The 150-rate of the Joylyn will fire 3 volleys to every 2 of a 100-rate. However, unit efficiency effects fire rate, so we have to say "with all other factors being equal" since a 3-star unit with 100 efficiency is going to fire much faster than an all recruit unit, regardless of weapon. I had to ask Panda how the fire rate for multiple-round weapons gets calculated. Since, it is not logical to think that a muzzle-loader is going to be faster than a cartridge load. Basically, the low fire rates for multiple-round weapons is due to the very long reload time when empty. When the weapon still has rounds loaded, the red reload bar drops back to 95% reloaded when it is fired. Thus, you can quickly fire again since you only need to wait that last 5% to cycle to the next round. Once empty, the low fire rate is accounting for the very long reload of the empty weapon. On a side note, if a unit with a multiple-round weapon fires a few rounds and then sits idle, it will reload the rounds it fired IF the idle time is at least as long as the time it would have taken to reload an empty weapon. If the idle time is interrupted, then it stays partially loaded and doesn't reload those rounds. There are a number of ways to notice differing fire rates in-game without actually timing the volleys to the second. - It is easiest to notice the difference in firing rates among similar units with different fire rate weapons. Light artillery batteries should be firing faster than their bigger brothers (except for Whitworth, which has the highest rate). Single-round carbine Cav with 175+ weapons should fire almost twice as fast as Cav units with shotguns or Cook & Brothers. - It can also be reflected in the "Firearms" stat, in particular those using 1855 Springfield's and 6-pound artillery (both have higher fire rates with poor max range accuracy). The Firearms unit stat is based on reload cycles and Efficiency is based on kills. There are other variables that can effect a small sample size, so observing this over a battle or two may not be very noticeable. However, over the course of several battles, units with '55SP and 6-pounders should have higher Firearms and slightly lower Efficiency stats when compared to units of similar size and experience with slower fire rate and better accuracy weapons.
@ikelevermann1491
Жыл бұрын
Are these battles somehow realistic?
@gonzogamer8710
Жыл бұрын
This particular battle is fairly easy as long as you are patient and don't get overly aggressive before all of your units are in place in the last phase. Your early units will be on the defensive until all your reinforcements arrive. I recommend getting most of your best units on the field early to hold the line against the early AI charges. Keep in mind that this is MG difficulty and I have several thousand hours playing this game. The latest version of the mod is quite a bit harder than the base game, so someone with significantly less experience is probably going to struggle on MG difficulty the first time. I don't play "ironman" style in my YT campaigns, as I will replay battles if I don't like the results. With Grand Battles (like this one) I often play through once on fast-forward and take notes on the length of each phase and when my units deploy. I'll then go back to camp and setup my corps based on the noted deployments and then play again while recording on normal speed.
@ikelevermann1491
Жыл бұрын
@@gonzogamer8710 That`s great lol but i really meant if this battle you played was like the battles they fought in real life.
@ikelevermann1491
Жыл бұрын
@@gonzogamer8710 I thought the battle lines are more static and lots of trench warfare is involved. Anyway i hope for a third part of these series. UG: CW 3 or something
@gonzogamer8710
Жыл бұрын
@@ikelevermann1491 Right after I replied, I wondered if that was what you meant. The game is not intended to be Civil War simulator. The game is historically accurate on a macro level, but not on the micro level. Just a few examples: - The AI army will have correct historical Generals at the battles and most of the brigade commander names were in the war. The player builds their own army throughout the campaign, so only certain officers will be historically accurate. Most of your brigade officers names will be randomly generated. - Trench warfare was more common later in the war once the CSA was completely on the defensive, so you'll see that in battles like Cold Harbor. - The game prioritizes gameplay and balance over historical accuracy. For example, artillery was historically a support unit doing little damage to troops but in the game artillery can generate a ton of casualties. Similarly, cavalry in the game tends to be over powered and used much more than it ever was historically. - The AI is decent, but is much better in melee situations than in fire fights. Thus, the AI will charge with impunity when it gets a chance, much more than historical. - The AI army scales up or down to the size of the player army units. Since there is a wide range of unit sizes that can be built, you can have battles that are much larger than historical. The next game the development team is working on is UG: American Revolution.
@ikelevermann1491
Жыл бұрын
@@gonzogamer8710 The American Revolution hmm thats difficult. Not many weapon companies/variety in muskets. That game will be different.
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