Wow! That's pretty comprehensive - a few more like that and you'll have a very easy time of it at Antietam! I usually find if I can wind the Rebels down to Antietam the rest of the campaign is very plain sailing.
@gonzogamer8710
Жыл бұрын
Once Pandakraut can update the later battles it will be interesting to see how the difficulty changes. Shiloh is always the bane of the Union. I enjoy most of the grand battles. 2nd Bull Run is more of a slugfest now because of the truncated timing, you want to win on day one and not go to day two. With Antietam, I find just requires patience to let the Ai hurricane blow itself out, then gradually advance on all fronts. I haven't been through Fredericksburg since the update but I'm pretty sure of the strategy that I'll be using.
@MattGraves121
Жыл бұрын
One of the things I like to do is to push my units to defend the river on the left side of the map. I find that culling the enemy numbers is easier there in general.
@gonzogamer8710
Жыл бұрын
In previous mod versions and the base game, that is exactly what I liked to do, it always worked out best because all the Ai units came the east or northeast (except the flanking force). If all the Ai units come from directly east it still works pretty good. In the current version there are a number of considerations. First, J&P have moved the starting point of the initial player units back so it is nearly impossible to get up to intercept that first wave before they are crossing the river on the north end. The Ai skirmishers rush into the cover and/or across the water and the player doesn't have time to move them before the infantry appears. Second, in previous versions the phases were longer, so you had time to completely destroy a wave of CSA before the next one arrived. Accuracy perks are also decreased in the current version of the mod, so you do less damage when firing. On MG difficulty I find that I just can't do enough damage to eliminate them before the next group comes in, so each wave starts causing a build up of forces. Third, the penalties to speed and damage while in water are not as severe as previous mod versions, so catching them in the river isn't as effective as before. Fourth, with the alternate Ai spawning locations they don't consistently come from the left side up to the water and if they suddenly pop up from the north and all my guys are waiting at the river they are out of place and have to shift. So, my current method allows me to easily shift to whichever direction they deploy. Lastly, there is a lot of heavy cover at the river on the other side and when the Ai forces get in there it just turns into a long shootout. By staying off the river I can force the Ai to move forward into the open and lose any cover bonuses. All that said, a player can just keep restarting the battle until the most desirable Ai deployments occur and that eliminates one variable.
@Hammey2
Жыл бұрын
Thanks for the time and effort again! My primary interest in videos these days is picking up some finer details to elevate my game. My big take-away from Gaines Mills is your proactive use of prior knowledge of the battle - i.e. "advanced intel." Knowing when the AI reinforcements will appear -- even if you don't always know 'where'--so you can effectively deploy your limited units where needed in the current battle situation, and giving yourself built-in flexibility to react when "decision points" are reached, is insightful. Even just knowing that there's time to deal with one AI reinf wave before the next arrives is an oddly interesting new viewpoint, simple as the concept is. I've paid attention to AI deployment times and locations previously, but this opened my eyes that I need to be more structured/disciplined/conscious about it. Now that you're using more Cav, if you're interested in another tutorial-type sub-theme in one of your battles, I'd like to see some discussion and examples on the effective build, deployment, and use of Rifled and Melee cav; I don't think I've seen you cover that topic yet.
@gonzogamer8710
Жыл бұрын
I will include some things regarding cavalry use once I've developed them more. I have a division that I am using at 2nd Bull Run, so maybe put something together for Antietam.
@kennethdavis3737
6 ай бұрын
If I play bg do you think it wise to try and hold that first river as was common on vanilla?
@gonzogamer8710
6 ай бұрын
Two considerations: 1) You units deploy much further back in this mod version and the CSA are deployed closer to the river. In vanilla it is easy to beat the CSA to the river and hold it (same as previous mod versions), so getting in place may not be possible. 2) This mod version is balanced for MG & LG, I think you'll find that your units on BG will easily overpower the Ai to push them back off the river to hold it even with the change in deployment positions.
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