zakblood
Posts: 22687
Joined: 10/4/2012 Status: offline
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morale and HQ in command is almost the game, next is formation and stance, to win and win well with less casualties than the other side and also have a higher score, you need to master all of these, but that won't come for a long time for many, i started on the lowest settings and can honestly say it without feeling ashamed, next up from tutorial level until i started to win, then and only then have i upped the difficulty level for more of a challenge, all AAR are done on default difficulty levels to get more correct casualties reports / numbers etc while my own play can be on full General for either side in any battle, have learnt by continued playing and testing that all battles can be solved in at least 4 plans / ways, but the larger ones have loads more of options, not only historic ones so can or could be done in any numbers of plans / strategies. morale and routing and combat losses can be managed, morale, get good or better ground than the other side, when attacking and defending. stance, be in the correct stance and in the right facing for combat. be next to your own brigade units while in combat, applies to attack and defend. don't be afraid to give ground for better ground, alter facing and stance in battle, and use all brigade orders in turn, advance to contact, alter to attack by assault brigade order, then either rally or hold, recover then move, if you loose, it's rally or hold, or really badly then withdraw, as you can move but keep facing the attacker, works wonders tbh... support and HQ's are key, use all above and you win, use only some and you can draw or lose, use none and work your own play style out that works better, then post it, as i haven't learnt everything, and no way know it all, even though reading through my own posts it sometimes sounds like i think i do![](http://www1.matrixgames.com/forums/image/s2.gif) oh and nearly forgot, never charge or may charge unless you are 99% sure it will work, or the damage you get isn't worth the effort and losses you will receive in men or morale, for me it's 3 to 1 odd's or better needed for attack and charge, and yes i've not even mentioned mass brigade charge either order, that's because unless your 99.9% sure of victory, it's the biggest killer of men and morale in the game / sim so as yet have only used it a few times in 200+ games, can be a winner, also can lose you the brigade, so needs to be used with caution![](http://www1.matrixgames.com/forums/image/s11.gif)
break down is, March, used to get you there quick if you know route is safe, if not use advance if your not sure... Rally use when your brigade needs it, you know when first unit rout's unless you check them all the time.. Hold great for holding onto something and taking less damage while you do it, but can still be broken or routed so needs to be used with care and support in line to work well, Cav units are good in hold when dismounted. Withdraw next to best brigade order to use, one of my fav's, lets you get away to fight another day, while still facing your attackers... Advance advance to contact, used to move close when you know or think the other side is near, but maybe not seen. Assault for me this is the standard attack orders, but if it's given to a Brigade then i guess it's a assault order.. Mass Charge or as i call it the nuke key, used to kill high volume of both sides, once tested it on a clean none attacked fort with pre setup troops for testing, and almost got 800 killed in one action, so to use this, the other side must have been pre attacked and prepared by support and other troops before using, as if there strong with high morale, you pay the price for hitting a brick wall and a high butchers bill, aka WW1 style
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< Message edited by zakblood -- 4/28/2015 7:49:32 AM >
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