Hard Sarge -> RE: Army of the Potomac strategy (1/22/2007 11:06:24 PM)
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Well, that is the trade off, you have to build this or skip this, plus it depends on what setting you are using, upkeep costs on, poor ecc, or rich, spending a lot of money on Diplo or not yes, I think most Union players are not building new Inf for the most part, the starting troops are poor troops, the Union I believe start at a morale of 4.00 when built, about double what most of the troops you have are, which you do not need to replace all the troops, enough to either stiffen what you have, or to build your Shock Div (if I remember right, the Union begins at 4.00 the CSA starts at 5.00, the new Training ground, will add a .2 for each Training center in that state, so, say you put one in Nofolk, it will help any Inf or Cav built in Richmound) which of course, it may sound simple, but buy add ons for the good troops, plus remember, Muskst are good weapons, but only if you use them right, if you can get Withworths, you don't give them to a unit you plan on chargeing with plus with Upkeep costs turned on, you can get rid of old bad troops, when you get newer good troops the cost of some things you need to buy have been lowered, so camps do not cost as many horses, (which will help the Union player, but cost more money, which will hurt the CSA, plus, they count different then they did) and again, you do not need to rebuild the whole army, just enough to be worth while, in the West you can take most of the area, with out ever fighting, move and take, and pick your spots, when you see a chance for a good battle, take it, you see a bad battle comeing, move a lot of times, if you can get the AI to do a chase to engage, you can move, take some land and then fight a defence battle the next turn plus in this game, remember, it is not doing more damage that counts, it is killing units, if you can shoot a unit dead in place, great, if you can trap it and take it POW, good (killing it, gives you some exp, captureing it, only takes it out) the more units the enemy loses, the more it has to build new or be under strenghted for the next battle depending on what FOW level you play on, you can also work with what weapons you have, Springfields are better then Muskets, if the other guys have muskets stand back from them, lousy troops with longer range, does not matter, they can fire and not be hit, the Imp Springfield has a range of 4, that is better then the Minne or the Richmound musket or the miss rifle, with that, only the Lorenz, Enfield or Withworth is a worry when you do a fire attack, when ever you can, fire into the flank (you have front, left and right flank, left and right rear flank and rear) of the enemy, if you get a chance to get a rear flank or rear shoot from in close, go for it, if you only can fire into the front from up close, don't fire (unless you got the better troops) this is where Cav and Dragoon Tactics can be so deadly, move, dismound, move in a hex and fire into the rear flank or rear of a Unit, and it can shatter it, if you didn't have to move too much to get there, move away plus do like they did, work and learn a set of tactics that work for you, and then build your troops to match your tactics (IE, you build and arm a number of Sniper type troops, and then in battle see a chance to charge the enemy, not with those troops, they are worth far too much to waste on a gamble, if you do plan on chargeing, add some Meds to the unit, and make sure you have a good close range weapon, and so on)
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