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Yogi the Great -> RE: BAB is Different Tips (8/21/2017 1:16:58 PM)
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Will Start with Brigade Orders which might be the hardest and most important game difference. Trying to master when and what orders to give the brigades is difficult and also important to know that it is not a sure thing. In short you can give the order but the brigade may not do it . They might do it right away, at the end of the turn or not at all. They might also switch but use all their movement points in the process. The confusion and frustration can mean victory or defeat. As best you can think ahead, predict enemy actions and get into the right formation at the right time. It won't be easy. MARCH: To get somewhere in the shortest time as it gives twice the normal movement points. You can't approach closer than 4 hexes to visible enemy units (FOW may give you an unpleasant surprise though) Also lets use roads, bridges and fords. You lose all mp's when you switch to line. March is the WORST for combat! ADVANCE: Use to close in on the enemy or maneuvering near enemy lines. You can't move into a hex adjacent to a visible enemy unit. There is no attack bonus. So you can sit there and fire but you can not physically assault the enemy hex. ASSAULT: Primarily to be used when inflicting damage is more desirable than maneuvering. There is limited movement often no more than one hex. So when you need to cover some ground this is not the order to use. (use advance to get close then change to assault in order to take the position) You won't get any road, bridge etc movement with assault. You get a 25% attack bonus. MASS CHARGE: Actually I have almost never used this. Call it an attacking advance to be used within 2 hexes of the enemy. Slight bonus to movement rate and can form lines and attack with normal effectiveness with a better chance of driving the enemy back. I suggest you save this only when you feel it is critically important to take a position because under this order YOU SUFFER 50% GREATER CASUALTIES! RALLY: While I don't feel like I want to use this I learned the hard way that you probably won't win if you don't especially if you're playing as the union. Watch your morale of individual units and for that matter your entire army very carefully. You must use rally to build morale back up more quickly than normal. Units in rally are ineffective at combat so be careful about doing this near the front lines. You can't move within 4 hexes of the enemy but you can move three hexes to the rear while maintaining facing. HOLD: Hold is a defensive order similar to the offensive assault order in that you will lose some movement but are less likely to be driven back. You will be most effective in line and skirmish formation. When you MUST hold a position or maintain your line this might be the order you want to use, but be careful that you watch the units morale level or you could end up with that line collapsing. WITHDRAW: Call it fighting retreat. Units receive less damage but have a greater chance of being driven back. May move backwards while maintaining forward facing.
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