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What to do with bad generals

 
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What to do with bad generals - 12/8/2006 2:14:43 AM   
Kadste

 

Posts: 47
Joined: 12/21/2001
From: Ottawa, Canda
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Okay, I am starting a new game as Union in Nov 61, advanced, +2 for Confederate on Captain, more generals, randomized.

It is now Late Nov 1861 and I just received L.C. Hunt a 1 star ?/?/?/2/? and G. Mott a 1 star 3/?/?/1/?. What do I do with these guys? As well I have a couple more "bad" apples as well. At least I have a couple okay leaders.

If I put them into a division, will they help or hurt?

Is it better to use a bad leader versus not leader at all? Does it make sense to use a bad leader or does the game give a bonus for using a leader (any leader) versus not using a leader?



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"In difficult ground, press on;
In encircled ground, devise strategems;
In death ground, fight."

Sun Tzu, the Art of War (circa 400 B.C.)
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RE: What to do with bad generals - 12/8/2006 2:17:24 AM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
Status: offline
Any Leader is better then no Leader

if they really bug you, make a Bde that is your shock troop, and use it for them do or die charges when you need them


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RE: What to do with bad generals - 12/8/2006 2:18:38 AM   
Gil R.


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Also, generals give bonuses to forts and cities, so you can stick the bad ones into garrisons. When I play on "More Generals" that's what I do, since I usually have plenty of generals for my mobile forces.

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RE: What to do with bad generals - 12/8/2006 2:42:19 AM   
jonreb31


Posts: 714
Joined: 11/26/2006
From: Santa Cruz, California
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quote:

ORIGINAL: Gil R.

Also, generals give bonuses to forts and cities, so you can stick the bad ones into garrisons. When I play on "More Generals" that's what I do, since I usually have plenty of generals for my mobile forces.



Didn't know that! I must use this tip straight away.

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