ArmChairGeneral wrote:...Also, special abilities do not stack, so elites and sharpshooters should be spread out rather than combined into one division...
For these reasons, I have a little more cavalry in my Divisions and put the artillery loose in the stack. Good luck!
ArmChairGeneral wrote:8<
Orso,
I was under the understanding that initial target selection is random-weighted by unit-size in hits, rather than selection based on either absolute unit cohesion or discipline.
Gray Fox wrote:The Division/Corps I described is a strictly "point of the spear" shock, heavy infantry type. As the Union, I can only put about twelve of these Divisions together in three stacks with the brigade force pool in the game. I still have other more familiar Divisions with 6-lbers in them because there are so many brigades with these dubious artillery batteries that you can't get away from them. So I have garrison Divisions with several light artillery batteries that I try to get entrenched in cities or other good defensive terrain. The entrenchments add to the lethality of the artillery. I don't assault with garrison Divisions and I don't waste assault Divisions in garrison. However, if you crank some numbers into the combat formulae, even a battery of 20-lbers is only causing a couple of hits and some cohesion lost. So you need massed artillery fire to do a sum total of good damage.
I've read most of the threads in this forum and nearly all of the ones in the forum for AACW from top to bottom. Several years ago someone posted in the AACW forum that 4 artillery batteries cost 4 CP's and so does a Division, so he put 4 batteries in a Division and only had Divisions in his Corps. That was the alpha and omega of the "4-batteries to a Division" and "this beats loose batterries in the stack" arguments that became Conventional Wisdom. However, I think that in addition to understanding how CP's work, an even greater understanding would be gained if other pertinent rules were factored in, like actual rules about how combat works.
One simple rule to understand is that when the shock Division gets to range zero, 17 assault elements (plus the general) are just going to do more damage than 13 elements (plus the General and the now idle 4 batteries), because they have almost a third more assault elements.
Jagger2013 wrote:Looking at some battle reports for RUS, I was struck by how few units actually made it to range 0. Most units fail various tests and are out of it by range 0.
ArmChairGeneral wrote:Merlin, cross posted with you. The point you make about replacement cost/volume is a good one.
minipol wrote:I didn't take in account that infantry replacements are more expensive then artillery.
Yet as the CSA, I've always tried to first pump up my economy to get enough war supply to build enough guns.
I try to outfit a lot of divisions stacks with 12lb guns and corps with 12lb and 20 lb guns. Armies only 20 lb guns.
It's doable yet, I only play Athena so that makes a difference.
Users browsing this forum: No registered users and 4 guests