Gray Fox wrote:4. I've tried to tell people.
"Offensiveness and Defensiveness" in the terrain menu affect the combat values of the intended element types. So in the pic, cavalry are only at 90% in hills with harsh weather.
Rod Smart wrote:5- use and abuse those training officers. If I remember correctly, conscripts get their first star at 5 experience points, and their second at 15. They upgrade to line infantry at 2 stars. So that's 15 turns, 225 days.
Mickey3D wrote:If an artillery division is never affected by combat (even by the newly added counterbattery fire)then this is a problem that should be solved.
Gray Fox wrote:Artillery Divisions in the game represent the actual historical use of Union artillery Brigades and Confederate artillery Battalions. They work really well because the game simulates the RW success that these formations had. It is not an exploit to use a hammer to pound nails. A cannon may be able to fire a round two miles, but that does not mean that it can hit another cannon at that range. Lee ordered his artillery to suppress Union guns prior to Pickett's charge. I think Pickett would agree that this wasn't very successful. A barrage may hit the broad side of a Division in line, but I believe that RW sharpshooters were used to suppress artillerymen.
Gray Fox wrote:The CSA can assemble 20 of these Divisions:
[ATTACH]33549[/ATTACH]
That's seven line infantry, three conscripts, three militia, one sharpshooter, two conscript cavalry and only one 6 lber.
ArmChairGeneral wrote:I think you are referring to a Training Master here, although you should use and abuse both Training Masters AND Training Officers (the ones who upgrade two elements per turn in the stack they command).
Did the upgrade system change in a recent patch? It used to be that the upgrade was based on a 7% per turn chance to upgrade once the element had one star, with the % chance increasing with additional stars, and the stars resetting to zero once the upgrade fired. Mean-time-to-happen for upgrade was ~14 turns after the first star was acquired, and ~7 turns once a second star was added.
With an HQ or Training Master present a conscript can get its first star (on average) after three turns, and 10 turns (on average) without a TM, assuming no combat. (Element have a base 50% chance of receiving 1 xp per turn. With a TM, that is 1 xp + 50% chance of another xp per turn, or an average of 1.5 xp per turn.)
The achilles tendon of the south is it's tons of volunteers/militia ... along with untrained conscripts. You can sometimes buy regulars, but usually in strange assorted regiments/unit/brigades..cannon/2 regs/1 cav/etc....
~Guess I want all large stacks grouped with an HQ.
P.S. what do you do with gunky victory point giving Volunteers?
ArmChairGeneral wrote:Artillery hardly ever take hits no matter where they are placed, whether in a dedicated division, in a mixed division, or loose in a stack. Counterbattery fire was introduced to address this, but it is unclear (to me at least) that this is actually working; I have not noticed a higher number of artillery hits occurring, and I have been looking for it.
There is nothing special about an artillery division that helps prevent hits to the artillery: they aren't taking hits because artillery (for the most part) doesn't take hits regardless. The propensity of an artillery division to concentrate its fire, and the larger number of infantry in the rest of the divisions are what makes arty divisions perform better.
Mickey3D wrote:My experience shows that artillery in a mixed division can easily suffer hits.
I agree artillery counterbattery might be not very effective at this time but I get the feeling the arty division is now invincible.![]()
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