GEORGIA RAILROAD - Ultimate General Civil War - Union Legendary Campaign - 40
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- Опубликовано: 29 сен 2024
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Usually every time I play this battle they attack that side pretty hard. I doubt the extra 4k or so troops will stop you from winning Richmond. Play it slow and smart, don't try to blitz them at Richmond otherwise you will lose too many men. I'd almost recommend not even attacking in the north and instead using the woods in the middle to punch a hole in their lines and then flank both positions.
As for the future? Would totally understand if you are burnt out on this game. You've obviously put a lot of hours into it, could focus on other games. If not you can try some challenge campaigns. There's always the J.E.B Who? Confederate Cavalry Campaign. I imagine an all infantry only challenge probably wouldn't be that hard, there's certainly spots where artillery is king but I imagine if you had so much more infantry you may just be able to overrun everything.
One of the things in this game, especially in this campaign is the advantage of the main timer not really meaning anything in most battles and being able to play beyond it. Obviously it would need to be on a lower difficulty but an interesting challenge would be to count the timer as a hard cap to each battle. Once the option to finish pops up you have to take it win or lose. Have to alter all the strategies for each battle to win in an allotted time. It's almost like speed running the game.
In this position there are three things that I recommend for the Union Right: (1) always have the commander near the combat, (2) have a line of detached skirmishers behind the line, and (3) have lots of 24 H support behind the line. Every time I have fought this the enemy has hit the Union right the hardest.
- Having the commander close to the fighting reduces the chance of units routing, reduces losses, and speeds recovery of morale. The commander only gives a morale buff to units within his command range. The commander in this battle was not near the fighting, which meant that units didn't get the crucial buff to morale recovery in melee, increasing the chance of routing. Also, the third command perk is also limited to the range of the commander. The commander's +10 buff to cover would have been very useful during this combat.
- Having detached skirmishers is crucial in this battle. Not only can they deliver fire into melee, almost insuring a win, but they can charge. In UGCW there is a huge buff to melee combat if you have 2x units in the melee, and detached skirmishers count as a unit. It is a bit OP, and using it can insure that you win every melee battle where one enemy unit is involved. When more than one enemy unit charges we must have 2x units involved to have any chance of holding.
- Canister fire is crucial here. It is very important to hit Pause and have artillery target units that are charging before they get into melee. Canister will often stop units before they get into melee - especially cav. Once units are inemelee, canister will usually insure the enemy routs instantly. Artillery will not target the best unit automatically. The best unit to target is whoever is charging, and this must be done manually.
- There is an opportunity for a counter-attack on the Union left. The attack can get moving with about an hour left in the battle. This attack can do a lot of damage to the AI, not that this is essential at this point in the campaign. But you can get a few more kills and roll up the entire enemy position.
- Congratulations on making through the last side-battle. Richmond should be easy at this point. Good luck.
There is the Confederate no-infantry challenge if you want... I did both the Union and Confederate on Colonel. I wonder how no-inf on BG or MG would be, but maybe not too bad given the scaling down of enemy numbers with only cav/skirms.
I think it would've helped for you to have your corps commander in range of those front-line troops on the right flank to help with morale. He was sitting in the center doing nothing most of the time...
I dont know how you have those kind of large brigades by the time of the final missions. My army was absolutely devastated in the Overland campaign. 1000-1200 if I'm lucky, most of the elite veteran bridges 500-800. No lieutenant general division commanders either.
Congrats on finally making it to Richmond. Fun as this game is, by the end of the campaign I just wanted to get it over with. These huge battles with dozens of units engaged in combat are just exhausting to play. I spread out playing Richmond over three days and was glad I did
People often forget that this war really did tear families apart.
well done in the next battle get a lot of Cavalry with your southern force but some in the center.
How would you fight in the desert?
Started playing this game again since next week is the re-enactment of new market I missed it :)
Do you live in the New Market area?
@@TheHistoryGuy 1hr 50mins away
I was curious to know how you found out you had relatives in the Orphan Brigade. Was it just passed down through the family or did you research it?
Did the research. I've been a professional genealogist for 20 years.
@@TheHistoryGuy
That's really cool! I've been wanting to do that with my family. Do you have any suggestions on how to go about it?
Usually for me, I start by looking at relatives who were born around 1820-1848. Then I use fold3.com and civilwardata.com to see if there are any soldiers who match the name/age closely. Union soldiers and their widows who were still living in 1890 would also have reported the dates of their service and their rank/unit.
@@TheHistoryGuy
Interesting...thanks. I'm going to do it. Although it would only be on my mom's side because my dad's side has only been here for a few generations including myself.
what a battle i don,t think there would be anyway to not take heavy losses
If the prepared positions hold it is possible to lose only about 4k after medicine, and get almost 10:1. If the prepared positions are lost then losses will go way up.
@@SomethingCompass yeah my test run yesterday was just under 5000 because I never lost that far right position.
@@TheHistoryGuy
I think that is about normal if the position holds. I would have enjoyed seeing that battle, that is a very good result on Legendary. Not that it matters much at this point, your army is in great shape for Richmond.
@@SomethingCompass I don't often do a play through ahead of time for specifically that reason, sometimes I end up getting a better result and then I get frustrated that the one I recorded wasn't as good. Wish that I had recorded it.
@@TheHistoryGuy
That happens in UGCW because the AI will often do very different things. This is especially true on Legendary. Sometimes the AI is hyper-aggressive, and sometimes he can't seem to figure out what he wants to do.