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When you talk about 'super brigades' are you sure you aren't trying to fight 3 star units with 1 star or something similar. The best brigades on the Union side are the Iron Brigade and Strong Vincent's Brigade. On the Confederate side there are a good number of experienced brigades such as Armisted, Kershaw, Wilcox, Wright, Texas, Louisiana Tigers ect.
To be convincing with an accusation of cheating you would need to provide video evidence not just anecdotes. Unfortunately UGG does not have a replay system yet so the only way to really do it would be posting a video on youtube or taking a large collection of steam screenshots of the time you believe something fishy to be happening.
Ultimate General: Gettysburg Trainer +4 Cheats
Features:
Infinite Unit Health
Unlimited Condition
No Reload
Instant Defeat
DOWNLOAD: http://ks-cheats.eu/ultimate-general-gettysburg-trainer/
DOWNLOAD: http://ks-cheats.eu/ultimate-general-gettysburg-trainer/
DOWNLOAD: http://ks-cheats.eu/ultimate-general-gettysburg-trainer/
Researched it a bit, this is the trainer in action I can say with near 100% certainty that it would not work in multiplayer and with 100% certainty that it would be very very obvious.
Also there is no trainer/cheat out there that affects unit morale or routing thresholds. Given your example I can say that Archer is a 3 star unit, typically he will rout off the battlefield if down to less than 2/3 men so somewhere between 350-400 men. He will take time to break as all three star units do and will be very hard to break with frontal fire.
Assuming you're playing Union on one of the first two maps since that is where Archer appears most, you have superiority in number of brigades and so should be taking the opportunity to flank whenever possible. The other thing that helps is having cannon supporting, the Union has a number of strong batteries on those maps and with a flanking brigade/skirmisher and a battery firing shell or canister he will break fairly quickly.
The only way I could see a Confed general winning through Archer is by pinning your forces in place and then using him as a flanking unit to roll up the line. Since the Union have more brigades though it really should be you doing the flanking. Archer will lose to a Union brigade + skirmisher or a brigade + artillery support. Use an expendable unit (Biddle, Von Gilsa, Ames) to pin him then flank with one of the skirmisher units. He'll have to retreat and you can then repeat until the line is where you want it.
Also try it from the other point of view. If you're having trouble dealing with the confederates on a map, try playing them for a bit and see how other players counter you. You might be surprised just how easily these 'super brigades' actually rout in certain situations.
Even underfire in line try to make more then one brigade fire at the CSA attacker. It does so much damage and damages moral a big deal.
You know its coming. You have the advantage in firepower, artillery and most of the time the ground you're fighting on.
sterner [developer] 4 hours ago
Patch notes for v.0.2.
The toughest players to beat are the ones that advance forward and set up and then make sure to keep falling back away from melee. The Confeds run out of condition and morale faster than the Union will run out of ground.
Different story fighting as the south at round tops attacked from the south. Took the VP's at round top and little round top and was pressing 2 of the three Union VP's left, but I get handed the defeat. Strange one to figure out. I win 2 objectives and lose don't know about that one.
I truly agree with YueJin. If the confed have the melee advantage, the union has concentrated fire and arty support. If you're playing as union and the rebs mass charge your line, it would be wise to use the fall back tactics and keep on falling back until their charge lose traction. Your troops can fire volley after volley while they're falling back and the effect is devastating especially on the confed's morale. Not to mention the casualties they will take. You just need to envelope them while your batteries will pummel them once they get on range.