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Endless woods indeed.
For a moment I thought I was fighting in Amazon River.
Was about to post about this.
Playing as the union. The confederate get at least 4 cavalry brigades that "spawn" towards the 2 p.m. mark on jays mill and the brotherton crossroads.
I had 4 artillery batteries located there when the spawn occurred and it was a disaster.
Had to reload half way before in the battle to position infantry to be ready to deal with them.
Very bad. Worst spawning mechanics so far in the game.
My main issue with the battle is that as the union if at the end of the first day if you hold one of the two objectives you need to capture the battle turns into an automatic draw, but if you retreat and lose both objectives then the battle continues and you get the chance to win on the second day.
Also I seem to get lag on this battle and I think day 2 drags on a bit too long.
http://steamcommunity.com/sharedfiles/filedetails/?id=917342971
Wtf! how was this supposed to be possible!?! The enemy had 50% more troops than me, all 3 stars with awesome weapons including tons of cavalry and retarded 1000 man units of 3 star sharpshooters, the defensive positions aren't great owing to the entire map being forest, and the aI gets two whole days to grind against your army until there is nothing left. Even if I had acheived a 2:1 kill ratio for the entire battle I still woudn't have won.
This battle really needs to be fixed, make it shorter, tweak the objectives or AI, get rid of that "don't lose 50%" requirement, something.
There was no cavalry flanking me. They litteraly apperaed on the objectives (which I controlled) as soon as the break talking about "finishing the rebels before Longstreet arrives" occured. Roughly the 2 p.m. phase.
I had already destroyed Forrest and his entire compliment on the extreme Federal left, controlled the map from Jay's Mill all the way south along the impassible river and had sent skirmishers to make sure there were no stragglers.
Reb cavalry spawn on Chickamauga (ignoring troop position and objective control) during first main-day of battle = I stopped my Union campaign.
Situation right before the phase-break:
http://steamcommunity.com/sharedfiles/filedetails/?id=911298458
Situation just minutes latter, with no possibility for these 4 units to have managed to reach their locations in the shots:
http://steamcommunity.com/sharedfiles/filedetails/?id=911298484
http://steamcommunity.com/sharedfiles/filedetails/?id=911298498
You were right, a bunch of rebel cavalry spawns directly on top of the two objectives if you try to hold them. That's annoying.
Other than that Chickamauga is challenging for a reason. The player is reaching late campaign and the challenge has to increase to keep pressure. This battle is like no other because of the heavily wooded terrain combined with advanced weaponry (it's late 1863 after all). Think differently and use that to your advantage. Large flanking maneuvers are generally largely rewarded as the ennemy can't see you coming.
Also in agreement here. Forcing players to ceate a completely farsical meta for getting around the AI seems like a recipe for disaster from a game perspective.
It's just a shame because this battle is really just a nightmare. I've never run into a map that wrecks so much of the players force in an unnecessarily difficult fight. Thankfully I've the rep for once to just enter the field and leave without getting fired. This battle is honestly the only one in the CSA campiagn that I feel is as unwinnable as they come. And if the Overland campaign is even worse than this, well I hope the devs will understand when people rage quit. This game appeals too far too small a market for it to be so unrewarding late game.
Cavalry which spawned behind my lines I had none. Of course, however, which have bypassed my line.
(Union, normal)
http://steamcommunity.com/sharedfiles/filedetails/?id=921992293
http://steamcommunity.com/sharedfiles/filedetails/?id=921992248