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To command a 24 gun battery without efficiency issues you'll need either a brigadier or major general.
Early on 12 gun batteries are best, and as your leaders improve and the difficulty increases, so can your battery sizes.
This is not good advice.
http://steamcommunity.com/sharedfiles/filedetails/?id=853819596
Though I am only to the battle of Shiloh as Union(same battle as CSA). That come out to about 8-12 cannons per artillery. What can I say I like artillery :). Each of those other cannons also had over 500 kills and no deaths.
Start with 8-10 guns in a fresh arty brigade, give it some 24pdrs and a colonel so it increases stats rapidly. After one battle you should see a significant boost to effficiency and firearms.
Swap those howies out for rifled guns after they get a few thousand kills and create a new bridage with those free 24pdrs. Rinse and repeat until you've got a few divisions of 2 star rifled guns...only THEN should you start cranking up to 24 gun artillery brigades, but try to maintain two star status at all times. 2 star veterans are expensive to buy, but it's worth it to buy some if you have the cash and put points in training.
*The only exception I make is with 12 pdr howitzers and 6pdr field guns because they're so underpowered. I tend to fill those up to 24 guns, but even 1 field gun can do significant morale damage with canister shot. I put them in the exposed anchor points because they are cheap and can take losses.
I always pick logistics for the 1 star perk (duh) and I prefer tactician for the 2nd perk. A mid-rank colonel is enough to give you the logistics perk for a small rookie arty brigade as CSA (50% ammo boost). Rapid rotation perk is pretty hand if you're putting your guns on ground where you're likely to be flanked (and cover bonus is nice, but I'm not certain if that stacks with Defender perk).
Expect 20pdrs to get a boost in the next patch, so strategize accordingly. Don't spam 24 gun 20pdrs because you think they're too weak right now.
I try my best to buy every cannon available prior to each grand battle. You can accumulate 600+ guns by Chancellorsville.
Standing on open ground:
24% cover with neither: http://i.imgur.com/oOR81jr.jpg
27% cover with Defender: http://i.imgur.com/xqelTsV.jpg
33% cover with both: http://i.imgur.com/RrxFYro.jpg
With both Defender and Tactical Training an arty brigade gets 100% cover in a town. With neither you get only 69%.
http://i.imgur.com/GKLW8aP.png
Thanks hamster. Lt Gen difficulty?
These should be 10 points each, I guess it's 8 points on normal and 6 points on hard? False advertisement I tell ya.
I start with 12 pieces, let them rank up a bit before going with 16 or 18 (their commanding officer rank depending) then once they get close to two stars, fill them out with 24 guns. Some of them (howitzers especially) I position directly behind the line, at ranges short enough whenever the enemy comes to melee me, my batteries get free canister shots in on both the charge and when bayonets cross. It isn't terribly realistic, but neither is the scaling that allows the CSA to rejuvenate ever-larger brigades of increasing experienced and better-equipped soldiers after an unmitigated string of military defeats, so I take whatever advantage I can get.
Other guns, the big 20lbers and such, I usually mass together (tactically, not organizationally) to form my Grand Battery and army's artillery reserve. Wherever I think the enemy line needs a special dose of softening up, I send them to deliver shells. Particularly useful in battles where I'm compelled to launch frontal attacks into powerful defenses, since I can bleed specific formations white if given enough time.
In either case, go with logistics for additional ammo and if you have a second star, gunnery to put warheads closer to foreheads. Also, between battles it is a lot cheaper to top up artillery brigades with veterans than infantry brigades, so I always prioritize the guns to keep their experience gains made.
Some missions dump random divisions from a selected corps onto the battlefield. So if your artillery "division" rolls the unlucky number, then you get to hold a town with nothing more than your corps' artillery reserve. As funny as that might be, it really isn't a great situation to have happen.
The OOB for Stones River is a little wonky, but in general I agree with you. Usually your men arrive in order by division.