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The key for me with it is to remember the horses are just there to help them move around. You don't hardly ever fight mounted. Once dismounted make liberal use of the hold command at about half the range arc. Grab cover if you can as their skrimisher status gives them a big bonus there. If you get close their rate of fire will devastate people. Move close, hit hold and surround people. Don't take both VP's until you have cleared out the Northern defenses so you can use them to hold off Stuart.
You need to learn this skill for Gettysburg. Buford's division, well employed, can really spare you a ton of losses. I tend to be able to pull it off North of town and slash in at the CSA flank as they try to force their way South. I have broken multiple units with controlled counter attacks and then pulled off to do it again. Usually this can buy you 2-3 attacks broken to give you ample time to fall back South of town. Then the division can be used to hold the CSA up badly coming through town. Finally if you can extract it you can work it around behind your lines and deploy it on the west side of the ridge to get at CSA gun deployments as they move to attack your final positions.
Full disclosure I don't buy it much as the Union early but not because I don't like it. I don't want to manage it in packets of one or two brigades but not knowing exactly when it may show up in many battles means I don't want it in my main corps. It's the firs division of my 4th corps. It's massively useful on the last days of Chancellorsville, Gettysburg and at times during the Overland campaign and beyond. I have occasionally made good use of it at Stone's River and I am contemplating using a couple brigades next time I play Gains Mill.
Carbine cavalry should be dismounted most of the time, the horses are mainly transports for them. I have found dragoons to be some of the most versatile units in the game and have one or two 500 man brigades in every Corps. Among other things I use them as mobile scouts, fast reserve units and for flanking fire (their agility and rate of fire really make them deadly at that).
They are like carbine skirmishers but come in larger groups, have better mobility and can charge artillery and supply wagons if necessary. Never let them fight regular infantry 1v1 in the open though.
Getting them all off their horses did the trick, the improved fire rate of the cav carbines ripped though the enemy so long as it was at least 2 v 1.
Tears though their ammunition pretty quick though, probably why the game gives you 2 supply wagons.
Still dont like cav but am warming to the idea of fast reloading carbine cav roaming around behind enemy lines dismounting to pick off the odd cannon here and there or capturing supplies.
(Still think you should be given the option to burn the suipplies once caught, or at least disable the wagon...)
Amazed at the results! Knocked the Rebs back on their heels - even Stuart's units couldn't handle being double/triple-teamed, and were frequently routed. As long as I kept my units swirling around, attacking any Reb units getting close to the VP, I was routing Reb units right and left and maintaining control of the center. As time ran out, the Union had the best field control I've ever seen, after fighting this battle 4-5 times (dismounted) with great difficulty.
My favorite tactic is to use sniper skirmishers in conjunction with skirmisher cav. I employ these on flanks whether attacking or defending (where practical) and keep chipping away at the edges.
I have 1 cav and the skirmisher brigade flank from the side and behind until the unit routs, then use the 2nd cav to chase them and inflict more damage and make sure they aren’t coming back any time soon.