Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I saved, and the second time around, I reinforced the middle of my line with more units. I held the line, but the Union AI attacked positions along my line I had abandoned.
The third time around, I left skirms to man the fixed defensive positions, and took the rest of my infantry to reinforce my line. The Union AI did attack, but it was nothing in comparison to what they brought when I had no units there.
Moral of the story is, if you want to suck the AI into attacking you, leave a gap in your line and the AI will try to push into it. Do it right, and it makes for some killer cross-fire.
If the AI could detach skirmishers, I think I'd lose frequently. As it's normally "given" some skirmishers, they are problematic, but the AI doesn't use them the same way I as a player can apparently.
Realistically, I think being able to detach a "regiment" from a brigade might be prett helpful as well. Basically make a tiny line inf unit from 1/3rd of the main one.
Interesting report about cold harbor. Leave a hole in the line to attract an assault... very interesting. Also I think the ai wants to attack YOU more than go for objectives, so distraction forces do seem to work quite well.
Some battles basically require u to lead the enemy away for you to sneak in and cap the point
In attack they force the AI to waste time deploying to deal with them, and providing you react fast enough when you hear that it is about to assault them then you can literally waste time making them fight for every wood, house and cornfield.
In defence, the give you extended LOS for your artillery and break up and confuse their attack columns. I've even had occassions where an assault in a skirmish outpost lured a couple of enemy brigades into a killing ground established by their parent brigades.
Cavalry are another arm that is often misused by the AI, but can be really useful if handled well by the player. They can act as surrogate skirmishers if necessary, but aren't best suited to the task because they suffer penalties for moving through cover, and out in the open they become big targets for enemy volleys. However, the AI will waste time deploying to deal with them, and so they can be used as a distraction.
The AI tends to use cavalry as a seperate branch which means it's value is limted to taking out your skirmishers and artillery if your stupid enough to leave them exposed. However, if combined with a couple of infantry brigades cavalry can be a decisive force both in attack and defence.
Just use the infantry to make or meet the initial assault and then charge your cavalry into the melee once the bayonets have crossed and they will almost always tip the balance in your favour.
At both Gaines Mills and Malvern Hill my cavalry division deployed behind my defences broke and routed multiple CSA assault columns inflicitng massive casualties.
Just remember not to let them get over-excited and chase the routers into fresh enemy units. The best way I've found is to wait until the right moment and then push the 'HALT' button, which is usually enough to stop the pursuit and you can then order them to pull back and reform ready to assist against the next assault.
The ai also doesn't seem to like letting you shoot it forever from far away, so sniper skirmishers can get the ai to leave it's defenses to chase out after you
The AI is aggressive, but they don't seem to take terrain into account. If your mission is to hold ground, pull back near a river to where your firing arc barely touches the far side, and watch the Iron Brigade turn to rust. Detach skirmishers and give them ground to pull them in. The AI may be heavy handed, but they aren't as devious as we can be.
They also love to charge entrenched positions. Have large units ready behind entrenchments, and a cavalry unit to cover every 3 positions for counter charging. The AI never seemed to learn. I get alot of prisoners this way during a counter charge. Be sure to use the fallback key to return to position.
If you're attacking an entrechment and you dislodge the defender, pull back a bit and leave it open. They will often try to reenter it from afar, and are extremely vulnerable as they stretch into lines. I've killed thousands this way. Almost a bug/exploit.
I'm still learning quite a bit. I still don't have a method I'm happy with for attacking entrenched positions, aside from lots of heavy artillery at close range and three units per each position. Really shows why you should never give an army a day to dig in.
The AI make some great maneuvers, too. I've watched them force a few breakouts from Cannae / Cowpens / Winterfell-esque situations. Impressive. They still lose in the end, but they don't get annihilated.
Best way I've found is to have three units attack one. The first unit takes the volley, the second charges to melee, and the 1st and 3rd units then blast into the crowd.
If you do it correctly, and rout the defending unit quick enough, you can then use that 1st and 3rd unit to form a defensive line so that even if your 2nd unit routs after the melee is done, they'll have a nice barrier to run behind.
Other than that, I dunno.