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One suggestion: use detached skirmishers to the fullest to delay and distract and, sometimes, take out arty units or capture supply wagons and maybe even rout some big brigade from behind.
One still unanswered question about this game: why do I have to experiment so much to figure out the minimally acceptable force that can have a chance to succeed in this or that major battle?
(My own tentative answer: this is historical. I.e., this game is plunging us into the same kind of uncertainty that real CW generals experienced, such that they'd go into a battle wondering exactly what they were up against. They'd have to make decisions based on this uncertainty, for better or worse. I find that my own uncertainty really makes the game-play more awesome. Anyway, you can always re-boot a save and try again with a different force config.)
RE your infantry gun selections, I would move up beyond the smoothbore muskets (farmer, springfield, palmetto) ASAP, as their accuracy is terrible, and their range is poor - you need huge brigades to inflict any real damage with these muskets and they tend to take huge losses when encountering units using rifles that shoot beyond 250 yards.
I do anything possible to move up quickly to rifles of higher accuracy and range, giving the most accurate/expensive rifles to units with the highest firearms score to improve their per-soldier killing efficiency. I buy better rifles by expending reputation points whenever possible, and give these to my best units in each corps. Units with lowest firearms scores get the worst rifles until they gain higher scores, and hand-off their to new units. I do keep a lot of smoothbore muskets in the armory, however, to temporarily assign to low-end units while rebuilding between battles and reassigning weapons to brigades according to firearm scores.
I often use the minor battles as "training sessions" for my least-experienced units, giving them better rifles for that battle, running them around to build stamina, making them shoot and melee as much as possible to gain firearm and melee points. By the next Grand Battle I end up with more one- and two-star units available (and higher-ranked officers too).
I always pick the "big bicep" stamina badge for infantry reaching 1-star status - to increase their stamina - and pick the sharpshooting badge when infantry achieve 2-star status, to increase their effective firepower. I do everything possible to keep 2-star infantry at a minimum 2-star level when rebuilding between battles, as dropping back to 1-star wipes out their firepower advantage.
Finally, I try to rout enemy infantry during battles - often with skirmisher/cavalry flank attacks - to capture as many rifles from them as possible.
At Antietam you will need to place 3 Corps on the map or you won't be able to start the battle. But that doesn't mean that these 3 Corps need to be of full size each. If you can go with 2 full Corps and put like 5 units in the 3rd Corps. If not then do whatever seems best for you. You will also see this with the Grand Battles in the future. You could place 5 or 6 Corps on the map...if only you had the men, arms and Officers (the most limiting factor for unit number) available. Just fill the highlighted placement options with your Corps and you will be fine.
https://steamuserimages-a.akamaihd.net/ugc/925920383108455847/F0D3EB8AEC3513DF8334F69A9776EB36C3B98F5C/
60 Brigades. I really dont see how it should be possible to go 85. maybe 70-75.
But 85. Uness the sizes are like 1000-1500 per infantry division.
The thing is, if only there was a pop-up that said what Kristoph42 said above -- a few battles before Gaines Mill. Something like, "try to have an Army Organization of 6 before you reach the major battle at GM"? That would be helpful.
But I'm not complaining: this game encourages studying what's going on; it sort of forces us to be really careful, to really pay attention. I dig that. Plus, the mystery that comes along with almost every battle really adds to the FOG OF WAR effect. Awesome. Even when I get smashed and have to replay it all.
This is my army at 2nd Bull Run
http://steamcommunity.com/sharedfiles/filedetails/?id=1261467809
These are my corps.
http://steamcommunity.com/sharedfiles/filedetails/?id=1261468470
http://steamcommunity.com/sharedfiles/filedetails/?id=1261468980
http://steamcommunity.com/sharedfiles/filedetails/?id=1261469463
I have a lot of artillery. This battle is perfect for artillery, because you sit and defend mostly. You also get to defend just about all day. Your artillery batteries should all rack up about 750+kils (some will get up to 1,000+ kills) from the first corps and about 400+ kills from the second corp guns. You should counter attack locally when a chance opens up.
These were the results of my 2nd Bull Run.
http://steamcommunity.com/sharedfiles/filedetails/?id=1261500686
The numbers are a little off on my side. I didn't have a save of 2nd bull run prior to start, so I loaded up Manasas Depot, fast forwarded the battle, So I could get some screen shots for you to see.
You don't need to fill up all the deployment slots. You technically only need 2 corps to fight 2nd Bull Run. Just so you can put a corp into each deployment slot, is all that really matters. I don't know of anyone who brought 80 brigades to 2nd Bull Run.
@D-Dub . . .There are many experience players who have played hundreds and thousands of hours. If you have any questions about the game, start a discussion and someone will try to help you out. I have played the game for over 1,100+ hours (Its coming up on a year since I bought this game). The fog of war effect is awesome. I have played every battle up to Chickamauga at least dozen times and the AI still suprises me once in a while. That is what give this game good longevity.
That is a great mindset to have while playing this game and a very smart thing to do. Also, each battle adds morale to your units and more morale is good. I do the same thing although I alternate between the "Melee and Sharpshooting" badge depending upon the units stats.
Lol, now my challenge is to navigate through the Maryland campaign. Colonel difficulty or no, that Stone Mountain "minor" battle is a beast. And Antietam looms rather scary on the near horizon.
The central conundrum occupying my army-organization attention right now is apportionment of my few veteran brigades, and distribution of more rifles throughout the army. Mainly, I don't want to put the good weapons in raw recruits' hands, but neither do I want whole sections of the battlefield with only smoothbores either. My current thought is to move around brigades such that each division has (at least) one 1-star Lorenz/equivalent-equipped rifle brigade. The drawback is that this dilutes the I Corps (especially its 1st Division) quite a bit. I still have my "pet" brigades, but the "pet division" is broken up.
First of all, i always play on major general and am able win every battle (even antietam) with this army organization.
I base my army composition on the Gettysburgh order of battle as historically correct as possible. (You can look up the order of battle online for each battle) then model your armies from there. By Fredricksburgh you should be able to field over 70000 men and good cannon with rifled muskets.
So for example when i create a new brigade for example Kershaws Brigade. I will call it
I/1st Kershaws Brig. (SC) (2138). This means 1st corps, 1st division, leaders name as it was at Gettysburgh, state they're from, and total number of troops that should be in the brigade. (As historically correct from Gettysburgh campaign.)
Lets say Kershaws brigade takes 325 casulaties in any given battle. I take original brigade size of 2138 and divide it by 3 to spread out veteran and rookie replacements. 250 rookies and 125 veterans brings you back up to full strength without sacrificing to much experience. (your troops will still level up over time.) You can save lots of money over time by also using good captured muskets and cannons on your best brigades and giving their old guns to newly formed units. (should be obvious)
This is just the way I play. Got lots more tips and tricks if anyone finds this useful.
I like your naming convention. I came up with something similar (although much simpler) just trying to keep divisions straight on the battlefield. Each brigade has a 3-digit number, and also noted in parentheses whethe rifle-armed or not. So III Corps, 2nd Division, 2nd Brigade armed with 1855's would be "322 Inf (Rifle)". Not very historical, but it works. I toyed with naming Divisions by states instead, with I Corps all New England, II Corps mid-Atlantic, and III Corps midwestern. Would still achieve same goal, and the names would sound more historical (although the OOB still wouldn't be anywhere close).
I just did the partial veteran/rookie recruitment thing after Antietam. Great way to preserve the perks (although still modestly losing some stats) at minimal cost. Saved enough to buy rifles for a couple more units.
I just (as CSA, yes) finished Fredericksburg, using 20 - 20 - 20 for the 3 corps slots. It went really well; in fact, it was suspiciously easy. But there was, once again, a brilliant (and surprising, based on previous exp) AI move: flooding my left flank at Prospect Hill, including what looked like a diversion on the right flank and beaucoup reinforcements from the north that sustained the left-flank move well beyond the first assault. Totally unexpected; hairy moments followed; detached skirmishers saved the day by hitting some flanks in timely fashion. What a pleasure.
Back to AO: I have been sitting at 6 for a while now. Since just before 2nd Bull Run. I'm wondering: has anyone identified the "phases" for best AO in some general way? As in, reach 3 before such-and-such battle; then make sure to get 6 before 2nd Bull Run; then of course get to x before Richmond/Washington; etc.? I suppose it would differ for USA and CSA...