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
Definitely winnable on BG. Can’t remember how I did it at the moment. Probably lots of holding off in the woods and whittling down those blue bellies before countering and driving ‘em back north. Using skirms to flank and hold their attention is also a must. Don’t give up.
Chick is a very tough battle for either side. Search the discussion boards and find the solution to your problem / issue with Chick. Or better yet, start a new discussion and people will assist you. Be sure to indict which side, what level, and what the main points of the problems or issues that you are having.
I used all of Forrest's dismounted cavalry units to keep back the Union units moving toward Jays Mill, and kept attacking Union units that captured/threatened the Jays Mill VP by hiding infantry & artillery in the woods north of the JM VP and firing on them from cover. Forrest galloped back and forth constantly to rally units getting slammed, but micromanaging the dismounted cavalry skirmishers help me to slow down & chew up big Union brigades in the woods.
I didn't let the AI sucker me into destroying brigades while climbing the steep hill up to the Brotherton Rd VP, but used those unit to attack from the right side in the forests, grinding up the Union units and slowly, slowly, moving toward the other VPs. I fanned-out detached skirmishers and remaining Forrest units like a huge picket line through the woods as I moved west, to spot any Union units hiding/recovering and focus on destroying them.
Moving north on La Fayette Rd was really difficult, as Union units kept showing up suddenly at the fortification points. I tried attacking them from several angles simultaneously whenever possible, and kept moving cannons close-up behind infantry to pound them.
I captured the northernmost La Fayette Rd VP last, only by galloping cavalry to it and taking it just before the timer ran out.
I won, but my army was wrecked.
I've always had a soft spot for Little Powell, imo he got a bad rap from Jackson (although A.P. would've done himself a lot of good by just letting it go...sometimes the boss is just the boss, right or wrong). His day-long march to arrive just in the nick of time for Antietam has always stuck with me for some reason. One of my top three favorite Rebel generals (the others being Longstreet and John B. Gordon).
P.S. You get A.P. Hill as a reward for winning Gaines Mill and, as you mentioned, you can buy him for reputation points.
I've been habitually picking Infantry, but if those bonuses apply to all units, I might consider Artillery instead. The +5 accuracy is attractive compared to +5 melee. My rationale is that most if not all infantry will shoot in any given battle, but I usually try to have as few of them engage in melee as possible.