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
Now for some real fun, play the Union at Laurel Hill as a Custom Battle, using the default historical set-up.
I didn't know you had to take the union vp in earlier versions Caramirdan, I kept wondering why everyone kept saying this was a frustrating battle lol.
CivWar64: I'm the same about Right vs. Left flank. Considering the actual history involved, it gets even more intriguing. The CSA main force was arriving from the Left -- er, basically. And the larger battle continued drifting to CSA's Right... right on over to the Mule Shoe position a short distance away and beyond...
I also like the way Laurel Hill is set up historically with the CSA on the edge at the start... Reinfs are arriving just in the nick of time -- urged on up to the front by ole Jeb himself somewhere off to the Left...
(Hmmm, or was it Early? Will have to look that up...)
Oh, up north... Martin also wants to advance to within easy skirmisher/cannon range but I think is more likely to do so if he can't find a good target. So I take the northern infantry out of fortifications for a while to give him a little prod.
Another thing with knocking out guns: too much pressure can be counter-productive! if you shoot to well and too fast, the gun routs fast and runs for cover... it can be better to 'bleed' the battery a little. Still working on this premise.
That is very true. I had the same theroy. It seems to work best to get the count to about 180 or less, then have the INF shoot and watch the ART shatter.