Ultimate General: Civil War

Ultimate General: Civil War

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Laurel Hill is... awesome!
So normally computer games get a trifle tedious towards the end. Think back to Total War, Civilisation, Europa Universalis et al (even SMG): they all become too easy and ponderous and finishing is a slog.

Not this game. After an epic Chickamauga (so much fun), I considered restarting (figuring it couldn't get much better than that and that the last battles would be tedious). I was so wrong.

The 'little' battles leading up to Cold Harbour are wonderful, especially Laurel Hill! It's like Cross Keys on steroids: you're outnumbered 3-to-1 in a strong defensive location and the AI uses different tactics and strategy every time you play. Pressure can fall in the north or south valley, you need to maintain a mobile reserve and the battle is genuinely gripping.

These clashes are also huge! 60-70 thousand Union troops out there (lots of sexy rifles for the push on Washington).

Really recommmend the later battles (plus it's nice to have functioning entrenchments).
Last edited by Harry Flashman; Mar 15, 2018 @ 4:22am
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Showing 1-11 of 11 comments
Caramirdan Mar 15, 2018 @ 8:59am 
I agree, especially since the patch making the objective of taking the Union HQ optional, definitely more fun, less heartache.
Now for some real fun, play the Union at Laurel Hill as a Custom Battle, using the default historical set-up. :steamhappy:
Last edited by Caramirdan; Mar 15, 2018 @ 9:00am
Ninjasquirrel Mar 15, 2018 @ 10:56am 
Yeah I like Laurel Hill, one of my favorite battles for CSA. When fortifications work that way, after all the crappy trenches from before, that in itself makes me a lot happier lol. Then there's the xp, tons of loot...the only problem with this map is that ghost cav bug tends to happen more often here. Thankfully there's not a lot of ai cav.

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.
Last edited by Ninjasquirrel; Mar 15, 2018 @ 11:00am
Hat8 Mar 15, 2018 @ 11:32am 
It's pretty bloody. The Union keeps attacking, even when they're outnumbered.
CivWar64 Mar 16, 2018 @ 12:32pm 
Oh yeah, I love Laurel Hill as the CSA. A 24-pounder does huge damage to those infantry charges, but it's nail-biting wondering if the Union will charge everyone at once and throw you out of the woods. And I've done Part 2 as a massive left Flank attack and as a massive right Flank attack. I can't decide which I like better.
D-Dub Mar 16, 2018 @ 3:55pm 
Awesome, indeed. Thanks for the good post/point, Sheldon C.

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...)
Kristoph42 Mar 16, 2018 @ 10:53pm 
How many people got ambused by the 5 or so hidden Union ART batteries hidden in the middle clump of woods. I know I did
Harry Flashman Mar 17, 2018 @ 12:54am 
Heh, got lucky... one of the batteries (Winslow) likes to sneak forward and if you're exacty right with skirmishers, you can wipe 'em out for free first thing (most satisfying). After that, things get ugly as the remaining batteries start pounding for damn ever (though 5 or so skirmisher units can have a grand old time knocking out batteries if they sweep up the far right flank).
Last edited by Harry Flashman; Mar 17, 2018 @ 12:54am
Kristoph42 Mar 17, 2018 @ 2:23am 
Sheldon Cooper . . . . . Im Jealous. Those guns always stay in the trees and never come out, until I stumble upon them. Next time I might just flank them on the right, if I remember. LOL
Harry Flashman Mar 17, 2018 @ 2:46am 
Well Winslow wants to edge forward (and you should let him!), but the rest have to be caught before they reach the trees (by ending skirmishers in a wide loop the moment the battle starts)... but there are a few batteries (Breck in particular) who start out in forests and they are a real pain. Eventually parrots can batter them to pieces but you have to wait for the guns (I prioritise elite infantry up front).

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.
Last edited by Harry Flashman; Mar 17, 2018 @ 2:49am
Ninjasquirrel Mar 17, 2018 @ 3:17am 
I think I remember that artillery position. My melee cav blob ran by and they started shelling them, was like, well I'm too close now to back off, can only run them over at this point....chaaarge :steamhappy:
Kristoph42 Mar 17, 2018 @ 11:57am 
Originally posted by Sheldon Cooper:
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.

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.
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Date Posted: Mar 15, 2018 @ 3:57am
Posts: 11