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Like to defend and build trenches, lure him in with long range weapons like missisippi rifle and try to make him suicide at my earthwork.
Follow up with cavalry supported by infantry once i feel he starts to retreat, 1-2 cavalry in each army, long range artillery 1-2 per army, 4 infantry battalions in each group, 1-2 infantry groups per army.
Cavalry will do lots of damage to infantry in skirmish formation with good repeater weapons, no need for melee spec since they are more than good enough in melee formation.
Only thing i miss from army managment is to see the training level of each brigade in the army.
https://steamuserimages-a.akamaihd.net/ugc/1858296056693025665/2130A056CCDE0DDFE3FDD85E0EE3FB0B58D8C132/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Keep in mind this is only for my Viginia/D.C based theater based armies. Armies I raise for fighting in kentucky and arksansa ETC are a little different. One less infantry division and artillery division in them usually. Though as the union, I tend to get to industry3 asap, so I can equip any units with at least springfield rifles. NE Virginia tends to get first dibs on any Sharps, or Spencers my factories ever end up producing though. I'm still playing around with campaign difficulty and AI bonuses so I can find the combination of the two that gives me the biggest challenge and lets the war go on as long as possible naturally. Other then me putting some arbitrary handicaps on myself (my armies don't move in winter, I don't invade virginia til at least spring of 62. Etc) wanna see how long it takes to start producing larger quantities of spencer's and the like lol.
https://steamcommunity.com/sharedfiles/filedetails/?id=2329673172