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I also have grown to favor three brigades because at higher difficulties or with the AOM mod, morale is a bigger factor and it's easier to keep division commanders up close to their three brigades than four or more.
I don't worry about what state they are from (unless they are from low support states...mix these into more loyal brigades asap), but I want each division to have at least one upgraded rifle brigade.
I want the best leaders kept busy. If the brigade has one star of experience, its commander must have at least one. Leadership and experience are the factors I want in field command. Admin is nice for my training/recruiting armies. Cunning is always preferred with cav.
All that being said, I think you can play the game however it suits you and still achieve victory, for the most part.
In rare and special cases 2 brigades and 1-2 batteries. Or 6 brigades with 1-2 batteries.
I think moving all your batteries into their own divisions is lame and cheesy. I only do that with artillery reserve divisions.
It's historical/immersive and it really isn't that hard, you just detach all your artillery and micro their deployment, it's not really that hard.
The benefits are that the batteries are often closer in the front lines with the infantry, so they shoot more accurately and thus deal more damage (they also take more damage but that's kind of their role as close infantry support batteries just like irl).
It's cheesy because you're employing a tactic the AI doesn't get to use themselves.
Not every artillery battery has to be apart of some grand battery formation.
But, to each their own.
Army perks I suggest Medical corps, Flying column, And land torpedos..
Infantry brigade perks = Mostly Rapid Volley But some sharpshooters... Rapid volley on springfields / plains rifles. Sharpshooters on carbines and other fast rifles.
Cannon perks = Double canister shot or the sapper perk for fortification.
Cavalry = The melee perk... The funnest thing i've done in this game is watching my small cavalry brigades stomp whole enemy infantry brigades into the mud... Thousands at a time..
Also I like to make a small army somewhere safe Like Philadelphia and call it the New England Reserves... I transfer troops from the reserves to main armies then drag them to refill my brigades.. Then I recruit to the the reserve.. That way Armies Readiness isn't effected by recruitment... They only have a small transfer delay.... 3 to 14 days. Depending on distance.
I'll Take screenshots After I get the 3rd military policy on this campaign. Right now my armies are all independent and it just feels incomplete... lol
I'm sure more manpower comes with more militia and etc policies? Right now it seems like CSA has larger armies but I have more total raised manpower (relatively close over all), mine is just a much more decentralized army that I feel like will get wiped once finally confronted minus the big armies in the east.
Also, to fully occupy territory as you advance, are you supposed to build forts so the land doesn't flip again if you leave? That's what the cavalry did advancing through Missouri, but it seemed to tank by credit to briefly below BB-
It's only worth building forts in really important strategic areas imo, they are far too expensive. It's cheaper to raise an army to guard rear areas than to build a fort, which iirc what the union did historically. The war in the west is much more flexible and you can use the rivers/railroads to send reinforcements when necessary. As Union I'll build a supply/fort in places like Memphis, Vicksburg and a couple other places, and eventually just keep 2-3 armies of 20k or so hanging around behind the frontline when I get the manpower to do so. You can be a bit cheesy and wait for the AI to build depots/forts and just take them so you don't have to spend money on them.
My "assault" divisions I tend to do 5-6 Infantry only. (with how game mechanics are it seems like you need at least 4 minimum)
My "defense" divisions I tend to have 2-3 Infantry 1-2 artillery batteries (anvil)
At least 1 artillery division 2-4 batteries
Have 1 cavalry division per every 2-3 corps.
1 Cavalry corps for eastern theatre, western theatre, central theatre
-at least 1 cavalry division of about 5-6 units, sometimes 2
Armies:
1 artillery division 2-4 batteries
1 cavalry division 2-3 cav units
(sometimes 1 infantry division of 2-3 units)
My largest corps I think typically get to about 30k-35k or so (probably be larger if played longer but I tend to do the 1.5k and 2.25k builds a lot with 3k only sparringly).
Have anywhere from 1 to 3 infantry divisions
I like administration for corps/division commander for stats
I prefer leadership rating for brigade commanders
I Losely use the same states for the same corps, I tend to spread them out though between the divisions. This in theory limits the effect on support loss and also replenishment constraints.
Then again though I tend to make like 20th maine, Iron Brigade, type of units and tend to favor them with better weapons and they tend to see more of the action.
I have a first corps under reynolds and hancock as division commander and tend to try and use his division first, or have Sherman division under McDowell.
I'm having trouble understanding, so you agree with putting artillery in infantry divisions or you don't agree with it?