Results 1 to 6 of 6

Thread: 3.4.1 First User - Strategy tips?

  1. #1
    TeutonicKnight's Avatar Kirā
    Join Date
    Jun 2008
    Location
    Denver, Colorado, USA
    Posts
    273

    Default 3.4.1 First User - Strategy tips?

    I'm currently downloading the latest version and patch, and will be trying out ACW tonight for the first time. Previously, I have only experienced it way back in the 1.0 days. I usually play DarthMod.

    Playing as the Confederacy, I plan on winning the War of Secession.

    Can anyone give me some tips, tricks, general strategies, etc. to make the learning curve on this mod a little less steep? Is it much different that DMUC? Should I use the Warpath campaign version instead?

    Anything else you learned the hard way that I should know now?

    Thanks! This looks like a great mod.
    "Artillery lends dignity to what might otherwise be a vulgar brawl."

    ~Frederick the Great

  2. #2
    shokh's Avatar .
    Join Date
    Sep 2010
    Location
    Austria
    Posts
    2,970

    Default Re: 3.4.1 First User - Strategy tips?

    Here is a small economy guide: http://www.twcenter.net/forums/showthread.php?t=544940
    And yes, use warpath if you own the addon. Itīs in every aspect better.

  3. #3
    TeutonicKnight's Avatar Kirā
    Join Date
    Jun 2008
    Location
    Denver, Colorado, USA
    Posts
    273

    Default Re: 3.4.1 First User - Strategy tips?

    Ok, thanks for that.

    I started last night playing the Confederacy. I'm having a hell of a time in Virginia - the Union seems to be able to raise troops far faster than I can. I was able to capture Washington, D.C. though right at the end. I half-expected the Union to cave at that point, but they didn't. I don't know if I have to hold it for a certain amount of time, if I can, or if D.C. isn't the "victory condition" the south thought it was during the war.

    Economically, I'm doing ok. Not great, but I'm clearing 8-9k a turn. That's enough to build a few things, raise some troops to supply the meatgrinder in Virginia, and occasionally a very small army in the west. One of which has managed to capture St. Louis and Lancaster, Ohio. I guess that's pretty good, but I'm very afraid I haven't put enough troops into Virginia to hold it.

    Finally, I fought a heroic battle with my Army of Northern Virginia against two full stacks of Union troops. Won the battle and only had scraps left, but I'd cleared the way in the East as far as I can tell. Then the game crashed and I called it a night.

    Things I still have questions about:
    There are a lot of different unit types. Some have caps, some don't, and I really am unclear on the advantages or disadvantages of using them. My main army has some artillery, about half regular Confederate troops, and the rest a combination of volunteer regiments and a few Zouave. I have found little use for cavalry other than chasing down routers or occasionally getting the jump on artillery. Is there a unit catalog I can peruse posted somewhere? I did a search on the forum and didn't find it.

    Union troops break and run, just like they did at the start of the war, but they sure seem to take a pounding first. I've been focusing my artillery on the top Union regiment in any battle - I figure if I can make them break, the rest won't like it one bit. Should I instead be focusing on routing the militia? I'm not sure how the morale is configured in this mod.

    Ultimately, I think the most need is a useful unit guide for the CSA and US troops. I spend a lot of time reading and guessing.

    In the end, however, I have to say this is a very, very interesting mod. I'm enjoying it tremendously so far. THANKS!
    "Artillery lends dignity to what might otherwise be a vulgar brawl."

    ~Frederick the Great

  4. #4
    Minas Moth's Avatar Sabre of Secession
    Join Date
    Feb 2011
    Location
    Croatia
    Posts
    1,393

    Default Re: 3.4.1 First User - Strategy tips?

    ok, I'll be trying to give you as much info as possible...
    I don't know if I have to hold it for a certain amount of time, if I can, or if D.C. isn't the "victory condition" the south thought it was during the war.
    you can see victory conditions of a faction you choose on campaign menu screen (where you choose between short, long, prestige and world domination campaign). but you probably know that already. the Washington isn't the "political" victory condition it was during the CW. the union will keep fighting heavily even if it looses it.

    One of which has managed to capture St. Louis and Lancaster, Ohio. I guess that's pretty good, but I'm very afraid I haven't put enough troops into Virginia to hold it.
    when playing as CSA I found extremely effective strategy to be the following. in the East, use your armies cleverly. I usually have around 23 units in the east (with three generals -> 20 fighting units) dispersed among three generals (Lee, Jackson, Mosby). lee commands main body with few artillery units, mostly volunteers, few regular infantry and one or two Stonewall/Hood's Brigade. Jackson has his brigade (one or two regiments) single artillery battery and 3-4 volunteers. Mosby commands 3 cavalry units. the trick is to use your units smartly. don't just leave your armies standing and waiting. Move them around Virginia to counter-attack any manoeuvre by the Union. but most importantly, never forget to have them positioned so they can support each other. that is what brings victories.

    Finally, I fought a heroic battle with my Army of Northern Virginia against two full stacks of Union troops. Won the battle and only had scraps left, but I'd cleared the way in the East as far as I can tell. Then the game crashed and I called it a night.
    you are off the hook for a while. AI will bounce back if you don't exploit your victory. and from what you said, I get a felling that you are licking your wounds after that battle as much as AI. that will lead to a deadlock in the east. press the AI with your force, combine exhausted regiments and recruit new ones in the Richmond.

    There are a lot of different unit types. Some have caps, some don't, and I really am unclear on the advantages or disadvantages of using them. My main army has some artillery, about half regular Confederate troops, and the rest a combination of volunteer regiments and a few Zouave. I have found little use for cavalry other than chasing down routers or occasionally getting the jump on artillery. Is there a unit catalog I can peruse posted somewhere? I did a search on the forum and didn't find it
    I strongly suggest using Confederate Elite Brigades (Stonewall, Hood, Louisiana Tigers, Gregg's Brigade, Orphans) as they are impressive asset on the battlefield and provide bonuses to allied troops. Cavalry is excellent for hampering enemies efforts. I often ride my cavalry to the position I want to hold, dismount them and position them behind the stone wall (those that you have on almost every battle-map). that way one or two regiments of cav can hold of up to 10 regiments of enemy infantry, and they will buy you time until your main battle line approaches in orderly fashion.

    Cavalry is great (especially for player: AI not so much) as it gives great mobility. combined with light horse batteries, cavalry regiments rarely fail to deliver victory.

    Union troops break and run, just like they did at the start of the war, but they sure seem to take a pounding first. I've been focusing my artillery on the top Union regiment in any battle - I figure if I can make them break, the rest won't like it one bit. Should I instead be focusing on routing the militia? I'm not sure how the morale is configured in this mod.
    I never target best units of the AI. If you manage to rout enemies militia and they retreat through elite units ranks, elite unit will suffer morale penalty. also, elite units are fever and although superior to everything else, if you manage to rout their support (regulars, volunteers and militias) they will find themselves surrounded and decimated. I apply that tactic over and over again. militia is easiest to rout when targeted by artillery. fire a volley from your infantry and few rounds from artillery and off they go...

    if you have more questions just ask...


  5. #5
    TeutonicKnight's Avatar Kirā
    Join Date
    Jun 2008
    Location
    Denver, Colorado, USA
    Posts
    273

    Default Re: 3.4.1 First User - Strategy tips?

    Thanks! That is all very helpful. I will keep it in mind tonight and report back after the next phase of operations.
    "Artillery lends dignity to what might otherwise be a vulgar brawl."

    ~Frederick the Great

  6. #6
    Minas Moth's Avatar Sabre of Secession
    Join Date
    Feb 2011
    Location
    Croatia
    Posts
    1,393

    Default Re: 3.4.1 First User - Strategy tips?

    Quote Originally Posted by TeutonicKnight View Post
    Thanks! That is all very helpful. I will keep it in mind tonight and report back after the next phase of operations.
    one thing I forgot to mention... in the West (farther West from St. Louis, Missouri) AI is a little idle. so if you capture St.Louis fast rest of the West will follow soon, very soon. That is a weakness you can but shouldn't exploit. when I exploited it to full potential, war was over in autumn of 1863 (some 30 turns). however, I don't recommend rushing AI in the West as that kills a lot of fun from it... In the west I play by my house-rules: smaller armies, less or no elite units, weaker artillery but greater amounts of cavalry for 1-2 unit raiding operation etc. on very hard campaign I play now west is very interesting area of engagement. iron brigade whipped me few times, but I managed to destroy them in last battle. but it is far from over...


Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •