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Good ground v's bad ground

Posted: Thu Apr 16, 2015 2:44 pm
by zakblood
Image

Map picture shows a typical battle terrain layout, with troops spread out,

red cirlces is nice ground for CSA defence as it's behind a shore line but in the open so not great either but better than where most are placed atm.

green is open ground, so no cover what so ever and no bonus, so poor ground for defending on, but good to attack over.

yellow is the wood line, gives some cover to some units, so is better than open ground, place units here with line & skirmishes out and get a bonus for your trouble so is good to defend in and attack from.

red box is good ground as it gives height bonus, if it has tree's on it as well then even better, for defending and attacking on.

learn to use the terrain and give ground if the terrain is poor,even if a VL is placed on it, as if you loose enough men you will be pushed off it anyway, better to hold good ground then retake VL once most of the fighting is done :)

all maps can be download at full size, so study the ground and know when to fight and when not to, with this in mind you will pay less for what you have under you nearly all of the time, random roles makes it a % chance better or worse, but holding and fighting on the better terrain is key to winning with less losses.

first tip of the day[&o][&o][&o]

RE: Good ground v's bad ground

Posted: Sun May 03, 2015 1:13 pm
by VigaBrand
Hi,
can ypu explain the red circles?
Why is it better to stand behind the shore line and not on it?

RE: Good ground v's bad ground

Posted: Sun May 03, 2015 3:19 pm
by Gil R.
I think Zakblood might have circled some hexes that should not have been, but only because due to the width of the creek it is difficult to see that there are strips of light woods drawn along its edges in several of the "shore" hexes, and that will block line-of-sight from/into the red-circled hexes. I guess that makes these good positions, in that the CSA units can be positioned there and escape fire from the enemy on the other side of the creek, but of course it's impossible to fire at them as well.

(Using the mouse-over function to see a hex's terrain will, of course, tell you if a hex is considered to have light woods, so you can check on the ones that were circled.)

RE: Good ground v's bad ground

Posted: Sun May 03, 2015 5:08 pm
by VigaBrand
Hi,
thanks. I will do that.

EDIT:
You are right, some are light forests.
And I see a second problem, the "mouse-over" function shows me, that on some hexes are enemy units. That shouldn't be, or can I change some optins?
I see no flag that indicates, that a enemy unit is there, but the mouse-over function shows me "undedected unit".
(I only start the game and look at the ground)

RE: Good ground v's bad ground

Posted: Mon May 04, 2015 5:04 am
by Gil R.
If a unit is invisible you shouldn't be able to get info on it by mousing over it. Is this happening just in this scenario? And you're saying it happens at the start of the scenario? No one has ever reported this sort of thing.

RE: Good ground v's bad ground

Posted: Mon May 04, 2015 5:59 am
by VigaBrand
Hi,
I open a new thread in the tech support for that. Should be more in this subforum.
With screenshot.

RE: Good ground v's bad ground

Posted: Tue May 05, 2015 3:17 pm
by zakblood
the circles show what is around the area, and from there you see good ground, great ground and also what's not so good as attacking and defending on