What to do with bad generals

From the creators of Crown of Glory come an epic tale of North Vs. South. By combining area movement on the grand scale with optional hex based tactical battles when they occur, Forge of Freedom provides something for every strategy gamer. Control economic development, political development with governers and foreign nations, and use your military to win the bloodiest war in US history.

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Kadste
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What to do with bad generals

Post by Kadste »

Okay, I am starting a new game as Union in Nov 61, advanced, +2 for Confederate on Captain, more generals, randomized.

It is now Late Nov 1861 and I just received L.C. Hunt a 1 star ?/?/?/2/? and G. Mott a 1 star 3/?/?/1/?. What do I do with these guys? As well I have a couple more "bad" apples as well. At least I have a couple okay leaders.

If I put them into a division, will they help or hurt?

Is it better to use a bad leader versus not leader at all? Does it make sense to use a bad leader or does the game give a bonus for using a leader (any leader) versus not using a leader?

"In difficult ground, press on;
In encircled ground, devise strategems;
In death ground, fight."

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Hard Sarge
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RE: What to do with bad generals

Post by Hard Sarge »

Any Leader is better then no Leader

if they really bug you, make a Bde that is your shock troop, and use it for them do or die charges when you need them
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Gil R.
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RE: What to do with bad generals

Post by Gil R. »

Also, generals give bonuses to forts and cities, so you can stick the bad ones into garrisons. When I play on "More Generals" that's what I do, since I usually have plenty of generals for my mobile forces.
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jonreb31
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RE: What to do with bad generals

Post by jonreb31 »

ORIGINAL: Gil R.

Also, generals give bonuses to forts and cities, so you can stick the bad ones into garrisons. When I play on "More Generals" that's what I do, since I usually have plenty of generals for my mobile forces.

Didn't know that! I must use this tip straight away. [;)]
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