Victory Hexes

From the first clash at Manassas to the epic confrontation between Lee and Grant, the Brother Against Brother series will bring new levels of historical detail and realism to the battles of the Civil War. This regimental-level game, created by the developers of the award-winning Forge of Freedom, builds on that game’s acclaimed tactical engine, adding scrupulously researched orders of battle, high-quality map graphics, command and control rules reflecting the numerous challenges faced by army commanders, and plenty other features. Beginning with The Drawing of The Sword – which recreates the pivotal opening battles at Manassas , Wilson ’s Creek, Mill Springs and Williamsburg – Brother Against Brother lets you refight the Civil War from start to finish.

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tgb
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Victory Hexes

Post by tgb »

Do you have to keep a unit parked on a victory hex to get credit for it?
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Yogi the Great
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RE: Victory Hexes

Post by Yogi the Great »

Yes, but early in game not critical - when game ends you do want to have enough of them occupied to win.

Translation, tt feels good to look at a nice high score during the game but it only matters how the game ends. [;)]
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spelk
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RE: Victory Hexes

Post by spelk »

It might just be me, but I think if you can hold off grabbing the VH's for a while, it calms the AI a bit. As soon as you plonk a unit on a VH, the AI seems to fire up its routines to get units on you.

Later on, use a peripheral unit, split it, and march a small force around the VH's to take them - when you have the AI licked, or your defensive placements setup.

I have no evidence to back any of this up, other than the AI's reaction to my multiple play through of Mill Springs scenario, park on VH, get aggro, stay away for a while, AI activity "seems" a lot less.
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Yogi the Great
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RE: Victory Hexes

Post by Yogi the Great »

ORIGINAL: spelk

It might just be me, but I think if you can hold off grabbing the VH's for a while, it calms the AI a bit. As soon as you plonk a unit on a VH, the AI seems to fire up its routines to get units on you.

Later on, use a peripheral unit, split it, and march a small force around the VH's to take them - when you have the AI licked, or your defensive placements setup.

I have no evidence to back any of this up, other than the AI's reaction to my multiple play through of Mill Springs scenario, park on VH, get aggro, stay away for a while, AI activity "seems" a lot less.

Good point, it also seems that the AI worries little about putting units in many of the victory hexes until late in the game. Can it be that smart?
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kennonlightfoot
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RE: Victory Hexes

Post by kennonlightfoot »

The trick to Victory Hexes especially if the side you are playing doesn't have a lot of small cavalry units that can be tasked with the job late in the game, is to use regiments that are to exhausted to be used in the battle line. Rather than trying to keep these units fighting you can send them back for rearguard duties and Victory Hex sitting. Also, remember there is a "split" unit function. Breaking these depleted regiments down into two demi-regiments will allow you to occupy a lot more Victory Hexes with just a few regiments.

And, beware of waiting until there is not enough time to get there. Since the regiments share the brigade order status it's parent brigade may have orders that make movement toward the Victory Hex take an unusually long time. I have had even cavalry units restricted to 4-5 hexes movement rates.
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ericbabe
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RE: Victory Hexes

Post by ericbabe »

The level at which the AI prioritizes capturing victory hexes does, in fact, increase as the scenario time limit begins to run out. Near the beginning of a scenario it doesn't worry about victory hexes at all.
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zakblood
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RE: Victory Hexes

Post by zakblood »

independent brigades are good for quick moves near end time, hint hint [:D][;)]
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