ARR III

Post descriptions of your brilliant successes and unfortunate demises.

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Hard Sarge
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RE: ARR III

Post by Hard Sarge »

(this is the Northern End, HARDees, he is faceing more troops and a tuffer nut to crack)

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RE: ARR III

Post by Hard Sarge »

because of Command zones and terrian, HARDee is not able to flank his foe, so must just close in, dig in and fire away, plus he does not really have much in weapons, a few Enfields, and Richmound Muskets, the rest are Minies and Muskets

by the afternoon of the 2nd day, a few of the southern Union troops have finally broke, and that allows Robert E to start closing the noose, shortly before night fall, 4 Bdes have been captured and at least 2 Bdes have died in place, but the south has been cleared, the Union troops in the north, gamble and begin to try and over power HARDees troops before Lee is able to join forces

HARDee had 4 Bdes in Reserve and this come in handy, as a number of the CSA front line troops fall to the counter charge, but once the Reserve close in, the battle is over, the Union troops that can, begin to leave the battle field


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Joram
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RE: ARR III

Post by Joram »

So the last couple picks show the same battle? I'm surprised on just how spread everything is - it's like you're fighting two separate battles. Is that common?
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Gil R.
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RE: ARR III

Post by Gil R. »

Antietam was at least three different battles, in a sense. Our larger battles can replicate that.
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RE: ARR III

Post by elmo3 »

Is there any orders delay built into the tactical battles? IOW am I only the commanding general on the field and it takes a while for my orders to get to subordinates, or am I every commander who can instantly order troops as needed? Thanks.
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RE: ARR III

Post by elmo3 »

This is falling off the front page. Can anyone answer the above tactical question? Thanks.
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RE: ARR III

Post by jchastain »

ORIGINAL: elmo3

This is falling off the front page. Can anyone answer the above tactical question? Thanks.

There is no delay, so you are every commander (though it is still possible for units to go out of your control).
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RE: ARR III

Post by elmo3 »

Thanks. So I assume if they are out of command then you can't move them at all, otherwise they move without delay.
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RE: ARR III

Post by jchastain »

ORIGINAL: elmo3

Thanks. So I assume if they are out of command then you can't move them at all, otherwise they move without delay.

Not quite. When units move too far from the command structure (notice the yellow/red move arrows - they signify there is a risk) or if they come under tremendous fire, there is a chance they will go "out of control". When that happens, they act independently of your orders - you can't give them orders, they decide one their own (AI) what to do. Your generals on the field can bring them back under control, but have to specifically choose which units to bring back under command each turn.

But yes, other than that they respond more or less immediately - though it is a we-go system so there are various initiative rounds and the chance that your opponents will do something that disrupts you. And there is also a chance that orders will be confused and they won't end up quite where you intended (though there is some intelligence to that - units going to a well defined landmark tend to get there while those in terrain that is very similar have a far greater chance not ending up slightly away from their intended location).
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RE: ARR III

Post by elmo3 »

Thanks for the added details.
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RE: ARR III

Post by Gil R. »

In detailed battle, as noted, out-of-command units are run by the AI, so they do take actions when their turn comes up, and often those actions are very effective. But one wants to be in command, of course, and therefore one tries to regain control of such units at the earliest opportunity.

And having the "Signal Corps" upgrade, as I do, is very good because units are less likely to go out of command.
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RE: ARR III

Post by jchastain »

ORIGINAL: Gil R.

In detailed battle, as noted, out-of-command units are run by the AI, so they do take actions when their turn comes up, and often those actions are very effective. But one wants to be in command, of course, and therefore one tries to regain control of such units at the earliest opportunity.

And having the "Signal Corps" upgrade, as I do, is very good because units are less likely to go out of command.

Of course, having the two-way radio upgrade like *I* do is even better.

(See how effectively I seeded that disinformation? It will take him weeks to figure out that there isn't a two-way radio upgrade since radios haven't yet been invested. But in the mean time, I am sure he'll be in complete disarray.)
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RE: ARR III

Post by marecone »

ORIGINAL: jchastain

Of course, having the two-way radio upgrade like *I* do is even better.

(See how effectively I seeded that disinformation? It will take him weeks to figure out that there isn't a two-way radio upgrade since radios haven't yet been invested. But in the mean time, I am sure he'll be in complete disarray.)

[:D] And be sure to tell him about these vehicles
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RE: ARR III

Post by Hard Sarge »

ORIGINAL: Joram

So the last couple picks show the same battle? I'm surprised on just how spread everything is - it's like you're fighting two separate battles. Is that common?

battles can be close or can be spead out, this one was spead out based on the terrain
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RE: ARR III

Post by marecone »

Hard Sarge, would you be so nice and post more AAR's from tactical level display?
Something like your favorite battle or anything. Just post, please.
Thanks
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RE: ARR III

Post by Hard Sarge »

Hi Marecone

oh, with the other ones running, I thought I was back on the testing side again :)

hopefully, you will be able to get to your own AARs shortly

I in the middle of some background checks, I will see what I can do

(hmm, I been doing some work with the Croatian map area, for BTR this week, hopefully I got most of it right)

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RE: ARR III

Post by marecone »

From your mouth to God ears [:D]
BTW, if you need any help with Croatian map, let me know.
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RE: ARR III

Post by freeboy »

Sorry if this was covered but since I did not see it, are captured troops and leaders handled differently than in COG
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RE: ARR III

Post by Hard Sarge »

ORIGINAL: freeboy

Sorry if this was covered but since I did not see it, are captured troops and leaders handled differently than in COG

Yes, if you take POW, they are out of the game now
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RE: ARR III

Post by Hard Sarge »

with the release, I started up my new game

playing on Lt, with +1 power to the AI Union

which Had a very good (and long) set of battles

Rober E moved the ANV up towards Wheeling (leaveing a Corps and a Div behind)

one Div in Vig rushes to Parkersburg while the other tries to rush to Wheeling

2 of my Divs in Kentucky pull back into Tenn and the other two race to Tenn-Miss-River

10th Div hops on the train and heads towards Alanta, and I try to combine my troops out west

the Union tries to pull it's troops out of Vir and heads towards Wheeling

the Army of Kentucky also heads towards Wheeling and catchs one of my Bdes on the move (and runs it off with its tail between its legs)

a short sharp fight begins in Wheeling, the numbers are close, so I try to stand my ground, but it looks like the Union screams for help (I am thinking it is pulling troops from Parkersburg)

I win the battle, barely and the Union retreats, right into the face of my other Div that is on the move in Parkersburg, But the numbers are way out of line !, the dogs also called in the Army of Kentucky

I am able to send out the call for Robert and the ANV joins the battle also, not many show up, but they are on there way

another good battle, and the Union retreats back into Wheeling

oh geeesh

large numbers are facing off my little old Div, the call for help goes out, but I am able to only bring in a small Div, I got close to the prefect battlefield and am able to use the terrain and fight off the Union Hordes

and again the Union retreats, right into the face of the ANV (of Course, Lee and his friends are sitting in Grafton)

my 2 6pound Bdes are kept busy, along with my Cav and the Union is again forced to retreat (there morale is getting totally shocked)

another battle in Wheeling, but there heart is not in it, followed by a short battle in Parkersburg

and the turn ends (which of course, there was the large battle in Tenn-River, which was a close run thing)

one of my Bdes



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