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What to do with bad generals

Posted: Fri Dec 08, 2006 12:14 am
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?


RE: What to do with bad generals

Posted: Fri Dec 08, 2006 12:17 am
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

RE: What to do with bad generals

Posted: Fri Dec 08, 2006 12:18 am
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.

RE: What to do with bad generals

Posted: Fri Dec 08, 2006 12:42 am
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. [;)]