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Gettysburg 3Days - New Ground
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Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #31

  • SwampRat
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Thanks as always for the reply!

What I'm seeing is guns retreat (with officers TC'ed and "Hold to the last") even before they unlimber at distances from 400 to 800 yards.

I am also seeing about half retreat once on the gun line and unlimbered (with officers TC'ed and "Hold to the last").

Maybe I just never noticed before, but it makes an attack a frustrating thing.

Again, thanks RebBugler!

S

Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #32

  • DarkRob
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SwampRat wrote:
Thanks as always for the reply!

What I'm seeing is guns retreat (with officers TC'ed and "Hold to the last") even before they unlimber at distances from 400 to 800 yards.

I am also seeing about half retreat once on the gun line and unlimbered (with officers TC'ed and "Hold to the last").

Maybe I just never noticed before, but it makes an attack a frustrating thing.

Again, thanks RebBugler!

S


Hey SwampRat, Im just wondering, have you checked the individual guns ammo supply? In SOW Waterloo not all artillery batteries are made up of the same kinds of guns, or have the same type or amount of ammo for the various types of ammo the guns require. I cant recall if its the same in SOW Gettysburg as I haven't played that game seriously since SOW Waterloo came out. But it might be worth looking into.

In SOW Waterloo if an individual gun does not have the required type of ammo for a given situation, or if its range is much more limited than other guns in the battery(such as the difference between say a Howitzer and a Napoleon)the individual gun may pull back from the firing line(not a rout, but a small retreat to the rear behind the battery)
Its possible you may have some sort of SOW Gettysburg equivalent going on. Im not sure though, its been a long time and my memory of how artillery batteries were made up in SOW Gettysburg is somewhat blurry. But it couldn't hurt to have a look.
"One crowded hour of glorious life is worth an age without a name" - The Call by Thomas Mordaunt
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Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #33

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SwampRat wrote:
Thanks as always for the reply!

What I'm seeing is guns retreat (with officers TC'ed and "Hold to the last") even before they unlimber at distances from 400 to 800 yards.

I am also seeing about half retreat once on the gun line and unlimbered (with officers TC'ed and "Hold to the last").

Maybe I just never noticed before, but it makes an attack a frustrating thing.

Again, thanks RebBugler!

S


Something's definitely amiss. Please relay the battery CO name and the approximate game time this 'gun retreat' issue occurs, I'll check it out. I'm assuming you're now going through the CSA version.

Don't think it's an ammo thing since the enemy is so far away, but thanks for the help DarkRob.
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Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #34

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DarkRob,

Thanks for the suggestion. I don't think it is a specific gun issue as I find all the gun types will retreat.

RebBugler,

It starts with the Third Corps Reserve Artillery, all batteries in Pegram's Battalion, from the start of the game. I move Heth forward, with the guns to the rear in support. As Heth moves forward I gradually move the batteries forward.

I find the guns begin retreating individually and by battery. Some will retreat without unlimbering as soon as they reach their assigned battery position.

I thought at first I was moving them too close to the Feds, but I find retreats at great distances from their lines.

I would greatly appreciate you looking into it, if for no other reason than to find what I might be doing wrong.

Thanks as always.

S
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Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #35

  • benway9
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I too have noticed the same exact behavior playing the USA scenario. I posted Calef's battery a little closer to the opening action between Gamble's brigade and the approaching rebs. Definitely not near enough to receive any fire or anything of the sort. All of a sudden, several of the guns just started a cycle of retreating as described by SwampRat. Not all of them at once, just a few at a time. They would retreat then stop for a second, then immediately retreat again. Then another gun would do the same thing, until it became the whole battery. One of them got so out of order that they started "retreating" towards the oncoming rebel infantry. I had to evenetually TC each gun and literally herd them back to the outskirts of town. But by that time, they were all so exhausted that they were out of the fighting for quite some time. I've never seen this type of thing before. Could it be an issue with the engine, or is this something that is scenario specific?

Perhaps there is something different I should be doing? Any guidance would be greatly appreciated.

Thanks

Pete
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Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #36

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Update 9/11/17

Very minor update that won't affect scoring or gameplay much at all. It addresses the artillery issue discussed above by keeping Artillery Corps CO Walker from moving Pegram's artillery division. This happens 90 minutes into the CSA scenario and hopefully resolves the 'batteries moving on their own' issue.

However, and a BIG however, I cannot explain nor resolve the report of guns moving about when the battery CO is TC'd. From my experience, this only happens when guns are threatened by the enemy closing in, not as reported:
guns retreat even before they unlimber at distances from 400 to 800 yards


Keep in mind that artillery is always stubborn to move or control once they engage the enemy. My standard of procedure with artillery is keep the officers TC'd at all times once engaged. I move them about using command combinations of tcofficers and Atcommoff, Aattackmarch to get them out of enemy fire, and Ajustrun for somewhat controlled retreats.
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Re: Gettysburg 3Days - New Ground 2 months, 2 weeks ago #37

  • SwampRat
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RebBugler,

Thank you so much for looking into this! I greatly appreciate it.

I just finished playing Mansfield in the RR Campaign and had no trouble at all with my artillery. I intentionally moved a battery within 100 yards of the Yank infantry. They retreated. Otherwise I got no retreats at all.

I definitely saw different behavior playing the Rebs on New Grounds.

I will give it a try next week. Right now I'm off to the real McCoy. I'm gonna spend a week at Gettysburg, Antietam. South Mountain and environs.

Thanks again man!

S
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Re: Gettysburg 3Days - New Ground 2 months, 1 week ago #38

  • 1norselad
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Hi

Where can I find the Patched version of this with all the little fixes?

Thanks

Re: Gettysburg 3Days - New Ground 2 months, 1 week ago #39

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1norselad wrote:
Hi

Where can I find the Patched version of this with all the little fixes?

Thanks


As updates are announced, the first post DL link is updated.
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Re: Gettysburg 3Days - New Ground 2 months ago #40

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Thanks RebBugler

Started a game last night the mod is excellent
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Re: Gettysburg 3Days - New Ground 1 month, 2 weeks ago #41

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I have played this once through to get a feel for whether there is any sort of advantage from trying to take ground or hold it, and I find there isn't. So, I am going to play it through again, at the highest difficulty level, and record the whole thing, with the intent of beating your "Bar". The biggest problem is managing artillery. My experience is that trying to move the artillery by battalion is problematic. Any suggestions?
o/

Re: Gettysburg 3Days - New Ground 1 month, 2 weeks ago #42

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Gerry wrote:
I have played this once through to get a feel for whether there is any sort of advantage from trying to take ground or hold it, and I find there isn't. So, I am going to play it through again, at the highest difficulty level, and record the whole thing, with the intent of beating your "Bar". The biggest problem is managing artillery. My experience is that trying to move the artillery by battalion is problematic. Any suggestions?


Alright, looking forward to hearing about your progress.

The command 'tcofficers' is the best way I've found to move artillery by battalion, you move by formation then tcofficers to insure their complete movement to the end position. Tcofficers is on the B&F toolbar or you can attach it to your keyboard.

Good luck, er, Generaling, with your quest.
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Re: Gettysburg 3Days - New Ground 1 month, 2 weeks ago #43

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Yes, I use that command. I find that the battalion simply does not respond. Sometimes I command the battalion to move forward in column and then put the battery into line when it gets close to its assigned position. But simply taking control of the battalion commander, positioning his destination, and telling the battalion to form line doesn't work, most of the time.
o/
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Re: Gettysburg 3Days - New Ground 1 month, 2 weeks ago #44

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Gerry wrote:
Yes, I use that command. I find that the battalion simply does not respond. Sometimes I command the battalion to move forward in column and then put the battery into line when it gets close to its assigned position. But simply taking control of the battalion commander, positioning his destination, and telling the battalion to form line doesn't work, most of the time.


Getting division level movements under control using tcofficers is a sequence-timing thing. First TC the selected officer, issue 'movement to' and facing, formation...Then quickly select tcofficers. Maybe your sequence or timing was off, all I know is this works for me every time. Divisions go where I tell them to. I would have left this game long ago if I couldn't control MY unit movements. Tcofficers was a late control feature that came out in a patch well after the game was released. Before, we used to have to laboriously go around and TC each brigade officer after giving the initial orders.
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