baby steps modding a scenario

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
35th Georgia
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Joined: Sun May 29, 2011 8:52 am

Re: baby steps modding a scenario

Post by 35th Georgia »

I also pay close attention to the troop I'm sending in and what their moral and strenght is at. I know it should go without saying but it's easy in the heat of battle to lose track. I've seen some who though low will go right in and do it at the right opportunity.
"To walk into to almost certain death is insane,to do it with honor is heroic."
gwgardner
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Joined: Wed Aug 07, 2013 5:45 am

Re: baby steps modding a scenario

Post by gwgardner »

Played the save and found no anomalies, arty was picked off and then routed. Also restarted it and captured both guns. Just a matter of learning how to deal with arty, and learning how to play the game. To capture arty you must move in fast and TC or attackmarch your unit, I prefer attackmarch...then charge. You've got to catch them before they have time to limber and retreat.
Dang, I tried again, using the 42nd Miss. High morale, not tired.

I don't see an 'attack march' option. I'm using the Couriers and Maps mod, on 'normal' difficulty. Should I use a different mod? So I advanced towards the location of the artillery unit and did a 'charge.' Just ran right over the guns, no effect. One gun fled through my force towards the pond, so I reversed and did another charge across that gun, it turned and fled along the side of the barn down the line of the ridge.

Thanks for your help, everyone.

[later]

Tried again, this time most of the battery fled, and I was able to charge and kill one gun crew. So I guess it's working as it should.
Last edited by gwgardner on Sat Aug 17, 2013 10:16 pm, edited 1 time in total.
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