
David(jolly)
Congrats, this is probably the toughest of the Union carryover finale series. And, you beat it the hard way, attacking the western flank first. I tried this also, once, and got soundly defeated. It's tough because it summons more Rebel troops into the fray once the western-most objective is achieved. Still, attacking from the east has its own challenges, like you said, because you have to endure longer pounding from the Rebel artillery.And finally (for now), I just about managed a MV on GB3-11, despite the heavy losses.
My tactics were to attack the Reb left flank first, whilst bringing up the support into the center and right, and also attacking any Reb guns if possible to try and clear them out. They did some damage though!
Not a clue, but I don't know why they wouldn't work since this mod is built on a normally scaled map. Just the objects and troops have been scaled down to allow for SR1 'true battle distances' play.seamount0 wrote: ↑Fri Feb 24, 2023 6:13 pm Hi, thank you for this great mod
May I ask you if "Courier&maps" or "Courier&small maps" can be used with this mod ? Because I like to use the orders by Couriers ("C"), I am now familiar with those mods ... but I understand correctly there may be a problem because of the maps ?
Performance is the issue with long ranges. But if you want to try it out you can get the artillery range up to 2000 yards by adjusting the scenario.ini file. Open this file in the scenario's folder and adjust the following line to: Weather=12. NSD avoided any ranges beyond 1000 yards because of performance issues, and SR1 adds to those issues since every soldier on the field is represented. Good Luck! And thanks for playing.Buford_119 wrote: ↑Fri Jul 28, 2023 12:45 am Greetings all,
I noticed that a scenario for the artillery bombardment prior to Pickett's Charge exists, but not in TG/SR1 form. I am planning to work on representing the bombardment in SR1 form using the existing SR1 Union OOB and appropriately placed Confederate units, but noticed a comment that the bombardment could not be accomplished as in RL due to range limitations. Is there any more detail available on this?
The Confederates were set up historically north to south-wise, if I remember correctly, but definitely not east to west since the artillery had to move east just to get in range to target the enemy. When the new game is released with 64 bit improved performance capabilities, the 2000 yards range for the initial bombardment should be possible, along with the troop advance, depending on your hardware capabilities. But for now, what you're trying to do with this 32 bit game I'm guessing is a lost cause. You can set the Rebs up historically along Seminary Ridge with the 2000 yards range set, but the FPS rate will be so low the game will prove unplayable, and probably just freeze up and crash.Buford_119 wrote: ↑Mon Jul 31, 2023 11:32 am Hi Reb,
Thanks for the clarification. Am I correct that the starting positions of the Confederate batteries (before the move to 600 yards or so) are historically accurate relative to the TG/SR1 ground scale? Or do those positions need to be changed as well?