Re: Gettysburg 3Days in 7Hours
Posted: Sun Sep 18, 2011 11:58 pm
Yeah my score wasn´t great. But I tried to disable my knowledge about the arriving times and locations of the enemy troops (Played the CSA version last week-end.)
Day one is hard but the most exciting and for the Union the only real exciting day.
The best moments were the attacks on Day 2 on Round Top, Little Round Top and Devils´s Den. I was forced to bring in my reserves (and giving up some Victory Locations) to beat them back.
The Wheatfield, Cemetery Ridge, and Cemetery Hill were easy to hold. Culp´s Hill and Benner´s Hill were never under attack.
In the beginning of day 3 I had enough time to resupply and fill the bricks in my lines.
Except some fighting near Benners Hill, all was quite.
The most exciting moment was the arriving of Stuarts Cav in my back, and believe me, JEB´s Boys did their job well and charged my weakend brigades. I lost around 3000 men till they were defeated in a cauldron.
But Stuart was on his own, no major attack on my frontlines, Benner´s Hill and Culp´s Hill still in my hands and not under attack or in danger.
In the end I lost around 26.000 men while, while Lee and around 37.000 of his men were dead or wounded.
In my humble opinion the Union version is by far easier than the CSA version. (What a surprise :huh: )
If you use your Cav right, you can capture Hill´s Arty and hold Herr Ridge and McPherson Ridge almost two hours. If day one ends well for the Union day 2 and 3 are almost won.
EDIT: Yeah Vincent activated the Objective by the Little Round Top before the Rebels were too close.
But he wasn´t able to stand his ground alone, so I had to send in reinforcements to repell the attack.
EDIT2: Is it possible to deactivate the effect that Cav is able to capture Arty and change it so, that the enemy Arty simply disappears like it does when Infantry charged a battery? If yes, I strongly recommend to do this for this Scenario, because capturing Hill´s Arty right in the beginning delays Hill´s attack too much and gives the player an huge advantage in the first hour.
Day one is hard but the most exciting and for the Union the only real exciting day.
The best moments were the attacks on Day 2 on Round Top, Little Round Top and Devils´s Den. I was forced to bring in my reserves (and giving up some Victory Locations) to beat them back.
The Wheatfield, Cemetery Ridge, and Cemetery Hill were easy to hold. Culp´s Hill and Benner´s Hill were never under attack.
In the beginning of day 3 I had enough time to resupply and fill the bricks in my lines.
Except some fighting near Benners Hill, all was quite.
The most exciting moment was the arriving of Stuarts Cav in my back, and believe me, JEB´s Boys did their job well and charged my weakend brigades. I lost around 3000 men till they were defeated in a cauldron.
But Stuart was on his own, no major attack on my frontlines, Benner´s Hill and Culp´s Hill still in my hands and not under attack or in danger.
In the end I lost around 26.000 men while, while Lee and around 37.000 of his men were dead or wounded.
In my humble opinion the Union version is by far easier than the CSA version. (What a surprise :huh: )
If you use your Cav right, you can capture Hill´s Arty and hold Herr Ridge and McPherson Ridge almost two hours. If day one ends well for the Union day 2 and 3 are almost won.
EDIT: Yeah Vincent activated the Objective by the Little Round Top before the Rebels were too close.
But he wasn´t able to stand his ground alone, so I had to send in reinforcements to repell the attack.
EDIT2: Is it possible to deactivate the effect that Cav is able to capture Arty and change it so, that the enemy Arty simply disappears like it does when Infantry charged a battery? If yes, I strongly recommend to do this for this Scenario, because capturing Hill´s Arty right in the beginning delays Hill´s attack too much and gives the player an huge advantage in the first hour.