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Cover and defensive area's
Posted: Wed Mar 17, 2010 6:55 pm
by Silver Fox
How important will defensive points/positions be in SoW, men behind fences or any deployable defences, taking up positions on high ground, will this have a bonus effect against any attacking units ?
Re:Cover and defensive area's
Posted: Wed Mar 17, 2010 7:20 pm
by Jim
Paying attention to good defensive terrain is quite important. It can easily be the difference between winning and losing a fight. High ground also provides a bonus.
There is no provision to 'dig in', what you have on the map is what there is. We do have the historical entrenchments on the Culp's Hill map.
-Jim
Re:Cover and defensive area's
Posted: Thu Mar 18, 2010 8:52 pm
by MrSpkr
So, no throwing breastworks up? I thought, historically, over time units would grab bits of fences, logs, rocks, whatever they could to put up a little more cover for themselves.
Steve
Re:Cover and defensive area's
Posted: Fri Mar 19, 2010 8:45 am
by Rich Mac
MrSpkr wrote:
So, no throwing breastworks up? I thought, historically, over time units would grab bits of fences, logs, rocks, whatever they could to put up a little more cover for themselves.
Steve
Some commanders hated the idea of their men "digging in". Some felt it reduced tactical flexibility ... others considered it cowardice. Correct me if I'm wrong, and I'm sure lots of you guys could

, but I think that Greene just happened to be the exception to the rule.
However, that never stopped the occasional enterprising Private from grabbing any large, nearby rocks he could find and piling them up in front of his body
Re:Cover and defensive area's
Posted: Fri Mar 19, 2010 11:03 am
by Gunfreak
Jim wrote:
Paying attention to good defensive terrain is quite important. It can easily be the difference between winning and losing a fight. High ground also provides a bonus.
There is no provision to 'dig in', what you have on the map is what there is. We do have the historical entrenchments on the Culp's Hill map.
-Jim
Will the ai use the terrain,
One of my big gripes with TC2 was that i often found *lovely ground" placed a brigade along a stone wall or something, and then the enemy attacks, and unless I used "take command" the ai would alway counter attack, marching right out of the defencive posssion, even when faced with superiour forces.
It would be cool that if you order a divison or brigade to defend this or that area, the ai, will see, "ah a stone wall" and use it as much as possible
Re:Cover and defensive area's
Posted: Fri Mar 19, 2010 11:44 am
by MrSpkr
Gunfreak wrote:
Jim wrote:
Paying attention to good defensive terrain is quite important. It can easily be the difference between winning and losing a fight. High ground also provides a bonus.
There is no provision to 'dig in', what you have on the map is what there is. We do have the historical entrenchments on the Culp's Hill map.
-Jim
Will the ai use the terrain,
One of my big gripes with TC2 was that i often found *lovely ground" placed a brigade along a stone wall or something, and then the enemy attacks, and unless I used "take command" the ai would alway counter attack, marching right out of the defencive posssion, even when faced with superiour forces.
It would be cool that if you order a divison or brigade to defend this or that area, the ai, will see, "ah a stone wall" and use it as much as possible
Amen.
Steve
Re:Cover and defensive area's
Posted: Fri Mar 19, 2010 1:44 pm
by Janh
Having some kind of "entrench" button, or even like in Sid Meier's Gettysburg have idle troops entrench automatically over time (on proper terrain), that would be awesome!
It would probably be sufficient if just another "entrenchment" sprite would appear in front of the units, and I wouldn't care even if it were facing independent. And once troops leave their spot by say >10yards, they disappear again. I'd say having even just a simple concept would add tremendously to the features. I wonder whether that could be modded?
Also, how does the new AI handle rivers, fords etc? Does it realize now that fords can be excellent blocking positions? That was kind of a problem with the Antietam mod, or Fredericksburg.
Re:Cover and defensive area's
Posted: Fri Mar 19, 2010 2:01 pm
by PANGI
Janh wrote:
It would probably be sufficient if just another "entrenchment" sprite would appear in front of the units, and I wouldn't care even if it were facing independent. And once troops leave their spot by say >10yards, they disappear again.
Please no. I hoped this games will go from symbolical to realistic way, not backwards.
Re:Cover and defensive area's
Posted: Sat Mar 20, 2010 1:06 pm
by MrSpkr
Jim wrote:
Paying attention to good defensive terrain is quite important. It can easily be the difference between winning and losing a fight. High ground also provides a bonus.
-Jim
Jim, absent using the "Take Command" button, is there a quick way to tell the units to advance to a covered position; i.e., am I still going to have to micro adjust the regiments' positions when I advance a brigade up to a long stone wall? Will we have to "take command" in order to keep the units from advancing out of cover (even on a "hold" stance)?
Steve
Re:Cover and defensive area's
Posted: Sun Mar 21, 2010 2:16 am
by Shaggy46
The AI in TC2 is defiantly the worst part of the game.I cant stand to control anything more than a brigade. I played it on Division today and i had men going every way imaginable instead of holding he objective.. Talk about a Royal Pain in the Rear