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Posted

On day 2, you either want to just end the day with the two VPs you start next to, or capture all VPs along the Lafayette road. The victory conditions are a bit weird so you will lose if you only have some of the Lafayette road VPs.

If you only hold your two starting VPs at the end of the day you'll go to day 3, where the union gets minimal reinforcements and another easy to take VP be ones available.

If you're having trouble with the battle, I'd recommend defending south of the two starting VPs. You only have to hold them at the very end of the day, no need to have them the entire time. This means you can defend in cover while the union attacks you in the open which makes the battle much easier.

Posted

not having trouble winning. always done by day 2 but my casualty rate is high ratio wise. . question. do all artillery units once limbered move at the same speed or will the 6-12 pounders move quicker.?  is it worth taking a 6 lb battery, over strengthened expecting losses  to rush the battery right up to the enemy for cannister fire? in the Civil War. calvary units would rush small batteries all around the battle areas to fill gaps, setup ambushes, try to fill gaps, etc. 

Posted

All artillery move the same speed, limbered or not.

Pushing up for canister with cheap artillery can work, I don't usually play that way so I don't have specifics to share though.

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