For ALL forts ... I suggest at least three batteries... and a Supply Wagon is crucial. 1) Clear early skirmishers 2) Set up cannon together against one wall 3) Flank your cannon with your biggest best companies 4) Cannon hammers anything ON THE WALL only. (unless units outside the wall come within grape and canister range) The reason for this is, Cannon inside the fort will also take damage when you target the Infantry unit on the wall. For some reason, it seems artillery never takes damage when you target it Continue to move cannons forward. When you take fire, you went to far, pull back just slightly. 5) Your companies can take on the units that are outside the wall if any... just keep them out of firing range from the fort (they should be able to hit the units outside the fort and stay outside the range of fort defenders) 6) The AI will constantly replace the unit defending that wall. If you have a Supply Wagon... you have things on triple speed and just enjoy the blood bath 7) Slowly slip remaining units to encircle the fort staying clear of fire from the fort 8) This strategy will allow you to defeat Forts even at even strength numbers
With 2 patches released in 2 days I abandonded my campaign (I was running low on funds anyways cause of devs nerfed the navy) so it was an easy decission to start a new campaign, where I will skip the vessel and take the inf unit instead (btw you have to get used to the new names of the connecticut units they are not fuseliers any more, they are line infantry). I will mention my experiance with the new patches. They have an unwanted sideeffect: No loot what so ever ( fought several battles) - the icon is there, but when the timer is finished, there are no reward/loot to the player, so I have to wait for the devs to fix this and I dont know if I have to start a completely new campaign for the fix to get implemented - but proberly have to. Otherwize I like how you plan your strategy 👍
I'll probably always call them fusiliers, lol. It's so weird that they made them "unique." The constant patching does make playing a campaign interesting, though.
A link to some good background history to the Revolution: "The Shot Heard Round the World": The Coming of the American Revolution" th-cam.com/video/pCVqi-W7B9w/w-d-xo.html Some clear background to some of the amendments in the constitution. Which leads to 2 questions/issues regarding the game in advance of me watching the video: 1. Existing Infrastructure - all kinds of mention in above video on the leaders that had been to Harvard College. A quick check shows that Harvard, Yale, and Princeton were founded between 29-139 years prior to 1775. My take on how to handle - make reduced costs for schools/improving schools where colleges like that existed. This could go for a lot of existing resources and infrastructure in the colonies. There would have to be balancing to offset these benefits. The reduced costs represent the need to stand-up officer programs, but not the physical buildings of a school. 2. Tobacco - hope that enters into the southern colonies as a trade resource, like furs in the north.
With the exception of "no loot" after the last few patches... fighting the campaign at "Hard" is at least now approachable. WARNING however... "Be on Your Horse". The AI is extremely aggressive now. They are beatable, but don't play this game anymore on Triple Fast forward or your will pay for it. You have to respond to large troop movements immediately. The nice thing about this new aggressive AI... is they make bad mistakes, and will often overextend themselves... they no longer "sandbag" in Boston. They frequently leave it very vulnerable to early capture. Be ready to move... set ambushes... be flexible. When you get ships... "mothball" them, but don't sell them. If you actually use them... which you really can't becuase of the massive British sea zone presence, you will be wasting money paying sailors to sit on their asses. Once I figured this out, the economy was much more manageable. You can sell off the cannon that way, which in many cases you get more $$$ for the cannon then you will the actual ship. Later in the game, the Continental congress will grant you three frigates. In my estimation... using the Navy is not viable up to that point. If you "mothballed" your granted ships and did not sell them off... you will have a nice little fleet to start taking the seas.
Again another fine episode, love the detail that your putting in it.
For ALL forts ... I suggest at least three batteries... and a Supply Wagon is crucial.
1) Clear early skirmishers
2) Set up cannon together against one wall
3) Flank your cannon with your biggest best companies
4) Cannon hammers anything ON THE WALL only. (unless units outside the wall come within grape and canister range) The reason for this is, Cannon inside the fort will also take damage when you target the Infantry unit on the wall. For some reason, it seems artillery never takes damage when you target it Continue to move cannons forward. When you take fire, you went to far, pull back just slightly.
5) Your companies can take on the units that are outside the wall if any... just keep them out of firing range from the fort (they should be able to hit the units outside the fort and stay outside the range of fort defenders)
6) The AI will constantly replace the unit defending that wall. If you have a Supply Wagon... you have things on triple speed and just enjoy the blood bath
7) Slowly slip remaining units to encircle the fort staying clear of fire from the fort
8) This strategy will allow you to defeat Forts even at even strength numbers
Great vid! I got your general in my army right now thought that was funny
With 2 patches released in 2 days I abandonded my campaign (I was running low on funds anyways cause of devs nerfed the navy) so it was an easy decission to start a new campaign, where I will skip the vessel and take the inf unit instead (btw you have to get used to the new names of the connecticut units they are not fuseliers any more, they are line infantry). I will mention my experiance with the new patches. They have an unwanted sideeffect: No loot what so ever ( fought several battles) - the icon is there, but when the timer is finished, there are no reward/loot to the player, so I have to wait for the devs to fix this and I dont know if I have to start a completely new campaign for the fix to get implemented - but proberly have to.
Otherwize I like how you plan your strategy 👍
I'll probably always call them fusiliers, lol. It's so weird that they made them "unique." The constant patching does make playing a campaign interesting, though.
Hey brother when you coming back?
Soon (TM)
10 wagons x 3 is a full wagon unit
A link to some good background history to the Revolution:
"The Shot Heard Round the World": The Coming of the American Revolution"
th-cam.com/video/pCVqi-W7B9w/w-d-xo.html
Some clear background to some of the amendments in the constitution.
Which leads to 2 questions/issues regarding the game in advance of me watching the video:
1. Existing Infrastructure - all kinds of mention in above video on the leaders that had been to Harvard College. A quick check shows that Harvard, Yale, and Princeton were founded between 29-139 years prior to 1775. My take on how to handle - make reduced costs for schools/improving schools where colleges like that existed. This could go for a lot of existing resources and infrastructure in the colonies. There would have to be balancing to offset these benefits. The reduced costs represent the need to stand-up officer programs, but not the physical buildings of a school.
2. Tobacco - hope that enters into the southern colonies as a trade resource, like furs in the north.
I believe tobacco is in the game when the south opens up.
With the exception of "no loot" after the last few patches... fighting the campaign at "Hard" is at least now approachable. WARNING however... "Be on Your Horse". The AI is extremely aggressive now. They are beatable, but don't play this game anymore on Triple Fast forward or your will pay for it. You have to respond to large troop movements immediately. The nice thing about this new aggressive AI... is they make bad mistakes, and will often overextend themselves... they no longer "sandbag" in Boston. They frequently leave it very vulnerable to early capture. Be ready to move... set ambushes... be flexible.
When you get ships... "mothball" them, but don't sell them. If you actually use them... which you really can't becuase of the massive British sea zone presence, you will be wasting money paying sailors to sit on their asses. Once I figured this out, the economy was much more manageable. You can sell off the cannon that way, which in many cases you get more $$$ for the cannon then you will the actual ship. Later in the game, the Continental congress will grant you three frigates. In my estimation... using the Navy is not viable up to that point. If you "mothballed" your granted ships and did not sell them off... you will have a nice little fleet to start taking the seas.
How are you liking the new updates?
Good so far!