Do the number of enemy you face in the scenarios change each time you load it?
I was playing 'blood in the run' and usually I only meet one brigade in the woods. This time i met two, AND there was a third attacking the farm. Big brigades too, with big regiments. Unbelievably, I got over 3000 points for once, even though I was about to be thrown out of the woods when the scenario ended. I was tempted to keep playing, but does that effect your final score?
I then loaded up mcphersons ridge, the c-div scenario, scenario number 3. I was getting hammered by the canister of the cannon, so i changed one of the regiments to skirmisher hoping to get them to withdraw. Big mistake. ONE cannon blast killed half the regiment. Over 100 men! Theres something up with that...
Seeing double
- Little Powell
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Re:Seeing double
con20or wrote:

There are several variants for each scenario. The battles will play out different each time you play them. You must have gotten the full Heth division variant for Blood In The Run. That's where instead of one brigade attacking you, there are three.Do the number of enemy you face in the scenarios change each time you load it?
I was playing 'blood in the run' and usually I only meet one brigade in the woods. This time i met two, AND there was a third attacking the farm. Big brigades too, with big regiments. Unbelievably, I got over 3000 points for once, even though I was about to be thrown out of the woods when the scenario ended. I was tempted to keep playing, but does that effect your final score?
I then loaded up mcphersons ridge, the c-div scenario, scenario number 3. I was getting hammered by the canister of the cannon, so i changed one of the regiments to skirmisher hoping to get them to withdraw. Big mistake. ONE cannon blast killed half the regiment. Over 100 men! Theres something up with that...

Last edited by Little Powell on Thu Jul 22, 2010 7:04 am, edited 1 time in total.
Re:Seeing double
Playing scenario three now, as Heth. I still havent received pettigrews division, although I am really impressed that this type of thing was built in.
Strange thing happened the other day, i started to move my arty down to bombard the ftroops defending the arm, but all the union troops moved out before I'd even got into position! I couldnt believe it. Unfortunately they were all now defending the other field, and before I had fought them out of it the Iron Brigade were attacking the farm and the objective in the field had dissappeared(whats with that)! I got just over 2000 points.
Three other questions
-To get an infantry unit the 'defensive position' bonus at a wall/fence, you have to get the unit flag to sit roughly on the wall/fence. How do you do it with arty? The flag is on the ammo cart, which is way behind the cannon when unlimbered.
-When an infantry unit is in a defensive position, you can pivot the line as much as you want around the flag and still get the bonus, even though all of the regiment except two lucky sob's arent behind it anymore. Is this a cheat or am i taking casualties i dont know about.
-Hold to the last and similar orders, do you move the general to the position, then order him to do that, or give the order, then move him to the position?
Strange thing happened the other day, i started to move my arty down to bombard the ftroops defending the arm, but all the union troops moved out before I'd even got into position! I couldnt believe it. Unfortunately they were all now defending the other field, and before I had fought them out of it the Iron Brigade were attacking the farm and the objective in the field had dissappeared(whats with that)! I got just over 2000 points.
Three other questions
-To get an infantry unit the 'defensive position' bonus at a wall/fence, you have to get the unit flag to sit roughly on the wall/fence. How do you do it with arty? The flag is on the ammo cart, which is way behind the cannon when unlimbered.
-When an infantry unit is in a defensive position, you can pivot the line as much as you want around the flag and still get the bonus, even though all of the regiment except two lucky sob's arent behind it anymore. Is this a cheat or am i taking casualties i dont know about.
-Hold to the last and similar orders, do you move the general to the position, then order him to do that, or give the order, then move him to the position?
- Little Powell
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- Joined: Thu Sep 18, 2008 10:25 am
Re:Seeing double
Edit: Nevermind, MTG did a better job answering your questions. :laugh:
Last edited by Little Powell on Thu Jul 29, 2010 10:20 am, edited 1 time in total.
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Re:Seeing double
con20or wrote:
Yes, I believe it's the ammo cart that determines the defensive bonuses. But the defensive widths of the walls and fences have been enlarged to the point where straddling them with the cart/gun usually works.-To get an infantry unit the 'defensive position' bonus at a wall/fence, you have to get the unit flag to sit roughly on the wall/fence. How do you do it with arty? The flag is on the ammo cart, which is way behind the cannon when unlimbered.
Yes, it's a cheat. As long as the fence shows in the middle box, the entire regiment receives the bonus.-When an infantry unit is in a defensive position, you can pivot the line as much as you want around the flag and still get the bonus, even though all of the regiment except two lucky sob's arent behind it anymore. Is this a cheat or am i taking casualties i dont know about.
For infantry, I always set the move location first and then give then stance order. For artillery, give the 'no orders' stance first, then set the new move location. Otherwise, the arty will ignore you if it is already shooting at someone.-Hold to the last and similar orders, do you move the general to the position, then order him to do that, or give the order, then move him to the position?
I can make this march and I will make Georgia howl.
Re:Seeing double
ok, thanks guys. Whats with the karma stats? Have they always been there? What do they do?