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OldSchool

Sergeant
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Jun 12, 2006
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joe.decaro.googlepages.com
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I've only had TC2M a week, but have gone through all the tutorials and some of the early scenarios. Computer Games was correct when they said that TC2M was the true successor to Sid Meir's Gettysburg, although my experience with this engine was only from playing Waterloo.
On the plus side: Some of the (panoramic) battle scenes from the corps-level tutorial reminded me of Gone with the Wind! As I don't micromanage, I'm impressed with the way the AI lines flank and fire and I especially liked the raid command for calvary, which managed to comandeer a gun or two.
But I have issues with the minimap: I can't use it to directly send units to way points; I have to click on the terrain and then double-click the unit, which doesn't always respond because it is previously engaged(?)
I am also having a hard time with the last way point for the AP Hill scenario; my troops are exhausted and the area to be taken is open ground supported by Union artillery. Any hints, short of going from normal to easy mode (a cheat!). Did Hill historically take this terrain?
By the way, one of my drill sergeants was a descendant of Hill.
 
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Hill Scenario

To your point about the minimap: Sorry but that is the way it works at this time.

As to the first Hill scenario: Yeah that's a toughie! I actually was one of the testers for that scenario and it took me many times to get that final vp. To make it even more "interesting" that scenario unlocks the later Hill scenarios. which means you can "win" the scenario but lose so many men that the later Hill scenarios become nearly impossible to win. What I recall doing to finally get those guns at the last vp was to use the woods on the left as cover and resting my troops up before the final push. Then it was a two pronged attack; straght up the hill with one brigade and out of the woods on the left with the other. Be caredull not to press that staright up the hill brigade to within canister range! They will get destroyed if you do! They are a diversion to keep the guns occupied while the knock out punch comes from the left!
 
I had some good success on that mission, few minutes till the final goal is taken by my troops i get a message the hill has been killed and i only get 100 score.
my left and center folded to massive counterattack, but right flank managed to advance to the golden star.
 
Hill scenario

Well, in that scenario you are AP Hill. If you died there is going to be a big penalty for that. Also, if your right flank collapsed there are almost certainly some big casulties for that. Taking the 2 together 100 pts sounds about right
 
I had some success using a "bait and switch" of sorts. I sent two brigades to attack the Federal's right flank through the forest. The enemy moved north to engage the forces. In the meantime, the rest of the division marched up the south road and struck hard on his left flank. This seemed to work pretty well....though my lure brigades were pretty beat up.
 
Two things about this scenario: 1) your men start tired, and won't fight as effectively while in this condition and, 2) it is a very hot day, which increases the rate that units acquire fatigue. Thanks to Wrangler, I learned that having your regiments go prone helps them recover fatigue faster. This is a ptretty long scenario, so think about resting up your men before you attack.

DickH
 
Another bit of advice I've taken with this scenario is not to get tangled up in the woods on the left of the final VP. Instead, set up a good defensive position, utilizing whatever little artillery you have, in an attempt to draw them out of the woods.

Your main thrust should be up through the orchard and around to the right. Also, as Conhugeco wrote, make sure the men you send after the Union artillery are well rested. Nothing worse than having them go to the exhausted state before their charge reaches the guns. :eek:


NealG
 
I recently replayed this scenario - really this scenario seems to be a cakewalk - until you meet the last line.

First of all I must say, there's an opportunity in this scenario - at a certain moment the Union artillery line retreats behind the creek. I had one brigade getting into firing range and killing some artillery soldiers. But I guess if you rest before this "push" you'll catch more of them.

Now about the last VP location - I send one of my smaller brigades into the woods on the right flank (east). I set 2 brigades in the forest edge on the left - to check any Union counterattack. I put 2 ohter brigades south of the Orchard and let them march to the Union gun line (east flank).

Then I have the one brigade in the woods start to march west to reach the road. At a certain moment the Union spots your guys coming trough the woods - they'll start turning their guns ... at this moment you'll charge your 2 incoming brigades from the South - and then it's "hot action" ...

In the end - you'll see the Union West-flank doing some uncoordinated counterattacks (panick?) and they'll run into your brigades that are in the bushes waiting there. And the 3 other brigades should start to roll up the Union east flank.

Any other remaining brigades in reserve should now be called to charge the Union line.

One of my first tries with this game got me 1550 points for this battle - and now I've received all promotions and did a 1450 points battle (with fewer losses) ... :cool:

This game really rocks.