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Gettysburg is an ultra-realistic, historically accurate game set during the the Battle of Gettysburg, with a real GIS capability map including terrain data, ultra-realistic tactics that take into. Nov 18, 2016 Gameplay series on the Union campaign of Ultimate General - Gettysburg, a real-time strategy game with tactical combat that progresses through a dynamic campaign on the Battle of Gettysburg.
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Union vs Confederates:The first gameplay decision you make is likely one of the most important. The game tells you that the two sides aren't equal, with Union soldiers generally being better drilled and having access to more artillery, and with Confederate soldiers being more spirited and able to hold up under fire.
Playing as the Confederates: A more aggressive playstyle will tend to match well with playing as the Confederate Army. Many battle objectives as the Confederates will involve taking objectives offensively, and this is a task the Confederate Army is well suited to. A 3-star confederate infantry brigade is quite different than a 3-star union infantry brigade. Bloom 1.0.169. While confederate infantry can stand and shoot and inflict damage, you won't want to stand toe to toe with elite union brigades and exchange volley fire. Confederate troops will typically lose a war of attrition if standing at arms length and exchanging volley fire. This means a confederate general would be wise to take a more mobile style of gameplay.
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Instead, charges are where confederate infantry shine. Consider flanking maneuvers! If you are unable to due to the enemy position, consider sending a one or two star brigade out front to absorb the first volley of fire from a union brigade you are attacking, and then have a 3-star confederate brigade behind them charge the enemy. Unless you're facing a brigade like the Iron or Excelsior brigade (the cream of the union crop), your troops will crash into the enemy line and start meleeing it out with the union soldiers. While the union can inflict heavy casualties on confederate forces if they are able to keep them at arms length, once a melee starts, union morale quickly drops to zero and union brigades quickly abandon their positions. Union forces that have been routed and are in retreat will take heavy casualties from either ranged or melee attack. As a Confederate General, you can use these traits to seize high ground from your opponent and use the cover you've gained to protect your units from union fire while looking for openings to exploit in your next advance.
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Playing as the Union has a very different feel to it. You must place your forces carefully so as to not leave openings for the confederates to charge in and break your lines. How then, as the Union, can you break or stop a Confederate charge? Artillery, artillery, artillery. You'll quickly notice that artillery in this game isn't the WWII kind of stuff. It won't inflict huge casualties, and if you're not careful and leave an artillery brigade exposed, they can be completely wiped out by a single confederate infantry or cavalry brigade. If artillery won't kill large numbers of your enemy, what does it do? Concentrated artillery fire drains enemy morale like no other. If you can concentrate fire on a charging confederate brigade, by the time it reaches range of your defending infantry brigades, their volley fire will break them and the charging confederate brigade will rout before they can engage the union forces in a melee.
As you would imagine, playing as the Union revolves around seizing and defending high ground for your artillery and creating zones of fire. If you are able to keep the confederates at arms length and exchange volley fire, breaking up charges with artillery bombardment, you'll quickly begin to win the war of attrition. This creates opportunities later in the campaign. While union brigades can be quickly routed in the first day or two by fresh confederate forces, if you've kept your forces more or less intact and battered the enemy, by the end of the 2nd and by the 3rd day, Confederate losses and morale losses will be such that you'll be able to go on a general offensive. Macos sierra 10.12 public beta 6.
1, 2, and 3-star brigades: what's the difference? Not all brigades are created equal! Most brigades have the name of the commanding officer, like Archer or Pettigrew's brigades. These are your standard 1 or 2 star brigades. You can see the number of stars one of your own brigades has when you click on it. This is a good general indicator of the quality of those troops. Most 3 star brigades are identifiable even in the enemy, as their brigades will typically have special names, like the Louisiana Tigers or the Iron Brigade or Excelsior Brigade. A 3-star brigade will in general have high morale, regain condition quickly, and reload faster than a 2 or 1-star brigade. This means that while union forces are in general better at volley fire but will rout in a melee, woe to the confederate general who tries to charge an entrenched 3-star union brigade with 1 or 2 star forces! You will quickly find yourself not only outshot but outmeleed as well. 2-star brigades are your bread-and-butter, and will perform adequately. 1 star brigades are total crap. Not only do they miss, they take higher casualties and rout faster, but they reload very slowly. What looks at first like a solid line can actually have a weak point if you have too many 1-star brigades clustered together. If playing defensively, this means you'll want to stagger your lines with 3-star brigades holding the flanks and hard points, and 1 star brigades playing a more mobile role in defense (because they won't hold if they try!). Alternately, if playing aggressively, a cluster of 3-star brigades can be used to quickly break through and create tactical superiority in a local environment.
Cavalry! Cavalry in this game are fast and hard-hitting, and can even be used in the front line against regular infantry brigades. Videttes are scouts, and will quickly fall to volley fire from brigades. If you get the change, ambush isolated artillery units with videttes. Don't assign the videttes to range attack, manually move them back and forth over enemy artillery battalions. In the opening battle of the game, the two Union videttes can completely annihilate the starting confederate artillery with little loss to themselves if the confederate general does not protect his artillery. This can be a viable goal for the union general in the opening battle, as it will make the rest of the day much easier without having to deal with confederate bombardment. Quality cavalry can be used to inflict heavy casualties on retreating forces, or break through the enemy lines to annihilate artillery as well.
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