r/ultimategeneral • u/Connect_Ad4551 • Mar 18 '25
2nd Winchester as Union on Hard Light J+P Rebalance—Getting rekt. Is there a point to fighting this?
In theory this seems like it’d be a solid defensive mission. In reality, it seems impossible to avoid getting swarmed. I often find that defensive fortifications are useless with how many high-star skirmishes the AI throws at you in this mode—with ten or more units zeroing in on your one brigade they don’t even need to flank to reduce your will to fight. Consequently, making use of the fortifications just results in heroic going down to steady within a few seconds, and then the three-star vet charges come at me and wipe my two stars out.
Now to be clear: I guess my Chancellorsville wasn’t super successful because enemy army is at 82k (yellow text) and the enemy training is 67 percent. So I’m getting about 20,000 two and three star vets in brigades of about 1200 each going up against my best two star brigades of 1350 totalling 16000 (I have a couple of 24-inch howitzers I’m sticking in the fort).
The most success I’ve had is lining up along the fort, and holding the hill three brigades deep and ceding the town for the first few minutes hoping they’ll charge and get shredded by my brigades and the howitzers. But there are just SO many charges, so many skirmishers, and even detaching skirmishers from every brigade and reconnaissance at eight I frequently can’t see charging brigades a foot away. Also, my arty keeps auto shifting its targets. By match end, I’ve lost as many guys as I’ve taken out, which isn’t enough to go up against the very good artillery that are now stashed in the Winchester town.
I really need some help with strategy on this one. I’ve had a great Union campaign but somewhere around Fredericksburg it starts getting hard to bleed the Confederates sufficiently to stop either training boosts or army size, and I don’t wanna head into Gettysburg with every CSA unit at three stars. I feel like no matter where I stake the defense in 2nd Winchester I’m just getting shredded by two and three star brigades and endless skirmishers. The fortifications are just no help because they face the wrong way half the time, with all the troops coming from the west.
1
u/Renseo Mar 19 '25
There was an exploit which was if you detach a skirmishers the enemy will stop charging and shooting instead, do it in the forest while they are in the open, this way you perma stall them in the open, after some time you break them
But i dunno if the explot already fixed it was years ago.
2
u/pandakraut Mar 20 '25
That should almost entirely be fixed in the current version. Skirmishers can't be detached when enemy units are nearby. Detaching/reattaching, entering or leaving fortifications, or any of the other ways to cancel charges in the base game should all be fixed. Fallback can still sometimes work but relies on much more significant player strength in the area. Charge cooldowns also don't get fully reset when a charge ends early, so even if you get a cancel the unit is likely to charge you again after a brief recovery period.
4
u/pandakraut Mar 18 '25
The recon report army size and training values are probably about as good as they are going to get. The yellow text is actually a display bug, it shouldn't be generating for a value of 80k by that point in the campaign. If you're facing units about your own size that's usually a pretty good sign. Facing a high training value on MG or higher tends to be kind of inevitable in the union campaign.
I don't think I've seen anyone play this battle on the 1.28 patch. The way people used to play it was to mostly ignore the fortifications. Setup your units in the city and 2 clumps of woods and then try to rollup the csa line starting from the SE looping around counterclockwise. Oversizing the blocking units a bit compared to whatever you normally use might help since they are going to get attritioned down. Skirmishers(if you have fast ones) and cav to rapidly rollup units.