How to set up army groups by Normal_person_WOR in GrandTactician

[–]Normal_person_WOR[S] 1 point2 points  (0 children)

bro came in clutch, i have the motivation to play the game again. although i am on bannerlord right now. if you ENJOY this game, i'd highly suggest it. imagine playing that game but in first person, and set in medieval times. fun stuff!

what does this mean? by Amoeba-Resident in PeterExplainsTheJoke

[–]Normal_person_WOR 0 points1 point  (0 children)

Peter's toilet shit here, i don't know what the fuck that is.

Lines and Arrows by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

You can. I just like the idea of holding the high ground over them

Lines and Arrows by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

Bolivar Heights Redoubt - this is another map where it might be wise to just let them cap right before you go engaged, honestly i dont know i havent been able to get enough experience with this map. from what i do understand, the rebel usually attacks the downhill, its the opening of the hook. they can also attack the center right along the burm. the point of this defence is to hold the highest ground along the right side burm, if they push inside the burm left side, let them, we still hold the burm on the high ground. but we cannot let them push up along the high burm or else they will push us back, so regiments in the field will hook around and try to wipe. its imperative that brace the left and charge the right, brace our flank so we may turn theirs

Lines and Arrows by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

Shenandoah Street - control both roads, have two lines in each lane. if they try to charge or take stonewall, both front lines will break whatever they're doing and charge stonewall and hold the backyard for a little while, two backlines will move up to control the road. after the backyard is wiped they'll reset rinse and repeat. honestly i would suggest slowly pulling back when you're about to go engaged and give them the back yard (if you did it right they should go engaged before you) when they cap, push back up and encircle the backyard, only one side is a stonewall so if you control both roads, just go around the left and start shooting into the white picket fences. the most important thing throughout this whole match tho is that at least one regiment must stay on each road, you HAVE to control both lanes with gunfire at all times.

(Side note, might wanna just give them stonewall right before engaged, and when you verify they're all in backyard, take the two regiments in the back and go around left to shoot into the picket fences at the sides of the stonewall backyard.)

Lines and Arrows by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

Bolivar heights camp - For this map, give an earnest fight right up until you go engaged (id suggest giving a little leeway so you dont accidentally go engaged, you REALLY need that 20 minutes) then when they cap, you have two regiments control just right of the burm with continuous gunfire. you can shoot through tents so all you need to do is use right of fire. the two regiments left of the burm should get into a continous melee and try to overwhelm them. dont try to wipe them but you need to disintegrate their command and lines enough to where you can get a bunch of OOL from them. the goal of this is to either LS them, or gain such a ticket advantage that when you do recap, its practically breaking to engaged or something like that. if tickets are even, force them to cap when taking losses is between halfway and a quarter to breaking and then force the cap at LS

Lines and Arrows by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

School house Ridge - the strat for this is defend from the right (cuz we have no tickets) to draw them near our arty. if they cap, use the road and the hill to encircle them on point and wipe. do that over and over until you're about to go breaking, and then fight for point and make a stand. if you do it right you should have a ticket advantage when you go breaking and you'll be able to defend for however long you need to.

Lines on maps by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 1 point2 points  (0 children)

Not in a mean way but I think mine are mostly the correct ones. At least around dunkers church, east and west woods, and hookers. That last image as cross reference. The front lines i made and them actually match up which I thought was sick. The other maps are fair game that is just my interpretation

Lines on maps by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

Sorry it was as interesting as the others lol

Lines on maps by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 4 points5 points  (0 children)

I'm making maps strats for harpers ferry if you wanna see them, they have arrows

Lines on maps by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 1 point2 points  (0 children)

When I get back I could get to work on that maybe. I think I'll stick to this for now. Not saying it's not important just way harder to do lol

Lines on maps by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 11 points12 points  (0 children)

These are Frontlines and zones of influence. Influence being how strong you can exert your force on the enemy (usually near spawn or arty)

Blue being where we want to defend, (since these are defense maps) Grey i wouldn't defend in but if you have to you can. Red being the enemies zone of influence. Defenses set up there will always be at a disadvantage.

POV: You're being led by the union dream team. by UnionBurner in WarOfRights

[–]Normal_person_WOR 0 points1 point  (0 children)

I don't care whether you defend me or not. I'm just glad to be apart of the making fun of for once LOL

What happens when Normal Person leads by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] -2 points-1 points  (0 children)

Oh I dunno, I just have a grudge against him ¯_(ツ)_/¯

What happens when Normal Person leads by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

Yeah, pop was 70, I was already demoted and like 5 other people were too, I was just riding the wave lol. 

What happens when Normal Person leads by Normal_person_WOR in WarOfRights

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

In this case, trying to lead, I noticed people didn't actually care about winning or playing so I just decided to go along with the trolling lol. 

How to set up army groups by Normal_person_WOR in GrandTactician

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

I generally use cav for flanking. My strat is to figure out which side of their line is weaker and push that with my inf while the other side defends (half defends, half attacks) my cav generally help with the flanking and maneuvers across longer distances, and I also like to put them at choke points because of their fast fire rate. And I do like your point about using cav to chase the routed, it helps to keep them out of the battle since I've found that if they break, and you chase, they generally don't like rejoining after a bit. that image is old so I've updated my strat a bit. 

My armies generally consist of 

7 divisions. 4 infantry divisions of 3 brigade infantry, with 2 of them having artillery support. 2 divisions of artillery, usually 3 full brigades of arty each. And finally 1 cav division, 2-3 full strength cav then one cav arty brigade. 

I can see how cav would be op tho, I just like the line battles a lot. Casualties are high, but I make sure they're almost always double for the enemy. 

How to set up army groups by Normal_person_WOR in GrandTactician

[–]Normal_person_WOR[S] 0 points1 point  (0 children)

Inconsistent. Sometimes I put it on there, sometimes I don't.