American Civil War Game Club (ACWGC)

ACWGC Forums

* ACWGC    * Dpt. of Records (DoR)    *Club Recruiting Office     ACWGC Memorial

* CSA HQ    * VMI   * Join CSA    

* Union HQ   * UMA   * Join Union    

CSA Armies:   ANV  AoT

Union Armies:   AotP    AotT

Link Express

Club Forums:     NWC    CCC     Home Pages:     NWC    CCC    ACWGC
It is currently Mon Feb 02, 2026 9:24 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Quick Gaming Tips
PostPosted: Thu Jan 29, 2026 5:58 pm 
Offline
User avatar

Joined: Sun May 14, 2017 1:55 am
Posts: 1244
Location: Tennessee
TIP: Keep Your Units Together

If you struggle with keeping your brigades together then try utilizing the "Highlight Org" button on the toolbar of the game (or hit Hotkey Q when a unit is selected). Doing this will highlight all of the units within the same command umbrella as the highlighted unit. This will help you to keep your brigades, divisions, and whatever other units, close together on the battlefield and not scattered about.

Why does this matter?
For more reasons then I can quickly relate. Chiefly, scattered units are far more likely to be outside of the Command Radius of their leader and more susceptible to disruption, routing, and prolonged periods of being "detached" from their commander. Keeping brigades within a smaller area will allow the full effect of your commander's ratings to take effect during Morale Checks and other events. Also, if your units are scattered then there is a good chance they share hexes with other regiments not from the same brigade. This will trigger the Mixed Organization Penalty (Optional Rule) which will penalize you -1 Morale Point as a result.

Bottom Line:
Your brigades are the building blocks of your army. Keeping the regiments within them grouped together and within a small area (within four hexes) is a simple way to maximize their effectiveness. Utilizing the "Highlight Org" button is a quick way to visually see on the map which units are linked together through the chain of command.

_________________
Gen. Blake Strickler
Confederate General-in-Chief
El Presidente 2010 - 2012

Image


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Thu Jan 29, 2026 8:45 pm 
Offline
User avatar

Joined: Sun Jan 14, 2024 8:38 pm
Posts: 132
Location: Goldsboro North Carolina
Great tip. So many times in response to pressure you tend to grab a unit to plug a hole instead of retreat and reform

_________________
COL. R.T Coyne
7th Brigade 4th Division" Coyne's Cavalry Rangers"
1st Corp Army of Northern Virginia


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Thu Jan 29, 2026 9:15 pm 
Offline
User avatar

Joined: Sun May 14, 2017 1:55 am
Posts: 1244
Location: Tennessee
Richard Coyne wrote:
So many times in response to pressure you tend to grab a unit to plug a hole instead of retreat and reform


Yes! I made that error a lot when I first started playing. You just plug holes with any men you can and keep going. But eventually you realize that that's not a great idea in the long run. It causes disorganization which weakens your command and control and negatively effects things like Morale Checks.

It's better to fall back a few hexes, regroup, and keep your units conhesive then it is to just stubbornly hold a line by using whatever available units you can to max out your hexes as close to 1,000 as possible.

_________________
Gen. Blake Strickler
Confederate General-in-Chief
El Presidente 2010 - 2012

Image


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Fri Jan 30, 2026 8:31 am 
Offline
User avatar

Joined: Tue May 22, 2001 10:10 pm
Posts: 1085
Location: USA
Mostly good information, you do want to keep your commands together.
However being in Command Range has no effect on Morale Checks, only being stacked with any officer does that.
Being Out of Command Range does make recovery from Disruption less likely as units use 1 as a base when trying to recover.
Units in Command Range add their commander's Command Rating if he passed his Command Check that turn.
Even an officer with an F command rating will increase the chance of a Disrupted unit recovering if he passes his command test.

_________________
Gen. Ken Miller

Image


The McKeesport Union Guard

1/1/I
AotP


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Fri Jan 30, 2026 11:34 pm 
Offline
User avatar

Joined: Tue May 22, 2001 8:03 pm
Posts: 2464
Location: USA
How about the officers that aren't designated as commanders, such as Grant in the Overland Campaign or the officers who are not designated as brigade, division, corps, or army commanders? They are valuable for stacking for morale check purposes. But do they also have a command range? A circumstance being a brigade commander with a command range of 3 has two additional officers assigned to his brigade. Can they be placed 3 hexes from the brigade commander and thus extend the brigade command range to 6 hexes or does only the brigade commander have a command range?

_________________
Gen Ned Simms
2/XVI Corps/AotT
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Sat Jan 31, 2026 8:53 am 
Offline
User avatar

Joined: Tue May 22, 2001 10:10 pm
Posts: 1085
Location: USA
nsimms wrote:
How about the officers that aren't designated as commanders, such as Grant in the Overland Campaign or the officers who are not designated as brigade, division, corps, or army commanders? They are valuable for stacking for morale check purposes. But do they also have a command range? A circumstance being a brigade commander with a command range of 3 has two additional officers assigned to his brigade. Can they be placed 3 hexes from the brigade commander and thus extend the brigade command range to 6 hexes or does only the brigade commander have a command range?


In Overland Grant is the overall commander and can give a Command Bonus to all of the Army Commanders if he passes his Command Check, as he is a 5 he will normally pass.

The 'spare' officers are just that, they do not have a Command Range, if you select one and click Command Range (C) you can see there is no highlighted Command Range for them.
They do provide a Morale Check bonus and a Melee bonus according to the User Manual.
5.7.2.1 Morale Check Unit Modifiers

If the unit is stacked with any Leader, then 1 is added to the Morale Base.

They are also used to replace the Brigade Commander should he become a casualty instead of being replaced by an Unknown officer.

_________________
Gen. Ken Miller

Image


The McKeesport Union Guard

1/1/I
AotP


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Mon Feb 02, 2026 3:39 pm 
Offline
User avatar

Joined: Sun May 14, 2017 1:55 am
Posts: 1244
Location: Tennessee
TIP: 500 is as good as 1,000.

When playing defense, there is a tendency to think that you should maximize the number of men that you can squeeze into a hex. This will undoubtedly make your firepower greater and dissuade the enemy from attacking and/or meleeing your hex. The old "strength in numbers" idea. But, actually, veteran players will look for overstacked hexes and target them. It is better to be around 500 men in a hex as a general rule.

Why does this matter?
An overstacked hex (meaning more than 2/3 full to the maximum limit [which is often 667 men of a 1,000 max hex]) is subject to the Density Fire Modifier which increases the losses of units within that hex. Further, the most common way to max out a hex is to place multiple units within the hex to get up over 800 men and closer to 1,000. But this means that the units in that hex will suffer greater losses due to their density and then be more likely to mass rout as a result of failed Morale Checks after fire combat. Should just one unit in the stack fail their Morale Check they will rout and trigger a Morale Check for all other units in the hex and those in the adjacent hexes. At the very least all those units will be Disrupted and their fire value halved as a result. Worse case scenario is that multiple units are routed as a result of one failed Morale Check in your maxed out stack. In the end, all the effort you went through to max out your stack is wasted as their firepower is halved after being disrupted.

Setting a personal hex limit of 500 is one way to avoid the Density Fire Modifier while also limiting the probability of any enemy melee forcing you from the hex. The number 500 is also a much easier number to reach with one or two units than 1,000 is to meet. In hexes you really wish to defend strongly, aim for 700 men as a 700-man stack is nearly impossible to successfully melee against. Th eonly way the enemy can take the hex is to rout you out of it with fire combat.

Bottom Line:
Trying to get as close to 1,000 with your stacks is not a good idea in most instances. It requires numerous units, causes modifiers which increase your losses, and also decreases the width of your line by cramming units into a compact area (making your flanks more vulnerable). Try smaller stacks instead which are often just as effective as the larger stacks when playing defensively.

_________________
Gen. Blake Strickler
Confederate General-in-Chief
El Presidente 2010 - 2012

Image


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Mon Feb 02, 2026 4:41 pm 
Online
User avatar

Joined: Wed Oct 07, 2020 10:42 pm
Posts: 890
Location: Port Macquarie NSW Australia
I'm wondering why the GinC of the Confederate Army is providing aid and comfort to the other side by providing them with tips and advice.

_________________
Paul Swanson
Lieutenant-General
First Division
First Corps
Army of Northern Virginia


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Mon Feb 02, 2026 4:56 pm 
Offline
User avatar

Joined: Tue May 22, 2001 8:03 pm
Posts: 2464
Location: USA
When playing turns, a melee stack should contain, when possible, at least one small unit. I have no idea how the game chooses which unit in a stack to fire at with defensive fire but if there is at least one small unit in the melee stack then you have increased your odds that the main unit needed for the assault won't be disrupted by the defensive fire.

_________________
Gen Ned Simms
2/XVI Corps/AotT
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


Top
 Profile Send private message  
Reply with quote  
 Post subject: Re: Quick Gaming Tips
PostPosted: Mon Feb 02, 2026 8:33 pm 
Offline
User avatar

Joined: Sun May 14, 2017 1:55 am
Posts: 1244
Location: Tennessee
Quaama wrote:
I'm wondering why the GinC of the Confederate Army is providing aid and comfort to the other side by providing them with tips and advice.


For the same reason my Union friend Ned Simms is contributing - we love the Club and want everyone to do the best they can! :mrgreen:

_________________
Gen. Blake Strickler
Confederate General-in-Chief
El Presidente 2010 - 2012

Image


Top
 Profile Send private message  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: Quaama and 52 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group