Ultimate General: American Revolution | Bloodbaths | Early Access | Part 10

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The Historical Gamer

The Historical Gamer

Ай бұрын

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American Revolution is a sandbox strategy game featuring the epic historical period during the rebellion of the American colonies against the British Empire. Take on the role of the British or American Colonists, and fight for territorial control over North America. A gripping real-time campaign awaits you on a detailed 3d map where you can build your army and navy, construct military infrastructure, and fully command your armies on a regimental level. If you want even more action you can fully zoom-in and fight massive battles on a battalion level.
Fight in real-time on the global map with regiments and naval squadrons. Move your General to gain the tactical control of the situation in a minimal way. The presence of the General makes it possible to control the troops or ships directly on map, actively use maneuvers, cut supply routes, utilize different types of terrain and flank with cavalry. The battles can be fought with more detail and full tactical control by zooming-in further on the map.
If you choose to fight battles with full tactical control, the regiments become divided into smaller battalions allowing you the command of hundreds of units in real-time, creating a dazzling and realistic combat experience of the historical period. Troops are positioned in a landscape according to the placement they had on the map at the given time. Some will engage the enemy immediately, others can be re-positioned in deployment zones, while those which were further away may join later as reinforcements.
Realistic reconnaissance is simulated, making messages the basis of military intelligence and battle maneuvering. Messages can be delayed or be intercepted by the enemy, resulting in your orders not reaching your troops in time or rendering communication with your distant territories impossible.
Army management
You have full control over your army's composition. Available recruits are determined based on your success in battle and the loyalty of the population. Use these recruits to create divisions, brigades, and regiments. Keep your soldiers alive and they will learn to fight better, turning them from green rookies into crack veterans. Take too many casualties and you might not have enough recruits to reinforce your units and win the next battle. Lose too many battles and the population's loyalty and army morale will drop and the war will be lost.
Supply is essential
Three base supply items are needed for each unit: weapons, ammunition and food. Weapons and ammunition are provided by weapon factories. Weapons are received when a new unit is created and later these weapons can be replaced by better ones, according to availability. Ammunition consists of gunpowder, bullets and balls which are spent in battle and must be replenished for maintaining your army in a minimum fighting condition. It is also necessary to constantly supply your army with food, otherwise non-combat losses will grow and the morale of the soldiers will drop. The army can forage a territory for food but, in this case, the welfare of the region and the loyalty of population will deteriorate.
Food & other Resources
Food is produced in agricultural facilities. The more food a region produces, the larger the army it can feed. To increase food production, it is necessary to raise the agricultural level of the region. Surplus food will be stored in warehouses or sent to other regions. Mineral resources are needed to produce weapons, ammunition, and ships. Each region has different resources that can be mined. To increase production, it is necessary to develop the level of mineral resource extraction in a region.
Ammunition & weapon production
To produce weapons and ammunition, you must develop the military industry. The game has a simplified system, in which you need to build factories and shipyards. The factories are used for the production of small arms, guns, ammunition, and supply wagons. With the shipyards you build warships and supply ships.
#wargame #strategy #ultimategeneralcivilwar

Пікірлер: 28
@Avines101
@Avines101 20 күн бұрын
Demonstrate against the strong side of the fort to hold them in place. Send a force to find the soft side of the fort. Usually works.
@Avines101
@Avines101 20 күн бұрын
When you have multiple units in a garrison, click the fusiliers and rotate them to position 1 in the replen queue with the right and left toggle (bottom left) they should get priority. Also set the priority to level 2 or 3 with the fusiliers to receive priority over militia in the field, that three tier deal also in the bottom left when you click on the unit.
@Avines101
@Avines101 20 күн бұрын
Start spending that built up material. Build up the core early game settlements with buildings, infrastructure and whatever that top thing is on the infrastructure screen, I believe it makes the roads better and more roads.
@Avines101
@Avines101 20 күн бұрын
When you edit a arty unit switch to the musket option and change over from civ musket if you’re out (should switch anyway to prevent routing from their guns)
@BANDERSJR
@BANDERSJR Ай бұрын
The fort artillery seems to stop firing when you get too close, you are effectively "under" their guns. They cannot push the barrel down far enough to hit you because they are elevated.
@Avines101
@Avines101 20 күн бұрын
“Ah we found their dead bodies ah” lmfao
@Avines101
@Avines101 20 күн бұрын
You have too many factories producing US muskets, you are out of iron as they consume more iron than civ muskets. Either switch up what you’re producing or slow down the factory rental and musket production it’s killing your $. The () with the 0 next to it on your materials mean you need that amount to produce what you are telling the system you want to produce, but you’re out is what it’s saying. That red sign about production (not ship red sign) means you’re wasting prod points somewhere.
@LordWukits
@LordWukits Ай бұрын
I have to say I'm drawn to watching these videos based on your learning the system as time goes on. Lots of lessons to learn, and not always easy.
@Avines101
@Avines101 20 күн бұрын
Increase that intelligence cost at least by a click to slow the Sabotage with that chief of intelligence
@conmcgrath7174
@conmcgrath7174 Ай бұрын
I would suggest some counter battery fire might be a good idea when storming a fort that has 8 cannons loaded with grapeshot? Just sayin........
@cannibalclown2781
@cannibalclown2781 Ай бұрын
"no taxation without representation!" Butcher not only of his own men but POWs now too!!! HG gets regular troops and makes an "OH !" face...
@jonpickens3965
@jonpickens3965 Ай бұрын
Been following, but comment is really late to the party (comment was for Ep9 and you're 7-8 episodes further on). But just in case: Fusilier infantry is available after you unlock General von Steuben. So, Tech Menue: Go to the tech line with the "Militia Training" advance. Move right three columns. Up one is the von Steuben unlock. One down from that is the Fusilier Infantry unlock. You're welcome. (Btw: Ep09 timestamp 17:09.)
@mrhype1616
@mrhype1616 Ай бұрын
Things I learned from this episode: Go Hard and fast for the best results. Xd Also you can swap out regimental commanders and "promote" them to ur staff to find a new quartermaster. Worth it long term for the research speed.
@talgreenberg3405
@talgreenberg3405 Ай бұрын
have you considered troop rotation? sending in companies with no morale is ineffective as they keep breaking.
@bryant7201
@bryant7201 Ай бұрын
OK Fort designer, why, why would you put stakes inside the outer walls and not outside the fort itself? I would like to add, where is the outer ditch? Have you heard of Star Forts since you definitely never saw a picture, gate on the inner citadel perhaps? Did you learn about siege defense from GoT season 8?
@will1223141
@will1223141 Ай бұрын
Because when you form your thanks into brigades, if you're one company breaks inside it would you can't see the whole battalion breaks?So that's why it's better to split them up less guns but less likely for your whole unit to fall back because i.moral
@user-cb8mp4nf4z
@user-cb8mp4nf4z Ай бұрын
hey Matt when will you get your fingers on strategic command pacific
@trionwolf8998
@trionwolf8998 Ай бұрын
I must of missed it but where are the rest of your regulars? are they healing up?
@paulsnodgrass2849
@paulsnodgrass2849 Ай бұрын
Oh you should know that captured troops increase your ability to produce things in your factories, so its best not to kill prisoners.
@thehistoricalgamer
@thehistoricalgamer Ай бұрын
Yea I know that, I generally only pull the war crime lever if it looks like the British are going to recapture them.
@nm7358
@nm7358 Ай бұрын
Yep, assaulting a fortified area with nowhere near the 3.5-1 numerical advantage for the offence is never a good idea.
@herknorth8691
@herknorth8691 Ай бұрын
I'd much rather watch the tactical map battles than see them auto-resolved on the strategic map.
@mindbomb9341
@mindbomb9341 Ай бұрын
These are pretty un-realistic forts for the time. In terms of their design. Would love to see a single historical fort map that looks like this one does.
@brealistic3542
@brealistic3542 Ай бұрын
That's the understatement of the year ! 😆
@quikstrike9899
@quikstrike9899 Ай бұрын
If you look at the weapons stats, both the Charleville and the Brown Bess are better than the US Musket for melee and hitting power. The Charlesville has a higher rate of fire than the Brown Bess with equal firepower, while only being .5 less effective in melee than the Brown Bess. All things considered, I would arm my troops with the Charlesville first choice, then the Brown Bess, and as a mildly distant third, the US Musket.
@Avines101
@Avines101 20 күн бұрын
Another thing to look at, hover over the stats to where it shows the weapons efficiency or damage it’ll be like 1.8 -2.2, etc.
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