Ultimate General Civil War

  1. When the Civil War began, Bishop Polk traveled to Richmond to meet with his old friend, newly elected Confederate President Jefferson Davis. Davis not only welcomed him back to the army but also commissioned him a major general, even though Polk had never held a command and had been away from military life for more than 30 years.
  2. Aug 16, 2011 While many still debate the ultimate causes of the Civil War, Pulitzer Prize-winning author James McPherson writes that 'The Civil War started because of uncompromising differences between the free and slave states over the power of the national government to prohibit slavery in the territories that had not yet become states.
  3. ULTIMATE GENERAL: CIVIL WAR — MANSFIELD (CSA) By the time you get to the Mansfield battle, you will have noticed that even the “minor” battles now are all pretty huge, with the potential for major casualties even if you win. At least there is often —as in this battle—the potential also for annihilating the Union forces.

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[revised 3 Jan 2021]

The best way to win Chickamauga easily is to get the Union army size down as much as you can in preceding battles (e.g., Chancellorsville, Gettysburg, Siege of Jackson), so you won’t be heavily outnumbered.

Ultimate general civil war pc

You bring two 24-unit corps, one available on the first day of skirmishes and ford-crossings, the second joining the first on day 2. Note that on day 2 only the first three divisions (3 x 6 = 18 units) of your second corps arrives. The battle can go to day 3, but there is no need to let that happen.

Your first corps and second corps (day 1/2 divisions) should be virtually all infantry—no more than one or two cav and one or two artillery units.

Day 1

You face the task of taking a bridge (Alexander’s bridge) that is guarded by well-equipped Union brigades. You will have the six units from your first corps’ first division. Bring these northwards through the woods to get closer to the bridge, but keep them out of sight. If you like, pop out a skirmisher unit to scope the defenses. Do not attack.

At 1730 four of your second-division brigades will arrive at the bridge (Reed’s Bridge) at the NE corner of the map. Be ready for this—they may be shot up badly if unattended. Bring them into the woods immediately to the NW of Reed’s Bridge, and, from within the woods, surround the Union fortifications as much as possible to flank the Union defenders, rout them, and push them to the west. Detach skirmishers if needed to rout Federal artillery, but otherwise do not pursue the Union units—try to stay in a solid defense line within the cover of the woods.

Around this time, four more CSA units will arrive further south, from the center of the eastern edge of the map. Bring them south to the rear of the Alexander’s Bridge defenses and have them rout the Union defenders from behind. Your first division, lurking in the woods to the south of the bridge, should attack across the bridge at the same time the defending units are being hit from the rear.

The Union units will rout to the west. Push them away from the vicinity of the bridge, then form a defensive line in the woods and get out of any positions where you are taking lots of casualties from skirmishers or artillery. Note that Union units on day 1 are often very well equipped with special weapons such as Spencer repeating rifles. CSA can incur thousands of casualties just in these initial skirmishes if it engages for too long.

Once Reed’s and Alexander’s bridges have been taken, or when you are more than 2 hours into the battle, you will be tasked with taking two lower river crossings. A half dozen brigades from your first-day corps will arrive, in two separate groups, at the bottom of the map for this purpose. Use them to charge the defenders at the right-side river crossing, set up a defensive perimeter, and then extend to the west to take the defenders at the second crossing from behind. Now just defend against sporadic Union attacks until the timer winds down.

You can replace some of your losses in the camp UI before day 2.

Day 2

On day two you will start at 0900 with 8 of your first-corps units around two flags at Brotherton Road and Jay’s Mill. Your goal on this day is to hold those two flags against Union attacks and, late in the day after CSA reinforcements arrive, take three out of the four flags along the La Fayette Rd. to the west. If you have achieved the victory conditions by 1830 you win the battle.

Four of your brigades should defend Jay’s Mill. Use woods and buildings for cover, not the fortifications at the flag. In case it wasn’t already obvious, fortifications generally are broken in this game—they are often, in effect, traps in which troops that try to use them will be easily flanked and routed. Keep your Jay’s Mill defenders well supplied. They won’t move much from this position until the very end of the battle. Union attacks will come mainly from the river crossing but also sometimes from the woods to the NW. Ignore seemingly isolated Union supply wagons that veer into view unless you have a cav unit that can snag them quickly.

The rest of your starting units should hunker down in the woods just south of the Brotherton Road flag, basically right at their starting box. The first few groups of reinforcements that come in from the bottom of the map should join these initial units to form a defense line in those woods, guarding especially from attacks from the N and W.

“We May Have a Chance to Break Their Defenses”: At 1200 you will get this message and the map will open up to the W and S, revealing the four Union-held flags along LaFayette Rd. From north down to south, they are Kelly Field, Brotherton Cabin, Viniard Field, and Lee & Gordon Mills. Some of your second corps units will be on the field to the south, and the rest will arrive from the bottom of the map shortly.

Put all but two of the new brigades into position to surge west and strike the Union Lafayette Road line at and around the Viniard Field flag. Place the other two brigades (from those arriving from the bottom of the map) in woods out of sight across the river from the Lee & Gordon Mills flag.

Ultimate general civil war review

When your units east of Viniard Field are rested and ready, they should sweep in with overwhelming force, take the Viniard Field flag, and set up a perimeter to N and W to guard against counterattacks. One or two units can head south to take the Lee & Gordon Mills flag, with help from the two brigades waiting in the woods across the river from that flag. (You don’t really have to take the L&G flag to win, but doing that will increase the Union casualty count.)

When your units in the Viniard Field area are rested, they can sweep north to take the Brotherton Cabin flag, and can keep going north to take the Kelly Field flag and also start swinging east to flush Union brigades out of the woods to the east of the Lafayette Road. Once the latter action starts, the CSA forces that have been hunkered down all day in the woods south of the Brotherton Road flag can extend their line and push north. There should be a large, at least corps-size group of Union brigades in the woods just north of the Brotherton Road flag. Surround them as well as you can and annihilate. Some of your brigades that have been defending Jay’s Mill may be able to help. Keep enough units near your flags that Union cav can’t steal in and take them at the last minute.

You should have been using “your” general as much as possible in the campaign, with the goal of getting him (and Albert Sidney Johnston) promoted up to Lt. General. This should happen around the Chickamauga battle.

I don’t take UGCW seriously enough to bother much about the factors that determine Union army sizes, but I have noticed that when I go for maxing Union casualties, they sometimes seem to drop to a threshold and then surge upwards unrealistically. In the battle depicted in the images above, for example, the Union army had a total estimated size of 52-58K on the eve of battle, and, despite (or because of) 30K casualties in this battle, over 130K afterwards thanks to a 100K+ addition of new forces. In UGCW, an annihilator’s work is never done!

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Ultimate General Civil War Free Download

Ultimate General: Civil War is a tactical real time strategy war-game,
immersing players into the bloodiest period of U.S. history,
the American Civil War 1861-1865.

Choose your side, build your army and progress
through multiple historical and speculative battles.
Unite the house divided!

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Ultimate General Civil War Review

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Main Features

Ultimate General Civil War Cheat Engine

Full campaign

Fight in the American Civil War campaign and participate in 50+ battles, from small engagements to massive battles that can last several days over hundreds of square miles of terrain. Campaign fully depends on player actions and battle results. Historical battles can be also played separately.

The game includes the following battles in the campaign:

  • Battle of Aquia Creek

  • Battle of Philippi

  • 1st Battle of Bull Run

  • Battle of Shiloh

  • Battle of Gaines' Mill

  • Battle of Malvern Hill

  • 2nd Battle of Bull Run

  • Battle of Antietam

  • Battle of Fredericksburg

  • Battle of Stones River

  • Battle of Chancellorsville

  • Battle of Gettysburg

  • Battle of Chickamauga

  • Battle of Cold Harbor

  • Battle of Richmond

  • Battle of Washington

  • + 48 smaller scale battles

Army management

You are the general. You have full control over the army composition. Based on your successes and reputation you might get access to more corps, divisions and brigades. Keep your soldiers alive and they will learn to fight better, turning from green rookies to crack veterans. Lose a lot of your soldiers and you might not have enough reinforcements to deliver victories. Your reputation will suffer, army morale will drop and you will be forced to resign.

Officer progression

Historical unit commanders progress and become better fighters together with the player. The Officers rank up based on their units’ performance, but it's war and they can be wounded or even get killed in action. New ranks open new possibilities and allow officers to lead bigger units without efficiency loss. Winning battles also opens new possibilities for you as a general, increasing skills such as reconnaissance or political influence.

Historical weapons

There is huge variety of Civil War weaponry, from mass produced Enfield pattern rifles to rare Whitworths. Historical availability has also been implemented. Certain weapons can only be captured by raiding supplies or taken from the enemy on the battlefield.

Innovative command system

You decide which level of control you want. Command every unit individually or just give them a main goal with one button click and watch if they can take that hill. Army divisions commanders can make decisions on their own and help you control the largest army. Draw a defensive line and allocated brigades will defend it like lions. Or design a deep flanking maneuver by just drawing an arrow and send the whole army to the enemy flank or the rear. Your generals will try to fulfill your orders, although 'no plan survives contact with the enemy'.

Enhanced unit control

Detach skirmishers to send them to scout those hills ahead. Or merge several brigades into one bigger division, if it’s needed. Dismount the cavalry to become less visible to the enemy or mount for fast flanking charges and supply raids. S7 can opener keygen generator. Supplies are extremely important and you have to plan and defend the provisions otherwise the battle might end for you early.

Advanced Artificial Intelligence

You will face a strong enemy. AI will flank you, will hit your weak spots and undefended high ground, will chase and cut your supplies and will try to destroy unguarded artillery batteries. AI will use terrain and will take cover and retreat if overwhelmed.

Terrain matters

Trenches, lines, fences, houses, fields – everything can help to achieve victory, if you know how to use it. Hills will allow you to see enemy units earlier. Rivers and bridges can become natural obstacles that will help you to defend. Forests can help you hide your movements and flank the enemy.

Beautiful maps

We believe that modern technology allows hardcore war-games to finally stop being brown on green hexes. Hardcore, deep war games can be beautiful. In our game, every historical battle landscape is accurately hand-drawn, utilizing data from satellite and historical maps. The topography plays immense strategic role and helps to understand how battles were fought and to learn history.

  • Top 20 Strategy games of all time (GamePressure.com)

  • Top 25 wargames of all time (PC Gamer)

  • Best wargame 2014 (PCGamesN)

  • Top 30 games of 2014 (Metacritic)