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We come home with our shields, or on them!
This area is dedicated to tactical points all Spartans should know about and adhere to when playing their games. No point below fits every tactical situation but they are good rules to play by in most situations.
1. Artillery batteries do NOT receive a hex modifier when set up in forest or town hexes.
1a. In order to better protect these batteries it is advisable to ALWAYS set them up one elevation higher than their main target.
1b. It is advisable to set all batteries up two elevations above their main target when possible.
1c. If you are on the same elevation as your main target then you should endeavor to build breastworks with infantry to strengthen your firing position.
1d. Never set up at a lower elevation then your main target or you will always be firing at a disadvantage.
2. Use every round of artillery ammunition before time expires.
2a. In nearly all scenarios the Federals have more ammunition than the rebels. There is nothing to be gained by conserving it. Fire at any targets open to you.
3. Artillery should be protected by infantry when near the front lines.
3a. Always have 400 to 600 men in the same hex with artillery units when they are on the front lines or in a position where the enemy can reach them within one move.
3b. The enemy will need to stack nearly 1,000 men in an attacking force in order to even have a coin-flip chance at taking the guns. Most will not make the attempt.
1. Stacks above 666 men take heavier losses.
1a. The Density Fire Modifier causes increased losses for stacks of units totaling more than 666 men.
1b. Large stacks are unnecessary on defense above 600 men.
1c. Large stacks should only be created for melee purposes and they should be used immediately.
2. Mixed Organization Penalty causes 17% more routs.
2a. The Mixed Organization Penalty will subtract 1 point from a Morale Check when it is applicable. This will cause 17% more routs to units which are subject to this rule.
2b. Keep your units stacked only with other units from the same brigade to avoid this. Only when necessary should units be mixed.
3. Know your Zone of Control.
3a. Effective use of each units Zone of Control can block the enemy from squeezing through gaps in your lines to reach artillery or leaders in the rear.
3b. Creating a continuous line of units in each hex is often a poor idea as a single rout will cause disruptions and more routs to adjacent units.
3c. Often an "every other hex" approach to defense is more effective then a "every single hex" approach.
3d. There are situations where every third hex is also appropriate. This is as far apart as you can spread your men and still maintain a total Zone of Control between units.
3e. Know these different setups and when and how to use them effectively.
1. Cavalry should never be dismounted unless the enemy dismounts first.
1a. Cavalry is most dangerous when mounted and able to sweep around enemy flanks. Dismounting them makes them the equivalent of extremely costly infantrymen while also reducing their firepower by 1/4 for horse holders.
1b. If the enemy remains mounted in your front, you should consider why they are doing so and whether they are hoping you dismount to reduce your ability to move from the area quickly for some reason.
2. Dismounted Cavalry should never fight enemy infantry except as an extreme last resort.
2a. With cavalry losses counting for twice the number of points as infantry losses, any direct fights between the two will always end in the favor of the infantry.
2b. Only in dire situations should the cavalry engage enemy infantry in a standup fight. In these situations you should look to reduce your losses by utilizing all possible modifiers nearby.
3. Cavalry should be used either extremely conservatively or extremely boldly.
3a. When used conservatively, cavalry should remain on the flanks and in the rear to protect important positions on the periphery of your army.
3b. When being used boldly, cavalry should work in large numbers to sweep around an enemy flank to quickly isolate and capture lone enemy units caught unawares.
3c. Cavalry should NEVER be used as basic infantry.
1. Brigade leaders should stay behind the front lines.
1a. Brigade commanders are extremely important to the good order and functionality of their brigades. There is no reason for them to remain on the front lines during ranged combat.
1b. All leaders are subject to a 3% chance of being a casualty during ranged combat regardless of any other modifiers or circumstances. If the enemy fires at you enough times they will hit your leader eventually.
2. Leaders should be used in Combat only when their 10% Melee Bonus is necessary for success.
2a. Bringing brigade commanders to the front is permissible when the 10% bonus they offer to a defending or attacking stack is absolutely necessary.
2b. The 10% bonus that leaders offer can be the difference between success and failure in a melee. But the probability of loss increases to 8% in a melee for leaders. This should be done sparingly.
3. Club Rules ban leaders from scouting ahead of known lines. It does NOT ban them from moving to high ground along your line of march.
3a. Leaders should often ride to the flanks of their moving columns in order to attain points from which to view the enemy movements.
3b. While this does pose some risk if the enemy is unknowingly near, in most circumstances, it will garner you valuable intel. It will also infuriate your opponent so be sure to stay behind or on the flanks of known and accepted lines.
1. Fire on enemy leaders when they present themselves.
1a. Because of the abundance of artillery ammunition in many scenarios, you will probably have enough ammunition to fire at lone enemy leaders overlooking your army. You will have a 3% chance of hitting them with each fire. If you continue to fire you will eventually get lucky and nail him. He may be a colonel or he may be a full general. But you can't take the ammo with you so use it all up.
2. Never leave "Gamey" opportunities open to your opponent.
2a. Rebels love to be gamey. They will look for gaps in your lines or unprotected guns, leaders, or wagons. Always be sure to cover all gaps which the enemy might be able to use to reach a high-value target such as unlimbered artillery. Your opponent might make you pay for any mistake.
3. Stretch out the enemy army until they break.
3a. Our larger forces can often force the enemy to continually expand their lines in a foolish attempt to defend all areas on the map. Doing this will eventually cause them to become overextended and susceptible to being flanked or broken in the center. Use your numbers to your advantage.
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