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Ultimate General: Civil War Cheats

Ultimate General: Civil War

Cheat Codes:
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Submitted by: David K.

1.Most important tip is to remember which are “your” units, i.e. the ones you are building 
  and upgrading in between battles. Do all you can to minimize their losses. Other forces 
  that are dispatched to aid you should be detailed to do the heavy lifting — up front 
  taking the losses while your chrome-plated veterans in 1st Corps hang back and smother 
  the enemy with overwhelming supporting fire. In your first battle at Phillipi, “your” 
  units are Woods, Scales, Loomis, and Walton, so have Zook volunteer to take the van 
  when crossing the bridge.
 
2.Save your game immediately after you win or lose a battle. Once you “Apply” an upgrade, 
  you can’t change it, so having the ability to return to the state immediately following 
  battle exit allows you to correct mistakes you may make in the in-between Army makeup 
  sessions. For instance, upgrading a 1000 man Brigade by buying fancy weapons while 
  simultaneously adding, say, another thousand veterans can easily drain $30-40,000 with 
  a single click.
 
3.Selling captured or obsolete weapons is a good source of money. Just be sure you won’t 
  ever need them as you only get half value when you sell.
 
4.Be careful when setting up artillery brigades, as limited inventory can make it difficult 
  to switch weapons. Free cannons, either provided by government or capture,, are great and 
  I’d recommend using them whenever possible.
 
5.You’ll want to play around with the effects of adding veteran versus green troops. One 
  thing to be aware of is that Veterans will maintain the “quality” of the unit. Green 
  recruits will lower it. Adding enough green recruits to make a “starred” unit lose it’s
  “perk” will cause a large downward quality shift, so you almost certainly don’t want to
  do that — stop adding green recruits and start adding veterans. Remember you can add 
  troops numerous times to a Brigade — add some vets, them some green , then more vets, 
  etc.
 
6.Each Corps can have a supply level set, and thereby receive a supply wagon. If you’re 
  fielding multiple corps in a battle, make sure they’re all supplied!
 
7.You can move Brigades between Divisions, and between Corps. Just pick it up with your 
  mouse and move to where you want it to go and drop. You can also move whole Divisions 
  between Corps. You will need an open slot where you’re trying to move to. The game 
  seemingly arbitrarily decides which of your Brigades it will bring to a battle with 
  reinforcements. For instance when you get to Crossroads you might have a 12 Brigade 
  1st Corps but you can only put 9 Brigades into that fight. You do get to choose which 
  of your 12 Brigades you get to start with (I think it’s four or five?), but the balance
  of the 9 you get to bring as reinforcements will be decided arbitrarily by the game 
  from all 7 or 8 remaining 1st Corps units. If you stick the extra brigades you DON’T 
  want to have fighting, in your 2nd Corps so you can concentrate on buffing the nine 
  you DO want to bring, you can then be positive that all your upgrades will find their 
  way to the fight.
 
8.Reputation has 3 different uses. A. It provides additional morale to your entire army 
  when at a high enough level. B. It’s another resource you can use to request additional
  men, money, weapons, or officers. C. Most importantly, it determines your success as a 
  General and if it drops too low you can be relieved of command and the war ends early.

  Typically, I only request resources prior to going into a major battle such as Shiloh. 
  These are critical fights I want to have the best chance at winning, so using some of 
  my rep to strengthen my army is a tradeoff I’m willing to take. Especially if I may 
  encountered recent setbacks. Putting the best weapons into the hands of my most 
  experienced brigades is important, and early on sometimes the best weapons are only 
  available in large quantities by requesting them (Such as the Lorenz rifle).

  If you’re confident in your army, then you can leave your reputation as a morale 
  booster. Also, by not using reputation you’re building it up in case you suffer 
  losses in the future. Too many losses and your rep drops to 0 or negative, and you 
  are relieved of command. So having extra rep allows you to suffer a string of defeats.
  Otherwise, one loss at a major battle could send you packing!
 
9.When your army is small, stick to infantry brigades as much as possible. This is the 
  backbone of any defensive or offensive action. Cavalry are very useful for scouting 
  and cutting down pesky skirmishers/artillery, but generally cannot defend against 
  infantry brigades. Skirmishers as a separate brigade are useful to arm with 
  sophisticated rifles that you normally can’t get with large infantry brigades. 
  But again, they are still skirmishers and not meant to attack/defend positions 
  and hold them.
 
  Armory: As you fight battles, your army will fill up with captured weapons. You can 
  pre-purchase weapons here to keep in store, or sell weapons for $. Typically though 
  you don’t need to buy them here. When creating a new brigade, it’ll show you how many 
  rifles/cannons you have in your armor and how many you can buy. Anything you have to 
  buy will significantly increase the cost of the new brigade. $10 per farmers rifle x 
  1500 men will cost $15k just to arm them (unless you have economic skill that lowers 
  costs). So it’s beneficial to arm your new brigades with captured weapons.

  Barracks: Officers are a key component to your army. From your Corp commander, to 
  division commander, to your brigade commanders. Higher level officers provide higher
  command and efficiency bonuses to everyone under their command. A Major, for example,
  will have a difficult time keeping a 2,000 man regiment operating efficiently. In 
  this case, it’s better to put at least a Corporal or higher in command of such a 
  brigade. Wounded officers will remain in your barracks until a specific campaign 
  is over, then they recover from their wounds and can be used again. Dead officers
  are dead.

  Skills: When you win battles, you gain skill points. This is where you can further 
  define the type of General you are. Keep in mind that Army Organization is a unique 
  skill out of them all, in that when you get to larger battles (Such as Gaines Mill) 
  you can bring 3+ Corp to such a battle. While that isn’t necessary to play that 
  battle, additional Corp allow for flanking attacks and mid-battle reinforcements.
  If you decide on having less Corp, but far more experiened/well-equipped troops, 
  you can play that way too in most cases. 

  Finally, don’t feel like you need to always max out your brigades to maximum # of 
  men. If you have 1000 veteran troops, adding 1000 rookies isn’t always the best 
  course of action. It may be better to create a whole new brigade of 1000 men, to 
  provide additional brigades in a battle to help with flanking attacks, etc.
 
10.Cavalry – There are two types depending on what you arm them with. All Cav work 
  best in open areas when mounted.
  1.Cav armed with a pistol and sword (the cheapest ones have the highest melee) are 
  pure melee and cannot be dismounted. These are great for sneaking around behind 
  enemy lines and attacking undefended artillery, supplies, and even officers. They 
  also can wipe out enemy skirmishers if they can catch them. Keep these away from 
  enemy infantry brigades that are at full moral or full strength.
  In addition to their raiding capabilites, Melee Cav can be used in large numbers 
  (500+) to attack and wipe out routed enemy brigades of up to two or three times 
  their size. They can be the Anvil to your Infantry’s hammer. As enemy brigades 
  are routed, your Melee Cav attacks from the rear and sides and will do an amazing 
  amount of damage (I had a 700 Melee Cav unit completly destroy a routed 1700 size 
  brigade). This only works against routed brigades. If they are not running, the 
  enemy will shoot your Melee Cav to pieces.

  Note, this gets easier as the campaign progresses as infantry switches to rifles 
  with less melee strength, thus they are more vulnerable to Melee Cav when routed.
  Cav armed with carbines are more or less mounted skirmishers. They should never 
  engage any target while mounted. You should dismount them and have them fight as 
  skirmishers. Think of thier ability to mount up as a way to move them accross the 
  battlefield faster, this makes them ideal for scouting. But as soon as they come 
 under fire, have them dismount. Also, keep in mind that Cav units are expensive 
  becsuse you have to pay for thier horses too, thats why their price is so high.
 
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