Post by Alexyx on Jan 4, 2020 18:32:26 GMT
Hello! I tried to make a screenshot documented speedrun record (not one like Bulgaria ), and I managed to make one: USA 1861 in five turns!
Although I used tactics pretty much, 5 turns are still luck based and won't be a result often. I had like 15 tries before everything went good enough. 6 turns is a more often visible score, that one turn does a lot!
So I've got bigger map screenshots, I'll make a detailed guide with closer ones later.
Turn 1
Although I used tactics pretty much, 5 turns are still luck based and won't be a result often. I had like 15 tries before everything went good enough. 6 turns is a more often visible score, that one turn does a lot!
So I've got bigger map screenshots, I'll make a detailed guide with closer ones later.
Turn 1
Put my best generals on everything, two attacking Indian Capital, Ships going for their province, Light cavalry in the west right under the city to attack, one cannonade attacks lower city, m gun and cannonade 2 are moving slowly. Middle forces MUST take the middle city on the first turn, otherwise, it won't work. West forces on Richmond, artillery strikes city, rest some targets nearby.
Turn 2 I have a screenshot, but it's partially covered by Music bar, so I'll paste the image in the comments section. Nothing interesting, everything goes further, no city was taken, cav and arty from the middle to left, infantry to right, ships further, as the northern army. I paid Canada now.
Turn 3
Turn 2 I have a screenshot, but it's partially covered by Music bar, so I'll paste the image in the comments section. Nothing interesting, everything goes further, no city was taken, cav and arty from the middle to left, infantry to right, ships further, as the northern army. I paid Canada now.
Turn 3
Noticed I've been making blasts? Good. Houston MUST fall on turn 3 or you won't get the southernmost city in time. Move arty, shoot, give it 1 or 2 blasts, and then ride with your cavalry. Navy generals have destroyed the city defence, infantry will take care of it later. Light cavalry took the city, cannonade is already shooting at Dallas. The slow south army has just arrived and strikes the city. Richmond fell due to heavy artillery bombardment (alias stonks). For one of your arty, McClellan and Useless Grant, that's the end of their journey. Howitzer, however, will help infantry take the southeastern city. Indians further attacked. There is no rush here, their capital must fall by turn 5, so we've got plenty of time to think about the meaning of life.
Turn 4
Turn 4
Took all the cities except southernmost and Indian's capital. Dallas MUST fall on this turn, otherwise they'll spawn a unit there and you won't get it before turn 6. The southeastern city can fall on turn five if it wants. The artillery from the southern army has just started shooting at the city, while the cavalry, artillery and one rifleman are getting there.
Turn 5 (The last one)
Turn 5 (The last one)
I took the last Indians city, so no Indians anymore. Bombarded the southernmost city with Carronade, and attacked with cavalry. YOUR CAVALIER MUST GET A VICTORY RUSH NOW, otherwise the unit spawned there (93% of the tries howitzer, once rifleman) won't be killed. Finish it with your cavalry (mine couldn't, so artillery helped him) and take the city with your greatest soldier - a random rifleman recruited at the Middle city.
Victory!
Victory!
Oh no, that's E. Well anyway 16 turns gives a better reward.
I don't think you can go any faster than five. Your units just won't get there in time.