Quick start tips for 1866

Users who are viewing this thread

Keterex

Regular
The following is a quick run down on ONE way to play 1866.
Edit: Since this has been added to the guide I will endeavour to update this ( Also I will probably expand and reformat it soon). Tips added will have the source at the end in brackets in itallics.

Starting Character:

Choose the first option for each choice
Army father and Booming town start gives you more cash plus weapons and a horse. The lower down you choose generally means you are making the game harder ( If you have a bum for a dad and lived in the wildernes you can imagine your start being harder). I choose union start as I need to kill all those CSA rebels for cash ( Would love an alternative here for CSA... I still wouldn't take it I just love freedom of play).

Stat points:

Charisma:
This is up to your own play style but I recommend highly you plan for high leadership ( Lowers troop wages and increases troop size). Since this means a high CHR score it means you might as well focus on trading as well ( Buy cheaper sell dearer ).

Honestly for your main character there isn't much else you really have to raise to have a good game. You will find yourself limited by stat scores to raising the few things you really need.

Agility:

I place this second as it enables high weapon scores ( that you can pump with skill points and not rely on combat promotions) and higher horse shooting accuracy ( You are on a horse right?). You don't need a riding skill above 4 unless you really have nothing else to raise.

Strength:

Not as important as it is in native M&B. Stockpiling is pretty much the only one you really "need" here ( Only your main needs stockpiling, your companions use it not their own stat). Pumping hardiness is ok but 2 HP is not going to save your life that often. Power strike is nice but I tend to stick to pistol/rifle.

Int:

No real need here as you will have companions to fill all the INT roles ( Looting, Scouting ( path finding, spotting, tracking ), Medic ( injury, first aid ) and engineer.


Skills:

Notable skills to raise for yourself:
Power Strike- This depends on your play style ( I personally avoid melee weapons ). If you find yourself using melee weapons often, raise this one for 10% damage and melee weapon speed increase.
Stockpiling- As I have mentioned only your main character needs this. Lets you buy larger ammo pouches ( Very usefull for protracted battles and sieges ).
Weapon Master- Important to being able to raise your weaponskill with skillpoints
Horse accuracy- Makes those mad dashes on your horse, guns a blazing, more deadly.

Helpful skills that aren't vital:
Riding- My favourite horse only needs riding 1 to use. Fastest horse only needs lvl 4 in riding.
Atheltics- Increases your run speed while on foot. Nice to be able to pop out of cover and back again. More use for hand to hand combat as it lets you back peddle faster.

Skills you can leave alone safely:
Persuasion- As it stands this is of little use ( don't be surprised if they find a use for it later though)
Prison management- Unless you want to roleplay a slave trader the returns of this are outwieghed by the loss of raising other skills

Skills for your companions:
I personally train 4-5 companions as specialists. The rest I keep as pure combat.
1)Scout- Pump INT only - Trailblazing, spotting and tracking
2)Medic- Pump INT only - Surgery, First aid and wound treatment
3)Engineer - Pump INT only - Engineer. Since this companion will have quite a few left over skill points they make a good trainer as well.
4)Trainer - Pump INT only. It is best to have one companion with a high level of training instead of many companions with low training. Higher levels of training give larger XP bonus ( Shrugging Khan)
5) optional - Looter - Pump AGI only - Looting


Game Start:

Forget raising troops! Concertrate on getting all 14 of your companions. Travel from town to town and pick them up ( Remember to recheck after picking up a companion to see if another has spawned at the same spot ). Only using your 14 comapnions has two big advatages 1) They cost almost nothing. If memory serves me right I was looking at a 2 buck wage bill most my early game which is incredibaly easy to cover 2) Only having companions means that all fight xp goes to them to help level them up. If you throw in just 5 high level 30 mercs into the battle you will find them "kill stealing" all the the enemy. Often I let the last few enemy be killed by my followers even if I could easily kill them myself ( your comapnions can't be killed so give them every chance to level up and not be "sucky"). Personel note Red Hair Sally has become a beast in my game for I haven't a clue reason, she just keeps getting the last kill shot in. In the mean time get cash by taking on small groups of looters and doing trade runs which brings us to...

Trade runs:

Easy principle, buy whiskey, tequlia and guns from USA and sell to the natives for big profits. While not exactly moral it will leave you swimming in cash ( I had 400 bucks, 14 companions and kitted up before I was ready to take on the world). After you have flooded the natives with guns you can always offload the rest on the mexicans ( For much smaller return ). The key here is your trade skill, with comapanion adjustment mine is at 9 atm which means you can nearly make money of anything ( except hides which are annoyingly uniform).

Where from here?

Well it is your game...take your pick. I personally wait till one indian faction takes on more than it can chew and then jump on them with a rag tag assortment of scum and villany gathered from the various cantinas of the world.

One word of advice is to stay on the good side of the USA unless you wish to play a harder game.

Combat

Mmkay two ways at this. 1) the gamey options 2) Tactical options

1)
A lot you learnt in native still works wonders here. Infantry heavy armies can decimate calvary simply by redpolying to your "retreat zone". All cavalry attempting to circle to your left ( which they will) hits the invisible line at gets "stuck"... equals field day for target practice.

Natives in siege battles are super simple to beat ( Hill fort ). Stand way back and plonk away... their arrows are crap at that range. Break siege and repeat. 30 men can take out 150 easy with you seriously killing half. ( This with a high injury stat which means that nearly 75 % of your casualties will be only injured where all theirs will be kills... a few hours rest and repeat )

If you are the only one on horse you can charge forward and get the enemies cavalrys attention then proceed to circle them in front of your foot soldiers for a battle of attrition that has only one outcome...

The above is even true once the battle has truly ensued. Simply take passing runs through the enemy infantry, pistol firing red and you will get most guys looking your way... that is until you break line of sight with them and they revert to old objective...repeat. Concertrate on the muzzle loaders as they are the ones that make you go,"Ooof, you lose 22 hp" at long range.

2)
Cover = gold. In order of my prefrence. Wagon - tall cacti - low wagon and cacti - hill crest -  your own men - your horse ( You did dismount for long range shots? ). Obviously for a town map, building corners are not too bad, not bad at all.

Infantry needs to be deployed on hill slopes to mitagate the charge factor of cavalry. Enemy side if you have numbers plus slow loaders, near side if you are weaker or have fast firers ( I know a few will have objections to this, test it out yourself)

Learn to love the number 4 button. Your cavalry works best enmass*sic*( can't be botherd to find right spelling). Left to the order of general charge you will see your cav doing stupid stuff. I personally usually have them on "follow me" with "hold this position" to reinforce the silly buggers to get the hell out of that 15 man enemy clump. A couple enmass charges really breaks up an enemies charge ( which is all the AI does with the exception of fort maps where they will sit pretty and take it)

Keep moving while in comabat( especially on foot). If you are using muzzle loaders, try to fight next to cover. Fire, run to cover, reload and repeat. If using breech loaders or magazine guns, keep strafing while loading to present a harder target while out in the open. (LCJr)

The enemy always bee lines straight to you. Deploy to a side of an impassable terrain feature and they will get split up trying to get you...Hmm this needs to go in number one category.

While I am not a fan of abusing save games ( It ruins the fun) I can highly recommend new players replaying the same battle a few times to try out your own tactical prefrences. It can really give you insight seeing how the same battle can play out so differently depending on your orders.

Factions

They are your enemy!




( More to come)



Enjoy!


Post about the use of weapons by your companions on horseback, http://forums.taleworlds.com/index.php/topic,93688.0.html
 
Wow, thanks.

I really didn't expect to be taken all that seriously since most people perusing this board know more than me ( only have played 1866 for 4 days )

I love mods ( especially HOI2 mods) but have always felt a bit lost for start up tips to get me running.

Glad you think I can help.
 
For starting I prefer the Medium choices.  Lawman starts you with the decent Colt Police, Mountain Man a Hawkins and Farmer a rusty shotgun.  Taking one of the army options will give you an extra Enfield.  My main reason for taking the 'harder' choices is the lower renown.  It gives you more time to build up your skills, bank account and companions before the factions start sending out invitations.  Horses are cheap, or can be easily stolen, or just go it on foot.  I also don't go for all 14 companions but limit myself to six or so.  The smaller party means more renown and xp per person from fighting even the small bandit parties.  Give each companion at least 1 rank of training so when you recruit the rest they'll level up faster.

In combat my advice is keep moving as much as possible.  Even if you're on foot shoot, move, shoot, move and move while you're reloading.  Don't move directly towards or away from the enemy but as close to 90 degrees as you can.  The AI can hit a stationary target at pretty impressive ranges but usually can't make a deflection shot at even close range.
 
LCJr said:
Give each companion at least 1 rank of training so when you recruit the rest they'll level up faster
No. The XP gained by the training skill are increasingly bountiful towards the higher skill levels. It makes more sense to have one dedicated trainer, rather than a lot of laymen.
 
Shrugging Khan said:
LCJr said:
Give each companion at least 1 rank of training so when you recruit the rest they'll level up faster
No. The XP gained by the training skill are increasingly bountiful towards the higher skill levels. It makes more sense to have one dedicated trainer, rather than a lot of laymen.

Yeah, I am pretty sure also that training only helps those of a lower level than the trainer. You'll find your combat comapnions probably out level your "specialist" companions.

I do tend to give out a few ranks of training out though simply because I find myself limited by stat scores to raising the few important companion skills I want to raise.

@Khan, I'll add your tip to the guide.
@LCJr, I'll add the tip of constant movement for comabat to guide
 
Keterex said:
Wow, thanks.

I really didn't expect to be taken all that seriously since most people perusing this board know more than me ( only have played 1866 for 4 days )

I love mods ( especially HOI2 mods) but have always felt a bit lost for start up tips to get me running.

Glad you think I can help.
There is mods for Hearts Of Iron 2?? Where can you please tell me?? I have been playing HoI2 for months, and Euroupe  is nomore.
 
russik112 said:
Keterex said:
Wow, thanks.

I really didn't expect to be taken all that seriously since most people perusing this board know more than me ( only have played 1866 for 4 days )

I love mods ( especially HOI2 mods) but have always felt a bit lost for start up tips to get me running.

Glad you think I can help.
There is mods for Hearts Of Iron 2?? Where can you please tell me?? I have been playing HoI2 for months, and Euroupe  is nomore.

Not sure this is the right thread for it but here you go.


The following links are to Paradox Interactives forum. ( Hope this ok since Paradox also published M&B )

HOI2 DD mods - http://forum.paradoxplaza.com/forum/forumdisplay.php?f=284

World in Flames(my favourite - VERY hard mod, you will lose your first german game) -http://forum.paradoxplaza.com/forum/forumdisplay.php?s=d0d9f576d9e6a5b466c9cac64a01930e&f=445

World in Flames starting tips  - http://forum.paradoxplaza.com/forum/showthread.php?t=451827
 
Keterex said:
russik112 said:
Keterex said:
Wow, thanks.

I really didn't expect to be taken all that seriously since most people perusing this board know more than me ( only have played 1866 for 4 days )

I love mods ( especially HOI2 mods) but have always felt a bit lost for start up tips to get me running.

Glad you think I can help.
There is mods for Hearts Of Iron 2?? Where can you please tell me?? I have been playing HoI2 for months, and Euroupe  is nomore.

Not sure this is the right thread for it but here you go.


The following links are to Paradox Interactives forum. ( Hope this ok since Paradox also published M&B )

HOI2 DD mods - http://forum.paradoxplaza.com/forum/forumdisplay.php?f=284

World in Flames(my favourite - VERY hard mod, you will lose your first german game) -http://forum.paradoxplaza.com/forum/forumdisplay.php?s=d0d9f576d9e6a5b466c9cac64a01930e&f=445

World in Flames starting tips  - http://forum.paradoxplaza.com/forum/showthread.php?t=451827


@ moderator - If linking to another board is a no no just delete post or let me know and I'll adjust.
Thanks I will try the World In Flames.
 
Good guide, but you stole my avatar damit! :smile:

A few remarks:
Pumping hardiness is ok but 2 HP is not going to save your life that often.
I disagree. It is actually 5HP (3 from strength and 2 from hardiness). A few more HP is often the difference between being knocked out or not, especially when facing relative low damage weapons (pistols & bows). Since being knocked out by a stray bullet means loosing the battle no matter what your troops do, I feel it is well worth it. Not top priority, but I try to get to at least 15 strength ASAP. This is my stat and skill to raise, later in the game when I don't need anything else in particular.

Three important tips:
1. Your skills add a bonus to the party skills - this happens at 2(+1) and 5(+2) and somewhere higher I never bother with. It is very easy to get at least 2 in all  party skills, so do it! It will get your most important skills very fast to a functioning level. Raising intelligence by just a few points early in the game will give you the spare skill points.

2. First Aid - put points in it. It heals you and your companions after battle. Often you will be the last hero standing, so your doctors are not much good when knocked out. If you are still standing, after battle you and your companions are healed and your doctor, strategist and scout are fully functioning again. Some self "Surgery" is good too for the same reason in case your doc is knocked out.

3. Companions need "weapon master" and need it bad! this makes they combat skills auto-raise when they hit people. With higher skills they hit even more and get even better skills and get skill points to raise their group skills that you need. Some come with high weapon master, but for the others get it above 3 ASAP, I aim for 4-5. The related stat is agility which means that you need to for mounted accuracy anyway, plus you get extra weapon skill points that are very needed in the early levels to get them going. A deadly companions means a fast leveling companion.
 
Good guide, but you stole my avatar damit!

Haha, I'll search for a new avatar ( You are right, it is confusing. I saw a new comment here, saw Bruces face and thought, " I don't recall writing this!!!" :smile:
I simply chose it cause my first post was about Boomsticks among other things :wink:

You are quite right ofcourse about hardiness = 5 hp increase not 2 after you take into account raising strength. ( I'll make an adjustment so people aren't misled )
Personally I still feel charisma ( and trade/leadership ) is just simply too important but I have always been a MIN/MAX kinda player.

Three important tips:
1. Your skills add a bonus to the party skills - this happens at 2(+1) and 5(+2) and somewhere higher I never bother with. It is very easy to get at least 2 in all  party skills, so do it! It will get your most important skills very fast to a functioning level. Raising intelligence by just a few points early in the game will give you the spare skill points.

Thanks! I actually never knew the exact numbers for this. Great tip. I assume these are the numbers also for vice-versa? ( Added! )

2. First Aid - put points in it. It heals you and your companions after battle. Often you will be the last hero standing, so your doctors are not much good when knocked out. If you are still standing, after battle you and your companions are healed and your doctor, strategist and scout are fully functioning again. Some self "Surgery" is good too for the same reason in case your doc is knocked out.

Very true. I'd like to think that if you are the last one standing constantly you are doing something wrong but there will be battles where you are the last one alive ( especially the 1st siege attack for a city).

3. Companions need "weapon master" and need it bad! this makes they combat skills auto-raise when they hit people. With higher skills they hit even more and get even better skills and get skill points to raise their group skills that you need. Some come with high weapon master, but for the others get it above 3 ASAP, I aim for 4-5. The related stat is agility which means that you need to for mounted accuracy anyway, plus you get extra weapon skill points that are very needed in the early levels to get them going. A deadly companions means a fast leveling companion.

Yeah, for my combat only companions they pretty much only raise AGI ( unless weapon master starts to get too far ahead of actual skill then I pump their secondry weapons skill STR ).
Just realized I didn't mention this at all *blush*.  ( Added )

Will add your tips when I reformat guide tomorrow (wrote it spur of the moment after a few beers and its annoying me :smile:



 
Keterex said:
Thanks! I actually never knew the exact numbers for this. Great tip. I assume these are the numbers also for vice-versa? ( Added! )
If by vice-versa you mean a bonus from NPC then no. This bonus is base only on the leader stats and you get it even if you are the one with the highest stats - i.e. if you have 5 Trade and highest in the group, it is effectively 5+7 = 7 Trade. This was done (i guess) to encourage the player to put points in things other than combat and rely fully on NPC skill donkeys.
 
Party Skills have player bonuses at 2 (+1), 5 (+2), 8 (+3) and 10 (+4). If you wonder, "What good is a +4 bonus going to do me if the player character has the highest skill level of 10 anyways?", then here it is: You then don't have 10, but 14. Beyond the impossible!
 
My quick start is as follows:

Cant remember the exact choices to get there but after testing every config, this guy is the best statswise:

American - Colonel - Farmer - French mercenary

The other configs have wasted stats, this has hardly any and you also gain the "my father was a Colonel/Noble" bonus of having a horse, extra 100 renown, bigger maximum party size.
It suits my play style anyway in terms of stats.

I expect the starting choices to change in the next release though

Anyway whatever your char, weapons are worth a lot more in the two Indian towns (Bikohooya and Khutu) and thats where to sell them if convenient.

You get about 1/3 the price for weapons in USA towns, 2/3 in Mexico.
Everything else (clothes, supplies, horses) all buy and sell for the same base price everywhere.

The smaller your party the more loot(and XP) you get.

So I head off solo to Injun country and kill the local looters for 4 or 5 days making myself rich and levelling up to lvl 8 at least, putting at least 2 points in trainer, preferably 4.
After that I have about $400 and some half-decent looted equipment and enough money to kit out myself and some companions very well.

After soloing to around lvl8 (maybe with 1 or 2 of the most useful companions) my next step is to gather Companion-only party and train them up quick on deserters and looters. These guys will be my future army trainers (most get 2-4 pts, Valentine and Chinese get more) and after they have at least 4/4 in riding/horseback accuracy they are also my elite cav.
The reason I dont collect companions until Im at least lvl 8 is so I can train all of them, as the highest lvl companion is lvl 7 I think. Also they will be dying a lot early on and are really just bait to draw away some fire, until they get a little shooting skill and a decent gun.

My aim is to get them to at least level 13 (as both my favoured future hired troops level up at lvl 12 - USA regular infantry and USA dragoons), with all those points in Trainer it means you will train up to those effective troop types after a very short time and not be stuck with recruits when ambushed by the entire Mexican army.

If you are using a Companion-only party for a while, put quite a lot of points into First Aid.

Make sure your party is no bigger than the type of enemy you are chasing or the enemy parties on the map will run away  (opposite applies if you just want to trade).


 
Kramer said:
A question, aside from the actual skill of the fireguns, is there any other that enhances it's use ? For example does power draw gives any bonuses to them ?

No, power draw is only for bows which suck in 1866 Western Mod. They suck at long range anyway, which is just historically accurate. They may be ok at close range but going on stats they dont look very good, hence why they bought guns in RL.

IMO this Mod is less balanced than Vanilla, but only in terms of Attributes.
Because all you need is about 15-18 AGL for 5 or 6 weaponmaster and horseback accuracy. I also like to max out riding skill (5 or 6+) for me and companions, as faster = harder to hit. Also it might help them chase and evade cav when switched to melee.

For the Player Char IMO after you have 15-18 AGL, its either: load STR which really just makes you about 50% more durable (with maxed Hardiness skill) as you dont need maxed Power-Strike. You could also add more AGL for riding speed and Horseback accuracy but I find 6 is enough, more riding speed is always nice for melee charges though.
or
I prefer to have 9 or 12 str and max out INT. With maxed INT you can still be effective in a fight but with 10(+4) party skill bonuses your army is awesome.
I like 10(+4) Trail Blazing and at least 5(+2) in the 3 med skills.
By being an INT guy you can also free up at least 2 companions to be melee only.
 
Percival Goodenough said:
No, power draw is only for bows which suck in 1866 Western Mod. They suck at long range anyway, which is just historically accurate. They may be ok at close range but going on stats they dont look very good, hence why they bought guns in RL.
Actually, bows on a companion CAN be very effective, but it is a long road to take. Unlike with firearms, the damage is critically dependent on power draw, which means a lot of STR requirement, translating into much higher level required before being effective. If you want him to be mounted, add some mounted accuracy on top of that. With 10 in power draw, the damage will be better than most pistols (the Navy caliber for sure), better rate of fire, no reload pause, good total ammo load, accuracy of a mediocre rifle (much better than any pistol) and most important: Works very well with the AI (while pistols suck for mounted AI).

As a bonus, he will have the highest hits in the party and be also the best melee fighter.
 
Good point, its been so long since I played Vanilla and forgot how potent a maxed-out bowman can be.
I think its great that a champion bowman can keep up actually, even though the Indian bow was not as good as the Asian (Khergit) composite bow.
 
Back
Top Bottom