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Sid Meyer's Gettysburg
Brigades
and Battle Lines:
Since your men gain extra morale when they have friendly troops to the sides or rear, the most important single concept to remember when giving orders to your troops is to keep unbroken battle lines whenever you can, on offense or on defense. This is particularly important given the effect of flanking fire - the farther around an enemy is to a regiment's flank, the more severe the damage taken by that regiment. Close up the spaces between your brigades as much as possible to keep your opponent from exploiting this advantage. The easiest way to keep the individual regiments supporting each other is to move them in brigade formations - the men automatically space themselves out to the optimum distance. On the other hand, don't overlap your men, where some regiments are blocked from firing by units in front. Beginners often fall into the real-time strategy trap of throwing all their units in a big wad in the center of the action. This is the surest way for the enemy to concentrate fire on a few regiments at a time, routing your entire force within minutes. Additionally, you'll want to avoid kinks and curves in your lines wherever possible. An angle in your line, known as a salient, exposes your men to fire from multiple angles, increasing the effect of enemy fusillades. There are times when creating a salient makes sense, such as when you want to defend a curving ridgeline; it's pretty hard to defend Little Round Top with a straight battle line! When a salient is called for, be sure to defend it with your toughest crack troops, or with a good reserve waiting just behind the line. When the men in the angle become severely stressed, have them fall back and rest while the fresh reserve plugs the gap. You can alternate brigades in this manner for a long time, as long as you don't let your men get too close to the breaking point and rout, forcing you to pull troops off other parts of the line.
Effective Movements: There are two important commands to remember when moving troops, particularly when racing your opponent to occupy a crucial victory point site. One is "double-quick," which increases the speed of your men, although they will take battle stress from running in full combat gear. The other is "don't stop," which keeps your men moving even when under fire. Use these commands sparingly, as your men will be no good to you if they arrive at the objective too stressed to fight. The order to double-quick may be given to an entire brigade on the march by hitting the "Q" key, while the "G" key toggles the brigade into 'don't stop' mode.
Defense 101: Once you are ensconced in a good position, your opponent essentially has two choices: punch a hole in your line or outflank the ends of your line. Hole-punching can be defended against by keeping a good-sized reserve near the pressure point, backed up by canister-range artillery just behind the main line. Keep an eye on your morale and have stressed regiments fall back to rest. Regiments in the thick of the battle should be put on "hold," to ensure they maintain position to the last possible moment. The more dangerous form of offense is the flank attack. Here, the enemy tries to work his way around the end of your line, concentrating fire on the exposed last regiment. That end regiment will rout quickly, and the enemy moves on to the next unit in line. With their morale lowered by having their supports withdraw in panic, the new flank regiment will also break and run. The most common defense against the flank attack is called "refusing the line," where exposed regiments are pulled back, away from the attacking troops. This buys time, forcing the enemy to march even further around your line and giving you an opportunity to bring up reserves to contain the threat or threaten his flank. This move will create a salient, so be sure to guard against a new attack there. A quick and easy (and undocumented!) way to refuse the line with a brigade is to hit Shift-< (refuse left) or Shift-> (refuse right) when the brigade commander is selected. As in any combat situation, intelligence regarding enemy troop movements is key. Keep a regiment of skirmishers deployed past the ends of your line to warn of an impending flank attack; these skirmishers will also slow down an attack long enough for you to refuse the line and bring up reserves.
Offense 101: The more common and more successful attacks are flanking maneuvers, because it is easier to break an enemy when he has fewer supports, and because you can readily exploit momentum once you have routed the anchor of his line. A good flanking maneuver brings your men around the end of his line undetected, so your opponent has less time to react before his defenses crumble. Where possible, keep your men hidden behind terrain features or ridgelines, taking care not to send them into forests or swamps that impede movement. Above all, don't forget the element of time. Flanking maneuvers that swing far wide of the main action risk ending the scenario with your men still scrambling through the bush, with the battle already lost. Again, once you've beat up on the flank troops for a bit, consider a good charge to break the back of the line. With both these types of attacks, don't forget to keep the pressure up on other parts of the line, to prevent the enemy from sending reinforcements. When executing these diversionary actions, don't get your men too close to the enemy, where more casualties are taken - no point wasting your men in an action that's only designed to pin down possible reserves. If he pulls reinforcements out from that section of the line, the pin may be converted to an all-out attack! Put
the "Art" in "Artillery": When the action really gets heated, there is no better position for your big guns than right behind the front lines. This close range allows your battery commanders to fire canister shot at the enemy, causing tremendous casualties in a short period of time. Be careful not to move your guns in front of your line, which exposes them to enemy infantry fire. You may need to zoom in to maximum level and rotate the map a few times to be sure the artillery is properly positioned. If you need to pull back your line, limber your artillery before moving so they won't be left behind when the infantry falls back. There's nothing worse than having the enemy capture your guns and turn their canister fire on you. Even when on the front lines, you should target your artillery so they hit the enemy with enfilade fire when possible. Many experienced generals prefer to position batteries near the flanks of the line, to get flanking bonuses when firing at attackers in the center. One final word about artillery: don't neglect the impact of counterbattery fire. Targeting the enemy artillery with your cannon slows the rate of fire of the bad guys, perhaps allowing your regiments some relief from canister fire during a long march or close combat. A Good
Time: Each cavalry casualty is worth two points when the hourglass runs out, so don't expose them to infantry fire for long periods, unless delaying the enemy is worth the cost. In these cases, you are trading points for time, so evaluate whether the tradeoff is worth it.
Commanders: Troops that have routed or have high battle stress regain their morale more quickly when a brigade, division, or corps commander is nearby. These bonuses are cumulative, so having a regiment's brigade and division commander nearby allows for fast morale recovery. Remember that troops need to be far away from the fighting in order to speedily recuperate, which will take a rallying commander far from important combat roles. An easy way to call all routed troops to the commander's location is the "Rally" command. Your generals also have an extended sighting radius that makes them useful as scouts. Be careful when sending them out on their own, however - if they stumble across an enemy ambush in covered terrain, they can easily be wounded, rendering them useless for the rest of the scenario except to issue orders. Regiments have increased morale when an unwounded commander is nearby. They are also able to carry out "desperate orders," so be sure to weigh the consequences before pulling a general out of a pitched battle to perform other tasks. You can put a regiment on "hold" while the commander is nearby and then pull the commander back; the men will stay on "hold." They will lose the morale command "chunk," so measure the tradeoffs.
Quickstart: Morning Encounter: The Union goal is simply to trade ground for time -- the Confederates must take the Herr Tavern quickly, before Union reinforcements can come up. Use skirmishers on Fall Back to slow the enemy while you set up prepared positions. When the skirmishers are close to being overrun, have them retreat to the prepared positions. Repeat the process until time runs out. Finally, remember that the cavalry can use their horses to move quickly when in column formation. First
Contact: McPherson's Hill The Union player is trying to slow down any initial Confederate advances until Reynolds' infantry can come up. Properly deployed, your cavalry should be sufficient for this job. Once the infantry is deployed on McPherson's Hill, rest your cavalry for a bit, then use their mobility to hit the enemy's flank or bolster weak points in your line. Alternatively, the cavalry can ride behind the enemy lines, slowing down reinforcements and chasing away the pesky artillery. Golden
Opportunity: Will's Woods: As the Union, your troops are also away from the action when the scenario begins. You'll want to position Baxter on the east edge of Will's Woods, where his veteran regiments can make the most of the covering terrain. Schimmelfennig should be sufficient to hold the right flank, and Stone can be used as a mobile reserve to match the Confederate actions. Later, Paul can be used to shore up whatever section of your line has had to stand up under Daniel's pounding.
Howard's Predicament: Barlow's Knoll: The Union has an advantage in its numerous artillery units available. Find a good place for these guys, preferably on the plain west of the knoll. When the Confederates come out of the woods, they'll be exposed to some nasty enfilade fire. Keep a good Napoleon battery on the hill, preferably Dilger's large and experienced cannoneers, for good canister fire as the Confederates try to take the hill. The Confederate player again has to resist the temptation to rush in until at least a couple of brigades are in position. Don't let Gordon's troops be slowed down by skirmishers-again, repeated use of the "Don't Stop" key should move them on their way. If the Union abandons the Knoll, set your artillery on this commanding position to soften up the Federal lines as you put your brigades in position for the assault on the County Alms House. When attacking either V.P site, remember that you have excellent brigades for charging-large and well-trained. Press your advantage along the weaker points of the Union line, and keep a good reserve to exploit breakthroughs quickly.
Turning Point: Little Round Top: When playing as the Confederates, the trick is obviously to keep on plowing through the Union lines in the race for Little Round Top. If the Yankees try to hold Devil's Den, outflank them and set up a screening force while the rest of your army slips on by. It can be a slow and difficult process to advance up the Big Round Top, through all the woods and rocks, but it does give you covering fire from Union artillery and the advantage of stealth. If he moves onto the Round Top, exploit the gap created in his lines at the Devil's Den and push through on the other side. Once you get to Little Round Top, work your way around the flanks and hammer away. Keep a couple of regiments in reserve to deal with the small Union reinforcements (Cross and Kelly) that activate later on; also, if you can delay DeTrobriand with a few skirmishers, you'll have an easier time with Vincent.
Sickles' Folly: The Peach Orchard: It's pretty hard to hold the Peach Orchard when playing as the Union, so a common strategy is to use one of the forward brigades (Carr or Graham) to slow the Confederate advance while you set up a second line of defense that runs from the woods between Weikert's Hill and the Orchard to the wooded west side of the Wheatfield. This strategy forfeits the Orchard, but the combined 1800 Victory Points for Weiket's Hill and the Wheatfield should be more than enough to guarantee a win - if you can hold them against the rebel steamroller. Don't let your forward brigade get too chewed up while they buy time; you're going to need them later, when they can act as a mobile reserve to plug the gaps. One final note: don't get tangled up with G.T. Anderson's black flag troops south of the Wheatfield. If they activate, you are facing a much more difficult challenge. High
Water Mark: Pickett's Charge: As the Union, you pretty much get to sit there and watch the pretty graphics for the first half-hour of game time. When the Confederates approach, don't forget to pull back your batteries positioned to the southwest of Cemetery Hill. Also, it's often a good idea to go on down the line, placing each entrenched regiment on "Hold". After that, be sure to keep plenty of reserves on hand to contain the inevitable breakthroughs. Pickett's
Charge also has the opportunity for some Union skulduggery. The center
of the Union position is flanked by "black flag" troops that you don't
have under your command. If the enemy attacks these units in force, the
brigades will activate for free, giving you some much-needed muscle
which can enfilade the entire Confederate assault. Enemy troops can
often be lured into range of these "black flag" guys with tempting
artillery units in flanking positions. The enemy may come after these
well-positioned guns, and then hopefully get tangled up with the
flanking reserves. Even if the enemy does not come after your artillery,
then you have your big guns in a wonderful position to rake the oncoming
Confederate lines. |
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