Ultimate General: Civil War

Ultimate General: Civil War

Ultimate General: Civil War

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本指南包含以下内容:(1)战役中所有登场的历史联邦将军列表,包括他们的属性、登场时间及获取方式;(2)38场战役中这些将军在军团、师、旅级别的指挥详情概述。联邦将领概述 名称/军衔与属性/获取方式 菲利皮战役后(占领火车站): 约翰·吉本 / 准将 66/100 / 政府:4点声望值 威廉·布鲁克斯 / 准将 0/100 / 兵营 或 威廉·布鲁斯特 / 准将 0/100 / 兵营 第一次布尔溪战役后: 威廉·谢尔曼 / 准将 0/100 / 政府:4点声望值 欧文·麦克道尔 / 准将 13/100 / 政府:4点声望值 第一次布尔溪战役后随机出现: 威廉·富兰克林 / 准将 0/100 / 兵营 塞缪尔·海因策尔曼 / 准将 0/100 / 兵营 安德鲁·波特 / 准将 0/100 / 兵营 夏洛战役后: 尤利西斯·格兰特 / 少将 0/100 / 胜利奖励 约瑟夫·胡克 / 准将 0/100 / 政府:4点声望值 约翰·塞奇威克 / 准将 0/100 / 政府:4点声望值 夏洛战役后随机出现: 伊拉斯谟·凯斯 / 准将 0/100 / 兵营(14)第二次布尔溪战役 重大历史战役/东部战区/1862年8月28-30日 第一军(“先锋”):海因策尔曼 < 师 < 师:胡克 < 师(波特军团) < 师:赛克斯(波特军团) 第二军(“主力部队(1)”)(西格尔军团) < 师 < 师 < 师: << 旅:希梅尔芬尼希 << 旅:克日扎诺夫斯基 第三军(“主力部队(2)”):麦克道尔 < 师 << 旅:吉本 < 师 < 师:雷诺兹 < 师(雷诺军团) 注: 如何理解此编制? 联邦军在第二次布尔溪战役中拥有五个小型军:两个来自弗吉尼亚军团(西格尔军团和麦克道尔军团),三个来自波托马克军团(海因策尔曼军团、菲茨-约翰·波特军团和雷诺军团)。该游戏允许设置四个军,但由于大多数玩家不会将所有生涯点数都投入到陆军发展上,因此建议设置三个军。 波特的两个师(其中第二个师由赛克斯指挥)可编入海因策尔曼的军,而雷诺的军(仅包含五个步兵旅,实际上是拥有军级编制的师)可编入麦克道威尔的部队。 (15a)克兰普顿山口 历史战役(南山战役的一部分)/东部战场/1862年9月14日 第一军:富兰克林 <师:斯洛库姆 <师 <<旅:汉考克 <<旅:布鲁克斯 注:15a和15b是同一场战役的不同 sector,且战斗是同时进行的。 经验丰富的玩家可以尝试不重复使用任何部队和军官。(15b)南山战役 历史战役(南山战役主要战斗发生在特纳隘口和福克斯隘口,详见15a)东部战场/1862年9月14日 第1军:伯恩赛德 < 师(考克斯师和雷诺军) < 师:胡克(胡克军) < 旅:吉本 < 师(胡克军) < 师:米德(胡克军) 注:在南山战役中,伯恩赛德率领波托马克军团右翼:考克斯师、雷诺的一个师军以及下辖3个师的胡克军。米德在胡克军指挥一个师,当胡克受伤后接管了该军,这为我们在同一层级设置军长和师长提供了合理依据。(17)安提塔姆 重大历史战役/东部战场/1862年9月17日 第1军(“左翼进攻”):胡克 < 师 << 旅:吉本 < 师:米德 < 师 < 师 (曼斯菲尔德军) 第2军(“中央进攻”):萨姆纳或麦克莱伦 < 师:汉考克 < 师:塞奇威克 ... 第3军(“右翼进攻”):伯恩赛德 (该军无历史将领) 第4军(“预备队”):富兰克林(仅当你已拥有4个军时) < 师:斯洛克姆 << 旅:布鲁克斯 < 师:赛克斯 ... 注:在安提塔姆战役中,联邦军有7个军(部分规模较大,部分中等规模,部分仅为师级规模)。游戏中提供3个军和1个预备军。建议方案如下: 富兰克林军团(含斯洛克姆师)、波特军团(含赛克斯师)以及整场战役中始终作为预备队的库奇军团,在此处可合并为第四军团(【预备队】)。 胡克军团及其3个师最初负责攻击邦联左翼(第一军团,【左翼攻击】)。其第四个师的位置可用来模拟规模较小的曼斯菲尔德军团(5个步兵旅),该军团后来加入了胡克的进攻。 在初始攻击失败后投入战斗的萨姆纳军团,在中部战场承担了主要作战任务(第二军团,【中央攻击】)。 若未获得萨姆纳(随机出现),可考虑将该军团指挥权交给麦克莱伦。在安提塔姆战役中,“小麦克”(乔治·麦克莱伦)不再像七日战役期间那样只是名义上的陆军指挥官,而是实际指挥联邦军队。 战役期间,最初担任富兰克林预备军旅指挥官的汉考克,接管了萨姆纳军团第1师的指挥权。 伯恩赛德军团在东南部进攻“伯恩赛德大桥”(第3军团,“右翼进攻”)。 营地: 战役结束后,林肯总统解除了乔治·麦克莱伦的指挥权。他在1864年离开军队并参加总统竞选前,一直没有任何军事指挥职务。 (18)艾尤卡 历史战役/西部战场/1862年9月19日 <无历史将领。 注:尤利西斯·格兰特是一个半历史选项。由爱德华·奥德指挥的田纳西军团部分部队参与了艾尤卡战役(该战役主要由罗斯克兰斯的密西西比军团负责作战)。(19)佩里维尔历史战役/西部战区/1862年10月8日 <无历史将领 (20)弗雷德里克斯堡重大历史战役/东部战区/1862年12月11-13日 第1军:萨姆纳(若未拥有萨姆纳则为伯恩赛德)<师:汉考克<<旅:凯利<师<师<师:普莱森顿(骑兵) 第2军(“第二波”):胡克<师<师<<旅:布鲁斯特<师<<旅:卡罗尔<师:赛克斯 第3军(“主攻”):富兰克林<师:雷诺兹<<旅:铁旅(不可由约翰·吉本指挥)<师:吉本<师:米德<师:布鲁克斯 第4军:斯洛克姆(“预备队”)<师<<旅:希梅尔芬尼希<<旅:KRZYZANOWKSI注:在弗雷德里克斯堡战役中,由伯恩赛德指挥的联邦军被编为三个“大军团”(分别由萨姆纳、胡克和富兰克林指挥)。每个大军团下辖数个军。 这使得我们游戏中的“军”对应历史上的“大军团”,而(我们游戏中的)部分“师”则对应历史上的“军”。 汉考克在库奇的军担任师长。由于库奇不可选,汉考克得以保留其职位。他的部队是师,而非军。 吉本和米德的情况类似,他们是雷诺兹军(隶属富兰克林大军团)的师长。大军团编制使得雷诺兹在游戏中“降级”为“师”级指挥官,但其下属仍可保留师级指挥权。 布鲁克斯是史密斯军(隶属富兰克林大军团)的师长。凯利和布鲁斯特都曾在弗雷德里克斯堡战场上指挥过一个团,而非旅。 在弗雷德里克斯堡战役中,每个大军团都配备了一定数量的骑兵,但大部分骑兵随萨姆纳大军团一同抵达,并由普莱森顿指挥。 铁旅在弗雷德里克斯堡战役前,即北弗吉尼亚(第二次布尔溪)和马里兰(安提塔姆)战役期间由约翰·吉本指挥。玩家在安提塔姆战役后会获得该旅——当时吉本已升任师长。弗雷德里克斯堡战役中,铁旅由所罗门·梅雷迪思指挥(不可操控)。在上述关于第二次布尔溪、南山和安提塔姆战役的建议中,吉本指挥着(尚未可操控的)铁旅。 营地: 盖恩斯磨坊战役后:亨利·斯洛库姆 / 准将 0/100 / 政府:4点声望值 乔治·赛克斯 / 准将 0/100 / 政府他于1863年3月自然死亡。 (21)帕克十字路口 历史战役/西部战区/1862年12月23日【实际应为12月31日】 <无历史将领 (22)斯通河 重大历史战役/西部战区/1862年12月31日-1863年1月1日 第1军(“右翼”) <师 <师 <师:谢里丹 第2军(“左翼”) ... 第3军(“预备队”):罗斯克兰斯 ... 注:罗斯克兰斯指挥整个田纳西军团,而非其中一翼,因此预备队是适合他的位置。(23)补给突袭 半历史战役(灵感源自斯通曼突袭)/东部战区/1863年4月9日 <不使用玩家部队 (24)楠西蒙德河 半历史战役(灵感源自3月15日凯利渡口之战、戈尔兹伯勒大桥之战及朗斯特里特的 Tidewater 行动)/东部战区/1863年4月11日 <无历史将领 注: 半历史战役解决方案的关键人物是基斯,他指挥着萨福克的联邦驻军,但并未率领联邦部队进攻附近楠西蒙德河的邦联炮兵。(25)萨福克围城战 历史战役/东部战场/1863年4月14日 第一军:凯斯 (26)钱瑟勒斯维尔战役 重大历史战役/东部战场/1863年5月1-3日 由胡克指挥的联邦军在钱瑟勒斯维尔拥有7个军,分别由以下将领指挥(可玩将领以大写字母标注):雷诺兹(战役期间从弗雷德里克斯堡向钱瑟勒斯维尔进军)、库奇、西克尔斯、米德、塞奇威克(可玩,但整个战役期间其部队均位于弗雷德里克斯堡)、霍华德和斯洛克姆(后两者各率领一个仅含2个师的小型军)。该建议符合游戏中四军团结构下的第七军团钱瑟勒斯维尔联邦军,可让所有历史将领出现在相对合理的位置: 1. 第一军团(“先锋”):斯洛克姆 < 师(斯洛克姆军团)< 师(斯洛克姆军团)< 师(西克尔斯军团)< 师(西克尔斯军团) 2. 第二军团(“中央”):胡克 < 师(西克尔斯军团)< 师:汉考克(库奇军团)< 师:吉本(库奇军团)< 师(库奇军团)<< 旅:卡罗尔 3. 第三军团(“后卫”):米德 < 师(米德军团)< 师:赛克斯(米德军团)< 师(米德军团)< 师(霍华德军团)<< 旅:希梅尔芬尼希 << 旅:克日扎诺夫斯基 4. 第四军团(“预备队”):雷诺兹 <师(霍华德军团)< 师(雷诺兹军团)<< 旅:铁旅(不由约翰·吉本指挥)< 师(雷诺兹军团)< 师(雷诺兹军团)无营地。塞勒姆教堂之战立即开始。 (27)塞勒姆教堂之战 历史战役/东部战区/1863年5月3日 < 不可使用玩家部队 (28)第二次温彻斯特之战 历史战役/东部战区/1863年6月13日 < 无历史将领 (29)葛底斯堡战役 重大历史战役/东部战区/1863年7月1-3日 联邦军有7个军团前往葛底斯堡。游戏中前两天允许3个军团,之后为5个军团。要使用所有可用的军团指挥官(除霍华德外均可操控),需将部分指挥官“降级”为师长。建议连夜进行调整,尤其是考虑到雷诺兹的牺牲。第一天 第一军(【早期增援】): 雷诺兹 < 师(雷诺兹军)<< 旅:铁旅 < 师(雷诺兹军)<< 旅:斯坦纳德 < 师(霍华德军)<< 旅:希梅尔芬尼格 << 旅:克日扎诺夫斯基 < 师:斯洛克姆(斯洛克姆军) 第二军(【后期增援】): 汉考克 < 师(汉考克军)<< 旅:凯利 << 旅:卡罗尔 < 师:吉本(汉考克军) < 师:西克尔斯(西克尔斯军)<< 旅:布鲁斯特 < 师(西克尔斯军) 第三军(【明日增援】): 米德 < 师:赛克斯(赛克斯军)<< 旅:文森特 < 师(赛克斯军) < 师:塞奇威克(塞奇威克军) < 师(塞奇威克军) 如何模拟雷诺兹在葛底斯堡的死亡?最好不要让他“被摧毁”。这不会杀死 corps 指挥官(在本游戏中,corps 指挥官在战斗中不会死亡),但会导致整个战斗期间第一 corps 指挥官的位置处于停用状态——无论之后指派谁到该位置。因此,最好在铁旅进行一些初步战斗后(他死得相当早),让雷诺兹骑马前往地图的东南角,为后续战斗保留 corps 指挥官的位置。第二天 第1军(“中央与右翼”):斯洛克姆 < 师(雷诺兹军,现由牛顿指挥) << 铁旅 < 师(雷诺兹军,现由牛顿指挥) << 旅:斯坦纳德 < 师(斯洛克姆军) < 师(霍华德军) << 旅:希梅尔芬尼格 << 旅:克日亚诺夫斯基 第2军(“左翼与预备队”):西克尔斯 < 师(西克尔斯军) < 师(西克尔斯军) < 师:汉考克(汉考克军) << 旅:凯利 << 旅:卡罗尔 < 师:吉本(汉考克军) 第3军(“增援部队”):米德 < 师:赛克斯(赛克斯军) << 旅:文森特 < 师(赛克斯军) < 师:塞奇威克(塞奇威克军) < 师(塞奇威克军) 注:第二天开始在库普斯山附近,第一军(此时可能由斯洛克姆指挥)与斯洛克姆的小型军团防守的部队发生了一些战斗。随后,游戏将焦点转向联邦防线的中心地带,部分联邦军队推进至桃树园,这削弱了联邦军的阵地。此次推进及由此引发的问题是由丹尼尔·西克尔斯造成的,他可能会指挥你的第二军,尤其当你想体验糟糕将领带来的负面影响时,这能很好地模拟联邦军队在第二天所面临的灾难性氛围和局势。 如果你想避免西克尔斯效应,希望有良好的游戏体验,或者只是想在战场上看到汉考克,那么可以让汉考克指挥第二军,而让西克尔斯指挥其中一个师。4点声望值 盖恩斯磨坊战役后可能随机出现: 艾尔弗雷德·普莱森顿 / 准将 0/100 / 兵营 埃德温·萨姆纳 / 准将 0/100 / 兵营 马尔文山战役后: 乔治·麦克莱伦 / 少将 66/100 / 胜利奖励 约翰·雷诺兹 / 准将 77/100 / 政府:6点声望值 温菲尔德·汉考克 / 准将 0/100 / 政府:4点声望值 马尔文山战役后可能随机出现: 弗洛齐米日·克日扎诺夫斯基 / 准将 0/100 / 兵营 亚历山大·希梅尔芬尼希 / 准将 0/100 / 兵营 第二次布尔溪战役后: 安布罗斯·伯恩赛德 / 准将 13/100 / 政府:4点声望值 乔治·米德 / 准将 12/100 / 政府:6点声望值 安提塔姆战役后: 帕特里克·凯利 / 准将 66/100 / 政府:6点声望值 塞缪尔·卡罗尔 / 准将 0/100 / 政府:6点声望值 弗雷德里克斯堡战役后: 威廉·罗斯克兰斯如果你想尽快见到米德,就把第二军交给他,将该军的两个师分别交给西克尔斯和汉考克,并把第三军交给赛克斯。 联邦防线左翼(包括文森特旅及其麾下著名的第20缅因步兵团)隶属于赛克斯的军团。 丹尼尔·西克尔斯在第二天受伤。 斯特朗·文森特在第二天受了致命伤。第三天 第1军(“中央与右翼”):汉考克 < 师(汉考克军) << 旅:凯利 < 师:吉本(汉考克军) < 师(汉考克军) << 旅:卡罗尔 < 师(西克尔斯军,现由伯尼指挥) << 旅:布鲁斯特 第2军(“增援右翼”):斯洛克姆 < 师(雷诺兹军,由牛顿指挥) << 旅:铁旅 < 师(雷诺兹军,由牛顿指挥) << 旅:斯坦纳德 < 师(斯洛克姆军) < 师(霍华德军) << 旅:希梅尔芬尼希 << 旅:克日扎诺夫斯基 第3军(“预备队”):米德 < 师(西克尔斯军,现由伯尼指挥) < 师(西克尔斯军,现由伯尼指挥) < 师(雷诺兹军(由牛顿指挥)< 师(霍华德军团)第4军(“左翼”):赛克斯(该军无历史将领)第5军(“左翼增援”):西奇威克(该军无历史将领)注:温菲尔德·汉考克在第三天受伤。第4天(虚构,模拟联邦军反击) 第1军(“中央与右翼”):吉本(原汉考克军团,现由吉本指挥) <师(汉考克军团) <<旅:凯利 <师(汉考克军团) <师(汉考克军团) <<旅:卡罗尔 <师(西克尔斯军团,由伯尼指挥) <<旅:布鲁斯特 第2军(“右翼增援”):斯洛克姆 <师(雷诺兹军团,由牛顿指挥) <<旅:铁旅 <师(雷诺兹军团,由牛顿指挥) <<旅:斯坦纳德 <师(斯洛克姆军团) <师(霍华德军团) <<旅:希梅尔芬尼希 <<旅:克日扎诺夫斯基 第3军(“预备队”):米德 <师(西克尔斯军团,由伯尼指挥)师(西克尔斯军团,由伯尼指挥)<师(雷诺兹军团,由牛顿指挥)<师(霍华德军团) 第四军团(“左翼”):赛克斯(无历史军官;斯特朗·文森特在第三天受致命伤) 第五军团(“左翼增援”):塞奇威克(无历史将军) 营地:约翰·雷诺兹在葛底斯堡阵亡。 丹尼尔·西克尔斯在葛底斯堡身负重伤,直到战争结束都未获得任何前线指挥权。 斯特朗·文森特在葛底斯堡受致命伤。 (30)四岔湾 历史战役/西部战场/1863年9月10日 <无历史将军 (31)奇卡莫加 历史战役/西部战场/1863年9月18-20日 第一军团(“先锋”):托马斯第二军(“明日援军”):罗斯克兰斯 < 师 < 师 < 师:谢里丹 注: 罗斯克兰斯曾指挥坎伯兰军团,托马斯是军长并在战役后接替了他。 营地: 约翰·布福德于1863年12月12日在华盛顿去世(肺炎)。 安德鲁·波特因健康原因于1864年4月退伍。 (32)布洛克路 历史战役/东部战区/1864年5月6日 第一军(“突击”):汉考克 < 师 < 师:吉本 << 旅:卡罗尔 < 师 << 旅:布鲁斯特 ... 第二军(“援军”):伯恩赛德 (无历史将领) 注: 布洛克路是荒野战役的东南 sector。在邦联战役中,会进行两英里西北处桑德斯农场的同步行动。 只有汉考克军团在战场东南部作战,后来伯恩赛德军团对其进行了增援。 (33)【骡蹄铁】 历史战役(斯波特瑟尔韦尼亚县府战役北部战区)/东部战区/1864年5月5日(实际为5月12日) 第1军团(“突击”):汉考克 <师 <师:吉本 <<旅:卡罗尔 <师 <师 <<旅:布鲁斯特 第2军团(“增援部队”):伯恩赛德 (该军团无历史将领) 注:对那个形状奇特的“骡蹄铁”前线发起主要进攻的是汉考克军团和赖特军团,但伯恩赛德军团也参与了战斗。赖特不可用(指霍雷肖·赖特,不要与南部邦联的安布罗斯·赖特混淆),因此伯恩赛德是第二军的可靠选择。营地:伊拉斯谟·凯斯于1864年5月6日退役(34岁) 冷港 大型历史战役/东部战区/1864年6月1日-3日 第一天(第一章) 第1军(“左翼”):格兰特(包含史密斯军团、詹姆斯军团以及赖特军团、波托马克军团;谢里丹骑兵部队) <师:布鲁克斯(史密斯军团) <师(史密斯军团) <<旅:斯坦纳德 <师(赖特军团) <师(赖特军团) 谢里丹骑兵部队 第2军(“右翼”):伯恩赛德(包含伯恩赛德军团和沃伦军团) <师(伯恩赛德军团) <师(伯恩赛德军团) <师(沃伦军团) <<旅:铁旅 <师(沃伦军团) 可选 第3军(“明日援军”):汉考克 <师 <<旅:凯利 <师:吉本师<<旅:布鲁斯特可选第4军(“明日援军”):米德可选第5军(“明日援军”)注:包含不同集团军单位的第1军——巴特勒的詹姆斯河集团军所属的史密斯军(由尤利西斯·格兰特下令北调支援米德的波托马克集团军)、波托马克集团军所属的赖特军以及谢里登骑兵——可由尤利西斯·格兰特指挥。MG 0/100 / 政府:10声望值 菲利普·谢里登 / BG 0/100 / 政府:5声望值 钱瑟勒斯维尔战役后:丹尼尔·西克尔斯 / MG 0/100 / 政府:10声望值 乔治·斯坦纳德 / BG 0/100 / 政府:5声望值 斯特朗·文森特 / 上校第一天(第二章)无变化 第二天 第1军(“左翼”):汉考克(史密斯军团、詹姆斯军团以及汉考克、波托马克军团;谢里丹骑兵) <师:布鲁克斯(史密斯军团) <师(史密斯军团) <<旅:斯坦纳德 <师(汉考克军团) <<旅:凯利 <<旅:布鲁斯特 <师:吉本(汉考克军团) 谢里丹骑兵 第2军:伯恩赛德(伯恩赛德军团和沃伦军团) <师(伯恩赛德军团) <师(伯恩赛德军团) <师(沃伦军团) <<旅:铁旅 <师(沃伦军团)可选 第3军(“增援部队”):米德可选 第4军(“增援部队”):格兰特可选 第5军(“增援部队”) 注:汉考克之后向联邦左翼进军,左翼有三个军(汉考克、史密斯和赖特),在游戏中由第一军代表。赖特的军没有可操控的历史将领,因此未在上述“师”概览中提及。 现在第一军有了可操控的军长,汉考克可以接替格兰特指挥。这种安排避免了将汉考克“降级”为师级指挥官,同时模拟了格兰特在战役决定性阶段反应迟缓的行为,这一行为导致了一场他终生悔恨的惨败。第三天 第1军(“右翼进攻”):伯恩赛德(伯恩赛德与沃伦军团)< 师(伯恩赛德军团)< 师(伯恩赛德军团)< 师(沃伦军团)<< 旅:铁旅 < 师(沃伦军团) 第2军(“左翼进攻”):格兰特 < 师:布鲁克斯(史密斯军团)< 师(史密斯军团)<< 旅:斯坦纳德 < 师(赖特军团)< 师(赖特军团) 谢里丹骑兵 第3军(“第二波进攻”):汉考克 < 师 << 旅:凯利 < 师:吉本 < 师 << 旅:布鲁斯特 可选第4军(“第三波进攻”):米德 可选第5军(“第三波进攻”) (35)史蒂文斯堡历史战役/东部战区/1864年7月11日 < 无历史军官 (36)哈里森溪历史战役(第二次彼得斯堡战役)/东部战区/1864年6月18日 第1军(“突击”)(詹姆斯军团) <师:布鲁克斯 <师 <<旅:斯坦纳德 <师 <师 第2军(“增援部队”)(波托马克军团):汉考克 <师(汉考克军团) <<旅:凯利 <师:吉本 <师 <师:伯恩赛德(伯恩赛德军团) 注:可以让军团指挥官伯恩赛德指挥第1军,但不建议这样做,因为这即使不算错误,也与历史严重不符。伯恩赛德与发起联邦突击的詹姆斯军团毫无关联。他的军团随波托马克军团一路战斗至彼得斯堡,虽然名义上独立,但实际上已是波托马克军团的一部分(因为伯恩赛德的军衔高于波托马克军团指挥官乔治·米德,因此他直接从格兰特那里接受命令)。 营地: 帕特里克·凯利在哈里森溪阵亡。 (37)乔治亚铁路 历史战役(亚特兰大战役)/西部战区/1864年7月22日 第一军团:谢尔曼 营地: 威廉·布鲁克斯因健康原因于1864年7月离开军队。 威廉·布鲁斯特于1864年10月24日随其 regiment 退伍。 乔治·麦克莱伦于1864年11月8日,即总统选举日离开军队。(38)里士满战役 半历史战役/东部战场/1865年3月15日 (半历史性质是因为开发者在历史事实与游戏实现之间做出了折中处理。这场战役很好地展现了里士满周边的坚固防御,但实际上联邦军队攻占该城时,里士满已基本被放弃。里士满此前已遭有效围困,主要是通过彼得斯堡和彼得斯堡铁路进行的间接围困。在联邦军队突破彼得斯堡后,罗伯特·李试图率领北弗吉尼亚军团残部突围,南方邦联政府因预见里士满即将被包围而撤离,并下令烧毁里士满兵工厂和桥梁,这导致内城部分区域起火。经过长期围困,联邦军队几乎未遇抵抗便占领了里士满。主要的突破性战役发生在距离里士满20英里的彼得斯堡,而开发者将其位置稍微向里士满城门方向移动了一些——原因很容易理解:这是一场与虚构的华盛顿战役相似的决战。 1865年4月,东部战区仅剩四位可玩的联邦历史将领: 1. 第1军 2. 第2军:吉本 3. 第3军(“援军”):谢里丹 4. 骑兵 5. 第4军(“援军”):米德 6. 第5军(“援军”):格兰特 注:战争即将结束之际,约翰·吉本被晋升为詹姆斯军团的军长。 缺席将领情况: 乔治·麦克莱伦正在欧洲旅行。 威廉·谢尔曼指挥着西部战区的所有联邦军队(该部队现已抵达北卡罗来纳州)。乔治·托马斯和亨利·斯洛克姆均在西部战区指挥一支陆军。 亚历山大·希梅尔芬尼在西部战区指挥一个军。 弗洛齐米日·克日扎诺夫斯基在西部战区指挥一个旅。 阿尔弗雷德·普莱森顿在密西西比河以西军区服役。 约瑟夫·胡克指挥北方军区(密歇根州、俄亥俄州、印第安纳州、伊利诺伊州)。 欧文·麦克道尔在加利福尼亚指挥太平洋军区。 塞缪尔·海因策尔曼指挥华盛顿防御部队。 温菲尔德·汉考克在华盛顿指挥第1老兵军(伤残军)。 塞缪尔·卡罗尔和乔治·斯坦纳德在失去一只手臂后,均被分配担任轻量职务。 威廉·富兰克林因腿部重伤而无指挥职务。 丹尼尔·西克尔斯因失去一条腿及表现原因,目前无指挥职务。由于性能原因,乔治·赛克斯、威廉·罗斯克兰斯和安布罗斯·伯恩赛德目前无指挥权。 伊拉斯谟·凯斯、安德鲁·波特和威廉·布鲁克斯已退役。 威廉·布鲁斯特已随其 regiment 退伍并回归平民生活。 埃德温·萨姆纳(+)约翰·布福德(+) 约翰·雷诺兹(+)、约翰·塞奇威克(+)、斯特朗·文森特(+)、帕特里克·凯利(+) (阵亡) 安息33/100 / 政府:3点声望值 葛底斯堡战役后: 乔治·托马斯 / 少将 0/100 / 政府:8点声望值 约翰·布福德 / 准将 0/100 / 政府:5点声望值 (1)夺取火车站 历史战役(菲利比战役)/ 东部战区 / 1861年6月1日 < 无历史将领 (2)求救信号 半历史战役 / 东部战区 / 1861年6月15日 < 无历史将领 (3)第一次布尔溪战役 重大历史战役 / 东部战区 / 1861年7月21日 < 无历史将领 (4)渡河 半历史战役(灵感源自鲍尔布拉夫战役)/ 东部战区 / 1861年10月25日 < 无历史将领 (5)洛根十字路口 历史战役 / 西部战区 / 1862年2月17日 < 无历史将领 (6)夏洛战役 重大历史战役 / 西部战区 /1862年4月6日 第1军 第2军:谢尔曼 注:夏伊洛的联邦军当时并无军级编制,但谢尔曼所指挥的部队在规模和职能上与后来的军相当。 (7)固守河岸 虚构战役/东部战场/1862年4月15日 <无历史将领 (8)会师 历史战役(汉诺威 courthouse战役)/东部战场/1862年5月27日 <无历史将领 (9)七松战役 历史战役/东部战场/1862年5月31日 第1军:海因策尔曼 <师:塞奇威克 <师:胡克 <师:富兰克林 <<旅:布鲁克斯 注:七松战役中联邦军投入了5个小型军,海因策尔曼和富兰克林两位指挥官可供选择。游戏中仅允许指挥一个军。此建议赋予高级将领海因策尔曼该军团的指挥权。 (10)盖恩斯磨坊 大型历史战役/东部战场/1862年6月27日 第1军团(“防御”) < 师:赛克斯 ... 第2军团(“增援部队”):富兰克林 < 师 << 旅:布鲁克斯 ... 注:在盖恩斯磨坊战役中,只有菲茨-约翰·波特(不要与安德鲁·波特混淆)的联邦军团全面参战。富兰克林军团的部分旅在战役后期加入,以支援波特。 (11)马尔文山 大型历史战役/东部战场/1862年7月1日 第1军团(“防御”) < 师:赛克斯 ... 第2军团(“增援部队及第二攻击波”):凯斯 ... (< 师:胡克) 注:(菲茨-约翰·)波特的军团再次承担了战斗的主要压力。凯斯军团在莫尔文山东侧提供支援。 胡克师(隶属于海因策尔曼军团)在莫尔文山战役中未参与战斗,但在附近活动,可作为游戏允许的第三个师编入凯斯军团(历史上凯斯仅有两个师)。 (12)水壶溪战役 历史战役/东部战场/1862年8月9日 可选配置: 1. 第一军团:海因策尔曼 < 师:胡克 或 2. 第一军团:胡克 注:此战役由海因策尔曼军团的胡克师参与。你可以保留军团层级(让未参战且受伤的海因策尔曼出现在战场上),或让胡克指挥“军团”(推荐)。(13)萨瑟兰斯普林斯隘口 历史战役/东部战场/1862年8月28日 可选 无历史将领 或 第1军:麦克道尔 注:与凯特琳溪战役类似,仅有一个师(隶属于麦克道尔军的里基茨师)参与战斗。但在此战役中无法扮演师长,因此可能会使用军长麦克道尔(半历史)。

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This battle-guide provides UGCW player-generals with an overview of various structural “basics” for each battle in UGCW’s Union/USA campaign: days &amp; phases, times &amp; timers &amp; timing notes (including alerts to EXTRA time available by phase), map(s) used in each phase, force-composition and positioning (including “RE-SET” phases), friendly &amp; enemy reinforcement arrival-times, clarifications of battlefield objectives, notes on geographical locations, offensive/defensive orientations, CAMP availability between phases, special units or officers awarded after battles, alerts to some particular oddities or surprises and secrets, and various other conditions and factors that are part of (or somehow connected with) the tactical situation for each battle. It may contain mistakes or inaccuracies on various counts: please feel free to offer any notes or corrections, etc. May this information help you to achieve victory more enjoyably and effectively on UGCW’s battlefields. (Note that this guide has been built out of analysis of version “1.09 rev. 21114”, although most of its content has now been confirmed for the 1.10 &amp; 1.11 updates. No updates are currently planned in order to conform to changes caused by the various mods now available.) (1) Capture the Train Station (Philippi) - 01 JUN 1861 PRE-BATTLE NOTES: * This is an OFFENSIVE-then-DEFENSIVE minor battle * EXTRA time available after FINISH pops up: see Phase 3 * After this battle, you will receive, as part of your developing army, several of the units deployed here, so you may wish to “conserve” them: the INF bdes of Loomis and Walton, the ART bdes of Woods and Scales. [Thanks to CivWar64 for this info.] * This is often considered to be a very difficult battle, esp for new player-generals: one trick is to start the mission, save it immediately, then reload; this will yield larger-than-otherwise bdes in the reinfs wave [Thanks to pandakraut for this tip.] Also, this battle can be played from both sides via the Custom Battles option, which can help with understanding enemy intentions, etc. [Thanks to Oswaldo for this tip.] * BrigGen John Gibbon becomes available for recruitment (via Reputation Points) after this battle, but he will also appear after (victorious?) Antietam as a new addition to the Barracks DEPLOYMENT: * N/A (all units are automatically assigned to player) PHASE 1: “[Advance!]” TIME: 1015 TIMER: None [:30, in fact] MAP: Philippi, [West] Virginia DEPLOY-FORCE: 1 INF + 2 SKM + General POSITIONING: Pre-positioned at southwest of map OBJECTIVES: Capture Philippi NOTES: * Situation-Overview begins the battle/phase PHASE 2: “[Capture Philippi]” TIME: 1045 TIMER: 5:00 MAP: Same DEPLOY-FORCE: Same + reinfs: 2 INF + 2 ART + 1 CAV + 1 SW POSITIONING: As at end of Phase 1 + reinfs: arriving from west-edge (central) of map OBJECTIVES: Same NOTES: * Brief alert (and pause) announces this phase * Due to as-yet unidentified triggers (possibly the relation of CONTESTED timer to overall time?), this phase may end in VICTORY without any Phase 3 happening PHASE 3: “Hold the Town” TIME: 1615 TIMER: 2:30 MAP: Same DEPLOY-FORCE: As at end of Phase 2 POSITIONING: Pre-positioned along east side of town OBJECTIVES: Hold Philippi NOTES: * Extended Situation-Overview begins this phase, mentioning CSA counter-attacks coming from northeast and east, perhaps including an armored train from the southeast * 1640~: Reinfs arrive from west-edge of map: 3 INF + 2 ART + SW * With VP in hand (but perhaps otherwise too), EXTRA time available after FINISH pops up -- until 2015 ***CAMP now available*** (2) Distress Call - 15 JUN 1861 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * Loan-Aux troops are also assigned to player in this battle * With VPs held, EXTRA time available after FINISH pops up -- until 1800 * Per pandakraut: CSA reinfs always spawn/enter from east of map (“in the middle of that eastern island”) but can approach via north or south or, alternatively, “split their forces and go both ways” -- depending on location of our forces * Per pandakraut: reinfs are triggered if the AI captures either of the two forts DEPLOYMENT: * Defend Supply Depot: 8 bdes - 1 deploy-box PHASE 1: “[Defend the Depots!]” TIME: 0830 TIMER: 1:00 MAP: Supply depot area (near Manassas Railroad Junction - northeastern Virginia) DEPLOY-FORCE: 2 bdes + General + SW / Loan-Aux troops: 2 INF + 2 SKM + 1 CAV POSITIONING: Per deployment-box between depots / Loan-Aux troops: pre-positioned near depots OBJECTIVES: Hold Supply Depot 1 / Hold Supply Depot 2 NOTES: * Extended Situation-Overview begins the battle, emphasizing imminent CSA attacks from north and northwest; also, from southeast via lower bridge PHASE 2: “[Reinforcements!]” TIME: 0930 TIMER: 2:00 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + reinfs: remaining elements of deployment corps POSITIONING: As at end of Phase 1 + reinfs: arriving from west-edge of map OBJECTIVES: Same NOTES: * Brief alert starts this phase, advising a counter-attack with arriving reinfs * See again PRE-BATTLE NOTES: reinfs will begin to arrive if CSA captures either of the two VPs ***CAMP now available*** (3) 1ST BULL RUN - 21 JUL 1861 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in northeast Virginia near Manassas Depot, southwest of Washington D.C. * Numerous Loan-Aux units are assignted to player in this battle * The only true geographic VP is the Henry Hill objective: see Phase 3 (and Victory-Conditions in-battle) * EXTRA time available after FINISH pops up: see Phase 3 DEPLOYMENT: * Flank Left: 10 bdes - 1 deploy-box PHASE 1: “[Attack]” TIME: 0730 TIMER: 3:00 MAP: Bull Run River area (from Henry Hill at south to far north beyond Matthews Hill) DEPLOY-FORCE: Loan-Aux units: 3 INF + 2 ART POSITIONING: Pre-positioned east and south of Stone Bridge OBJECTIVES: Capture Stone Bridge / Capture Matthew’s Hill NOTES: * Extended Situation-Overview begins this phase/battle * 0810~: CAV scouts (1 unit) arrive as reinfs from upper east of map * 0812~: Flank Left reinfs arrive from north-edge of map: 5 bdes + General * 0829~: Remaining Flank Left units (+SW) arrive from north-edge of map * 0848~: Loan-Aux reinfs arrive from north-left: 2 INF + SW * 0900~: More Loan-Aux reinfs from same area: 1 INF + 1 ART * 0929~: More Loan-Aux reinfs from upper east of map: 1 INF + 2 ART * 0945~: More Loan-Aux reinfs from upper east: 1 INF * This phase may end early depending on various (unidentified) triggers PHASE 2: “Capture Henry Hill!” TIME: 1030 [or as at end of Phase 1] TIMER: 2:00 MAP: Same, expanded (including Henry Hill and parts west) DEPLOY-FORCE: As at end of Phase 1 POSITIONING: As at end of Phase 1 OBJECTIVES: Capture Henry Hill [NOT necessary for battle to continue] NOTES: * Situation-Overview begins this phase * This phase may end early depending on various (unidentified) triggers, possibly including run-down of CONTESTED timer PHASE 3: “The Confederates Counter-Attack!” TIME: 1230 [or as at end of Phase 2] TIMER: 3:00 MAP: Same as Phase 2 DEPLOY-FORCE: As at end of Phase 2 POSITIONING: As at end of Phase 2 OBJECTIVES: Hold (or, Capture) Henry Hill NOTES: * Situation-Overview begins this phase * Controlling Henry Hill is the ONLY important geographic VP: if phase begins with it unheld, a CONTESTED timer will be running (:40~); if that timer runs out without VP taken, the battle ends in DRAW or DEFEAT * With the VP taken &amp; held, EXTRA time is available after the FINISH pops up -- until 1845 or until all CSA units are eliminated ***CAMP now available*** (4) River Crossing - 25 OCT 1861 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * With VPs taken and held, NO extra time available after the FINISH pops up * With VPs untaken (one or both apparently), EXTRA time available after the FINISH pops up -- until 1930 [but once both are taken and held through CONTESTED timers, battle ends] DEPLOYMENT: * Capture Hill: 12 bdes - 1 deploy-box TIME: 1400 TIMER: 3:00 MAP: River Crossing area (somewhere in West Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at west-edge (central) of map OBJECTIVES: Capture River Dam Hill / Capture Crossroads Hill NOTES: * Situation-Overview begins the battle ***CAMP now available*** (5) Crossroads - 17 FEB 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * Up to 10, not 9, bdes can be deployed for this batte * EXTRA time is available after the FINISH pops up -- until 1400 DEPLOYMENT: * Defend Crossroads: [10] bdes - 1 deploy-box TIME: 0600 TIMER: 2:00 MAP: Logan’s Crossroads area (in the Cumberland Gap near junction of KY, TN, VA) DEPLOY-FORCE: 3 bdes + General + SW POSITIONING: Per deployment-box around VP OBJECTIVES: Hold Logan Cross[roads] NOTES: * Situation-Overview begins the battle * 0612~: Reinfs arrive from west-edge of map: up to 7, not 6, more bdes ***CAMP now available*** (6) SHILOH - 06-07 APR 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE-OFFENSIVE grand battle * This battle takes place in southwest Tennessee, in/around Pittsburg Landing on the Tennessee River * Some of the overall force used in this battle is Loan-Aux: see Phases 1.3, 1.4, 2.1 * The number (&amp; size?) of Loan-Aux reinfs may depend on the number (&amp; size?) of the player’s deployment-force * Check Victory-Conditions at upper-right of battle-screen to be clear about what is necessary for victory [Per ComputerCrasherDad, eliminating all CSA units on Day 1 leads to immediate Victory] * When it finally appears, you might wish to protect the Pittsburg Landing VP with a reserve unit… * EXTRA time can be available: see Phases 1.4 and 2.1 * Upon (victorious?) completion of this battle, U.S. Grant is added to Barracks [More details TBD, but his rank will depend on the game-version played: unmodded yields MajGen rank, while a Colonel rank will be used in modded game. Many thanks to 34mlparker and pandakraut for help here.] * Per pandakraut on SCALING: It’s difficult to push up scaling here because various CSA bdes are defaulted to maximum size; thus, “just bringing as much as you can” is recommended. Note, however, that the CSA will not bring SKRM-units to this battle, so adding more SKRM units (use on flanks or as reserve line, etc.) to your own force can have some positive effect on scaling. DEPLOYMENT: * CAMP: 40 bdes - 2 deploy-boxes [only 1 corps required] DAY 1 (Apr 6th) - PHASE 1: “The Confederates Attack Our Right!” TIME: 0630 TIMER: 2:30 MAP: West area around Shiloh Church DEPLOY-FORCE: 7 bdes + General (from 1st deployed corps) POSITIONING: Pre-positioned around Shiloh Church OBJECTIVES: Hold Shiloh Church NOTES: * Extended Situation-Overview begins battle/phase * 0737~: Reinfs arrive from northeast corner: 4 bdes + General (from 2nd deployed corps) 1.2: “The Confederates Attack Our Left!” TIME: 0730 TIMER: 3:00 MAP: East area around Spain &amp; Larkin Bell fields DEPLOY-FORCE: 9 bdes (from both deployed corps, if available) POSITIONING: Pre-positioned around the VPs OBJECTIVES: Hold Spain Field / Hold Larkin Bell Field NOTES: * Situation-Overview begins phase * 0837~: Reinfs arrive from northeast: 2 bdes * 0840~: Reinfs arrive from north/northeast: 2 bdes * 0845~: CSA reinfs (under Breckinridge) arrive from south/central * 1005~: More CSA reinfs are announced to have arrived *** PHASES 1.2+: Additional phases may occur, per unidentified triggers, taking player back to western area then once again to eastern area. Eventually, 1.3 will be triggered: 1.3: “Withdraw to Hornet’s Nest” TIME: 1030 TIMER: 3:00 MAP: Expanded, including west &amp; east maps and northwards around the Hornet’s Nest VP DEPLOY-FORCE: As at end of Phases 1.1 &amp; 1.2 + SW (or SWs, if 2 corps are deployed) POSITIONING: As at end of Phases 1.1 &amp; 1.2 OBJECTIVES: Hold Hornet’s Nest / Hold Shiloh Church NOTES: * Brief Situation-Overview begins phase * Shiloh Church begins phase as CONTESTED * Immediately after phase-start, reinfs (remainder of deployable bdes?) arrive north of Hornet’s nest * 1058~: reinfs arrive from far north: 3 INF bdes of Loan-Aux troops 1.4: “Hold Pittsburg Landing” TIME: 1330 TIMER: 4:00 MAP: “Super Map”: all portions of the battle-field DEPLOY-FORCE: As at end of Phase 1.3 + 2 ironclads (not controlled by player-general) POSITIONING: As at end of Phase 1.3 OBJECTIVES: Hold Pittsburg Landing NOTES: * Situation-Overview begins phase * 1600~: reinfs arrive around Pittsburg Landing: 3 large INF bdes + 1 ART (Loan-Aux troops) * EXTRA time may be available depending on status of VP * Per ComputerCrasherDad, eliminating all CSA units on Day 1 leads to immediate Victory Proceeding to next day: CAMP available * Corps deploy-boxes are now labeled “Counter-Attack” DAY 2 (Apr 7th) - PHASE 1: “Counter-Attack!” *** RE-SET PHASE! *** TIME: 0600 TIMER: 4:00 MAP: Same (perhaps restricted at south) DEPLOY-FORCE: As at end of Phase 1.4 + Loan-Aux: 9-12 INF + 1 CAV + 2 ART + General Buell + SW + 2 (AI-controlled) ironclads [Size of Loan-Aux force seems to depend on size of player’s force] POSITIONING: Pre-positioned around Pittsburg Landing OBJECTIVES: Hold Pittsburg Landing / Hold Shiloh Church / Hold Spain Field / Hold Larkin Bell Field NOTES: * Situation-Overview begins battle/phase * All troops are in same condition as at end of Day 1 * EXTRA time can be available when FINISH pops up if CSA forces remain on-field -- until 1845 (but early cut-off also seems possible, per unidentified factors, even when some CSA units remain) ***CAMP now available*** (7) Secure River - 15 APR 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle that is part of the Peninsula Campaign * Per TechnoSarge: make sure you are at Army Org level 3 so that you can field all 12 bdes (any fewer and this battle is extra-tough) * NO extra time available DEPLOYMENT: * Capture Hill: 12 bdes - 1 deploy-box TIME: 1015 TIMER: 2:12 MAP: Somewhere in northwest Virginia DEPLOY-FORCE: All bdes + General + SW / 2 ironclads (uncontrolled by player) POSITIONING: Per deployment-box at west-edge OBJECTIVES: Capture Forest Hill NOTES: * Situation-Overview begins this battle ***CAMP now available*** (8) Rendezvous - 27 MAY 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE/DEFENSIVE minor battle * Up to 9, not 8, bdes may be deployed for this battle * EXTRA time is available after FINISH pops up -- until 1230 DEPLOYMENT: * Meeting Engagement: [9] bdes - 1 deploy-box TIME: 0603 TIMER: 2:30 MAP: Somewhere near Hanover Court House (Virginia) DEPLOY-FORCE: 5 bdes + General + SW POSITIONING: Per deployment-box at southwest of VP OBJECTIVES: Capture [&amp; Hold] Meeting Point NOTES: * Situation-Overview begins this battle * 0711~: Reinfs (up to 4, not 3, bdes more) arrive from southeast corner map ***CAMP now available*** (9) Seven Pines - 31 MAY 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE/DEFENSIVE battle * EXTRA time is available after FINISH pops up -- until 1230 DEPLOYMENT: * Protect Center: 6 bdes - 1 deploy-box (Loan-Aux units are also deployed) TIME: 0903 TIMER: 2:00 MAP: Seven Pines (Virginia - southwest of Gaines’ Mill) DEPLOY-FORCE: All bdes + General + SW / Loan-Aux units: 6 INF + 2 ART bdes POSITIONING: Per deployment-box at east / Loan-Aux units: pre-positioned centrally OBJECTIVES: Capture [&amp; Hold] Center NOTES: * Situation-Overview begins this battle ***CAMP now available*** (10) GAINES’ MILL - 27 JUN 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE grand battle * This battle takes place in eastern Virginia as part of the Seven Days Battle * At battle’s start, the first 7 bdes of Defend corps will appear in northwest deployment-area * Note Victory-Conditions: only 2 (geographic) VPs need to be held for victory * NO extra time available once TIMER runs out DEPLOYMENT: * Defend: 20 bdes - 1 deploy-box * Reinforcements: 10 bdes - 1 deploy-box PHASE 1: “[Defend!]” TIME: 1300 TIMER: 2:00 MAP: Gaines’ Mill area DEPLOY-FORCE: Defend corps: up to 14 bdes + General + SW POSITIONING: Pre-positioned: 7 bdes (+General) at northwest; up to 7 bdes (+SW) at south around VPs OBJECTIVES: Hold Boatswain Hill / Hold Boatswain Woods NOTES: * Extended Situation-Overview begins battle/phase, emphasizing CSA attacks from northwest &amp; northeast * VPs begin as CONTESTED: :50 timer for each -- if both are not taken/held, then Phase 2 begins [perhaps in connection with making contact with CSA forces?] * 1309~: CSA force arrives from northwest * 1327~: Alert given about more CSA units arriving from northwest PHASE 2: “Rebels Continue to Attack!” TIME: 1500 TIMER: 2:30 MAP: Same, expanded especially south &amp; east to include new VP DEPLOY-FORCE: As at end of Phase 1 POSITIONING: As at end of Phase 1 OBJECTIVES: Hold Boatswain Hill / Hold Boatswain Woods / Hold McGhee Hill NOTES: * Situation-Overview begins this phase, emphasizing more CSA troops arriving from west/north * 1545~: CSA reinfs approach from northwest * 1550~: Reinfs (remainder of Defend corps, IF AVAILALBE) arrive from southeast corner * 1649~: “Right Flank Attacked!” -- CSA flanking force begins moving on our right flank… PHASE 3: “…Hold Till the End of the Day” TIME: 1730 TIMER: 2:30 MAP: Same DEPLOY-FORCE: As at end of Phase 2 POSITIONING: As at end of Phase 2 OBJECTIVES: Same (but see Victory-Conditions: only 2 of the 3 are necessary for Victory) NOTES: * Situation-Overview begins this phase, emphasizing more CSA reinfs arriving from west * 1803~: Reinforcements corps (entire) arrives from southeast corner * 1814~: Longstreet’s (CSA) forces arrive from north, northeast, or west, or otherwise [ComputerCrasherDad notes some variety here in different plays of this phase] * 1901~: Stonewall Jackson’s (CSA) forces arrives from north or northwest, etc. [Again, point-of-entry may vary, battle to battle] * NO extra time available once TIMER runs out ***CAMP now available*** (11) MALVERN HILL - 01 JUL 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE grand battle * This battle takes place in eastern Virginia (north of Harrison’s Landing) as part of the Seven Days Battle * NO extra time is available after TIMER runs down -- unless VPs remain available to be re-taken(?) * MajGen McClellan is added to BARRACKS after (victorious?) completion of this battle DEPLOYMENT: * Defend: 15 bdes - 1 deploy-box * Reinforcements: 15 bdes - 1 deploy-box [ComputerCrasherDad reports: only 14 bdes, not 15, actually deploy] PHASE 1: “[Defend the North Hill!]” TIME: 1300 TIMER: 1:13 MAP: Malvern Hill area DEPLOY-FORCE: Defend corps: 8 bdes + General + SW POSITIONING: Per deployment-box around North Malvern Hill VP OBJECTIVES: Hold North Malvern Hill NOTES: * Situation-Overview begins this battle/phase, emphasizing difficulty of any CSA flank-attacks and recommending concentration of defense at center * There may be early cut-off of this phase, depending on unidentified triggers PHASE 2: “The Rebels Advance!” TIME: 1413 [or earlier per Phase 1] TIMER: 2:30 MAP: Same, expanded east &amp; south &amp; west DEPLOY-FORCE: As at end of Phase 1 + reinfs: remainder of Defend corps POSITIONING: As at end of Phase 1 + reinfs: pre-positioned southwards of North Malvern Hill OBJECTIVES: Hold North Malvern Hill NOTES: * Brief Situation-Overview begins this phase * CSA reinfs arrive in two waves soon after this phase begins: from north/west * There may be early cut-off of this phase, depending on unidentified triggers PHASE 3: “Hold Malvern Hill before Nightfall!” TIME: 1643 [or earlier per Phase 2] TIMER: 3:00 MAP: Same, expanded south &amp; east to include new VPs DEPLOY-FORCE: As at end of Phase 2 POSITIONING: As at end of Phase 2 OBJECTIVES: Hold North Malvern Hill / Hold East Malvern Hill / Hold West Malvern Hill NOTES: * Situation-Overview begins this phase * 20-25(~) mins after start: Reinforcements corps arrives from southeast (2 waves within a few minutes of each other) [ComputerCrasherDad reports: only 14 bdes, not 15, actually deploy] * NO extra time is available after TIMER runs down -- unless VPs remain available to be re-taken(?) ***CAMP now available*** (12) Kettle Run - 27 AUG 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time is available after FINISH pops up -- until 1030~ (but only if VP is held; otherwise, a DRAW ensues -- per godspeedthunder) DEPLOYMENT: * Attack: 7 bdes - 1 deploy-box TIME: 0403 TIMER: 2:00 MAP: Kettle Run area (southwest of Manassas Junction, Virginia) DEPLOY-FORCE: All 7 bdes + General + SW POSITIONING: Per deployment-box at south (central) of map OBJECTIVES: Capture Kettle Run NOTES: * Situation-Overview begins this battle ***CAMP now available*** (13) Thoroughfare Gap - 28 AUG 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * EXTRA time is available after FINISH pops up -- until 1800 [Thanks, Schonhult, for time-clarity] DEPLOYMENT: * Defend: 10 bdes - 1 deploy-box TIME: 0930 TIMER: 3:00 MAP: Thoroughfare Gap area (vicinity of Manassas Junction, Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at northwest (at VP) OBJECTIVES: Hold Thoroughfare Gap NOTES: * Situation-Overview begins this battle * 0954~: Hood’s CSA division attacks (central) * 0956~: Another CSA division attacks (north) * 0957~: Another CSA division attacks (south) * 1104~: CSA INF bde appears at north/east to attempt flanking attack ***CAMP now available*** (14) 2ND BULL RUN - 28-30 AUG 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE/DEFENSIVE grand battle * This battle takes place along Bull Run River (near Manassas, Virginia) to southwest of Washington, D.C. * There is a “sticky spot” on the river-crossing at the far north of the CSA line: enemy units (perhaps our own) will, when shot while routing across the river, get stuck mid-river and thus become easy prey, etc. It is unclear whether they can/will still fire. [Thanks to Sheldon Cooper.] * After this (victorious?) battle, BrigGens Meade and Hooker (Burnside?) are available for recruitment via rep-points* It seems that 1 bde from the Vanguard corps (on Day 2 when it is re-designated as First Attack Wave) will not appear, even if available for deployment * Special TIMING notes: See Phases 1.1, 2.3, and 3.2 DEPLOYMENT: * Vanguard: 20 bdes - 1 deploy-box * Main Army: 40 bdes - 2 deploy-boxes [only 1 required] * Rearguard: 20 bdes - 1 deploy-box [not required; if you want any 3rd corps assigned here available for Day 2, assign it to the Main Army] DAY 1 (Aug 28th) - PHASE 1: “Capture Brawner’s Farm” TIME: 1830 TIMER: 1:23 MAP: Brawner’s Farm &amp; Groveton area (south/west part of larger map) DEPLOY-FORCE: Vanguard corps: 5 bdes + General (pre-selected for player) POSITIONING: Pre-positioned at southwest corner (arriving) OBJECTIVES: Capture Brawner’s Farm [not nec’y for battle to continue w/o penalty] NOTES: * Extended Situation-Overview begins this battle/phase * 1843~: Stonewall Jackson’s bdes sighted (around Brawner’s Farm) * EXTRA time available after FINISH pops up: with VP held, until 2015; w/o VP held, until 2030 Proceeding to next day: CAMP available * On deployment-screen, deployed corps are now grouped as “First Attack Wave” (20 bdes - 1 corps &amp; deploy-box -- former VANGUARD corps) and “Second Attack Wave” (40 bdes - 2 corps &amp; deploy-boxes - former MAIN ARMY corps). If a corps was previously assigned as REARGUARD, it does not appear here. No new assigning is possible here. DAY 2 (Aug 29th) - PHASE 1: “Attack Jackson / Watch the Left!” TIME: 0800 TIMER: 2:30 MAP: Same DEPLOY-FORCE: First Attack Wave: 6 bdes + General + SW (northern) / 6 bdes (southern) POSITIONING: Per deployment-boxes at east (northern &amp; southern) of map OBJECTIVES: Capture Stony Ridge NOTES: * Situation-Overview begins the phase, suggesting that a division be sent to left to secure flank * Bdes used on Day 1 will be in same condition here, at start, as when that day/phase ended 2.2: “Attack Jackson Again?” TIME: 1430 TIMER: 2:00 MAP: Same, expanded south, west, and east DEPLOY-FORCE: As at end of 2.1 + Second Attack Wave (1st corps) units: 10 bdes + General + SW POSITIONING: As at end of 2.1 + Second Attack Wave (1st corps) units: at east-edge (northern) of map OBJECTIVES: Capture Stony Ridge NOTES: * Situation-Overview begins the phase, suggesting that troops be rested until reinfs arrive * 1530~: Reinfs arrive from east: remainder (up to 10 bdes) of the Second Attack Wave’s 1st corps * 1535~: Reinfs arrive from east: elements of the Second Attack Wave’s 2nd corps, if available * 1610~: Alert that CSA forces (under Kemper) are arriving as reinforcements * 1618~: Alert that more CSA forces (under Hood) are spotted moving on our left 2.3: “Continuing to Attack Jackson!” TIME: 1630 TIMER: 2:00 MAP: Same DEPLOY-FORCE: As at end of 2.2 POSITIONING: As at end of 2.2 OBJECTIVES: Capture Stony Ridge NOTES: * Situation-Overview begins the phase, suggesting that CSA may be forming to attack our left: should the attack on Jackson continue or should we re-orient to our left? * Still undeployed at the start of this phase: up to 8 bdes of First Attack Wave * 1701~: Reinfs (remainder of Second Attack Wave’s 2nd corps, if available) arrive from east * 1648-1713+: CSA forces (under Jones) are arriving off our left flank apparently * If VP is not taken, EXTRA time is available after FINISH pops up -- until 2015 (then next day commences) * If VP is taken and CONTESTED timer is running, battle continues -- until CONTESTED timer runs out * Whatever the status of VP, if all CSA forces are shattered, then battle ends in Victory(?) Proceeding to next day: CAMP available * On deployment-screen, corps-assignments are now labeled as follows: “Assault Line” (60 bdes - 3 corps &amp; deploy-boxes) and “Reserves” (20 bdes - 1 corps &amp; deploy-box), with “Reserves” being the “Rearguard” corps from the initial deployment-screen. DAY 3 (Aug 30th) - PHASE 1: “[Decision: Attack or Prepare to Defend?!]” *** RE-SET PHASE! *** TIME: 1500 TIMER: 2:30 MAP: Same, expanded slightly to west (perhaps also south?) DEPLOY-FORCE: All deployed corps (but status of Reserves corps is unclear) POSITIONING: Pre-positioned at east of map, in two north-south lines OBJECTIVES: Hold Dogan Ridge / Hold Chin Ridge NOTES: * Situation-Overview begins phase, emphasizing our unsuccessful attacks previously and need to hold updated VPs * It is possible that the “Reserves corps” (a 4th corps that can be deployed) will deploy here 3.2: “Protect Henry Hill” TIME: 1730 TIMER: 3:30 [battle actually ends after 3:10 has run out, i.e., at 2040 -- not 2100] MAP: Same, expanded especially east DEPLOY-FORCE: As at end of Phase 3.1 POSITIONING: At at end of Phase 3.1 OBJECTIVES: Capture (or Hold) Stony Ridge / Hold Henry Hill NOTES: * Situation-Overview begins phase * It is possible that the “Reserves corps” (a 4th corps that can be deployed) will deploy here ***CAMP now available*** (15) Crampton's Gap - 14 SEP 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * Up to 10 bdes, not 9, can be deployed for this battle * If VP is NOT taken, EXTRA time available after FINISH pops up -- until 1930 * If VP is taken, battle ends when CONTESTED timer runs out DEPLOYMENT: * Advance: [10] bdes - 1 deploy-box TIME: 1100 TIMER: 2:30 MAP: Crampton’s Gap area (southeast of Sharpsburg, Maryland) DEPLOY-FORCE: 4 bdes + General + SW POSITIONING: Per deployment-box at southeast OBJECTIVES: Capture Crampton’s Gap NOTES: * Situation-Overview begins this battle * 1130~: Reinfs arrive from south: up to 6, not 5, bdes [AI selects the next 6 bdes from the deployed corps, starting with 1st Division] ***CAMP now available*** (16) South Mountain - 14 SEP 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * If VP is not taken, EXTRA time is available after FINISH pops up -- until 2100 * If VP is taken and CONTESTED timer is still running at FINISH, EXTRA time is available -- until CONTESTED timer runs out DEPLOYMENT: * Advance: 20 bdes - 1 deploy-box TIME: 1730 TIMER: 3:00 MAP: South Mountain area (near Boonesboro, Maryland) DEPLOY-FORCE: All 20 bdes + General + SW POSITIONING: Per deployment-box at east-edge of map OBJECTIVES: Capture South Mountain NOTES: * Situation-Overview begins this battle ***CAMP now available*** (17) ANTIETAM - 17 SEP 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in/around Sharpsburg, Maryland * EXTRA time available after FINISH pops up: see Phase 3 * MajGen John Gibbon and his Iron Brigade (INF, 944 men, 3*, Springfield 1855s) are awarded after this (Victory or Draw) battle. Visible in CAMP after battle concludes, this free bde may generate a free bde-slot in the 1st Corps: it is automatically slotted into the FIRST AVAILABLE slot in the 1st Corps; if all bde-slots are already occupied per the player’s current AO level, a new slot is created. E.g., a 6th slot will be created if the 1st Corps already has all of its divisions filled with 5 bdes apiece. This appears to be true for any AO level. (Note: removing this bde at any time also removes the extra-slot; yet, swapping it out directly with another bde will preserve the extra slot.) * Two new BrigGens (Patrick &amp; Carroll) are available for recruitment via rep-points after this battle DEPLOYMENT: [These designations are named after the CSA positioning] * Attack Left: 20 bdes - 1 deploy-box * Attack Center: 20 bdes - 1 deploy-box * Attack Right: 20 bdes - 1 deploy-box [only 16 bdes may actually appear] * Reserves: 40 bdes - 2 deploy-boxes [optional] PHASE 1: “[Attack the Rebel Left!]” TIME: 0530 TIMER: 2:00 MAP: Top (northern) half of whole map (i.e., right flank of USA) DEPLOY-FORCE: From Attack Left corps: 8 bdes + General + SW POSITIONING: Per deployment-box at north-edge (central) of map OBJECTIVES: Capture Dunker Church / Capture Nicodemus Hill NOTES: * Extended Situation-Overview begins the battle/phase * 0550~: Reinforcements (7 bdes more from Attack Left corps) arrive from north-edge (central) * 0700~: CSA reinforcements (Hood’s division) arrive from southwest PHASE 2: “Attack Sunken Road” TIME: 0730 TIMER: 3:30 MAP: Same, expanded esp. south &amp; west, including Sunken Road &amp; Bridge #1 &amp; part of Sharpsburg DEPLOY-FORCE: As at end of Phase 1 + Reinfs: 6 bdes + General + SW (from Attack Right corps) POSITIONING: As at end of Phase 1 + Reinfs: at east-edge by Bridge #1 OBJECTIVES: Capture Dunker Church / Capture Sunken Road NOTES: * Phase begins with new Situation-Overview of the expanding battle * 0733~: Reinfs arrive at north-edge: remainder of Attack Left corps * 0745~: CSA reinforcements (under McLaws) arrive from south * 0747~: More of our reinfs arrive from northeast: 10 bdes + General + SW (Attack Center corps) * 0755~: CSA reinforcements (under Walker) arrive from Sharpsburg area * 0820~: More of our reinfs arrive from northeast: up to 10 bdes of Attack Center corps * 0835~: CSA reinforcements (Longstreet then Anderson) prepare to counter-attack us * 0856~: More of our reinfs arrive from north/northeast: up to 15 bdes (+ General &amp; SW) of Reserves * This phase may have an early cut-off due to unidentified triggers PHASE 3: “We Must Pass this Bridge!” TIME: 1100 TIMER: 4:00 MAP: Same, expanded still further, especially south and west again DEPLOY-FORCE: As at end of Phase 2 + Reinfs: up to 10 bdes from Attack Right corps POSITIONING: As at end of Phase 2 + Reinfs: east of Stone Bridge OBJECTIVES: Capture Dunker Church / Capture Sunken Road / Capture Sharpsburg / Capture Stone Bridge [but this last is not nec’y for Victory: check Victory-Conditions] NOTES: * Situation-Overview begins this phase * 1103~: Reinfs arrive from northeast: up to 5 more bdes of Reserves corps * 1330~: A.P. Hill’s corps arrives from southwest to reinforce CSA * EXTRA time is available after FINISH pops up -- if CONTESTED timers are still running -- but the phase may end early due to unidentified triggers * If VPs are still not taken, EXTRA time is available -- until 1930 * Whatever the status of VPs, battle will end (in Victory) if all CSA troops are destroyed ***CAMP now available*** (18) Iuka - 19 SEP 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * If VP is not taken, EXTRA time available after FINISH pops up -- until 1830 DEPLOYMENT: * Advance: 10 bdes - 1 deploy-box TIME: 1015 TIMER: 3:00 MAP: Iuka Junction area (northern Mississippi) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at southwest OBJECTIVES: Capture Iuka [J]unction NOTES: * Situation-Overview begins this battle ***CAMP now available*** (19) Perryville - 08 OCT 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * EXTRA time available after FINISH pops up -- until 1930 if VP is not yet taken (per godspeedthunder) DEPLOYMENT: * Defend Crossroads: 14 bdes - 1 deploy-box TIME: 1400 TIMER: 3:00 MAP: Perryville area (west of Perryville, Kentucky) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at south (west) edge of map OBJECTIVES: Hold Perryville [C]rossroads NOTES: * Situation-Overview begins this battle ***CAMP now available*** (20) FREDERICKSBURG - 11 &amp; 13 DEC 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in and around Fredericksburg, (northeastern) Virginia * Check Victory-Conditions for exact requirements for victory * Maps allow for SPILL-OVER effect from (i) Phase 2.1 to 2.3, and (ii) Phase 2.3 to 2.4 * Some EXTRA time is available here: see Phase 1.1 * Per Human72: If all 5 deploy-boxes are filled, then the 1st RESERVES corps arrives from east side of Fredericksburg (during phase ???) while the 2nd RESERVES corps appears in two parts during the Telegraph Road phases (one is in the Marye’s Heights area and another is centered on Telegraph Rd.) * After (victorious?) finish, BrigGens Rosecrans &amp; Sheridan available for recruitment via rep-points DEPLOYMENT: * Secondary Attack: 25 bdes - 1 deploy-box * Main Attack: 25 bdes - 1 deploy-box * Second Wave: 25 bdes - 1 deploy-box * Reserves: 50 bdes - 2 deploy-boxes [optional] DAY 1 (Dec 11th) - PHASE 1: “Capture Fredericksburg” TIME: 0400 TIMER: 2:00 MAP: Fredericksburg (the town’s river-side, with bridges as focus) DEPLOY-FORCE: Elements of Secondary Attack corps: 4 bdes + General + SW POSITIONING: Per deployment-box to northeast OBJECTIVES: Capture Fredericksburg [NOT required for battle to continue] NOTES: * Extended Situation-Overview begins this battle/phase * 0453~: Reinfs arrive from northeast in two waves: 7 bdes from Secondary Attack corps Proceeding to next day: CAMP available DAY 2 (Dec 13th) - PHASE 1: “Ready to Advance” TIME: 1300 TIMER: 3:30 MAP: South, left flank (of Union) area focused on Prospect Hill DEPLOY-FORCE: Main Attack corps &amp; Second Wave corps POSITIONING: Per 3 deployment-boxes: northwest: 8 bdes + General + SW (Main Attack corps) / central: 17 bdes (Main Attack corps) / north: 25 bdes + General + SW (Second Wave corps) OBJECTIVES: Capture Prospect Hill NOTES: * Situation-Overview begins phase * SPILL-OVER effect: any units located west and south of the “triple bridges” (running southwards to just about even with the northern-most CSA fortification for Prospect Hill, thence westward) will appear in the Phase 2.3 map 2.2: “Attack Marye’s Heights!” TIME: 1300 TIMER: 3:30 MAP: North, focused on Marye’s Heights &amp; Fredericksburg (town) area DEPLOY-FORCE: Secondary Attack corps (entire) + Reserves corps (elements) POSITIONING: Per deployment-boxes: Secondary Attack corps in F’burg + Reserves corps east of river OBJECTIVES: Capture Marye’s Heights NOTES: * Situation-Overview begins this phase * TIMER may cut out early per unidentified triggers (likely the CONTESTED timer for the VP) 2.3: “Continue Attacking or Withdraw?” TIME: 1630 [or per end-time for previous phase] TIMER: 3:00 MAP: Same, expanded greatly south to include Telegraph Road area &amp; northwest portion of South map DEPLOY-FORCE: As at end of 2.2 POSITIONING: As at end of 2.2 OBJECTIVES: Capture Marye’s Heights / Capture Telegraph Road * If both are taken and held, then the battle ends with this phase’s end NOTES: * Brief Situation-Overview begins the phase * If taken during 2.2, Mary’s Heights begins here as CONTESTED (:20~) * SPILL-OVER effect #1: Any Phase 2.1 units located south-and-west of the “triple bridges” (running southwards to just about even with the northern-most CSA fortification for Prospect Hill, thence westward) will appear here on this Phase 2.3 map * SPILL-OVER effect #2: units at bottom-edge of this Phase 2.3 map will appear at the top-edge of the next phase’s map * VICTORY-CONDITION NOTE: As noted already under OBJECTIVES, taking both objectives here ends the battle once this phase ends; thus, there would be no Phase 2.4 at all 2.4: “The Fight Continues on Their Right Flank” TIME: 1630 TIMER: 3:30 MAP: South, expanded greatly west and also north to include Telegraph Road area DEPLOY-FORCE: As at end of 2.1 + Any SPILL-OVER units at north-edge of map POSITIONING: As at end of 2.1 &amp; (for any SPILL-OVER units) 2.3 OBJECTIVES: Capture Prospect Hill / Capture Telegraph Road NOTES: * Brief Situation-Overview begins this phase * SPILL-OVER effect #2: units at bottom-edge of the Phase 2.3 map appear at top-edge here * TIMER cuts out early if CONTESTED timer(s) run out (per Victory-Conditions) ***CAMP now available*** (21) Parker's Crossroads - 20 DEC 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * Regardless of VP-status, EXTRA time available after FINISH pops up -- until last CSA unit is destroyed DEPLOYMENT: * Defend: 10 bdes - 1 deploy-box TIME: 0500 TIMER: 3:00 MAP: Parker’s Crossroads area (somewhere in western Tennessee) DEPLOY-FORCE: 6 bdes + General + SW POSITIONING: Per deployment-box near VP OBJECTIVES: Hold Parker’s Crossroads NOTES: * Situation-Overview begins this battle, emphasizing imminent attacks led by Nathan Bedford Forrest * 0630~: reinfs (up to 4 more bdes, the first 4 available by order-of-division from the deployed corps) arrive from northeast corner ***CAMP now available*** (22) STONES RIVER - 31 DEC / 02 JAN 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE grand battle * This battle takes place in the area of Murfreesboro, Tennessee (southeast of Nashville) * Consult Victory-Conditions via upper-right link in battle-screen * When VPs are held, there is NO extra time once TIMER runs out * SUPPLY-ALERT: There are no SWs deployed during Day 2. Further, there also seems to be a bug that, after Day 1, uses cash from the CAMP to replenish all SWs for any used-up supply but then never reimburses the player (as is normal) after the battle. [Thanks to ♥♥♥♥♥♥♥♥♥ for this info.] * See Day 2 note [per Kristoph42] on how to take advantage of the fact that no SWs are deployed here DEPLOYMENT: * Left: 20 bdes - 1 deploy-box * Reserves: 20 bdes - 1 deploy-box * Right: 20 bdes - 1 deploy-box DAY 1 (Dec 31st) - PHASE 1: “[Defend!]” TIME: 0600 TIMER: 2:00 MAP: South (CSA’s right flank area) DEPLOY-FORCE: 16 bdes + General + SW (from Right corps) POSITIONING: Per 2 deployment-boxes: 6 bdes + General + SW around northern (Center) VP / 10 bdes around southern (Franklin Road Woods) VP OBJECTIVES: Hold Franklin Road Woods / Hold Center [NOT nec’y for battle to continue] NOTES: * Extended Situation-Overview begins this battle/phase * 0607~: Reinfs (up to 5 bdes + General of Reserves corps) arrive from north of the Center VP * Per CONTESTED timers (&amp; perhaps other factors), the TIME may cut-off &amp; Phase 2 may begin early PHASE 1.2: “We Must Withdraw!” TIME: 0800 [or per end of Phase 1] TIMER: 3:00 MAP: Same, expanded north to include new VP DEPLOY-FORCE: As at end of Phase 1 + Reinfs from Left corps (5 bdes + General + SW) &amp; Reserves corps (4 bdes) POSITIONING: As at end of Phase 1 + Reinfs: pre-positioned around new VP (Left corps bdes) and old Center VP (Reserves bdes) OBJECTIVES: Hold Wilkinson Turnpike Hill NOTES: * Brief Situation-Overview begins this phase * 7 mins (~) after start of phase: Reinfs (5-6 bdes of Reserves corps) arrive from north/west of the VP PHASE 1.3: “Defend Nashville Pike” TIME: 1100 [or per end of Phase 2] TIMER: 3:00 MAP: Same, expanded especially north and west to include new VPs DEPLOY-FORCE: As at end of Phase 2 + Reinfs from Reserves &amp; Left corps (15 bdes + SW total) POSITIONING: As at end of Phase 2 + Reinfs: pre-positioned around Nashville Pike areas (West &amp; East) OBJECTIVES: Hold East Nashville Pike / Hold West Nashville Pike NOTES: * Brief Situation-Overview begins this phase Proceeding to next day: CAMP available * January 1st is a rest-day for both sides: “New Year Celebrated…” -- then conflict resumes on the 2nd DAY 2 (Jan 2nd) - PHASE 1: “[Continue the Defense]” *** RE-SET PHASE! *** TIME: 1600 TIMER: 3:00 MAP: Same as 1.3 but significantly restricted at south (almost all of Phase 1.1 map not included) DEPLOY-FORCE: All (or, almost all?) bdes of the 3 deployed corps + Generals (but w/o SWs) POSITIONING: Pre-positioned around the 2 VPs OBJECTIVES: Hold East Nashville Pike / Hold West Nashville Pike NOTES: * Situation-Overview begins this battle/phase, noting that Jan 1st was a rest-day for both armies * NO extra time once TIMER runs out (if VPs are held, anyway) * Supply-Wagon (SW) note: No SWs are deployed here. So, as glitch/cheat/opportunity, empty SWs of all supply before this day/phase in order to gain back free supply AND the money you would have expended on it [Per K42] ***CAMP now available*** (23) Supply Raid - 09 APR 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * All troops used here are Loan-Aux * If CONTESTED timer has not run out at FINISH, EXTRA time is available -- until 1245+(?) * There is a bug that hides any units located in/around the red farm to the Union left, southwest of the main CSA position -- a fortifications site. Units can be invisible inside/around this fortified farm, but they are still present and active [Thanks to MANY generals for their research-n-help on this.] DEPLOYMENT: * N/A (Loan-Aux troops are used here: Stoneman’s CAV corps) PHASE 1: “[Reconnoiter and Wait -- then Attack?!]” TIME: 0530 TIMER: N/A MAP: Somewhere in central/eastern Virginia (between Richmond and Fredericksburg) DEPLOY-FORCE: 3 SKM-CAV bdes + 1 ART bde + General Stoneman POSITIONING: Pre-deployed to southeast OBJECTIVES: Capture Supply Depot NOTES: * Situation-Overview begins this battle * 0601~: Reinfs (4 SKM-CAV + 1 ART) arrive from east-edge of map * 0608~: Reinfs (4 SKM-CAV) arrive from east-edge of map * Phase 2 is NOT triggered simply by taking the VP here in Phase 1 -- although taking the VP is apparently a trigger... PHASE 2: “We are in Trouble! [Defend against Stuart]” TIME: 0800 [but variable, depending on actual end of Phase 1] TIMER: 1:00 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + 2 SWs POSITIONING: As at end of Phase 1 + the SWs: at east/central-edge of map OBJECTIVES: Capture/Hold Supply Depot NOTES: * Situation-Overview begins this phase: Stuart’s force has arrived! * If held at start, VP will begin as CONTESTED (:30) * Phase ends with run-down of CONTESTED timer (but also ONLY after run-down of TIME?) ***CAMP now available*** (24) Nansemond River - 11 APR 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE/DEFENSIVE minor battle * Extra Time? Per ComputerCrasherDad: as long as there is a VP or fort gun not taken, the overall time is extended -- to at least 1405. And from godspeedthunder: regardless of battery statuses, Timer extends to 2100 if VP (Capture Battery Fort) is taken DEPLOYMENT: * Assault: 14 bdes - 1 deploy-box PHASE 1: “[Take the Fort!]” TIME: 0830 TIMER: 1:00 MAP: Along the Nansemond River (in the area of Suffolk, Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at south/west of map OBJECTIVES: Capture Battery Fort / Destroy Caskie / Destroy Dearing / Destroy Stribling NOTES: * Situation-Overview begins this battle/phase, emphasizing eventual arrival of ironclad support (three ironclads) PHASE 2: “[Take/Hold the Fort!]” TIME: 0930 TIMER: 3:00 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + 2 ironclads (not controlled by player) POSITIONING: As at end of Phase 1 + ironclads: in river to east &amp; north of the fort OBJECTIVES: Same NOTES: * Situation-Overview begins this phase, noting arrival of three ironclads in our support * TIMER may cut out early depending on CONTESTED timers ***CAMP now available*** (25) Siege of Suffolk - 14 APR 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * Some Loan-Aux units are assigned to player for this battle * NO extra time once TIMER runs out (when VP is held, anyway) DEPLOYMENT: * Defend: 18 bdes - 1 deploy-box PHASE 1: “[Hold Out for Reinforcements!]” TIME: 1800 TIMER: 2:00 MAP: East Suffolk (Virginia) area DEPLOY-FORCE: Loan-Aux: 4 INF + 1 ART + General Peck / Defend corps: 6 bdes + General + SW POSITIONING: Loan-Aux: pre-positioned around VP / Defend corps: per deployment-box at west OBJECTIVES: Hold East Suffolk NOTES: * Situation-Overview begins this battle/phase PHASE 2: “[Finish the Defense]” TIME: 2000 TIMER: 3:00 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + 2 ironclads (not controlled by player) POSITIONING: As at end of Phase 1 + ironclads: pre-positioned in river immediately west of VP area OBJECTIVES: Hold East Suffolk NOTES: * Brief Situation-Overview begins this phase * 2002~: remainder of Defend corps arrives from west/north of VP area ***CAMP now available*** (26) CHANCELLORSVILLE - 01-03 MAY 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE-then-possible-OFFENSIVE grand battle * This battle takes place near Chancellorsville, Virginia * In-game date of April 30th is adjusted here to May 1-3 (but see Notes for Phase 1.1) * EXTRA time is available during this battle: see Phases 2.1 &amp; 3.1 DEPLOYMENT: * Vanguard (southeast): 25 bdes - 1 deploy-box * Rearguard (northwest): 25 bdes - 1 deploy-box * Center: 25 bdes - 1 deploy-box * Reserves: 15 bdes - 1 deploy-box (not required) DAY 1 (May 1st) - PHASE 1: "[Hold Fast]" TIME: 1100 TIMER: 2:00 MAP: Centered on Chancellor Farm &amp; the two “Orange” VPs DEPLOY-FORCE: 14 bdes + General + SW (Vanguard corps) POSITIONING: Pre-positioned around Chancellor Farm OBJECTIVES: Capture Orange Turnpike / Capture Orange Plank Road / Hold Chancellor Farm * The capture-objectives are not necessary for battle to continue. Per oswaldo: to win (and end) battle in this phase, the capture-objectives must be taken and then held until the CONTESTED timer runs down completely -- before the overall TIMER runs out. NOTES: * Extended Situation-Overview begins the battle/phase, including general overview, with brief glimpse of April 30th and 1600 start-time, then more particular overview of this May 1st battle * Situation-Overview offers advisory to hold the farm and wait for reinforcements before attacking * Soon after start, CSA reinforcements are reported as arriving 1.2: “Fall Back!” TIME: 1300 TIMER: 1:30 MAP: SAME DEPLOY-FORCE: As at end of previous phase POSITIONING: As at end of previous phase OBJECTIVES: Same * The Capture-objectives are not necessary for battle to continue NOTES: * This phase begins with pause &amp; recon-alert that the “Confederates are too many! Fall back!” * 1305~: From northeast, remainder of Vanguard corps arrives as reinfs Proceeding to next day: CAMP available DAY 2 (May 2nd) - PHASE 1: “Secure the Camp” *** RE-SET PHASE *** TIME: 1730 TIMER: 3:00 MAP: Same, expanded mostly south &amp; west DEPLOY-FORCE: All 3 main corps -- Vanguard, Center, Rearguard POSITIONING: Pre-positioned: Vanguard at Farm, Center east &amp; north of Farm, Rearguard west of Farm Objectives: SAME [ComputerCrasherDad reports that wiping out the CSA here may lead to significant numbers of “resurrected” INF and ART units on Day 3 for the CSA] NOTES: * Extended Situation-Overview begins this phase * Various alerts arrive soon after start about the appearance of more CSA divisions on our right flank * Soon after FINISH pops up, Reserve corps (if any available) arrives as reinfs from northeast * EXTRA time available after FINISH pops up -- until 2215 Proceeding to next day: CAMP available DAY 3 (May 3rd) - PHASE 1: “[Flank Attack!]” *** RE-SET PHASE *** TIME: 0530 TIMER: 3:00 MAP: Reduced &amp; centered on Chancellor Farm DEPLOY-FORCE: Vanguard corps, Center corps, 4 bdes of Rearguard corps POSITIONING: Per deployment-boxes centered on Chancellor Farm OBJECTIVES: Hold Chancellor Farm NOTES: * Situation-Overview begins the phase * This is basically a repeat of Phase 2.1 (presumably per historical battle’s evening-into-next-day flow) * 0745~: Reserve corps (if available) arrives from north * EXTRA time available after FINISH pops up -- until 1130 * ComputerCrasherDad reports that wiping out the CSA’s attack on Day 2 may lead to significant numbers of “resurrected” INF and ART units here on Day 3 for the CSA *** CAMP available *** 3.2: “We have a chance to advance!” *** RE-SET PHASE *** TIME: 1230 TIMER: 3:00 MAP: Centered on the 2 “Orange” VPs (still including Chancellor Farm) DEPLOY-FORCE: 15 bdes from each of the 3 main corps + 10 bdes of Reserves [w/Generals &amp; SWs] POSITIONING: Per deployment-boxes for each deployed corps to north &amp; east of map OBJECTIVES: Capture Orange Turnpike / Capture Orange Plank Road NOTES: * This phase begins with an extensive Situation-Overview ***NEXT BATTLE BEGINS IMMEDIATELY: NO CAMP AVAILABLE*** (27) Salem Church - 03 MAY 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE/DEFENSIVE minor battle * This battle begins immediately upon conclusion of previous battle * If VP is not held, there is EXTRA time after FINISH pops up -- until 2200 DEPLOYMENT: * N/A (Loan-Aux troops are assigned to player: Sedgwick’s VI Corps) TIME: 1800 TIMER: 3:00 MAP: Salem Church area (vicinity of Fredericksburg &amp; Chancellorsville, Virginia) DEPLOY-FORCE: Loan-Aux troops: 2 INF + 1 ART + General Sedgwick + SW POSITIONING: Per deployment-box at east-edge of map map [pekour advises, however, that units start pre-deployed] OBJECTIVES: Capture (and Hold) Salem Church NOTES: * Situation-Overview begins this battle * 1815+: Loan-Aux reinfs arrive from east-edge in several waves (6 more INF + 3 more ART) * 1935: 6 CSA bdes (5 INF + 1 ART) enter from south-east map-border [per update from pekour] ***CAMP now available*** (28) 2nd Winchester - 13 JUN 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * Check Victory-Conditions in upper-right corner of battle-screen * If a VP is not held, there is EXTRA time after FINISH pops up -- until 1535 * If VPs are held, there may be EXTRA time after FINISH pops up -- until 1132+(?) DEPLOYMENT: * Defend: 13 bdes - 1 deploy-box [ComputerCrasherDad reports that only 12 bdes deploy] TIME: 0600 TIMER: 4:00 MAP: Winchester, Virginia, and surrounding area (in the lower Shenandoah Valley) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per 3 deployment-boxes: 5 bdes (west) / 5 bdes + General + SW (south) / 3 bdes (north) OBJECTIVES: Hold Winchester / Hold Military Post NOTES: * Situation-Overview begins this battle ***CAMP now available*** (29) GETTYSBURG - 01-04 JUL 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE-then-possible-OFFENSIVE grand battle * This battle takes place in southeastern Pennsylvania, in and around Gettysburg * Some Loan-Aux units are initially assigned to the player-general * EXTRA time is available in some phases: see 2.2, 2.3, 4.1 * Initial DEPLOYMENT is restricted to 3 corps: from Phase 3.1 forward, 2 more corps may be deployed * Per ComputerCrasherDad: Reinfs may not appear exactly as the Phase-notes below indicate, particularly in Phases 1.2, 1.3, and 2.1, with either more or fewer units appearing. This may be caused by less-than-full corps deployments, but precise explanation is not yet possible. (War is hell. Combat is certainly full of surprises.) DEPLOYMENT: * Early Reinforcements: 25 bdes - 1 deploy-box * Late Reinforcements: 25 bdes - 1 deploy-box * Tomorrow Reinforcements: 25 bdes - 1 deploy-box * [See Phase 3.1: 2 more corps may be deployed] DAY 1 (Jul 1st) - PHASE 1: "[Hold]" TIME: 0900 TIMER: :30 MAP: TOP (McPherson’s Ridge, Oak Ridge, Seminary Ridge, western part of Gettysburg town) DEPLOY-FORCE: Buford’s Loan-Aux force: 6 SKM + 2 SKM-CAV + 1 ART + General Buford POSITIONING: Pre-positioned on north-south axis around McPherson’s Ridge OBJECTIVES: Hold McPh’s Ridge / Hold Oak Ridge / Hold Seminary Ridge NOTES: * Extended Situation-Overview begins this battle/phase (which begins immediately after Sit-Overview) * 0902+: various alerts pop up about arriving CSA reinfs 1.2: “Our First Reinforcements Arrive” TIME: 0930 TIMER: 1:00 MAP: SAME DEPLOY-FORCE: As at end of 1.1 POSITIONING: As at end of 1.1 OBJECTIVES: SAME NOTES: * Simple alert (and pause) begins this phase * 0932~: elements of Early Reinforcements (7 bdes + General) arrive from southeast * 0945~: more elements of Early Reinforcements (5 bdes) arrive from southeast 1.3: “More Reinforcements…” TIME: 1030 TIMER: 1:30 MAP: SAME DEPLOY-FORCE: As at end of 1.2 POSITIONING: As at end of 1.2 OBJECTIVES: SAME NOTES: * Simple alert (and pause) begins this phase * 1032~: more elements of Early Reinforcements (4 bdes) arrive from southeast * 1111~: alert that CSA reinforcements are arriving from northwest 1.4: “More of our brigades deploy!” TIME: 1200 TIMER: 1:30 MAP: Same, expanded esp to east (to include new VP) and north DEPLOY-FORCE: As at end of 1.3 POSITIONING: As at end of 1.3 OBJECTIVES: SAME + Hold Cemetery Hill [this new VP must be held for battle to continue] NOTES: * Situation-Overview begins this phase, noting that the last of our reinfs are deploying and that CSA reinfs are arriving from north/northeast * 1203~: more Early Reinforcements (2-4 bdes [if available] + SW) arrive from south/east 1.5: “The Rebels are attacking from all sides!” TIME: 1330 TIMER: 3:00 MAP: SAME DEPLOY-FORCE: As at end of 1.4 POSITIONING: As at end of 1.4 OBJECTIVES: SAME [with Cemetery Hill as the only necessary VP for battle to continue] NOTES: * Brief Situation-Overview begins this phase, emphasizing more attacks from arriving CSA forces Proceeding to next day: CAMP available * Deployed corps are now re-named: Early Reinfs &gt;&gt;&gt; Center &amp; Right Late Reinfs &gt;&gt;&gt; Left &amp; Reserves Tomorrow Reinfs &gt;&gt;&gt; Reinforcements DAY 2 (Jul 2nd) - PHASE 1: "[Hold the Left!]" TIME: 1520 TIMER: 2:30 MAP: BOTTOM (central Cemetery Ridge south to Round Top areas) DEPLOY-FORCE: From Left-&amp;-Reserves corps: 14-15 bdes + General + SW POSITIONING: Pre-positioned around map (but not around Little Round Top!) OBJECTIVES: Hold Little Round Top / Hold Cemetery Ridge / Hold South Cemetery Ridge NOTES: * Situation-Overview begins this phase * 1531~: CSA’s McLaw’s forces approach from west * 1540~: our far left is threatened by more attacking CSA units * 1713~: reinfs from Left-&amp;-Reserves corps (3 bdes) arrive from east-edge of map (the alert informs us that the reinfs are from the battle’s right-flank area) 2.2: "We are in big trouble!" TIME: 1750 TIMER: 3:30 MAP: SAME DEPLOY-FORCE: As at end of 2.1 POSITIONING: As at end of 2.1 OBJECTIVES: SAME NOTES: * Situation-Overview begins phase, emphasizing approach of CSA Anderson’s division from northwest * 1800~: more reinfs from Left-&amp;-Reserves corps (1 bde) arrive from east-edge (northern) of map * 1853~: entire Reinforcements corps (up to 15 bdes + General + SW) arrive from east-edge of map * 1911~: alert about new CSA attacks (Pender’s division) from northwest towards Cemetery Ridge * EXTRA time available after FINISH pops up -- until 2125? *** CAMP available *** * Deployed corps continue to have new names: Early Reinfs &gt;&gt;&gt; Center &amp; Right Late Reinfs &gt;&gt;&gt; Left &amp; Reserves Tomorrow Reinfs &gt;&gt;&gt; Reinforcements 2.3: "Culp’s Hill Under Attack" TIME: 2030 TIMER: 2:30 MAP: “Northernish”: Culp’s Hill, Cemetery Hill, Gettysburg town, and areas north &amp; west DEPLOY-FORCE: Entire Center-&amp;-Right corps + General + SW POSITIONING: Pre-positioned around the VPs OBJECTIVES: Hold Culp’s Hill / Hold Cemetery Hill NOTES: * Brief Situation-Overview begins this phase, which also takes place on July 2nd * 2041~: Reinfs from Reserves corps (up to 9 bdes + General) arrive from south-edge of map * EXTRA time available after FINISH pops up -- until 2335 Proceeding to next day: CAMP available * 2 more corps may now be deployed: Reinforce Right: 25 bdes - 1 deploy-box Reinforce Left: 25 bdes - 1 deploy-box DAY 3 (Jul 3rd) - PHASE 1: “[Return to Culp’s Hill]” *** RE-SET PHASE! *** TIME: 0800 TIMER: 3:00 MAP: Culp’s Hill (restricted to immediate area around VP) DEPLOY-FORCE: Center-&amp;-Right corps: 9 (8?) bdes + General + SW / Reinforcements corps: 9 bdes + General + SW POSITIONING: Pre-positioned around VP OBJECTIVES: Hold Culp’s Hill NOTES: * Situation-Overview begins this phase * 0843~: Reinforce Right units (??? bdes + General + SW) arrive from south [These units may in fact come from a different deployed corps] *** CAMP available *** 3.2: “Confederates Prepare for Frontal Assault [Pickett’s Charge]!” *** RE-SET PHASE! *** TIME: 1400 TIMER: 3:30 MAP: Central, focused around Cemetery Ridge DEPLOY-FORCE: Center-&amp;-Right corps: 11 bdes + General + SW / Left-&amp;-Reserves corps: 15 bdes + General + SW / Reinforce Right [or Left?] corps: __ bdes + General + SW POSITIONING: Pre-positioned north-to-south around held VPs OBJECTIVES: Capture South Seminary Ridge / Hold Cemetery Hill / Hold Cemetery Ridge / Hold South Cemetery Ridge NOTES: * Situation-Overview begins phase, with mention of possibly counter-attacking and taking South Seminary Ridge (which will end the battle?) Proceeding to next day: CAMP available DAY 4 (Jul 4th) - PHASE 1: “Counter-Attack” *** RE-SET PHASE! *** TIME: 0525 TIMER: :01 [actual timing is triggered by VP-statuses &amp; CSA presence on-field] MAP: SAME DEPLOY-FORCE: Elements of all deployed corps: Center-&amp;-Right corps (13 bdes + General + SW), Left-&amp;-Reserves corps (20 bdes + General + SW), Reinforcements corps (9 bdes + General + SW), Reinforce Right corps (__??? bdes + General + SW), Reinforce Left corps (__??? bdes + General + SW) POSITIONING: Pre-positioned around held VPs OBJECTIVES: Capture South Seminary Ridge / Hold Cemetery Hill / Hold Cemetery Ridge / Hold South Cemetery Ridge NOTES: * Situation-Overview begins this phase, laying out choice to counter-attack or let the CSA go * If Capture-VP is not taken and CSA units remain on the field, EXTRA time is available -- until 1900 * Once the South Seminary Ridge VP is taken (&amp; its CONTESTED timer runs out?), the battle ends * If all CSA units are destroyed, the battle ends ***CAMP now available*** (30) Bayou Fourche - 10 SEP 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * If VP is not taken, EXTRA time is available after FINISH pops up -- until 2000 DEPLOYMENT: * Assault: 15 bdes - 1 deploy-box TIME: 1100 TIMER: 3:30 MAP: Bayou Fourche area (south of Little Rock, Arkansas) DEPLOY-FORCE: 10 bdes + General + SW POSITIONING: Per deployment-box at south/west of map OBJECTIVES: Capture Bayou Fourche NOTES: * Situation-Overview begins this battle * 1106~: remaining bdes arrive as reinfs from south/east (on the isolated island-area) (Per Legionary Guard: only 5 bdes show even if initial deployment was fewer than 10 bdes) ***CAMP now available*** (31) CHICKAMAUGA - 18-20 SEP 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE-and-OFFENSIVE (per different phases) grand battle * This battle takes place in northwest Georgia &amp; south-central Tennessee (south of Chattanooga, TN) * Loan-Aux troops are assigned to player-general for Day 1 * Day 3 may be triggered: see Phase 2.4 * EXTRA time may be available here: see Phase 2.4 DEPLOYMENT: * Vanguard: 25 bdes - 1 deploy-box * Tomorrow Reinforcements: 25 bdes - 1 deploy-box DAY 1 (Sept 18th) - PHASE 1: “Hold the Bridges!” TIME: 1630 TIMER: 2:00 MAP: Northeast, focused on area between Alexander’s and Reed’s bridges DEPLOY-FORCE: Army of Cumberland Loan-Aux troops (with Spencers &amp; James rifled cannon): Alexander’s Bridge: 4 INF + 1 ART / Reed’s Bridge: 1 INF + 1 ART POSITIONING: Pre-deployed around the 2 bridges OBJECTIVES: Hold Alexander’s Bridge / Hold Reed’s Bridge NOTES: * Extended Situation-Overview begins this battle/phase * Various alerts arrive over time concerning CSA troop-arrivals and other events * 1705~: CSA forces arrive in front of Alexander’s Bridge * 1720~: Minty’s force (2 CAV bdes) retreat onto map across Reed’s Bridge, entering player control * 1730~: Reed’s Bridge attacked by arriving CSA forces; Alexander’s Bridge may also be attacked * 1750~: Nathan Bedford Forrest’s CAVs appear in various places on flanks &amp; behind lines (esp near Reed’s Bridge); also, CSA SKM-units appear behind Alexander’s Bridge and elsewhere 1.2: “Delay them at the river passages” TIME: 1830 TIMER: 2:30 MAP: Same, expanded (mainly south &amp; west to include fords that are the new VPs) DEPLOY-FORCE: As at end of 1.1 + pre-selected elements of Vanguard corps (7 bdes + General) POSITIONING: As at end of 1.1 + Vanguard reinfs: at east-edge (south) of map OBJECTIVES: SAME + Hold Dalton’s Ford / Hold Thedford’s Ford NOTES: * Situation-Overview begins the phase, emphasizing holding fords to buy time for arrival of reinfs * Our reinfs arrive in two waves as phase begins: the first 7 bdes of the Vanguard corps * CSA cavalry &amp; skirmishers are active in forests central and along west edge of map * Achieving all objectives (i.e., VPs) does NOT apparently end the battle here -- per [UESC] Robert Davidson, who held all 4 yet had Day 2 commence anyway [CONTESTED Timers may still be a factor] Proceeding to next day: CAMP available * Deployed corps are re-named as follows: “Vanguard” is now “Left Wing” “Tomorrow Reinforcements” is now “Right Wing” DAY 2 (Sep 19th) - PHASE 1: “Investigate their right flank” *** RE-SET PHASE *** TIME: 0900 TIMER: 2:00 MAP: TOP, restricted to area immediately around the two new VPs DEPLOY-FORCE: Elements of Left Wing corps: 4 bdes + General POSITIONING: Arriving from map’s west-edge (northern) as phase begins OBJECTIVES: Capture Jay’s Mill / Capture Brotherton Road NOTES: * Situation-Overview begins the phase, which is a RE-SET phase(!) * 0920~: Reinforcements (4 bdes) arrive from west-edge (central) of map * 1010~: “Quickly push them south”; more reinforcements (4 bdes) arrive from same area * 1022~: CSA forces are reported to be approaching Brotherton Road area * 1025~: “More brigades are sent to attack”: 4 more bdes arrive from west-edge (northern) of map 2.2: “We can turn their right!” TIME: 1100 TIMER: 1:00 MAP: Same, expanded west &amp; south to include new VPs DEPLOY-FORCE: As at end of 2.1 + remainder of Left Wing (or, Vanguard) corps POSITIONING: As at end of 2.1 + reinfs: around new VPs OBJECTIVES: SAME + Hold Kelly’s Field / Hold Brotherton Cabin NOTES: * Brief Situation-Overview begins the phase, emphasizing CSA attack towards Brotherton Road VP * 1119~: CSA force under Cheatham is reported to be approaching Brotherton Road VP 2.3: “The rebels may counter-attack” TIME: 1200 TIMER: 2:30 MAP: Same, expanded still further south and west DEPLOY-FORCE: As at end of 2.2 + Right Wing corps: 17 bdes + General + SW POSITIONING: As at end of 2.2 + Right Wing: around new VPs &amp; to southwest OBJECTIVES: SAME + Hold Viniard Field / Hold Lee-Gordon’s Mill NOTES: * Extended Situation-Overview begins this phase * 1202~: remainder of Right Wing corps (5+ bdes) arrives from southwest [ComputerCrasherDad reports that the full number of available bdes in Right Wing corps may not actually arrive on-field: so, with 24 available, 2 bdes may not appear until Day 3, if at all] * 1341~: CSA force under D.H. Hill is reported to be arriving on the battlefield (in Jay’s Mill area) 2.4: “Secure Lafayette Road!” TIME: 14:30 TIMER: 2:30 MAP: Same DEPLOY-FORCE: As at end of 2.3 POSITIONING: As at end of 2.3 OBJECTIVES: Hold Jay’s Mill / Hold-Capture Brotherton Road / Hold Kelly’s Field / Hold Brotherton Cabin / Hold Viniard Field / Hold Lee-Gordon’s Mill NOTES: * Brief Situation-Overview emphasizes that “Longstreet is arriving” as reinfs for the CSA * Where all VPs are held/taken, the FINISH here is immediate * If any VPs are not held, EXTRA time is available after FINISH pops up -- until 2000 * If Jay’s Mill &amp; Brotherton Road are both NOT held, then Day 3 commences after this phase (NOTE: if only one is held, then battle ends in DEFEAT or DRAW, depending on status of other VPs. That is, if all others are held, but EITHER Jay’s Mill OR Brotherton Road is not, then DRAW follows. This guide is not yet clear on the conditions for a DEFEAT here.) Proceeding to next day: CAMP available DAY 3 (Sep 20th) - PHASE 1: “Defend Lafayette Road” *** RE-SET PHASE! *** TIME: 0930 TIMER: 10:30 [yes, this is correct] MAP: Same, expanded west to include Horseshoe Ridge VP but slightly restricted at east DEPLOY-FORCE: Both corps (entire) POSITIONING: Pre-positioned generally north-south around the Lafayette Road VPs (but NOT around the Horseshoe Ridge VP!) OBJECTIVES: Hold Kelly’s Field / Hold Brotherton Cabin / Hold Viniard Field / Hold Lee-Gordon’s Mill / Hold Horseshoe Ridge NOTES: * Situation-Overview begins this phase, which is a RE-SET phase(!) * New fortifications are now in place (and can be occupied) around the VPs * Phase begins with Horseshoe Ridge CONTESTED timer at :20 (must be held for Victory) * Throughout this phase, CSA units attempt flanking &amp; frontal attacks and CAV/SKM units may roam behind lines * Timer may cut out early depending on unidentified triggers -- status of CSA force, most likely ***CAMP now available*** (32) Brock Road - 06 MAY 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE-DEFENSIVE minor battle * This battle takes place in northeast Virginia, as part of the “Wilderness” series of battles * EXTRA time is available after the FINISH pops up -- until 1153+ * From godspeedthunder: defeat happens if CSA captures Hickman’s Field and Timer runs out * Live Free or Die reports: only 14 of 15 bdes of Reinforcements actually arrive in Phase 2 (possibly because of the unit-types of the bdes involved; specifically, Arty?) DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box * Reinforcements: 15 bdes - 1 deploy-box PHASE 1: “[Capture Tapp’s Woods]” TIME: 0430 TIMER: N/A [by default: 1:45] MAP: Centered on junction of Brock &amp; Orange Plank roads (north-central Virginia) DEPLOY-FORCE: Assault corps + General + SW POSITIONING: Per deployment-box at east of map PRIMARY OBJECTIVES: Capture Tapp’s [W]oods NOTES: * Situation-Overview begins this battle * There is NO Timer during this phase (but apparently, by default, it is 1:45) * 0601~: Arrival of Longstreet’s force for the CSA is reported PHASE 2: “Change of Plans!” TIME: 0615 TIMER: 3:00 MAP: Same, slightly restricted from top (&amp; units may be lost if positioned exactly on the map-edge!) DEPLOY-FORCE: As at end of Phase 1 POSITIONING: As at end of Phase 1 PRIMARY OBJECTIVES: Capture Tapp’s Woods / Hold Hickman’s Field / Hold Brock Road Woods NOTES: * Situation-Overview emphasizes that CSA is counter-attacking and the importance of the new VPs * 0619~: CSA reinforcements reported to arrive from southwest * 0620~: Arrival of Reinforcements corps (all bdes + General + SW) from northeast corner, just before or after report of “another rebel division” arriving from southwest * 0730~: More CSA reinforcments are reported to be arriving -- now, from southeast ***CAMP now available*** (33) Mule Shoe - 12 MAY 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * This battle takes place in northeast Virginia, as part of the “Spotsylvania Court House” series of battles ** If VP is not taken, EXTRA time is available after FINISH pops up -- until 1830 * Battle ends when CONTESTED Timer runs out (or when all CSA units are swept from the field) * FINISH button may be selected before CONTESTED Timer runs out -- and Victory is still achieved (Many thanks, CivWar64.) DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box * Reinforcements: 25 bdes - 1 deploy-box TIME: 0400 TIMER: 4:00 MAP: Mule Shoe area (part of CSA fortifications northwest of Spotsylvania Court House) DEPLOY-FORCE: Assault corps: all bdes + General + SW POSITIONING: Arriving immediately from north-edge of map as battle begins OBJECTIVES: Capture Mule Shoe NOTES: * Situation-Overview begins the battle * 0453~: Reinforcements corps (all bdes + General + SW) arrive from north-edge (western) of map ***CAMP now available*** (34) COLD HARBOR - 01-03 JUN 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle (but see Phases 1.2 &amp; 2.2: some defensive success must occur) * This battle takes place around Old &amp; New Cold Harbor, Virginia (northeast of Richmond) * CHECK VICTORY-CONDITIONS at upper-right of battlefield-screen for precise requirements(!) * Not confirmed but possible: 1 bde from the 2 primary deployed-corps may not deploy in some phases * EXTRA time may be available in Phase 3.2 (but see also Phase 3.3) * With FPS-lag in mind (this battle causes some systems to lag), consider using the “Direct3d 9” option when starting the game before this battle DEPLOYMENT: * Right Flank: 25 bdes - 1 deploy-box * Left Flank: 25 bdes - 1 deploy-box * Tomorrow Reinforcements: 75 bdes (25x3) - 3 deploy-boxes DAY 1 (June 1st) - PHASE 1: “[Hold Fast -- then Counter-Attack?]” TIME: 0800 TIMER: 2:00 MAP: South, partial, focused on VPs [this Left Flank area will later be the battle’s Center] DEPLOY-FORCE: Left Flank corps: 5 bdes + General + SW POSITIONING: Per deployment-box around VP OBJECTIVES: Capture Central Breastworks / Hold Old Cold Harbor NOTES: * Extended Situation-Overview begins the battle/phase * 0930~: Reinfs (remainder of Left Flank corps) arrive from north/northeast *** CAMP now available *** 1.2: “Our Right Flank is Under Attack!” TIME: 1830 TIMER: 1:30 MAP: North, partial, focused on VPs [this Right Flank area will later extend eastwards] DEPLOY-FORCE: Right Flank corps: 9 bdes + General POSITIONING: Pre-positioned around held VPs OBJECTIVES: Hold Magnolia Woods / Hold Shady Grove Road / Capture Old Church Road NOTES: * Situation-Overview begins the phase and emphasizes, “Be cautious!” * 1915~: We are alerted that “We are outnumbered!” -- but General Warren’s corps is on its way to help * 1945~: Our reinfs (Right Flank: 11 bdes + SW) arrive from north * 1955~: More of our reinfs (remainder of Right Flank corps) arrive from east-edge of map *** CAMP now available *** [The alert for this indicates -- incorrectly -- that we are proceeding to the next day] 1.3: “Preparing to Attack” *** RE-SET PHASE! *** TIME: 1830 TIMER: 3:30 MAP: South, expanded mainly northwards to include new VPs DEPLOY-FORCE: Left Flank: 23 bdes + General + SW / Right Flank: 11 bdes + General + SW POSITIONING: Pre-positioned mainly around held VPs OBJECTIVES: Capture Central Breastworks / Capture Walnut Grove Road / Capture Walnut Grove Woods / Hold Beulah Church / Hold Old Cold Harbor NOTES: * Phase begins with Situation-Overview of new left-flank situation * Caution: capturing some of the capture-VPs will end the battle here (check Victory-Conditions) * Caution - per Dimwit [WN] / AIJabberwock: if you are using the anti-scaling device of entering the first phase with undersized (etc.) troops then using the first CAMP to beef them up, and if you end the overall battle with a victory here in Phase 1.3, all in-CAMP changes will be lost, including spent money. Units are NOT returned to their “as-is” condition! (For more details, see Comments section at bottom of this guide: 2/13/20.) Proceeding to next day: CAMP available * On deployment-screen, “Tomorrow Reinforcements” corps is/are now “Incoming Reinforcements” DAY 2 (June 2nd) - PHASE 1: “[Attack!?]” *** RE-SET PHASE! *** TIME: 1630 TIMER: 3:30 MAP: South, expanded still further (mainly south) to include new VPs DEPLOY-FORCE: Left-Flank: 23(+) bdes + General + SW / 1st Reinfs corps: 5 bdes + General + SW POSITIONING: Pre-positioned around held VPs OBJECTIVES: Capture Central Breastworks / Capture New Cold Harbor / Capture Turkey Hill / Capture Walnut Grove Road / Capture Walnut Grove Woods / Hold Old Cold Harbor / Hold Beulah Church NOTES: * Situation-Overview begins the phase, describing the new center-n-left-flank situation * New fortifications are available (and occupied) * Caution: capturing some of the stated capture-VPs will end the overall battle * 1820~: Reinfs (1st Reinfs corps: 18[+?] bdes + General + SW) arrive from north-edge (east) * 1835~: More reinfs (2nd Reinfs corps: All + General + SW) arrive from north-edge (center) 2.2: “Monitoring [Our Right Flank]: Attack or Defend?” *** RE-SET PHASE! *** TIME: 2000 TIMER: 2:00 MAP: North (right flank area), shifted east and expanded both east &amp; north DEPLOY-FORCE: Right-Flank corps: All bdes [less 1?] + General + SW POSITIONING: Pre-positioned to north &amp; south of the Bethesda Church VP OBJECTIVES: Capture Old Church Road / Capture CSA Left Flank / Hold Bethesda Church NOTES: * Phase begins with Situation-Overview of new right-flank situation Proceeding to next day: CAMP available * Deployed corps are now re-named (and auto-deployed) Attack Right = former Right Flank corps Attack Left = former Left Flank corps 2nd Attack Wave = former 1st Reinforcements corps 3rd Attack Wave = former 2nd Reinforcements corps DAY 3 (June 3rd) - PHASE 1: “Attack!” *** RE-SET PHASE! *** TIME: 0430 TIMER: 2:30 MAP: Same as Phase 2.1 DEPLOY-FORCE: Attack Left: All + General + SW / 2nd &amp; 3rd Attack Waves: All + Generals + SWs POSITIONING: Pre-positioned around held VPs as well as north &amp; south OBJECTIVES: Capture Central Breastworks / Capture New Cold Harbor / Capture Turkey Hill / Capture Walnut Grove Road / Capture Walnut Grove Woods / Hold Old Cold Harbor / Hold Beulah Church NOTES: * Situation-Overview begins the phase, describing the updated center-n-left-flank situation * Caution: capturing some of the stated capture-VPs will end the overall battle with this phase * End-positioning here is start-position for 3.3 3.2: “The Confederate Left Flank Must Be Breached!” *** RE-SET PHASE! *** TIME: 0430 TIMER: 2:00 MAP: Same as Phase 2.2 DEPLOY-FORCE: Attack Right corps: All bdes [less 1?] + General + SW POSITIONING: Pre-positioned around the held VP and to north &amp; south OBJECTIVES: Capture Old Church Road / Capture CSA Left Flank / Hold Bethesda Church NOTES: * Phase begins with brief Situation-Overview of new right-flank situation * Taking (and holding) either of the capture-VPs will end the overall battle with this phase * With no change in VP status, EXTRA time is available after FINISH pops up -- until 0700 3.3: “The Battle Continues at Cold Harbor” TIME: 0700 TIMER: 3:30 MAP: Same as Phase 3.1 DEPLOY-FORCE: As at end of Phase 3.1 POSITIONING: As at end of Phase 3.1 OBJECTIVES: Capture Central Breastworks / Capture New Cold Harbor / Capture Turkey Hill / Capture Walnut Grove Road / Capture Walnut Grove Woods / Hold Old Cold Harbor / Hold Beulah Church NOTES: * Situation-Overview asks, “Continue the attack or accept heavy losses and defeat?” * It is likely that EXTRA time is available after FINISH pops up -- if and only if necessary VPs are not held (but this has not been tested) ***NEXT BATTLE BEGINS IMMEDIATELY: NO CAMP AVAILABLE*** (35) Fort Stevens - 04 JUN 1864 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * This battle begins immediately upon conclusion of Cold Harbor battle * This battle takes place just north of Washington, D.C. * DEPLOYMENT-SCREEN is available before battle begins: one corps may be selected for deployment * Loan-Aux units are also assigned to player-general for this battle * EXTRA time is available after FINISH pops up -- until 1830 DEPLOYMENT: * Defend: 25 bdes - 1 deploy-box TIME: 0600 TIMER: 3:30 MAP: Fort Stevens area of the Washington defense-perimeter DEPLOY-FORCE: Loan-Aux: 7 ART + 6 INF + 2 SKM + 2 SKM-CAV + General McCook + SW / Defend corps: 4 bdes + General + SW POSITIONING: Loan-Aux: pre-positioned around VPs / Defend corps: per deployment-box at south-edge OBJECTIVES: Hold Fort Stevens / Hold King Farm NOTES: * Situation-Overview begins this battle, then CSA units soon approach from the north after its start * 0625~: CSA attacks left Ffank * 0655~: Reinforcements (7 bdes) arrive from south-edge of map * 0700~: CSA attacks right flank * 0755~: More reinforcements (7 bdes) arrive from south-edge of map * 0845~: Final reinforcements (any remaining bdes of Defend corps) arrive from south-edge of map ***CAMP now available*** (36) Harrison's Creek - 15 JUN 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle that takes place east of Petersburg, Virginia * It seems that only 9 bdes of “Tomorrow Reinforcements” corps actually deploy for the battle [TechnoSarge confirms this: see below] * Pathing/Routing can be tricky in the southeast, given narrow land-areas and waterways, etc. * If no VPs are yet taken, or only one is taken, EXTRA time is available after FINISH pops up -- until 1830 * CONTESTED timers for each VP are “1:00” &amp; may extend past basic Timer (but this is not confirmed) DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box * Tomorrow Reinforcements: 25 bdes - 1 deploy-box [but only 9 bdes actually deploy] TIME: 0700 TIMER: 5:00 MAP: Harrison Creek area (part of the fortified zone east of Petersburg, Virginia) DEPLOY-FORCE: Elements of Assault corps: 16 bdes + General + SW POSITIONING: Per three deployment-boxes at southeast of map: Northern (6 bdes + General + SW), Southeastern (4 bdes), Southern (4 bdes) OBJECTIVES: Capture Jordan Point / Capture Poor Creek NOTES: * Situation-Overview begins the battle, noting CAV reinfs under General Kautz that will arrive later * 0717~: Reinfs arrive from southeast: 4-5 bdes in Southeastern area, 4-5 bdes in Northern area * 0737~: Loan-Aux troops (3 SKM + 3 SKM-CAV + 1 ART + General Kautz) arrive from behind CSA lines at south-edge of map * 0815~: Some “Tomorrow Reinforcements” (5 bdes + General + SW) arrive in Southeastern area * 0849~: More “Tomorrow Reinforcements” (4 bdes) arrive in Southern area * 1020~: CSA reinforcements are noted to be arriving from north/west [exact time of arrival may depend on troop positionining and VP-status, etc.] * [If this tracking is correct, then only 9 bdes of the 2nd corps actually deploy for battle. / TechnoSarge confirms this, with his 9 bdes arriving at 0957~ with 2:00 showing on timer] ***CAMP now available*** (37) Georgia Railroad - 22 JUL 1864 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * This battle takes place somewhere east of Atlanta, Georgia * In-battle instructions identify flanks per CSA, not USA, perspective * NO extra time available for this battle DEPLOYMENT: * Defend: 25 bdes - 1 deploy-box TIME: 1400 TIMER: 4:00 MAP: Georgia Railroad area (east of Atlanta) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-boxes: West: 5 bdes + General + SW / Central: 15 bdes / East: 5 bdes OBJECTIVES: Hold Troup Hurt Farm / Hold Bald Hill NOTES: * Situation-Overview begins the battle ***CAMP now available*** (38a) RICHMOND - 15 MAR 1865 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This is a what-if battle that posits a Union attack on Richmond (Virginia) to conclude the war * NO extra time available for any of the phases of this battle * See next battle-guide for overview of Day 2 of this battle DEPLOYMENT: * Attack Left [flank of CSA]: 25 bdes - 1 deploy-box * Reinforcements: 75 bdes (25/25/25) - 3 deploy-boxes * Attack Right [flank of CSA]: 25 bdes - 1 deploy-box DAY 1 (March 15th) - PHASE 1: “[Attack the Eastern Command Points A &amp; B]” TIME: 1330 TIMER: 2:00 MAP: Northeast area DEPLOY-FORCE: Attack Left corps: 15 bdes + General + SW POSITIONING: Per deployment-box at east-edge of map OBJECTIVES: Capture Command Point A / Capture Command Point B NOTES: * Extended Situation-Overview begins battle/phase, with emphasis on counterattacks from north once our attack develops 1.2: “We’ve Got More Brigades…” TIME: 1530 TIMER: 2:00 MAP: Same, expanded southward to include new VP DEPLOY-FORCE: As at end of 1.1 + Remainder of Attack Left corps + Attack Right units: 14 bdes + General + SW POSITIONING: As at end of 1.1 + Pre-positioned Attack Left reinfs: east-edge (northern) + Pre-positioned Attack Right reinfs: east-edge (southern) OBJECTIVES: SAME + Capture Command Point C [NOT required for battle to continue] NOTES: * Brief Situation-Overview begins this phase, emphasizing CSA counter-attacks from west, north &amp; south (and these attacks may arrive in different orders depending on the status of VPs and units, etc.) * 1545~: CSA reinfs arrive from west-edge (southern) -- west of Command Point C * 1548~: More CSA reinfs from west-edge (central) -- west of Command Point B 1.3: “Meanwhile, the Advance Continues South” TIME: 1600 TIMER: 1:30 MAP: Southeast &amp; South area outside Richmond (north-south narrow, east-west extended) DEPLOY-FORCE: Attack Right corps: 9 bdes (no General or SW) POSITIONING: Pre-positioned along east-edge of map OBJECTIVES: Capture South Fort [NOT required for battle to continue] NOTES: * Brief Situation-Overview begins this phase, emphasizing “advance fast” against weak defenses before their reinforcements can arrive (but the objective is NOT necessary for battle to continue) * ComputerCrasherDad reports a “fade-off” problem, seemingly connected to having larger bdes (2250 average size) being deployed: the 1st bde of 1st deployed division (from 3rd Corps) fades off the map, although it returns at camp, while 1st bde of the 4th division of a deployed 5th corps (from Reinforcements) fades off and does NOT return… 1.4: “The Battle Rages in the Trenches” TIME: 1730 TIMER: 2:00 MAP: Same as 1.2 DEPLOY-FORCE: As at end of 1.2 POSITIONING: As at end of 1.2 OBJECTIVES: As at end of 1.2 NOTES: * Brief Situation-Overview at start notes that our reinforcements have been delayed * 1750~: CSA reinfs arrive from west-edge (northern) of map -- west of Command Point A * 1803~: More CSA reinfs arrive from west-edge (southern) -- west of Command Point C * 1830~: More CSA reinfs arrive from west-edge (central) west &amp; north of Command Point B * 1900~: CSA CAV attempts to flank our lines from the north and east *** NOTE: ComputerCrasherDad reports arrival times here happening 20-40 minutes EARLIER 1.5: “The Rebel Cavalry Defends the Fort” TIME: 1730 TIMER: 2:00 MAP: Same as 1.3 [South/Southeast area] DEPLOY-FORCE: As at end of 1.3 + 1st Reinfs corps: 11 bdes + General + SW POSITIONING: As at end of 1.3 + Reinfs: pre-positioned along east-edge OBJECTIVES: Capture (or, Hold) South Fort [NOT required for battle to continue] NOTES: * Brief Situation-Overview emphasizes that fort must be held for the offensive to continue (but this VP is NOT yet required) * 1757~: CSA reinfs approach from north-central * 1805~: More CSA reinfs approach from west 1.6: “We Must Prevail” TIME: 1930 TIMER: 3:30 MAP: Same as 1.4 DEPLOY-FORCE: As at end of 1.4 + 1st Reinforcements corp: 13 bdes POSITIONING: As at end of 1.4 + reinfs: pre-deployed at east-edge OBJECTIVES: Capture (or, Hold) Command Points A, B, C [but are these nec’y for battle to continue?] NOTES: * Brief Situation-Overview emphasizes securing trenches before nightfall * All previously-held VPs begin held but with CONTESTED timers running (:20?) * 1945-2015~: CSA reinfs under Ewell arrive from west-edge (behind Command Point A) * Phase-end seems triggered by run-down of CONTESTED timers (untested: what happens if some or all of VPs are not taken or, distinctly, not held for full CONTESTED time) 1.7: “The Fort Must Be Held until Nightfall” TIME: 1930 TIMER: 3:30 MAP: Same as 1.5 [South/Southeast area] DEPLOY-FORCE: As at end of 1.5 + 2nd Reinforcements corps: 9 bdes + General + SW POSITIONING: As at end of 1.5 + reinfs: pre-deployed at east-edge of map OBJECTIVES: Capture (or, Hold) South Fort NOTES: * Brief Situation-Overview begins this phase * If Fort South is already held at start, CONTESTED timer shows “1:00” * 1936~: CSA reinfs (under Gordon) approach from due north * 2023~: More CSA reinfs arrive from north (farther west) * Phase-end is triggered by run-down of CONTESTED timer (untested: if fort is NOT held) Proceeding to next day: CAMP available (38b) RICHMOND - 16 MAR 1865 PRE-BATTLE NOTES: * See previous battle-guide for overview of Day 1 of this battle * All deployed corps are now re-named: Attack Left &gt;&gt;&gt; Attack North Reinforcements &gt;&gt;&gt; Attack East &amp; Reserves Attack Right &gt;&gt;&gt; Attack South DAY 2 (March 16th) - PHASE 1: “Attack from the North!” *** RE-SET PHASE *** TIME: 12:00 TIMER: 2:00 MAP: Outer fortification-zone north of Richmond DEPLOY-FORCE: Attack North: all bdes + General + SW POSITIONING: Per deployment-box at north of map OBJECTIVES: Capture North Fort NOTES: * Extended Situation-Overview begins this day/phase, reviewing 5 forts to be taken (2 forts in “southeast”, the star-fort called Fort Jackson, the further-north fort called Fort Johnson, and the North Fort) and the Richmond VP itself; it also emphasizes counter-attacks to come from north, east, southeast * This phase focuses on the North Fort only 2.2: “Commence the Attack from the East” TIME: 1400 TIMER: 2:00 MAP: Same, expanded east &amp; south DEPLOY-FORCE: As at end of 2.1 + 1st and 2nd “Attack East” corps: all + General + SW POSITIONING: As at end of 2.1 + Reinfs: pre-positioned along east-edge of map OBJECTIVES: Capture (or Hold) North Fort / Capture Fort Johnson / Capture Fort Jackson (the star-fort) NOTES: * Brief Situation-Overview begins the phase * Supply centers along east part of expanded map are CSA-owned at start (place unit on top in order to re-claim them) * Phase may end early depending on unidentified triggers 2.3: “The Attack from the South Has Begun” *** RE-SET PHASE *** TIME: 1400 TIMER: 2:00 MAP: Richmond &amp; southern fortification-zone DEPLOY-FORCE: Attack South &amp; 3rd “Attack East” corps: all bdes + Generals + SWs POSITIONING: Pre-positioned at south &amp; southeast of map OBJECTIVES: Capture Richmond &amp; Fort Rocketts &amp; Fort Almond / Capture [or Hold] South Fort NOTES: * Brief Situation-Overview begins this phase * Even if South Fort was taken earlier, it begins as CONTESTED here -- 1:00 * Phase may end early if all forts are taken, even if CONTESTED timers are still running and CSA units remain on the field 2.4: “The Attack Continues from All Sides” TIME: 1600 [or as at end of 2.2] TIMER: 2:30 MAP: Same as 2.2 DEPLOY-FORCE: As at end of 2.2 POSITIONING: As at end of 2.2 OBJECTIVES: Capture [or Hold] North Fort / Capture Fort Johnson / Capture Fort Jackson NOTES: * Brief Situation-Overview begins the phase, emphasizing counter-attacks by CAV from northwest * Phase may end early depending on unidentified triggers 2.5: “The Attack in the South Continues” TIME: 1600 [or as at end of 2.3] TIMER: 2:30 MAP: Same as 2.3 DEPLOY-FORCE: As at end of 2.3 POSITIONING: As at end of 2.3 OBJECTIVES: Capture [or Hold] Richmond &amp; Fort Rocketts &amp; Fort Almond &amp; South Fort NOTES: * Brief Situation-Overview begins phase, emphasizing counter-attacks by CAV from the southeast * Phase may end early depending on unidentified triggers 2.6: “Now or Never!” TIME: 1830 [or as at end of 2.5?] TIMER: 4:00 MAP: Combination of maps from 2.4 &amp; 2.5 DEPLOY-FORCE: As at end of 2.4 &amp; 2.5 POSITIONING: As at end of 2.4 &amp; 2.5 OBJECTIVES: Capture [or Hold] all 6 forts &amp; Richmond NOTES: * Brief Situation-Overview begins this phase, emphasizing counter-attacks from north &amp; southeast * [Immediately or soon after start of phase]: counter-attack from west of Richmond by “Richmond militia” * Phase may end early depending on unidentified triggers

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本指南是为《终极将军:内战》新手准备的入门指南,涵盖了一些基础战术、将军技能、基本军队组成、部队角色、装备类型及如何配备装备、如何任用军官并提升其等级,以及如何培养精英部队。内容综合了我个人的经验以及从《终极将军:内战》论坛(值得一看)中学到的知识。 简介 我们热爱《终极将军:内战》,也认为开发者能制作出这款游戏非常棒,但这是一款极为复杂的游戏,有着许多独特之处和众多选择。即便我一直在玩,仍在不断发现新东西。 因此,这是我的入门指南,教你如何上手成为一名将军。 注意:本指南侧重于旅的类型、用法、装备、老兵和将军管理。关于战役战斗本身,这里仅提供一些通用建议,因为Steam社区中已有许多优秀的指南。 旅的类型、使用方法、应有数量以及每个旅的兵力(一般情况) 首先,**每次战斗(无论小型还是大型)后务必保存你的军队**,这样当你发现自定义配置存在问题时,就有一个可以回溯的“基础”军队。这是绝对必要的步骤,有时能挽救你的整个战役。 此外,要从战斗过程中吸取经验,必要时回到那个“基础”军队,为特定任务重新调整你的军级部队配置。即使在 colonel 难度下,完成任务也并非易事。有时,你需要调整师和旅的兵力配置。远程骑兵和近战骑兵也可以夺取补给 wagon,还能袭扰炮兵阵地(不过要确保炮兵阵地已被孤立,并且己方有撤退路线)。此外,战场上骑兵的存在本身就能起到牵制和威慑敌方 AI 的作用,敌方会留下步兵单位在后方保护其炮兵。玩家甚至无需让骑兵投入战斗,只需在敌人周围迂回即可。 远程骑兵和近战骑兵可以执行拦截任务。战役中,敌人通常会派遣骑兵和散兵,虽然步兵和炮兵可以应对他们,但应对这类敌人的最佳方式往往是使用骑兵。一支由近战骑兵和远程骑兵组成的分遣队能够轻松拦截敌方骑兵,阻止他们骚扰或冲击你的军队。这并非最经济的选择,但一支500人的敌方近战骑兵旅能对一支2000人的二星旅造成巨大伤害,因此你最好用骑兵而非步兵来对抗它。拦截敌方近战骑兵时,最好结合远程骑兵(用于骚扰和阻滞)和近战骑兵(用于实际消灭敌方骑兵)。骑兵(无论是近战还是远程)对付散兵旅也特别有效。 随着0.76版本对冲击骑兵的削弱,为了拦截目的,优先招募远程骑兵是绝对必要的,我建议在弗雷德里克斯堡附近这样做。这样你就能拥有一支机动部队,可以对抗和拦截敌方的冲击骑兵。即使是新手级的一星远程骑兵也能阻止冲击骑兵的冲锋,并为你的步兵提供掩护。 暗杀战术:如果你正在对付一支由三星老兵组成的精锐旅,而你的一星旅正被打得节节败退。那么环顾四周,看看是否有任何部队在支援敌方旅,然后让你的两支骑兵旅(它们可以是一星500人的部队)从侧翼冲锋,或许还可以让远程骑兵提供火力支援。看着那支三星步兵旅落荒而逃吧。当你用近战骑兵从侧翼攻击孤立的单位时,往往能取得极佳的效果。不过你需要注意微操作,而且最好确保敌方步兵旅已经被你的某个步兵旅牵制住,再从侧翼对敌人发起冲锋。 通常来说,玩家是否投入骑兵取决于自己的游戏风格和微操能力。早期投入一个骑兵旅可能会有回报,但也存在风险。我个人建议,如果你打算投入骑兵,至少要组建两个尽可能满编的旅,一个远程骑兵旅和一个近战骑兵旅。这种组合在对抗敌方近战骑兵时会很有用,并且能提供多种应对方式。 我(扮演联邦军)在弗雷德里克斯堡战役中组建了两个远程骑兵旅,以协助应对敌军的大规模进攻。在斯通斯河战役中,我部署了三个骑兵旅,其中两个是远程骑兵,一个是近战骑兵。我用它们来骚扰敌人,并且(因为AI很聪明)引诱部分敌方步兵旅离开阵地,迫使AI不得不分兵保护其炮兵,从而加强了我方的防御。在钱瑟勒斯维尔战役中,我的第一军里有整整一个师的五个骑兵旅,事实证明这非常有用。它们能够压制邦联骑兵,攻击孤立的炮兵,而且一旦让近战骑兵迂回到侧翼,还能对敌方三星老兵部队造成伤害。 至于出于突袭目的该选择远程骑兵还是近战骑兵,我个人会优先招募远程骑兵。因为凭借其散兵AI以及远程射击的特性,它们比必须近战才能发挥作用的骑兵更容易保存兵力。你无法用远程骑兵击溃敌方步兵旅,但它们足以骚扰并歼灭炮兵旅。近战骑兵实力强大,不过投入近战会使其面临侧翼攻击的危险。因此,它们需要支援,而远程骑兵旅就是支援近战骑兵旅的好方法,还能牵制敌人或为近战骑兵旅提供掩护。 其他单位(将军和补给 wagon) 将军单位(带星星的角色):每个军配备一名。让他们远离敌人,并靠近濒临崩溃(即正在被冲锋或发起冲锋)的部队。你可以通过底部的士气条(绿色条)来判断。这是因为将军单位能提升士气,处于其范围内的部队士气条会出现向上的绿色箭头。此外,等级较高的将军还能提供其他增益效果,例如额外掩护或额外士气抗性。(注意:与《终极将军:盖茨堡战役》不同,不同军团的将军单位可以为非本军团的单位提供增益。) 指挥将军单位的军官可以在【营地】界面进行调换,但必须是准将或更高军衔。此外,将军单位所代表的军官会通过指挥部队击杀敌人获得经验值来提升军衔(从准将到少将,再到中将),升级后会获得额外技能,你需要为他们选择这些技能。如果你不喜欢为某位将军分配的技能,可以让另一位将军来指挥。但即使你将军长调离军长职位后再调回,也无法更改其技能(除非通过存档读档大法,这就是为什么每场战斗后都必须保存你的军队)。 以下是带有我的评论的图表/列表: 准将(一星将军) 后勤(军内每个旅的补给增加20%):对于你军队的先锋部队(首先部署的军)来说,这是非常有用的技能。战术(军团内所有旅速度提升5%):同样十分有用,不过并非适用于军队的先锋部队,而是适用于增援军团(即第二批部署到战场的军团)。 经验(军团内所有单位获得的经验值增加10%):有用,但并非如你所预期的那样。从长远来看,它对于训练大量旅团并没有帮助,因为大约在弗雷德里克斯堡战役时期,你基本上就不再训练新的旅团了。然而,经验值增加10%会减少你需要补充到旅团中的老兵数量,因此这是一项有用的长期能力。少将(二星将军)军团技能 骑兵专精(军团内骑兵获得+5近战、+5火器以及+10%冲锋伤害):除非你打算大量使用骑兵,或者有部署空间组建一支小型专业化骑兵军团,否则不要为你的将军选择此技能。在《终极将军:内战》中,骑兵并非核心单位。它虽有一定用处,但并非必不可少,而且你可能不会有足够数量的骑兵来让你特意指派一位稀有的少将学习此技能。 炮兵专精(军团内炮兵获得+5火器加成、+5%命中率以及-5%装填时间):对于想要组建一支以炮兵为主的军团的玩家来说可能有用,但基于上述同样的原因,其实用性存疑。通常你会希望所有旅的数量为偶数,但在某些需要快速冲向敌人以建立胜利之路的任务中,你的第一师需要更大规模的旅。 步兵和炮兵 步兵:任何军队的主体。虽然关于军级单位中步兵旅的规模和数量存在不同说法,但玩家应确保自己的军队主要由步兵组成。它们不需要大量微操作,能够承受伤害,并且在良好的掩护下,即使是新兵旅也能坚守阵地并造成伤害。 如果你对精英、一星和二星旅的含义感到困惑,可以用浏览器搜索“Growing Veterans”来查看指南的相关部分。 我个人的配置是每个师5个旅中包含4个步兵旅。步兵专精(军级单位中的步兵获得+5近战、+5枪械以及-5%装填时间):这绝对是少将最重要的技能。由于步兵是你军队的主力,该专精及其提供的增益将让你的军级单位对敌人造成最大伤害。 中将(三星将军)军级单位技能(仅对主动士气光环生效,即将军单位周围的白色小圆圈) 防御者(为主动光环范围内的单位提供+10掩护和+5近战):对中将单位非常有用。这是一个极佳的选择,尤其适合部署在防御战中的军团,但对于进攻战中的军团而言同样非常实用,因为近战和掩护加成在派遣部队攻击防御工事时能起到很大帮助(只需确保将军在附近即可)。 进攻者(为光环范围内的部队提供10%速度加成和+5耐力):实用性不高,因为它仅对光环范围内的部队提供速度加成。此外,大多数战役任务都有充足的时间,通过更好的规划就能完成,而不是需要速度。耐力或许有用,但到了游戏后期,你的部队会变得经验丰富(我的大多数南部邦联部队都是二星旅),除非是在超长时间的战斗中,比如像奇卡莫加战役那样,需要单个军抵挡整个敌军,否则耐力不会成为问题。 领袖(提升将军主动光环20%效果,并使处于将军单位主动光环内的部队士气抗性+10%):我对这个技能的重视程度和防御者增益差不多,但我会让更多将军携带防御者增益而非领袖增益。对于必须不惜一切代价坚守阵地的将军来说,将军主动光环提升20%会非常有用,而士气抗性意味着敌军部队的齐射更难击溃你坚守阵地的部队。这也意味着在近战或枪战中,你可以提升部队的士气。但【防御方+10掩护】 buff 尤其在游戏后期非常有价值,因为它能减少你部队的伤亡,而伤亡会影响士气。我建议在游戏后期,你应该让一名中将级军团指挥官携带此 buff,另外两名则携带【防御者】 buff。 补给车(顶部有三角形炮弹标志的 wagon):确保保护好这些补给车,并且在方便时,通过让部队移动到补给车位置来夺取敌人的补给车。这是因为所有部队在红色装填进度指示器下方都有一个灰色的补给状态条。补给车会为灰色补给条充能,同时消耗自身携带的补给。你可以通过点击补给车来查看它们剩余的补给量。你可以在营地界面设置他们携带的补给数量(下文会说明购买多少)。 将领技能(如何分配生涯点数) 政治:毫无疑问是将领技能库中最重要的技能。我个人会优先将此技能点满,可能的话再点一些军队组织。尽早将政治技能点满后,玩家可以快速组建一支更大规模的军队。虽然可能无法为所有士兵配备装备或用最好的武器进行训练,但政治技能的最大价值在于它提供了灵活性。它能带来资金和人力,让玩家能够弥补损失,而声望点数则可用于兑换人力、资金、将领或武器。需要注意的是,政治属性拉满的将领可能比医疗属性拉满的将领获得更多兵员,这主要是因为前者不依赖于损失的士兵数量。 经济:有一定重要性。它是维持装备高成本武器的 veteran brigades(资深旅)所必需的技能之一,但同时,很多这类武器你可以通过缴获获得。在有余力时投入几点,但它不是优先提升的属性。获得该属性的一个好方法是为你的将领初始技能选择【Artillery】(火炮)选项。 医疗:重要,尤其在游戏中期,但在游戏初期不是很重要。为什么呢?医疗技能可以让损失人员的旅自动恢复一定比例的士兵(这些士兵不会进入人力池,而是直接回到该旅)、所持装备以及 veterancy(老兵等级)。在玩家游戏初期,医疗技能对于扩充大规模军队的作用不大,因为它依赖于军队的损失数量。 不过,在游戏后期将医疗技能升到满级至关重要(个人建议在斯通河战役前后,甚至之前就完成),这样可以在小型战役和大型战役后保留精英部队的老兵等级以及至关重要的人力。由于训练新兵和购置新武器都需要花费资金,医疗技能就像是一种强大的被动能力,能够减轻玩家军队在人力和资金方面的损失,尤其是在大型战役中。军队编制:请注意,这一点同样重要,因为它能让将军在战场上部署更多兵力,从而提升战术灵活性。但需要注意的是,它并不会影响你实际能招募到的士兵数量,那需要通过政治系统来实现。话虽如此,不断扩充的军队需要更高的军队编制等级,所以请在必要或可能时提升等级。不过,即使编制等级为6,玩家也能一路打到【斯通河战役】。玩家只需确保拥有足够的编制等级,以满足大型战役所需的最低【军】数量要求:【布尔溪战役】、【夏洛战役】需1个军;【盖恩斯磨坊战役】、【马尔文山战役】、【第二次马纳萨斯战役】、【钱瑟勒斯维尔战役】、【奇卡莫加战役】需2个军;【安提塔姆战役】、【弗雷德里克斯堡战役】、【斯通河战役】、【葛底斯堡战役】、【冷港战役】需3个军。话虽如此,早期拥有更完善的编制是有帮助的,因为规模更大的第1军或第1师在小型战役或某些大型战役(如南部邦联的葛底斯堡战役和冷港战役)中会很有用。 训练:降低精英旅招募老兵的成本。早期有一定训练值很有用,在后期战役中,这绝对是将领必不可少的属性。玩家应开始逐步提升该属性(我认为在钱瑟勒斯维尔战役前将其升满),因为这能让玩家组建一些极具威胁的部队,并维持精英部队的战斗力。这在游戏后期尤为重要,此时你的招募奖励会减少……因为你需要依靠维持两星老兵部队来确保有能力对抗AI的精英部队。后勤:有点用但又不是必须。它意味着你可以减少对补给 wagon 的依赖,但同时可以通过军团将军的特性和炮兵旅的特性来缓解。前期点2点(搭配炮兵特性),但没必要点满。 侦察:侦察是一项尚未重做的技能,但新的AI系统(每个战役都有“人力池”)使得在安提塔姆战役后点2点侦察变得很有用。 拥有良好侦察能力的将军很有用,因为这能让他们了解敌军数量,随着战斗进行获得敌军规模的能量条,侦察等级较高时甚至能知晓敌军的武器装备。或者在一个师的6个旅中配置5个步兵旅。 尽管根据玩家个人的策略,老兵旅的规模会有所不同,但通常玩家应将新兵至二星旅的规模最大化,至少达到1500人,甚至2000-2500人。这样做是为了确保部分部队能够存活下来以获得经验值,并提高士气抗冲击能力。此外,规模更大的旅意味着他们可以派遣更多的散兵。至于精英三星旅,保持在2000人左右即可。 此外,你还应将经验水平相近的步兵旅集中编入驻同一师。一星步兵旅应编在一起,三星和二星步兵旅也应编在一起。这样可以更好地控制经验更丰富的旅的部署。大多数人看到侦察技能时,会觉得它无助于组建更大规模的军队或在战场上维持军队,因此往往会忽略它。 但要记住,在AI采用新的军队“池”系统的情况下,拥有2点侦察值实际上相当有用,因为你现在可以重新部署军队,使其兵力与AI部署的兵力相当甚至超过。 一个重要的注意事项是,侦察技能的增益效果仅在每投入2点后才会生效。 购买补给 每1000单位补给花费1000美元。你的部队会自带弹药,但这些弹药只能维持一段时间,因此你需要分配一些资金来装满你的补给车。购买多少补给取决于将领的技能(尤其是其后勤属性值),但要确保你的军团在大型战役中拥有充足的补给(注:大致参考数量:早期一些战役至少15,000,随着游戏进程缓慢增加。安提塔姆战役中,率先进攻或防守的军团需确保有25,000补给)。幸运的是,只要战斗中你的补给 wagon(补给车)没有被缴获,你最初购买的补给就能保留下来。 培养与管理老兵:玩家应注意,战后有两种补充部队的方式:补充老兵或补充新兵。用老兵补充需要花费金钱,但能保持部队的属性。新兵只需消耗人力以及为其配备新武器所需的费用,但会导致部队属性下降。 根据我的经验以及在论坛讨论中的参与情况,补充部队的最佳策略(至少在1863年前的早期游戏中)是:仅用老兵补充两个步兵单位,用带星的老兵补充炮兵单位,其余所有单位都用新兵补充。这样做是为了尽快获得两个三星老兵单位,并提升炮兵的作战能力。 星级代表什么?部队的星级本质上反映了该部队(无论是友军还是敌军)的实力强弱。每获得一颗星(部队属性中灰色进度条显示向新星级的进展),部队就会获得一个“特性”,从而提升额外属性。此外,随着部队获得更多星级和 veterancy(经验等级),其整体属性会得到提升,包括士气、精准度、装填速度(在部队属性页面中以【效率】表示)、近战属性以及耐力。当然,属性提升的幅度取决于你选择的具体属性。各类旅的所有属性都各有差异且十分有用,如何打造一支经验丰富的旅完全由玩家决定。只需确保不要重复选择属性。如果你的新组建的三星旅士气已达100,就无需再选择能提供额外士气的【精锐】属性了。我个人会选择【纪律】(额外士气和效率)、【突击训练】(额外近战、耐力和士气)以及【神射手】(额外效率/火器和精准度加成),这样能让旅达到100士气、100效率、接近100的火器值,以及70以上的耐力和近战值。 总之,一个旅最多可以获得3星,但到那时它将成为一支异常强大的旅,能够轻松击溃敌人。你至少需要组建两个步兵旅,因为它们是军队的王牌。保留3星的步兵、骑兵和散兵旅,在困难情况下投入使用,看着敌人瓦解。 务必尝试让它们在掩护中作战,或者让另一支经验较少的旅在前方吸引火力。除非万不得已,否则你不应该替换或补充这些旅。一旦你拥有三星旅,也不要让它们参与所有的支线任务。就我个人而言,每次执行任务时,我都会带上一支超级老兵(三星)旅以防万一,但你的三星旅应始终处于 reserve( reserve)状态,直到关键时刻再动用。不要犹豫使用它们,只是要注意时机。 上次更新后,三星旅的最后一个技能数值被削弱了一半。但这并不意味着三星旅没用了。相反,由于它们在战斗中积累了大量的 veterancy( veterancy),实际上并不太需要技能来提升属性。不过现在,拥有超过三个三星旅的重要性大大降低了。相反,大量的二星旅应该能让你表现得相当不错。这和部队补充有什么关系呢?用新兵补充旅级单位会搞砸并逆转部队的星级晋升进度。因此,补充正在训练的两个旅时,必须只使用老兵。 在弗雷德里克斯堡战役之前,其他所有部队都可以用新兵补充,无论这是否会影响它们的星级晋升进度。你首先需要这两个老兵旅,所以无论如何,不要把老兵平均分配到所有部队,以为这样就能壮大整个军队。根据不同的战役,玩家或许能获得更多三星老兵旅,但他们应该尽快培养出两个三星老兵旅,然后再慢慢训练更多的二星或三星旅。不过,一旦你组建完成那三个三星旅,并拥有一支庞大的军队(南部邦联约70-90K人,联邦约100K人),你就应该使用新兵和老兵将其余部队维持在二星或一星等级,但要明智选择。老兵成本高昂,而拥有几支2000-2500人的无星旅能为你提供宝贵的肉盾单位。当然,如果你能将老兵充分分配,刚好维持某些旅的二星或一星状态,同时将其兵力补充到2500人,那么你就应该这样做。 毕竟,进入游戏后期时,你会希望保留更多的老兵单位,因为人力奖励会大幅减少,这意味着你需要用更高的 veterancy 来弥补军队数量上的不足。此外,你确实应该只使用老兵来补充一星及以上老兵炮兵部队的损失。这是因为炮兵旅中的新兵会严重降低其火力效率。对于没有星级的炮兵旅来说,这没那么重要,但一支老兵炮兵旅确实价值连城。 最后,如果你已达到军团数量要求,就无需使用兵员池中的所有人员(旅的数量没那么重要,但如果你真的想确保万无一失,可以尽早点出2点侦察技能)。 这就引出了本指南的下一点。 培养与管理指挥官 指挥官会为旅提供额外属性,主要是指挥值。指挥值会影响士气以及效率(命中率和装填速度)属性。这就是为什么当一个旅失去军官时,其指挥和效率会下降,在战斗中按下该旅的【i】键就能看到这一点。军官还能为旅提供一定的进度值,以晋升到下一个星级。 通常情况下,你要确保新兵(无星)旅配备较低军衔的军官,而高级旅则配备较高军衔的军官。此外,当军官获得晋升时,你需要及时将他们调换到相应的旅。 是的,你的军官会学习并变得更加能干(不像《终极将军:内战》那样 XD)。这一点可以通过旅进度条旁边的灰色小条,以及指挥官选择下拉菜单中的灰色条(点击旅/师/军指挥官的头像即可找到)来体现。炮兵(已更新,我也建议你查看【炮兵指挥官的《终极将军:内战》指南】(作者:士兵),其中包含截至1.04版本的最新炮兵信息):炮兵虽然昂贵,但十分有用。它们能对敌人造成额外伤害,帮助将军扭转战局。此外,炮兵在防御时能显著提升军队的打击力,还能对敌人的冲锋造成巨大的士气冲击。 应将炮兵部署在步兵主力战线后方,而非容易暴露在火力下的主力战线中,而是放在能吸引火力的大型旅后方。这也意味着不要将炮兵直接部署在大型旅正后方,因为虽然它们不会被直接瞄准,但敌人的流弹仍会逐渐削弱你的炮兵部队。战斗结束后务必查看晋升人员,以便根据其军衔将其安排在最佳(且最安全)的位置。当然,运气不佳可能会导致军官意外阵亡,但最容易让他们牺牲的方式是将其部队置于过于危险的境地。 选择优秀的师长可以进一步提升部队的指挥能力。为一个师挑选的师长军衔越高,其麾下部队的表现就越好。而优秀的军长甚至能进一步提升部队表现。需要注意的是,只有上校及以上军衔的军官才能被选为师长,且只有准将才能担任军长。 以下是各军衔军官的大致使用建议。需要注意的是,在紧急情况下你可能不得不偏离这个原则,但这是我偏好的体系。显然,随着你的军衔提升,能从【学院】招募到的各级军官数量会减少,而且招募他们的成本也会更高。 上尉:除非万不得已,否则不要让他们指挥炮兵旅。不推荐这种做法。 少校:让他们指挥新兵(无星)旅和炮兵旅(1-2星)。让少校指挥炮兵旅不会对炮兵旅的效能产生太大影响,还能锻炼少校,使他们达到可以指挥前线步兵旅的水平。而且少校数量非常充足,所以不用担心他们受伤。你希望他们获得经验,以便能够晋升。 中尉上校:实用的中级军官,可指挥无星或一星且人数在1500人及以上的旅。其获取难度高于少校,但数量较为充足,通常不会出现紧缺情况。 上校:应将其留作指挥1-2星旅(除非是在盖恩斯磨坊战役前的游戏初期,或拥有足够数量的上校来填补编制)。军校中上校的数量有限,且招募成本更高,这是因为他们拥有不错的指挥属性。 准将:应留作指挥3星旅以及担任师长(尤其在马尔文山战役前的游戏初期)。若情况紧急,也可将准将用作2星旅的指挥官或军长。这是因为这些军官很难从学院招募和雇佣(整个战役中通常只有2-4个可用名额),虽然你可以通过声望获得他们,但声望最好用在人力、装备和资金上。需要注意的是,尽管准将可以指挥军团,但最好先让他们指挥师和精锐旅进行历练,因为这些任务能让他们更快获得经验。 少将:非常稀有。你不会希望这些军官受伤,因为你根本无法从学院雇佣他们。你只能通过准将晋升、战役奖励以及声望来获得他们,而正如我之前所说,声望最好用在其他方面。这些军官应该只指挥师和军团。这不会让他们免疫死亡,但会有所帮助。 中将:如果你把这家伙放在前线步兵团,或者让他们担任师长,那你就做错了。这些指挥官价值连城,玩家在弗雷德里克斯堡战役前能获得超过2位都不太可能。在我的邦联和联邦战役中,我最多只获得过9位少将。你不会想失去他们的。让他们指挥你的军,因为中将的指挥光环会变得非常强大。我喜欢给我的中将配备20%的士气抵抗光环。 最后一点,由于指挥官晋升的机制,明智的做法是招募新的上校和中校来替换阵亡的指挥官,而不是简单地从预备队中抽调。征兵营会在每次战斗后重置,因此你将持续获得准将至上尉军衔的军官。不过,由于你无法招募少将,且准将的招募数量有限,所以你需要不断提拔上校和中校。要替换那些已晋升为准将的旅级军官。 此外,如果你玩的是南部邦联,甚至在游戏后期的北部联邦,拥有大量少将和中将也并非不可能(我作为南部邦联时就有7名中将)。只有这样,你才能将中将安排到师长位置上,并且只在大型战役中如此安排(这样他们牺牲的几率会更低)。 装备篇 第一部分 一般的经验法则是,更资深的旅配备更好的武器。正如其他攻略所述,优先使用缴获的武器,之后再购买新武器。尽量不要为新兵旅购买昂贵的新武器,因为他们很可能会丢失这些武器。关键在于武器的可用性、便利性和成本效益。首先使用军械库中现有的武器,然后为部队配备适合其持续作战能力的武器。因此,为能持续造成伤害的精英旅配备更致命的武器,而为容易溃逃的新兵旅配备杀伤力较低的武器。“有啥用啥”的免费装备原则尤其适用于火炮。 另一方面,为初始旅配备稍好一些的火炮也有很大优势,这能帮助你的军队在战役初期削弱敌人,由于新的“资源池”系统,AI即使在后期也会感受到兵力损失的影响。 此外,到了游戏后期(1864年的陆路战役),别忘了出售你不再使用的装备。比如,“重镗农夫枪”和“农夫枪”,可能还有斯普林菲尔德M1842型步枪和密西西比1841型步枪。另外,还有任何无用的火炮(老式6磅炮,或者过于昂贵以至于无法为一个旅配备4门的火炮)。 当然,这一切都取决于个人喜好,以下是我推荐的装备配置。步兵: 联邦军 无星和一星部队:春田M1842型(必要时可用帕尔梅托型),游戏后期使用春田M1855型或缴获的恩菲尔德1853型 一星和二星部队:帕尔梅托型、洛伦兹型(缴获的南部邦联中级步枪如恩菲尔德1853型也可使用)。如果缴获数量足够,使用春田M1855型。若武器和资金短缺,使用春田M1842型。注意,到葛底斯堡战役时,应将一星和二星旅换装为春田M1855型、恩菲尔德1853型或洛伦兹型 三星部队:春田M1855型或哈珀斯费里变种型。游戏后期开始为这些部队装备春田M1861 - 3型、缴获的南部邦联里士满型和费耶特维尔型 南部邦联军 无星部队:游戏初期至少装备春田M1842型。不要浪费时间装备扩膛猎枪和猎枪……它们毫无用处!!!炮灰!如果你打算给旅配备他们,那就让他们作为预备旅,最后投入战斗。 1星:游戏初期使用斯普林菲尔德M1842或更低成本的步枪。但实际上,1星部队至少应该装备密西西比M1841。密西西比M1841的性能比M1842好得多,尤其是在精度方面,所以游戏初期配备这种步枪的旅能起到很大帮助。 2星:密西西比M1841、洛伦兹步枪,或者如果没有其他可用装备且有资金的话,使用1853型恩菲尔德步枪。 注意:和联邦军一样,你应该开始为1-2星的旅配备斯普林菲尔德M1855(可能是哈珀斯费里变种)、恩菲尔德步枪,如果实在没办法,也可以用洛伦兹步枪,以增强他们对抗更致命的AI旅的能力。不过要确保它们能够开火,因为让它们行动起来需要一段时间。另一方面,不要让它们过于靠后,否则它们将无法使用“霰弹”——这是一种中程弹药,会对一个旅造成散射伤害,且能造成更多杀伤。 通常建议每5个旅组成的师配备1个炮兵旅,或者每6个旅组成的师配备1个炮兵旅。火炮数量各不相同,但玩家应尽量确保每个炮兵旅至少有8门火炮(后期为12门),并确保使用在战斗中缴获的所有火炮。在1.04版本中,超过12门火炮(最多18门)的炮兵旅已能正常运作,不再会降低杀伤数,并且现在更加耐用。你完全可以为所有旅配备M1855型步枪(很可能是哈珀斯费里变种,因为你会缴获很多这种枪)和1853型恩菲尔德步枪,到陆路战役时应该就能实现,甚至在奇卡莫加战役时可能就可以了。三星部队:至少要配备斯普林菲尔德M1855型步枪。这是因为当你的旅达到三星级别时,你已经从联邦军那里缴获了大量这类武器。不过要记住,如果你军中已有更高级、更昂贵的武器,就把它们配备给老兵旅。到陆路战役时,开始为你的旅配备斯普林菲尔德M1861型、南方联盟里士满型和费耶特维尔型步枪。可以先试试南方联盟里士满型,因为它们更便宜,但性能与M1861型相近。骑兵(双方均适用):近战骑兵:1842型帕尔梅托步枪。说真的,它的近战性能极佳,而且价格便宜。如果你有多余的资金或有存货,可选择柯尔特M1855型。注意,武器数据中显示的“射程”实际上是他们冲锋时使用的手枪/短卡宾枪的射程。他们没有散兵AI,也没有任何远程攻击能力,只会冲锋或进行近战。 散兵骑兵/远程骑兵:优先考虑可用性。只要不是短管型、兄弟型,或者基本上任何射程低于230的武器都可以。由于远程骑兵具备散兵AI能力,其重点不在于装填速度或伤害,而在于骚扰和牵制。因此,你需要考虑的重要因素是射程,这样你的骑兵在射击后能更容易撤离。你可能会为远程骑兵旅配备的枪支是夏普1855卡宾枪,这是一款相当不错的枪。 散兵: 你需要夏普步枪,因为它有450的射程、精准度和射速。猎人步枪更便宜,而且据说射程也差不多,但夏普步枪的射速和精准度更好。在450射程下,即使是精准度不错的夏普步枪,你为旅配备的500名士兵也只能对敌方旅进行消耗射击,而非齐射。 装备选择第二部分:火炮 火炮(适用于双方),总体来说,这里的描述很能反映它们的性能。 《士兵的炮兵指南》对火炮类型和使用方法有更深入的说明,但以下是我对最容易上手、微操作最少且最经济的策略的建议。现在,你的加农炮可以发射三种不同类型的炮弹(实际上是四种,但这里简化说明)。在远程时,使用实心弹;中程时,使用榴霰弹(或霰弹),它会在小范围内散布弹片;近距离时,使用葡萄弹,正如其名,效果非常猛烈,是近距离发射大量小弹丸的弹药。在《终极将军:内战》中,不同加农炮的性能会因炮弹类型和作战环境而有所不同。 6磅滑膛炮:基础入门级加农炮。如果有可用的,或者你只是需要一个临时的炮兵旅,就先用它们。这种炮在远程表现不佳,但在防御敌人冲锋时非常有效,尤其是当你拥有大规模的6磅滑膛炮旅时。不过,还是尽量尽快将它们淘汰掉。也就是说,一旦你有足够的资金或火炮来组建一个配备7门10磅线膛炮或拿破仑炮的炮兵旅 6磅沃德炮:以前,我要么没得到过这种炮,要么就算军械库里有也不会用。但现在它们显然在远距离表现非常出色,可用于反炮兵作战,或者干脆进行中距离射击。近距离效果不佳,但只要让它们保持在中距离,就能通过霰弹(不是榴霰弹,是霰弹)造成杀伤。而且它们很便宜,为什么不装备呢?尤其是6磅滑膛炮在射程上真的很差劲。不过要注意,这种炮往往很稀有。所以有机会的话就留着并购买它们。 12磅榴弹炮:你不应该特意去获取这种炮,但如果缴获了,它们作为近距离支援炮兵会表现不错。它们过去的霰弹效果不佳,但现在显然在近距离下过于强力。这是一种极具攻击性的火炮,你需要让它随战线一同推进。不过操作起来颇为繁琐,一旦失误就可能导致大量炮手阵亡。 12磅拿破仑炮:适合组建炮兵连的优秀火炮,在近程和中程都能造成出色伤害。如果缴获了这种炮,可以组建一个炮兵连,并通过商店购买进行补充。不过由于实心弹性能较差,这是一种相当激进的火炮,因此要尽量让它随战线推进。 10磅线膛炮:是你军队的主力装备(也是我的主力)。它无疑是最全面且价格适中的火炮,擅长中远程作战。与描述所说的不同,它在近距离表现也相当不错,危急时刻的霰弹效果很好。虽然缴获的机会不多,但如果有这种火炮,就把它们部署到战场上,必要时甚至可以购买。这是因为尽管拿破仑炮很有用,但 ordinance 炮全面的性能属性和【惊人的精准度】使其无需过于靠近敌人就能造成杀伤。这能保护你的炮兵 crew,也意味着不需要过多微操。 10 磅 parrott 炮:显然现在这门炮表现不差。它的性能与 ordinance 炮相似,但火力速度较慢,中程炮弹的威力更大。如果你有闲置的熟练 crew,并且想要一种具备良好反炮兵潜力的中远程火炮,可以考虑组建一个炮兵连。10磅特雷德加尔炮:优秀的中程火炮,不过极为稀有。与敌人保持中等距离,用它的霰弹(榴霰弹)将敌人轰成碎片吧。 12磅惠特沃思炮:不太确定,因为它即将迎来改动,而且这也是一种非常稀有的火炮,我从未获得足够数量来组建一个炮兵连使用。显然它擅长反炮兵和中程射击。本节内容可能会有变动。 14磅詹姆斯步枪炮:以反炮兵为主要用途的火炮。你需要对其进行微操作才能发挥作用,但如果你想要对付那些讨厌的敌方炮兵……这可能是个好办法。 24磅榴弹炮:天啊,这门火炮的中短射程会让你喜极而泣,因为这种后期火炮在该射程内简直强到离谱。此外,它还拥有非常远的射程……它的中程射程相当远。懂了吧。 20磅帕罗特炮:人们以前讨厌这门炮。我也是。不过现在不了,因为显然它完全不是那种在所有射程下都有出色表现的后期10磅线膛炮。尽可能多地装备它们。 通用策略与技巧 其他指南已经涵盖并且会比我更好地详细介绍战役流程,但这里有一些通用建议。 开始补充受损部队前进行存档,以防操作失误或觉得部队配置需要调整。在大型战役的各阶段中途也要存档,这样就能有更多阶段性的备份。 查看需要夺取的目标时,点击右上角带线条的按钮,就能看到实际需要夺取或失守的目标。这是因为对于联邦军而言,像第二次马纳萨斯战役这样的部分战斗存在……虚假目标,这些目标不会影响战斗结果,但符合历史事实。 进入战场地图后,要考虑地形和麾下的士兵。确保你与敌人的每次交锋都是一场不对等的战斗。只有失败者才会在战场上进行公平对决。 此外,要考虑到可以在计时器结束前夺取胜利点。不必急于求成,有时某些战斗可能会进入下一阶段。另一方面,也要记住,尽可能多地消灭敌人也是一件好事,只要你在这个过程中不会损失过大。 要灵活思考。记住,要制造一场不对等的战斗。如果人工智能明显部署在某一方向,你就从另一个方向进攻。散兵 散兵:专职散兵十分有用,能骚扰敌人且让其无法反击。不过,他们应在掩护下使用,需要精细操作,并且武器成本很高。可以将他们视为你的突击队单位,脆弱但极具杀伤力。 经过一些测试,我认为不建议在早期投入大量散兵旅,因为他们缺乏耐久性。 然而,我听说组建几支经验丰富、装备精良的散兵旅能够摧毁步兵旅。 此外,我在最近的联邦战役游玩测试中发现,精英散兵旅值得投入,但早期等级的散兵则更……开场战斗教学页面的建议或许有用,但有时你完全可以不用理会。比如在第二次马纳萨斯战役中,我无视了侧翼包抄敌人的指示,而是集中兵力攻击其左翼。凭借兵力的优势集中,我还是赢了。另一个例子是冷港战役,我特意留在原地夺取据点并赢得了大型战役(注意,在冷港战役中,这个特定的策略只有在你部署的师兵力足够强大时才有效)。 在某些战役中,你甚至会想要忽略可用的防御工事。防御工事能为你提供优势,但也会让敌人将火力集中在单个旅上。反过来,你也可以运用这种战术来击退敌军部队。如果敌人有大量散兵,情况更是如此。 另一个要点是,利用树林。无论是进攻还是防守,都要利用树林来确保你的旅受到更少的伤害。如果敌人在树林里,那就沿着树林推进,并尽可能尝试包围或侧翼包抄。 最后,不要害怕后撤。如果损失似乎在不断增加,你的旅士气低落,就按下后撤按钮(快捷键F)。你不希望你的旅因为溃败或动摇而承受更多伤害。 此外,与历史情况相反,即使作为南部邦联,也不要过于频繁地发起冲锋。冲锋时会造成大量伤害,而且还会让敌人更容易进行侧翼射击。使用“部队选择”按钮(就是战斗界面中“军”按钮正下方那个,右键点击可以画出灰色线条并让旅排列整齐的按钮),这个按钮能让你快速移动大量部队。 不要害怕暂停或使用慢动作。大型战役的局势可能会变得非常棘手,骑兵的微操作也可能很烦人。所以要利用好这一点,否则可能会损失大量士兵。 闲话少说,下面是一些战术(为方便记忆而起了昵称): 腓特烈斜线战术:查看地图,侦察敌人的部署情况。避开防御最严密的区域,直取胜利点,或者只攻击敌人的一侧翼。这种战术能让你用己方较大规模的兵力对抗敌方较小部分的兵力,并获得侧翼包抄加成。推进时务必利用掩护,掩护能使你的部队避免被敌方侦察到,同时提供防护。 联邦军在安提塔姆战役、邦联军在盖恩斯磨坊战役(通过水手沼泽)都会采用这种战术。 拿破仑式集中突击纵队:如果你想不出任何包抄敌人的方法,或者时间紧迫,这种战术非常有效。用四个步兵旅排成一线,在附近部署炮兵,向敌人防御最薄弱的部位(可能是单个防御工事)发起攻击。重要的是,要让所有其他师像波浪一样紧随首批攻击者之后排列。当某个旅的士气大幅动摇或严重低落时,让该旅后撤,同时将其后方的旅向前推进。如此反复,直至该区域的敌军被消灭或溃败。 随后全军向前推进,利用初始正面部队后方的旅来掩护侧翼,或者让这些后方旅直接向前推进,以便让正在进攻的旅得到休整。 这种战术在以下情况中尤为有效:联邦军在第二次马纳萨斯战役和弗雷德里克斯堡战役中;邦联军在夏洛战役、马尔文山战役中;以及双方在各自战役的最终决战中。 派遣散兵并迅速撤离:当你需要撤退时使用此策略。无论面对的是邦联军还是联邦军,如果他们的兵力对你形成压制,且战役地图上出现了你必须防守的新目标——而该目标又位于你的后方,同时你的旅正处于交战状态,此时就应采用这一策略。如果你把他们赶走,他们会被侧翼包抄然后溃败,因为你的新兵旅战斗力不行。 派遣你的散兵然后撤退。就这么简单。关键在于他们会为你充当肉盾,这样主力旅就能顺利撤离。这不是一个完美的策略,而且你很可能会损失那些散兵,但有时候保全步兵旅才是更重要的。 联邦军在夏洛战役可能需要使用这种战术,钱瑟勒斯维尔战役和奇卡莫加战役也可能用得上。邦联军则可能在安提塔姆战役中使用。 【让他们流血致死】(如何利用防御工事进行防御以及应对防御工事):防御时使用防御工事很有趣,但进攻时面对防御工事就很棘手。 不过防御工事确实有弱点。他们将单个旅拉展开,使其成为更大的目标,这样就能让2-4个旅集中火力攻击一个旅。此外,在0.76补丁中,防御工事现在可以被侧翼包抄……这会对士气造成相当毁灭性的后果。 进攻时,要无情地利用这一点,集中所有本地旅攻击一个防御工事。这样能迅速消耗敌方兵力,而且由于“阻挡”机制会阻止一个旅向另一个旅的后方射击,敌人无法越过设防的旅进行射击。一旦你将那个旅消耗到溃败状态,就推进并侧翼包抄其他设防的旅,从而瓦解敌军。注意,这种进攻战术对联邦军往往比对邦联军更有效,并且只在1863年之前适用,因为只有到那时他们才能承受人员损失。防御时,确保在后方留有预备旅,以便接替已构筑防御工事的旅。每个防御工事不需要部署两个旅,但需要有一个距离足够近的旅,这样当敌人决定冲锋时,该旅可以提供支援火力。 冲锋……是一种有趣的战术。要谨慎使用,但在合适的情况下一定要用,因为它能减少伤亡。如果是3个2000人的新兵旅对阵1个1500人的三星老兵旅,那就发起冲锋。但如果那个老兵旅有火炮或其他步兵旅作为支援,那就尝试将他们孤立,或者通过重新集中火力(选择旅并右键点击目标,如果不需要移动旅就能开火,优先攻击火炮)逐个消耗他们。防御工事的情况也是如此。你可以下令部队冲锋敌方防御工事,但冲锋时的兵力数量以及敌军获得的支援至关重要。敌军获得的支援越多,陷入近战的旅所受到的侧翼火力惩罚就越严重。因此,冲锋时务必谨慎。 步兵旅能够对敌军侧翼发动冲锋,并造成极大的士气冲击。近战骑兵在这方面尤为出色。我曾用近战骑兵对正与我方步兵交战的敌军步兵侧翼发动冲锋,取得了超过1000人的击杀,而自身仅伤亡100-200人。不过,再次提醒,务必明智地选择冲锋的目标和时机。自从0.75版本更新后,近战骑兵遭到了大幅削弱。它们仍然有用,但再也无法达成1000人的击杀了。 好了,将军们,去击败叛军或联邦军吧! 此致, vren55对于士气冲击伤害而言,它们在远程侧击大型旅时非常有用,有时(如果你的散兵装备了450射程的枪支)甚至能在敌方看不到的射程外进行攻击。 独立散兵(从主力步兵旅中分离):另一方面,独立散兵是非常出色的单位,尤其在防御战和侦察中发挥重要作用。这些单位可以从常规步兵旅中分离出来(通过拆分创建)。除了散兵AI、增强的侦察能力和速度外,它们没有其他额外加成。不过,当处于掩护状态时,独立散兵可以充当拖延单位,为主力步兵旅的撤退争取时间,或者被派往前方进行侦察。此外,当旅的数量处于劣势但身处森林地形时,可以使用散兵来掩护侧翼区域,延伸战线并减缓敌人的推进速度(说的就是你,夏洛战役)。 在游戏后期,你会发现,当你通过缺口推进时(说的就是你,冷港战役,但这也适用于南方邦联的盖恩斯磨坊战役),脱离编队的散兵往往是掩护侧翼的理想单位,或者单纯用来抵御敌方散兵对侧翼的威胁。 骑兵(远程和近战):骑兵作为一个单位成本也相当高(因为补充兵力时需要为他们的马匹付费),我个人最初并不相信它们的实用性,因为操作起来也需要大量微操,而且一旦失误会让玩家损失惨重。不过,相较于步兵、炮兵和散兵旅,骑兵拥有一项主要优势:机动性。 骑兵可以发动猛烈攻击、包抄敌方单位,快速突击后迅速撤离。正是这种机动性使骑兵能在战斗中执行三种不同职能:骚扰、拦截和突袭。 骚扰任务最适合由远程骑兵在敌方旅的侧翼或针对敌方炮兵执行。一个750人规模的远程骑兵旅一轮齐射就能让炮兵或散兵旅动摇,再来一轮齐射就能将其击溃。远程骑兵旅还能通过侧翼射击给敌方步兵旅造成士气惩罚,而且由于机动性更强,它们更容易实施侧翼包抄。

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This battle-guide provides UGCW player-generals with an overview of various structural “basics” for each battle in UGCW’s CSA/Confed campaign. (See the USA/Union guide for introductory notes on those details.) As is also the case with the USA guide, please note the following about this CSA guide: (1) It has been built out of analysis of version “1.09 rev. 21114”, although most of its content has now been confirmed for the 1.10 &amp; 1.11 updates. (2) It is not yet comprehensive for all battle-relevant details and may in fact contain mistakes or inaccuracies. (It does not, e.g., distinguish between difficulty-levels, although this factor may not be relevant.) Some explicit notes are found below on these counts. Please contribute corrections and amendments and additions and whatever edits may seem (or be) necessary, etc. May this information help you to achieve victory more enjoyably and effectively on UGCW’s battlefields. (Note that this guide has been built out of analysis of version “1.09 rev. 21114”, although most of its content has now been confirmed for the 1.10 &amp; 1.11 updates. No updates are currently planned in order to conform to changes caused by the various mods now available.) (1) The Potomac Fort - 22 &amp; 29 MAY 1861 PRE-BATTLE NOTES: * This is an OFFENSIVE-then-DEFENSIVE minor battle * Note the importance of conserving your force-strength: units from Day 1 will appear in same condition on Day 2 * After this battle, you will receive, as permanent part of your developing army, several of the units deployed here, so you may wish to conserve them: INF bdes of Sigfried and Kemper + ART bde of Cabell. [Thx to CivWar64 for this info.] DEPLOYMENT: * N/A (units are assigned to player) DAY 1 (May 22nd) - PHASE 1: “[Intercept Enemy Reinforcements]” TIME: 1015 TIMER: None [:30 implicitly] MAP: Potomac Fort area (on banks of Potomac River somewhere in Virginia) DEPLOY-FORCE: 2 INF + 1 SKM + 1 CAV + General POSITIONING: Pre-positioned at south-edge of map OBJECTIVES: Destroy Battery A / Destroy Battery B / Capture Coastal Fort NOTES: * Situation-Overview begins phase, emphasizing enemy reinforcements moving from southwest to fort * The actual imperative of this phase seems to be getting into position to intercept the USA reinforcements before they reach the fort -- and beginning to attack them 1.2: “[Take the Fort]” TIME: 10:45 TIMER: 3:30 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + reinfs: 3 INF +1 SW POSITIONING: As at end of Phase 1 + reinfs: south-edge of map OBJECTIVES: Same NOTES: * Brief Situation-Overview announces this new phase * Once the 3 objectives are achieved &amp; with run-down of CONTESTED timer (11 mins.) on holding the fort, there is an immediate finish to the phase [not clear if CONTESTED timer continues past overall-timer] DAY 2 (May 29th) - PHASE 1: “[Defend the Fort]” TIME: 1100 TIMER: 3:00 MAP: Same, restricted (does not extend as far south now) DEPLOY-FORCE: 2 ART + 3 INF [Kemper, Siegfried, Birney] + General POSITIONING: Pre-positioned inside the fort OBJECTIVES: Hold Coastal Fort NOTES: * Brief Situation-Overview announces this new day/phase, with emphasis on holding the fort against attacks from southwest until reinforcements can arrive * Destroying the enemy ironclads may be tied to overall victory-conditions (this is not confirmed) * 1117~: Reinforcements (1 CAV) from south-edge of map [unless it was destroyed on Day 1] * 1137~: More reinforcements (2 INF + 1 SW) from south-edge of map * If USA captures fort, run-down of CONTESTED Timer will IMMEDIATELY end battle * Immediate FINISH at end of time? Rovernavigator reports that, with fort held, extra time is available until 1615 ***CAMP now available*** (2) Newport News - 15 JUN 1861 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * There is a “sticky spot” on the river north of the town: enemy units (perhaps our own) will, when shot while routing across the river, get stuck mid-river and thus become easy prey, etc. It is unclear whether they can/will still fire. [Thanks to Sheldon Cooper for this tip.] * Immediate FINISH at end of time (perhaps adjusted by CONTESTED time-overlap?) DEPLOYMENT: * Delay: 3 bdes - 1 deploy-box PHASE 1 TIME: 1800 TIMER: 1:00 MAP: Newport News (Virginia) area DEPLOY-FORCE: 3 INF + General + 1 Loan-Aux CAV (JEB Stuart) POSITIONING: Per deployment-box north of town (CAV appears from northwest soon after start) OBJECTIVES: Hold Town NOTES: * Phase begins with Situation-Overview * 1832~: USA forces (reinforcing the northern force already present) arrive from west PHASE 2 TIME: 1900 TIMER: 1:30 MAP: Same, expanded especially southwards DEPLOY-FORCE: As at end of Phase 1 + reinfs: 4 INF + 2 ART + General POSITIONING: As at end of Phase 1 + reinfs: arriving from southwest as phase begins OBJECTIVES: Hold Town NOTES: * Phase begins with brief Situation-Overview * USA forces soon begin attacking from east (in addition to already existing attackers) * 1932: More reinforcements (CAV &amp; SW) arrive from south-edge of map (Alert: Escort SW to town) ***CAMP now available*** (3) 1ST BULL RUN - 21 JUL 1861 PRE-BATTLE NOTES: * This is a DEFENSIVE-then-optional-OFFENSIVE grand battle * This battle takes place in northeast Virginia near Manassas Depot, southwest of Washington D.C. * Most of the troops involved in this battle are Loan-Aux troops that arrive as reinforcements * EXTRA time available after FINISH pops up: see Phase 3 DEPLOYMENT: * Defend Bridge: 4 bdes - 1 deploy-box PHASE 1: “[Defend, Scout, Delay!]” TIME: 0730 TIMER: 3:00 MAP: Bull Run River area (from Henry Hill at south to far north beyond Matthews Hill) DEPLOY-FORCE: 4 bdes + General + SW POSITIONING: Per deployment-box near Stone Bridge OBJECTIVES: Hold Stone Bridge / Hold Matthews Hill NOTES: * Extended Situation-Overview begins this phase, emphasizing “defend, scout, and delay” tasks * Holding Matthews Hill is NOT required (but ownership of it seems to affect Timer; thus, once USA takes it and the CONTESTED timer runs out, this phase ends even if overall Timer has not -- possibly?) * 0740~: USA forces approach Stone Bridge from east * 0822~: Reinforcements (Bee) arrive from southwest to cover the left flank * 0824~: USA CAV tries to force ford north of Stone Bridge * 0843~: Reinforcements (Hampton/Beauregard) arrive from Henry Hill area * 0848-1000~: Various alerts about and approaches of more USA forces PHASE 2: “Withdraw to Henry Hill” TIME: 1030 TIMER: 2:00 MAP: 1st Bull Run area, expanded south of Henry Hill and to west DEPLOY-FORCE: As at end of Phase 1 + reinforcements: 5 INF + 1 ART + General Jackson + SW POSITIONING: As at end of Phase 1 + reinfs from south-edge of map OBJECTIVES: Hold Henry Hill NOTES: * Situation-Overview begins this phase, emphasizing Jackson is on his way to help * 1045~: Stuart’s CAV (1 bde) arrives to help from southwest * This phase does not always seem to end exactly at 12:30: other factors may lead to early cut-off PHASE 3: “Counter-Attack!” TIME: 1230 [or earlier depending on end of Phase 1.2] TIMER: 2:30 MAP: Same as in 1.2 DEPLOY-FORCE: As at end of Phase 2 + reinforcements: 5 INF + General Johnston (+ SW?) POSITIONING: As at end of Phase 2 + reinfs from south-edge of map OBJECTIVES: Hold Henry Hill NOTES: * Situation-Overview begins this phase, emphasizing our counter-attack against USA right flank * EXTRA time is available after FINISH pops up -- until 1745 ***CAMP now available*** (4) Ambush Convoy - 29 SEP 1861 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * With all 3 SWs captured, there is immediate FINISH at end of timer; with none or some captured, there is EXTRA time -- until 0915 DEPLOYMENT: * Ambush: 10 bdes - 1 deploy-box TIME: 0545 TIMER: 2:00 MAP: Somewhere near Richmond (Virginia) DEPLOY-FORCE: All bdes + General + SW + 2 Loan-Aux CAV POSITIONING: Per deployment-box / Loan-Aux CAV: pre-positioned to north &amp; south of deployment-box OBJECTIVES: Capture Supplies x3 (there are 3 SWs in the enemy convoy) NOTES: * Situation-Overview emphasizes the convoy’s intended meet-up with 7k troops under McDowell to east * Soon after sighting/attacking convoy, there is alert about enemy reinfs to the north (they soon appear) * 0610~: McDowell’s Union force arrives from east ***CAMP now available*** (5) Stay Alert - 25 FEB 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * 11, not 10, bdes can actually be deployed for this battle * EXTRA time available after FINISH (with VP in hand, anyway) -- until 1230 DEPLOYMENT: * Defend Supply Depot: [11] bdes - 1 deploy-box TIME: 0600 TIMER: 3:30 MAP: Supply depot area (near Corinth, Mississippi) DEPLOY-FORCE: 6 bdes + General + SW POSITIONING: Per deployment-box around the supply depot OBJECTIVES: Hold Supply Depot NOTES: * Brief Situation-Overview begins the battle * 0755~: reinforcements (up to 5, not 4, more bdes) arrive from southeast [Note that the arrival-time of these reinforcements is now much later, it seems, with the new 1.10/11 patches] ***CAMP now available*** (6) SHILOH - 06-07 APR 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in southwest Tennessee, in/around Pittsburg Landing on the Tennessee River * Much of the overall force used in this battle is Loan-Aux (and appears in Day 1 - Phase 2) * General Grant may make an appearance during this battle (see Day 1 - Phase 3) * Phase-changes may play out differently, depending on VP-statuses and perhaps other triggers * There is no Day 2 for the CSA in this battle if the Pittsburg Landing VP is taken and held for the whole CONTESTED time before the overall TIMER runs out * BrigGen Nathan Bedford Forrest and his bde of CAV (melee: 300 men) are awarded to player after this (victorious-only!) battle. Visible in CAMP after battle concludes, this free bde may generate a free bde-slot in the 1st Corps: it is automatically slotted into the FIRST AVAILABLE slot in the 1st Corps; if all bde-slots are already occupied per the player’s current AO level, a new slot is created. E.g., a 6th slot will be created if the 1st Corps already has all of its divisions filled with 5 bdes apiece. This appears to be true for any AO level. (Note: removing this bde at any time also removes the extra-slot; yet, swapping it out directly with another bde will preserve the extra slot.) DEPLOYMENT: * Attack at Dawn: 20 bdes - 1 deploy-box DAY 1 (April 6th) - PHASE 1: “[Attack Union Right Flank]” TIME: 0630 TIMER: 2:30 [or less, if CONTESTED timer runs out] MAP: Shiloh Church area (west part of battlefield) DEPLOY-FORCE: 10 bdes + General + SW POSITIONING: Per deployment-box at southwest OBJECTIVES: Capture Shiloh Church NOTES: * Extended Situation-Overview begins this battle/phase * 0700~: “2nd attack wave” arrives from south (remainder of deploy-corps: up to 10 bdes more) * This phase ends if/when the CONTESTED timer runs out (after VP is taken) 1.2: “[Attack Union Left Flank]” TIME: 0730 [or earlier, per Phase 1] TIMER: 3:00 [or less, depending on CONTESTED timer for at least 1 held VP] MAP: Spain &amp; Larkin Bell fields area (east part of battlefield) DEPLOY-FORCE: Loan-Aux troops of the “II Corps”: 6 INF + 2 ART + 1 CAV + General Bragg + SW POSITIONING: Arriving gradually at start of phase from southwest corner of map OBJECTIVES: Capture Spain Field / Capture Larkin Bell Field NOTES: * Brief Situation-Overview begins this phase * 0815~: More Loan-Aux reinfs arrive (2 waves about 10 mins apart) from south-center: 3 INF / 3 ART + General Breckinridge [no SW] 1.3: “Defend Shiloh Church” TIME: 1200 TIMER: 1:06~ MAP: Shiloh Church area (west part of battlefield) DEPLOY-FORCE: As at end of Phase 1 POSITIONING: As at end of Phase 1 OBJECTIVES: Hold Shiloh Church NOTES: * Brief Situation-Overview begins this phase * General Grant, “checking on the attack”, may make an appearance here for the USA * This phase occurs even if Shiloh Church is taken in Phase 1. If Church was not taken, then it still begins as CONTESTED in this phase -- with timer of 00:25 1.4: “Attack Hornet’s Nest” TIME: 1307 [or otherwise, per end of Phase 1.3] TIMER: 3:30 [but may be less depending on unidentified triggers] MAP: As in 1.2, but extended north (to include the new VP) and east DEPLOY-FORCE: As at end of 1.2 POSITIONING: As at end of 1.2 OBJECTIVES: Capture Hornet’s Nest * It is NOT necessary to capture this VP for battle to continue NOTES: * Brief Situation-Overview begins this phase * The TIMER may cut off early here, depending on unidentified triggers, even if the VP is not taken(!) 1.5: “Advance to Pittsburg Landing!” TIME: 1637 [or as at end of Phase 1.4] TIMER: 3:00 MAP: Combination of earlier maps &amp; expanded northward to include Pittsburg Landing DEPLOY-FORCE: As at end of 1.3 &amp; 1.4 POSITIONING: As at end of 1.3 &amp; 1.4 OBJECTIVES: Capture Pittsburg Landing NOTES: * Brief Situation-Overview begins this phase, emphasizing the Union ironclads that will support Union’s left flank and the imminent arrival of Union reinforcements from north * Union reinforcements eventually arrive from northeast of map; then, from center/northwest area. [Per CivWar64: northeast USA reinfs arrive at 1:19, or 16:51 on the TIMER; northwest/center reinfs arrive 10 minutes later. Per D-Dub’s latest: northeast USA reinfs arrive at 1:18, then northwest/center reinfs arrive 26 minutes later. (The AI is not completely predictable here, indeed.)] * With VP (Pittsburg Landing) in hand, there is immediate FINISH once the CONTESTED timer runs down. Without VP in hand (or, perhaps, if CONTESTED timer has not run out?), TIMER runs to 1945 and then DAY 2 sequence begins Proceeding to next day: CAMP available DAY 2 (April 7th) - PHASE 1: “[Pittsburg Landing, Again!]” *** RE-SET PHASE! *** TIME: 0600 TIMER: 4:00 MAP: Shiloh battlefield (including all 4 VPs and surrounding areas) DEPLOY-FORCE: As at end of Day 1 + CAV bde (Nathan Bedford Forrest commanding) POSITIONING: Pre-positioned (RE-SET) in 2 lines south of Pittsburg Landing OBJECTIVES: Hold or Capture… Pittsburg Landing / Shiloh Church / Spain Field / Larkin Bell Field * Victory is achieved through holding Pittsburg Landing &amp; losing less than 75% of your army NOTES: * Situation-Overview begins this phase, emphasizing the Union ironclads supporting Union’s left flank * CAV bde appears at start under command of N.B. Forrest -- to south of Larkin Bell Field * The objectives may begin as CONTESTED or not depending on status at end of Day 1 * 0637~: Buell’s corps arrives from north (western) to reinforce the USA * With VPs in hand or not, there is an immediate FINISH once TIMER runs out (even if CONTESTED time remains for Pittsburg Landing) ***CAMP now available*** (7) 1st Winchester - 25 MAY 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time available after FINISH pops up -- until at least 1225 DEPLOYMENT: * Secure Town: 8 bdes - 1 deploy-box TIME: 0500 TIMER: 2:30 MAP: Winchester and parts north &amp; west (Shenandoah Valley - Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at northwest OBJECTIVES: Capture Winchester NOTES: * Situation-Overview begins this battle ***CAMP now available*** (8) Cross Keys - 08 JUN 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * Immediate FINISH when TIMER runs out DEPLOYMENT: * Defend: 10 bdes - 1 deploy-box TIME: 0500 TIMER: 3:30 MAP: Cross Keys area (Shenandoah Valley - Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at west OBJECTIVES: Hold Mill Creek 1 / Hold Mill Creek 2 NOTES: * Brief Situation-Overview begins this battle ***CAMP now available*** (9) Port Republic - 09 JUN 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * 11, not 9, bdes can actually be deployed for this battle * EXTRA time available after FINISH pops up -- until 1230 DEPLOYMENT: * Assault: [11] bdes - 1 deploy-box TIME: 0500 TIMER: 3:00 MAP: Port Republic area (Shenandoah Valley - Virginia) DEPLOY-FORCE: 2 bdes + General + SW POSITIONING: Per deployment-box in northwest OBJECTIVES: Capture Hill NOTES: * Brief Situation-Overview begins this battle: it is a follow-up to the Cross Keys battle * 0530~: reinforcements arrive from northwest: remainder of deploy-corps (up to 9 additional brigades, rather than the 7 indicated in the DEPLOYMENT stage pre-battle: these will arrive by division per their order in each) * 0615~: Union reinforcements arrive &amp; attack from northeast ***CAMP now available*** (10) GAINES’ MILL - 27 JUN 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in eastern Virginia as part of the Seven Days Battle * Not all bdes from each deployed corps will actually deploy: see Phase notes below (and these notes do not cover deployment, etc., of more than the 2 basic corps required for the battle) * NO extra time after timer runs down in final phase * Upon (victorious?) completion of this battle, BrigGen A.P. Hill is added to the BARRACKS roster DEPLOYMENT: * Frontal Attack: 30 bdes - 2 deploy-boxes (only 1 corps required) * Flank Right: 25 bdes - 2 deploy-boxes (only 1 corps required) PHASE 1: “[Advance with Caution]” TIME: 1300 TIMER: 2:00 MAP: Gaines Mill area, centered on Boatswain Creek &amp; Woods (Virginia) DEPLOY-FORCE: 10 bdes + General + SW (from 1st Frontal Attack corps) POSITIONING: Per deployment-box in northwest OBJECTIVES: Capture Boatswain Hill / Capture Boatswain Woods NOTES: * Situation-Overview begins the battle, emphasizing reinforcements to arrive from northeast for flanking attack so “wait till they arrive before attacking?” * lipa5021 reports that Phase 2 begins 25 minutes after any capturing of Boatswain Woods PHASE 2: “Keep Attacking!” TIME: 1500 TIMER: 2:30 MAP: Same, expanded east &amp; south to include new VP DEPLOY-FORCE: As at end of Phase 1 + reinfs (if available) from Frontal Attack corps (3 bdes + General) POSITIONING: As at end of Phase 1 + reinfs: from northwest OBJECTIVES: Capture Boatswain Hill / Capture Boatswain Woods / Capture McGhee Hill NOTES: * This phase begins with brief Situation-Overview * Union reinforcements appear (&amp; rather sneakily) around McGhee Hill area * 1610~: Elements of Flank Right corps (8 bdes + General) appear from northeast * lipa5021 reports that Phase 2 begins 25 minutes after any capturing of Boatswain Woods, along with variations on reinforcement arrival-times and numbers PHASE 3: “Break Their Defenses Before Nightfall” TIME: 1730 TIMER: 2:00 MAP: Same DEPLOY-FORCE: As at end of Phase 2 POSITIONING: As at end of Phase 2 OBJECTIVES: Hold (or, Capture) all three same objectives NOTES: * Brief Situation-Overview begins this phase * [At start or soon after???]: if available, more Flank Right reinfs (5+ bdes) arrive from northeast * 1747~: reinfs from Frontal Attack corps (3+ bdes) arrive from northwest * Battle ends when all objectives are held through the CONTESTED timers, even if there is time remaining on the overall timer * There is NO extra time in this phase ***CAMP now available*** (11) MALVERN HILL - 01 JUL 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in eastern Virginia (north of Harrison’s Landing) as part of the Seven Days Battle * Check Victory Conditions in upper right for precise understanding of victory-triggers * EXTRA time available in Phase 3 after FINISH pops up -- until 2030 * MajGen James Longstreet becomes available after this (victorious?) battle DEPLOYMENT: * 1st Attack Wave: 20 bdes - 1 deploy-box * 2nd Attack Wave: 20 bdes - 1 deploy-box * Reserves: 20 bdes - 2 deploy-boxes (not required) PHASE 1: “[Attack or Wait?]” TIME: 1300 TIMER: 2:00 [early cut-off is triggered by as-yet unidentified factors] MAP: Malvern Hill area DEPLOY-FORCE: 1st Attack Wave + General + SW POSITIONING: Per deployment-box in north-center area of map OBJECTIVES: Capture North Malvern Hill NOTES: * Situation-Overview begins the battle, emphasizing difficulty of attacking either flank and possibility of waiting until reinforcements arrive to begin any attack * The timer is not strict: the next phase seems to be triggered by, e.g., any substantial engagement with the Union line around the VP PHASE 2: “Attack Their Center!” TIME: 1500 [but this is adjusted per the actual end-time of previous phase] TIMER: 2:30 [early cut-off is triggered by as-yet unidentified factors] MAP: Same, expanded north &amp; south DEPLOY-FORCE: As at end of Phase 1 + reinfs: 2nd Attack Wave + General + SW POSITIONING: As at end of Phase 1 + reinfs: north-edge (eastern) of map OBJECTIVES: Capture North Malvern Hill NOTES: * New Situation-Overview announces arrival of 2nd Attack Wave &amp; emphasizes center-attack * The timer is not strict: the next phase begins before the full 2:30 passes (due possibly to securing VP) PHASE 3: “[Take the Entire Position]” TIME: 1730 [but this is adjusted per the actual end-time of previous phase] TIMER: 2:30 MAP: Same, expanded still further north &amp; (even more) south DEPLOY-FORCE: As at end of Phase 2 + Reserves corps (if available) POSITIONING: As at end of Phase 2 + Reserves corps: north-edge of map OBJECTIVES: Capture West Malvern Hill / Capture East Malvern Hill / Hold (Capture?) North Malvern Hill NOTES: * Brief Situation-Overview begins the phase, emphasizing aim of success before nightfall * [At start of phase?]: Reserves corps shows up as reinforcements from north-edge of map * To achieve victory, it is possible to hold only West or East Malvern Hill, depending on casualty-ratio * EXTRA time available after FINISH pops up -- until 2030 ***CAMP now available*** (12) Cedar Mountain - 09 AUG 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time available when TIMER runs out -- until 1930 DEPLOYMENT: * Attack: 14 bdes - 1 deploy-box TIME: 1300 TIMER: 3:00 MAP: Cedar Mountain (Virginia) area DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box in south-center of map OBJECTIVES: Capture Ridge NOTES: * Situation-Overview begins the battle ***CAMP now available*** (13) Manassas Depot - 27 AUG 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time is available after FINISH pops up -- until last Union unit is destroyed [timer seems to be endless] DEPLOYMENT: * N/A (player uses Loan-Aux troops entirely) TIME: 0430 TIMER: 3:00 MAP: Manassas Depot area (Virginia) DEPLOY-FORCE: Loan-Aux force: 4 INF + 1 SKM + 2 SKM-CAV + General Trimble + SW POSITIONING: Pre-positioned at northwest of map OBJECTIVES: Capture Supply Depot 1 / Capture Supply Depot 2 NOTES: * Situation-Overview begins the battle * 0500~: Union reinfs arrive from north/east * 0520~: Our reinfs (Loan-Aux) arrive from west: 5 INF + 2 ART + General Early ***CAMP now available*** (14) 2ND BULL RUN - 28-30 AUG 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE/OFFENSIVE grand battle * This battle takes place near Bull Run River (Manassas, Virginia) to southwest of Washington, D.C. * There is a “sticky spot” on the river-crossing at the far north of the CSA line: enemy units (perhaps our own) will, when shot while routing across the river, get stuck mid-river and thus become easy prey, etc. It is unclear whether they can/will still fire. [Thanks to Sheldon Cooper.] * EXTRA time available after FINISH pops up in Phases 1.1 &amp; 3.2 DEPLOYMENT: * Diversion: 25 bdes - 1 deploy-box * Reinforcements: 60 bdes - 3 deploy-boxes DAY 1 (Aug 28th) - PHASE 1: “[Entice the Yankees]” TIME: 1830 TIMER: 1:23 MAP: Brawner’s Farm area (southwestern portion of overall battle-map) DEPLOY-FORCE: 5 bdes + General + SW (from Diversion corps) POSITIONING: Per deployment-box around Brawner’s Farm OBJECTIVES: Hold Brawner’s Farm * This is NOT a required VP (hold it or lose it, the rest of the battle proceeds) NOTES: * Situation-Overview begins the phase, emphasizing need to entice enemy to attack &amp; conserve losses * EXTRA time is available after FINISH pops up -- until 2030 Proceeding to next day: CAMP available * Deployed corps are now re-named as “Hold” (previously, “Diversion”) and “Approaching” (previously, “Reinforcements”) -- but no shifting-around possible at this point DAY 2 (Aug 29th) - PHASE 1: “[Defend the Ridge]” TIME: 0800 TIMER: 2:30 MAP: North &amp; west portion of overall battle-map (focused on Stony Ridge) DEPLOY-FORCE: Pre-selected elements of Diversion Corps: 16 bdes + General + SW POSITIONING: Pre-deployed along Stony Ridge OBJECTIVES: Hold Stony Ridge NOTES: * Situation-Overview begins the phase * 0830-0900~: Three alerts about USA forces approaching left flank (and they soon arrive) * 1025~: Alert about USA forces approaching right flank * The full time may not play out due to unidentified triggers 2.2: “Porter Assaults!” TIME: 1500 TIMER: 4:00 MAP: Same, expanded (esp south) DEPLOY-FORCE: As at end of Phase 1.1 POSITIONING: As at end of Phase 1.1 OBJECTIVES: Hold Stony Ridge NOTES: * Situation-Overview begins the phase, emphasizing coming attacks on our right flank and advising holding out with defense (our reinforcements will be arriving soon from the west) * 1630~: Porter’s units threaten our right flank * 1740~: Elements of Reinforcements corps arrive at west-edge of map (we are advised to keep them in reserve until the next day) * The full time may not play out due to unidentified triggers Proceeding to next day: CAMP available * Deployed corps are now re-named as “Counter-Attack” (previously, “Diversion” &amp; “Hold”), with 1 deploy-box allowing 30 bdes, and “Flank” (previously, “Reinforcements” &amp; “Approaching”), with 3 deploy-boxes allowing 60 bdes [It appears that any open deploy-boxes may be filled here -- if one has corps available] DAY 3 (Aug 30th) - PHASE 1: “[Defend!/Attack?]” *** RE-SET PHASE! *** TIME: 1500 TIMER: 2:30 MAP: Same, expanded slightly DEPLOY-FORCE: All available units per initial DEPLOYMENT screen POSITIONING: Pre-deployed: Diversion corps along Stony Ridge + Reinforcements at west of map OBJECTIVES: Capture Dogan Ridge / Capture Chin Ridge / Hold Stony Ridge NOTES: * Situation-Overview emphasizes need to continue to hold Stony Ridge and possibility of beginning a counter-attack (but wait until “Porter assaults”?) * The full time may not play out due to unidentified triggers 3.2: “Ready to Counter-Attack!” TIME: 1730 TIMER: 2:30 MAP: Same, expanded (much) eastwards DEPLOY-FORCE: As at end of 3.1 POSITIONING: As at end of 3.1 OBJECTIVES: Hold Stony Ridge / Capture Henry Hill * It is not necessary to hold both VPs for Victory, if casualty-ratio meets victory-conditions NOTES: * Situation-Overview begins the phase * EXTRA time (until 2040) available after FINISH pops up -- with or without VPs controlled ***CAMP now available*** (15) Chantilly - 01 SEP 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * 14, not 13, bdes can be deployed for this battle * EXTRA time available after FINISH pops up -- until 1930 DEPLOYMENT: * Repel Attackers: [14] bdes - 1 deploy-box TIME: 1500 TIMER: 3:00 MAP: Chantilly (Virginia) area DEPLOY-FORCE: 8 bdes + General + SW POSITIONING: Per deployment-box central/north OBJECTIVES: Hold Right Flank / Hold Left Flank NOTES: * Brief Situation-Overview begins the battle, noting approach of several Union divisions * 1503~: reinforcements (up to 6, not 5, bdes) arrive from west-edge (northern) of map ***CAMP now available*** (16) Weapons Factory - 12 SEP 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * Immediate FINISH when TIMER runs out (unless CONTESTED timer is running: extension to 0835) DEPLOYMENT: * Assault: 12 bdes - 1 deploy-box [ComputerCrasherDad, using V1.7 mod, reports that 11, not 12, bdes may actually deploy here] TIME: 0600 TIMER: 2:30 MAP: Heights above Weapons Factory (Harpers Ferry, Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at south OBJECTIVES: Capture Harpers Ferry Heights NOTES: * Brief Situation-Overview begins the battle ***CAMP now available*** (17) ANTIETAM - 17 SEP 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE grand battle * This battle takes place in/around Sharpsburg, Maryland * After this battle (with victory?), LtGen Robert E. Lee is added to the officer pool * EXTRA time available in Phase 3 if Stone Bridge is not held: until 1930 (there may be other extra-time scenarios possible here related to other VPs) DEPLOYMENT: * Left Flank: 20 bdes - 1 deploy-box [Thanks to ComputerCrasherDad: 21 bdes will deploy if Army Org level allows for 6 bdes per division] * Center: 20 bdes - 1 deploy-box * Right Flank: 20 bdes - 1 deploy-box * Reinforcements: 20 bdes - 2 deploy-boxes [not required] PHASE 1: “[Hold!]” TIME: 0530 TIMER: 2:00 MAP: Northern Antietam map (centered on Dunker Church) DEPLOY-FORCE: Elements of Left Flank corps: 11 bdes + General + SW POSITIONING: Per deployment-boxes around Dunker Church: 3 bdes / 5 bdes + Gen + SW / 3 bdes OBJECTIVES: Hold Dunker Church / Hold Nicodemus Hill NOTES: * Extended Situation-Overview begins the battle/phase * 0630~: Reinforcements (more units from Left Flank corps) arrive from southwest * If Nicodemus Hill is lost and the CONTESTED timer runs out, there is immediate phase-change to Phase 2 -- and, if before 0630, the 0630-reinfs from Left Flank corps will NOT enter here or in next Phase[!] PHASE 2: “Sunken Road!” TIME: 0730 TIMER: 3:30 MAP: Same, expanded south &amp; east DEPLOY-FORCE: As at end of Phase 1 + Center corps POSITIONING: As at end of Phase 1 + reinfs: around the Sunken Road OBJECTIVES: Hold Sunken Road / Hold Dunker Church NOTES: * Situation-Overview begins the phase, emphasizing that we are outnumbered by USA’s 2nd wave * Per CivWar64's latest (Thanks, CW!): 1) Union reinfs enter from northeast at start of this phase 2) 8:38 (2:21 on timer): Porter (Union) bdes cross bridge in the southeast 3) 8:43: Frankin (Union) bdes enter from northeast &amp; 1 Union CAV bde spawns just north of the Porter bridge 4) 8:48: Slocum (Union) bdes enter from northeast 5) 8:55: Smith (Union) bdes enter from northeast 6) 8:58: 2nd Union CAV bde spawns at the little section of river further north of the Porter bridge PHASE 3: “[Burnside’s Bridge!]” TIME: 1100 TIMER: 5:00 MAP: Same, expanded still more to south and east DEPLOY-FORCE: As at end of Phase 2 + Right Flank corps &amp; Reinforcements corps POSITIONING: As at end of Phase 2 + reinforcing corps: in Sharpsburg and points south OBJECTIVES: Hold Sharpsburg / Hold Dunker Church / Hold Sunken Road / Hold Stone Bridge [It is NOT necessary to hold Stone Bridge for victory] NOTES: * Situation-Overview begins the phase * This phase may end early depending on unidentified triggers ***CAMP now available*** (18) Corinth - 03 OCT 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time available after FINISH pops up if VP is not held -- until 1330 (CONTESTED timer does not add extra time) DEPLOYMENT: * Assault: 15 bdes - 1 deploy-box TIME: 1000 TIMER: 3:00 MAP: Corinth (Mississippi) area DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at north/central OBJECTIVES: Capture Farm NOTES: * Situation-Overview begins the battle * 1055~: Union reinforcements arrive from east-edge (north) of map ***CAMP now available*** (19) Prairie Grove - 07 DEC 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE-DEFENSIVE minor battle * This is a DEFENSIVE minor battle * Immediate FINISH once TIMER runs out -- with VP held and CONTESTED timer completed (If VP is not held…?) DEPLOYMENT: * Defend: 12 bdes - 1 deploy-box TIME: 0700 TIMER: 2:30 MAP: Prairie Grove (Arkansas) area DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at south/central OBJECTIVES: Capture (then Hold) Bordern Fields NOTES: * Brief Situation-Overview begins the battle ***CAMP now available*** (20) FREDERICKSBURG - 11 &amp; 13 DEC 1862 PRE-BATTLE NOTES: * This is a DEFENSIVE grand battle * This battle takes place in and around Fredericksburg, (northeastern) Virginia * Maps allow for “spill-over” effect (e.g., Left troops appear in southern maps) in Phases 2.3-4 * Some EXTRA battle-time is available here: see Phase 1.1 DEPLOYMENT: Left: 25 bdes - 1 deploy-box Center: 25 bdes - 1 deploy-box Right: 25 bdes - 1 deploy-box Reserves: 50 bdes - 2 deploy-boxes (not required) [Per ComputerCrasherDad, each reserves corps here is limited to 10 bdes each, not 25] DAY 1 (Dec 11th) - PHASE 1: “[Delay the Union Advance!]” TIME: 0400 TIMER: 2:00 MAP: Fredericksburg east, including bridges DEPLOY-FORCE: 1 bde (from Left corps) + General + SW + Loan-Aux: 3 SKM POSITIONING: Per deployment-box around Fredericksburg VP + Loan-Aux: pre-positioned OBJECTIVES: Hold Fredericksburg * This VP is NOT decisive: hold or lose it, the next phase commences NOTES: * Extended Situation-Overview begins the battle/phase * Extra time is available after FINISH pops up -- until 0730 (if VP is held) Proceeding to next day: CAMP available * [Dec 12th passes without incident, it seems] DAY 2 (Dec 13th) - PHASE 1: “[Right Flank is Attacked!]” TIME: 1300 TIMER: 3:30 MAP: South (Prospect Hill area) DEPLOY-FORCE: Right corps + General + SW POSITIONING: Pre-positioned in the woods to north of VP OBJECTIVES: Hold Prospect Hill NOTES: * Situation-Overview begins the phase * Per CivWar64 on Reinforcements corps (in the left-most deploy-box on the DEPLOYMENT-screen), if available: all bdes [+General but not SW] are already present and positioned at start of this phase, along with Right corps * Note “spill-over” effect: units at north-edge here show up at south-edge of map in Phase 2.3 2.2: “Assault at Marye’s Heights” TIME: 1300 TIMER: 3:30 MAP: North map (Marye’s Heights area) DEPLOY-FORCE: Left corps + General + SW POSITIONING: Pre-positioned around the Marye’s Heights area OBJECTIVES: Hold Marye’s Heights NOTES: * Situation-Overview begins the phase * Per CivWar64 on arrival of Reinforcements corps (in the right-most deploy-box on DEPLOYMENT-screen), if available: At start of this phase, up to 10 bdes [+General but not SW] of the reinforcing corps will roll in steadily from the southwest map-corner, e.g., the first 6 bdes of Division 1 &amp; the first 4 bdes of Division 2 2.3: “Enemy Continues the Attack” TIME: 1630 TIMER: 3:00 MAP: North map (Marye’s Heights area), expanded to include Center map (Telegraph Road area) DEPLOY-FORCE: Left corps + Center corps + Spill-over units from Phase 2.1 POSITIONING: Left as at end of Phase 2.2 + Center: pre-positioned + Right (spill-over units): as at end of Phase 2.1 OBJECTIVES: Hold Marye’s Heights / Hold Telegraph Road NOTES: * Situation-Overview begins the phase * Per CivWar64 on arrival of Reinforcements corps (in the right-most deploy-box on DEPLOYMENT-screen): At start of this phase, any remaining bdes of the reinforcing corps will roll in steadily from the EXTREME southwest map-corner of this expanded map, e.g., the next 2 bdes of Division 2 &amp; any bdes from Divisions 3 &amp; 4 [ComputerCrasherDad notes that only 10 bdes of the Reserves Corps will appear] * Per CivWar64: at 2:30 on the timer, USA reinfs (4 CAV + General Pleasanton) appear north/east of Fredericksburg * Note “spill-over” effect: there may be units present here at south-edge of map (from Phase 2.1) * Note that units in the bottom/southern portion of this phase’s map (the entire “Center” area, in fact) will show up in next phase 2.4: “Right Flank Attack Continues!” TIME: 1930 TIMER: 3:30 MAP: Center + Right Maps (Telegraph Road and Prospect Hill areas) DEPLOY-FORCE: Right Flank corps + Center Corps POSITIONING: Right Flank corps as at end of Phase 1 / Center corps is pre-positioned OBJECTIVES: Hold Prospect Hill / Hold Telegraph Road NOTES: * Situation-Overview begins the phase * Given new combination of maps (Center and South), units from “Center” area in Phase 2.3 appear here * 2030~: More Union reinfs appear from north-edge of map [this seems dependent on Phases 2.2 &amp; 2.3] ***CAMP now available*** * Now available via reputation-points: MajGens William Hardee &amp; Leonidas Polk (21) Everettsville - 20 DEC 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time available for this battle after FINISH pops up -- until at least 1330 * Per CivWar64: If we hold the VP but the CONTESTED timer is still running, we can FINISH and still get the Victory * Per godspeedthunder: Battle “ends in a draw at 14:00” DEPLOYMENT: * Attack: 15 bdes - 1 deploy-box TIME: 0500 TIMER: 3:00 MAP: Everettsville area (near Goldsboro, North Carolina) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at east of map OBJECTIVES: Capture Junction NOTES: * Brief Situation-Overview begins the battle ***CAMP now available*** (22) STONES RIVER - 31 DEC / 02 JAN 1862 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in the area of Murfreesboro, south and east of Nashville, Tennessee * EXTRA time is available for some phases of this battle: see Phases 1.3 &amp; 2.1 * CONTESTED Timers must run down to zero in 1.3 or else Day 2 will be triggered: see Phase 1.3 notes DEPLOYMENT: * Right: 20 bdes - 1 deploy-box * Reserves: 20 bdes - 1 deploy-box * Left: 20 bdes - 1 deploy-box DAY 1 (Dec 31st) - PHASE 1: “[Flank ‘em!]” TIME: 0600 TIMER: 2:00 [timer may cut out early per unidentified triggers] MAP: Southern portion of battlefield (CSA Left Flank) DEPLOY-FORCE: Southern: 12 bdes + General + SW / Northern: 8 bdes } Left corps units POSITIONING: Per two deployment-boxes (southern &amp; northern) at east of map OBJECTIVES: Capture Franklin Road Woods / Capture Center NOTES: * Extended Situation-Overview begins the battle/phase * TIMER may cut off early due to unidentified triggers 1.2: “Enemy Falls Back” TIME: 0800 [or as at end of Phase 1] TIMER: 3:00 MAP: Same, expanded mainly north to include new VP DEPLOY-FORCE: As at end of Phase 1 + reinfs: 11 bdes + General + General [I.e., General + 5 bdes from Reserves corps &amp; General + 6 bdes from Right corps -- bdes appear per division-order] POSITIONING: As at end of Phase 1 + reinfs: pre-positioned at north of map (to east of new VP) OBJECTIVES: Capture Wilkinson Turnpike Hill NOTES: * Brief Situation-Overview begins the phase * TIMER may cut off early due to unidentified triggers -- seemingly locational, with northwest corner as trigger-area (i.e., move any [or x?] number of units into that area and phase will end) 1.3: “Attack Nashville Pike!” TIME: 1100 [or as at end of Phase 2] TIMER: 3:00 MAP: Same, expanded mainly north and west DEPLOY-FORCE: As at end of Phase 2 + reinfs: more units from Reserves (14-15 bdes + SW) &amp; Right corps (5-6 or more bdes + SW) [Per CivWar64: Right corps’ 4th Division will NOT appear here; however, it will appear on Day 2. Per ComputerCrasherDad: Right corps’ 3rd Division also will NOT deploy here -- and only 11 bdes total from Right corps deployed for him on this Day 1.] POSITIONING: As at end of Phase 2 + reinfs: pre-deployed at northeast of new map OBJECTIVES: Capture Nashville Pike East / Capture Nashville Pike West NOTES: * Brief Situation-Overview begins the phase * With VPs taken &amp; held, FINISH pops up once the TIMER runs down and then there is very brief EXTRA time (1-2 minutes?) * With VPs not taken &amp; held, EXTRA time is available -- until 1945 * At end of EXTRA time, with VPs still not taken &amp; held, Day 2 commences * Per battle-experience of floatingrate (and confirmed by others): CONTESTED timers must run down completely to zero or else Day 2 will be triggered * Per ComputerCrasherDad: Battle ends here on Day 1 if FINISH button appears and NOT all USA units are eliminated. If ALL USA units are eliminated, Day 2 WILL be triggered no matter what… Proceeding to next day: CAMP available * Jan 1st is a rest-day -- “New Year Celebrated…” -- then conflict resumes on the 2nd DAY 2 (Jan 2nd) - PHASE 1: “[TAKE THE PIKE!]” *** RE-SET PHASE! *** TIME: 1600 TIMER: 3:00 MAP: Northern portion of battlefield, focusing on the two VPs DEPLOY-FORCE: All 3 deployment-corps [Per CivWar64: previously undeployed Division 4 from Right corps will appear here] POSITIONING: Pre-positioned in two different groups: one central (aligned west-east) &amp; one northeastern OBJECTIVES: Capture Nashville Pike East / Capture Nashville Pike West NOTES: * Extended Situation-Overview begins the phase, noting extension of USA entrenchments to north (and also that Jan 1st was a rest-day for both armies) * If VPs are not captured &amp; held, EXTRA time is available after FINISH pops up -- until 1945 ***CAMP now available*** (23) Blackwater Heights - 15 MAR 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * This map is identical to the Alexander’s Bridge portion of the Chickamauga battle-map * With VP held, EXTRA time available after FINISH pops up -- until at least 1645 (and Rovernavigator reports extension until 2100) DEPLOYMENT: * Advance: 20 bdes - 1 deploy-box TIME: 1030 TIMER: 3:00 MAP: Blackwater Heights area (vicinity of Chancellorsville, Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at bottom of map OBJECTIVES: Capture Blackwater Heights NOTES: * Brief Situation-Overview begins the battle ***CAMP now available*** (24) 1st Franklin - 10 APR 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * EXTRA time available after FINISH pops up -- until 2100 [Many thanks, Schonhult. for time-limit clarity] DEPLOYMENT: * Attack: 12 bdes - 1 deploy-box TIME: 0530 TIMER: 3:00 MAP: Franklin (Tennessee) area DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at bottom of map OBJECTIVES: Capture Union Camp NOTES: * Brief Situation-Overview begins the battle, noting imminent return of USA CAV * At some point, USA CAV (4-5 bdes) arrive from north-edge (central/west) of map: this may be triggered by taking the VP or, if VP is still not taken, it happens at 0743~ ***CAMP now available*** (25) Rio Hill - 25 APR 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * EXTRA time available after FINISH pops up -- until at least 1104 DEPLOYMENT: * Advance: 10 bdes - 1 deploy-box TIME: 0530 TIMER: 3:00 MAP: Rio Hill area (vicinity of Charlottesville, Virginia) DEPLOY-FORCE: 4 bdes + General + SW POSITIONING: Per deployment-box around the VP OBJECTIVES: Hold Supplies NOTES: * Brief Situation-Overview begins the battle, noting eventual arrival of reinforcements * 0610~: reinfs arrive from west-edge (south) of map: 6 more bdes of deployed corps ***CAMP now available*** (26) CHANCELLORSVILLE - 01-03 MAY 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * In-game date of April 30th is adjusted here to May 1-3 (but see Notes for Phase 1.1) * EXTRA time available after FINISH pops up: see Phases 2.1 &amp; 3.1 below * A Day 3 COUNTER-ATTACK must be countered if Chancellor Farm is still untaken after Day 2 DEPLOYMENT: * Center: 25 bdes - 1 deploy-box * Flanking Force: 25 bdes - 1 deploy-box DAY 1 (May 1st) - PHASE 1: “[Positioning?]” TIME: 1100 TIMER: 2:00 MAP: Central/Southern area around Chancellor Farm DEPLOY-FORCE: Center corps: 4 bdes + General + SW (southeast) / 5 bdes (east-central) } pre-selected POSITIONING: Pre-positioned: arrive on-field from southeast &amp; east-central OBJECTIVES: Hold Orange Turnpike / Hold Orange Plank Road / Capture Chancellor Farm NOTES: * Extended Situation-Overview begins the battle/phase, including general overview, with brief glimpse of April 30th and 1600 start-time, then more particular overview of this May 1st battle * 1150~: Reinforcements arrive from southeast corner (10 more bdes of Center corps) * 1215~: Remaining reinforcements from Center corps arrive -- from central-east deployment area * 1230~: Elements of Flanking Force corps arrives as reinforcements with General &amp; SW -- from southeast * 1250~: Remainder (perhaps less a few bdes?) of Flanking Force arrives -- from central-east area 1.2: “[Forward?]” TIME: 1300 TIMER: 1:30 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + Remainder of Flanking Force (if any not yet deployed?) POSITIONING: As at end of Phase 1 + Remainder of Flanking Force (a few bdes at southeast?) OBJECTIVES: Capture Chancellor Farm / Hold Orange Turnpike / Hold Orange Plank Road [If all VPs are held and no CONTESTED time remains, battle ends in victory here with run-down of overall TIMER] NOTES: * Brief Situation-Overview begins the phase * 1410~: Alert about USA reinforcements and recommendation to fall back * Battle ends here if all VPs are held through CONTESTED times by end of phase Proceeding to next day: CAMP available DAY 2 (May 2nd) - PHASE 1: “Flank Attack” *** RE-SET PHASE! *** TIME: 1730 TIMER: 3:00 MAP: Same, expanded to west &amp; south &amp; north DEPLOY-FORCE: Center corps and Flanking Force corps (entire) POSITIONING: RE-SET per pre-positioning: Center corps central/south + Flanking Force at northwest-edge OBJECTIVES: Hold Orange Turnpike / Hold Orange Plank Road / Capture Chancellor Farm NOTES: * Extended Situation-Overview begins the phase, emphasizing taking a gamble by dividing forces or not (Note that the pre-positioning is based on decision to divide one’s forces!) * VPs taken/held (with CONTESTED timer at ZERO): Immediate cut-off soon after the FINISH pops up * VPs not taken/held: EXTRA time available (until at least 2230) after FINISH pops up * If VPs are not taken/held (or with CONTESTED timer not yet at ZERO) after EXTRA time, DAY 3 begins Proceeding to next day: CAMP available DAY 3 (May 3rd) - PHASE 1: “Flank Attack [Again!]” *** RE-SET PHASE! *** TIME: 0530 TIMER: 3:00 MAP: Restricted, centered on Chancellor Farm DEPLOY-FORCE: Center corps and Flanking Force corps (entire) POSITIONING: RE-SET per 4 deployment-boxes: At west-edge: 8 bdes (northern) / 17 bdes + General + SW (central) / 10 bdes + General + SW (southern) / In southeast: 15 bdes OBJECTIVES: Capture Chancellor Farm NOTES: * Brief Situation-Overview begins the phase * 0740~: USA reinforcements arrive from north-central portion of map * If VP not taken/held (or even if so?), EXTRA time available after FINISH pops up -- until 1130 * If VP not taken/held at end, Day 3 is triggered *** CAMP available *** 3.2: “Hooker Counter-Attacks!” *** RE-SET PHASE! *** TIME: 1230 TIMER: 4:00 MAP: Restricted, centered around the VPs DEPLOY-FORCE: Center corps and Flanking Force corps (entire) POSITIONING: RE-SET per pre-positioning: Both corps positioned in front of the VPs OBJECTIVES: Hold Orange Plank Road / Hold Orange Turnpike NOTES: * Situation-Overview begins the phase * USA will commence to attack soon after phase begins * There may be early cut-off of TIMER due to unidentified triggers ***NEXT BATTLE BEGINS IMMEDIATELY: NO CAMP AVAILABLE*** (27) Salem Church - 03 MAY 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle that begins immediately after previous battle * EXTRA time available for this battle after FINISH -- until 2200~ DEPLOYMENT: * Intercept: 10 bdes - 1 deploy-box [any corps can be chosen by player for deployment] TIME: 1800 TIMER: 3:00 MAP: Salem Church area (vicinity of Fredericksburg &amp; Chancellorsville, Virginia) DEPLOY-FORCE: All bdes + General + SW POSITIONING: Per deployment-box at west of map OBJECTIVES: Hold Salem Church NOTES: * Brief Situation-Overview begins the battle ***CAMP now available*** (28) Brandy Station - 09 JUN 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * EXTRA time available for this battle after FINISH -- until 1330 DEPLOYMENT: * N/A (Loan-Aux troops are assigned to player) TIME: 0430 TIMER: 3:00 MAP: Brandy Station (Virginia) area DEPLOY-FORCE: Loan-Aux troops (2 INF + 7 SKM-CAV + 5 ART + General Stuart) POSITIONING: Pre-positioned around the VP OBJECTIVES: Hold Brandy Station NOTES: * Brief Situation-Overview begins the battle ***CAMP now available*** (29) GETTYSBURG - 01-04 JUL 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * Before Phase 3.2, two more corps (Reserves) may be deployed via 2 new deploy-boxes * EXTRA time is available in various phases, if VPs are not taken: see Phases 2.3, 3.1, 3.2 * Capturing (and holding-thru-CONTESTED-timer) VPs in Phases 1.5 thru 3.1 will end this battle entirely in a Victory: Cemetery Hill is the key VP for Phase 1.5. (Phase 3.2 seems to be different, with battle continuing to Day 4 even if VPs are taken and held.) So, it’s a bit of a mess: --Day 1: Center and left corps should contain 24 units. This allows the center corps to deploy a total of 16 units instead of 14 with an extra unit arriving in 1.3 and 1.4. The left corps will be able to deploy 17 instead of 15 with the 2 extra units arriving with the second set of reinforcements. --2.3: If 24 units are in the Left corps, then 22 will deploy. In Phase 3.1, this doesn’t work: only 14 will deploy. --3.2: Reserve corps only deploy 14 units each. The Left corps must have at least 12 units to deploy 5, while the Right must have 24 to deploy 11. --Day 4: Center corps deploys 23, Left deploys 5 (must have at least 12!), Right deploys 17 (must have 24!), Reserves deploy 19 each (no need to overcap). DEPLOYMENT: * 1st Attack Wave: 20 bdes - 1 deploy-box * 2nd Attack Wave: 15 bdes - 1 deploy-box * Tomorrow Reinforcements: 25 bdes - 1 deploy-box * [Appearing before Phase 3.2: RESERVES: 50 bdes - 2 deploy-boxes] DAY 1 (July 1st) - PHASE 1: “[Forward!]” TIME: 0900 TIMER: 00:30 MAP: Northwestern Gettysburg (Pennsylvania) area DEPLOY-FORCE: Elements (3 bdes) of 1st Attack Wave + General + SW POSITIONING: Per deployment-box at western (central) edge of map OBJECTIVES: Capture McPherson’s Ridge / Capture Oak Ridge / Capture Seminary Ridge NOTES: * Extended Situation-Overview begins the battle/phase 1.2: “Reynolds’ 1st Corps Spotted!” TIME: 0930 TIMER: 1:00 MAP: Same DEPLOY-FORCE: As at end of Phase 1 POSITIONING: As at end of Phase 1 OBJECTIVES: Capture McPherson’s Ridge / Capture Oak Ridge / Capture Seminary Ridge NOTES: * Brief Situation-Overview notes arrival of USA reinfs from southeast * 0938~: Our reinforcements (5 bdes more of 1st Attack Wave) arrive from west-edge (central) of map 1.3: “More Yankees Reinforce!” TIME: 1030 TIMER: 1:30 MAP: Same, expanded slightly to east DEPLOY-FORCE: As at end of Phase 2 POSITIONING: As at end of Phase 2 OBJECTIVES: Capture McPherson’s Ridge / Capture Oak Ridge / Capture Seminary Ridge NOTES: * Brief Situation-Overview notes arrival of more USA reinfs from southeast * 1045~: 4 bdes more of 1st Attack Wave arrive from west (northern) 1.4: “Howard’s XI Corps Arrives” TIME: 1200 TIMER: 1:30 MAP: Same, expanded further to east and south to include new VP DEPLOY-FORCE: As at end of Phase 3 POSITIONING: As at end of Phase 3 OBJECTIVES: Capture McPherson’s Ridge / Capture Oak Ridge / Capture Seminary Ridge / Capture Cemetery Hill NOTES: * Brief Situation-Overview notes still more USA reinfs arriving from southeast * 1242~: Remaining bdes from 1st Attack Wave arrive from west (central) * 1300~: Elements of 2nd Attack Wave (9 bdes + General + SW) arrives from northwest * 1315~: Remainder of 2nd Attack Wave arrives from northeast 1.5: “[Take the Hill!]” TIME: 1330 TIMER: 2:00 MAP: Same DEPLOY-FORCE: As at end of Phase 4 POSITIONING: As at end of Phase 4 OBJECTIVES: Capture McPherson’s Ridge / Capture Oak Ridge / Capture Seminary Ridge / Capture Cemetery Hill NOTES: * Situation-Overview begins the phase * 1350~: USA reinfs arrive from southeast Proceeding to next day: CAMP available * Note that, on Deployment-Screen, available deploy-boxes are now labeled “Right”, “Center”, and “Left” DAY 2 (July 2nd) - PHASE 1: “Little Round Top” TIME: 1500 TIMER: 2:00 MAP: Southern area of battlefield: Little Round Top DEPLOY-FORCE: 7 bdes of Right corps + General + SW POSITIONING: Pre-positioned at west-edge (south) of map OBJECTIVES: Capture Little Round Top NOTES: * Situation-Overview begins the phase * 1510~: Reinfs (8 bdes) arrive from north/west part of map 2.2: “[More LRT!]” TIME: 1700 TIMER: 4:30 MAP: Southern area of battlefield: Little Round Top, expanded north &amp; south (including new VP) DEPLOY-FORCE: As at end of Phase 2.1 POSITIONING: As at end of Phase 2.1 OBJECTIVES: Capture Little Round Top / Capture South Cemetery Ridge NOTES: * Situation-Overview begins the phase CAMP now available 2.3: “Culp’s Hill” TIME: 2030 TIMER: 2:30 MAP: North-Central part of battlefield, including Culps Hill and Cemetery Ridge areas (and Gettysburg) DEPLOY-FORCE: Center Corps: ___??? bdes + General + SW / Left Corps: ___??? bdes + General + SW [See again PRE-BATTLE NOTES for pandakraut’s details on deployment here] POSITIONING: Pre-positioned to west, north, and east of VPs OBJECTIVES: Capture Culp’s Hill / Capture Cemetery Hill NOTES: * Situation-Overview begins the phase * 2045~: USA reinfs move towards Culp’s Hill * EXTRA time available after FINISH pops up, if VPs are not taken -- until 2310~ Proceeding to next day: CAMP available DAY 3 (July 3rd) - PHASE 1: “[Culp’s Hill Again!]” TIME: 0800 TIMER: 1:00 MAP: Culp’s Hill area, restricted (small map centered on Culp’s Hill VP) DEPLOY-FORCE: Elements of Left corps: 14 bdes + General + SW POSITIONING: Pre-positioned around Culp’s Hill OBJECTIVES: Capture Culp’s Hill NOTES: * Situation-Overview begins the phase * EXTRA TIME is available after the FINISH pops up, if VPs are not taken -- until 1100 CAMP now available * Note that two new deployment-boxes are available, 50 bdes total - RESERVES 3.2: “One More Chance at Cemetery Ridge -- Pickett’s Charge!” *** RE-SET PHASE! *** TIME: 1400 TIMER: 3:30 MAP: Cemetery Ridge area (large map but not including Culp’s Hill or Little Round Top) DEPLOY-FORCE: Left corps: 1 Division + General + SW / Center corps: 4 Divisions + General + SW / Right corps: 2 Divisions + General (and SW?) / Reserves corps (if any) [See again PRE-BATTLE NOTES for pandakraut’s details on deployment here] POSITIONING: Pre-positioned to west &amp; north OBJECTIVES: Hold South Seminary Ridge / Capture Cemetery Hill / Capture Cemetery Ridge / Capture South Seminary Ridge NOTES: * Extended Situation-Overview begins the phase * 1520~: USA reinforcements arrive from east-edge (and south-central) of map * CONTESTED TIMERS seem to be very strict here: they may need to run down before overall TIMER ends * If VPs are not taken, EXTRA time available after FINISH pops up -- until ??? Proceeding to next day: CAMP available * Those two new deployment-boxes are still available, 50 bdes total - RESERVES DAY 4 (July 4th) - PHASE 1: “[Union Counter-Attack?!]” *** RE-SET PHASE! *** TIME: 0525 TIMER: 3:30 MAP: Same as 3.2 but narrowed slightly (from west and east) DEPLOY-FORCE: Various bdes from the three deploy-corps + Reserves corps (if any) [See again PRE-BATTLE NOTES for pandakraut’s details on deployment here] POSITIONING: Pre-positioned to west &amp; north OBJECTIVES: Hold South Seminary Ridge / Capture Cemetery Hill / Capture Cemetery Ridge / Capture South Cemetery Ridge NOTES: * Situation-Overview begins the phase * Objectives begin as CONTESTED (except for South Seminary Ridge) * There may be early cut-off of this phase, if USA forces in previous phase are completely destroyed or due to other (unidentified) triggers ***CAMP now available*** * Now available via reputation-points: MajGen Patrick Cleburne (30) Siege of Jackson - 11 JUL 1863 PRE-BATTLE NOTES: * This is a DEFENSIVE minor battle * EXTRA time available for this battle after FINISH -- until 1330 DEPLOYMENT: * Defend: 20 bdes - 1 deploy-box TIME: 0530 TIMER: 4:00 MAP: Jackson (Mississippi) area DEPLOY-FORCE: 15 bdes + General + SW POSITIONING: Per deployment-boxes north (5 bdes), central (7 bdes +General + SW), south (3 bdes) OBJECTIVES: Hold Jackson’s defenses NOTES: * Extended Situation-Overview begins the battle * 0630~: Reinforcements (remaining bdes of deployed corps, if any) arrive from northeast corner ***CAMP now available*** (31) CHICKAMAUGA - 18-20 SEP 1863 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This battle takes place in northwest Georgia &amp; south-central Tennessee, south of Chattanooga, TN * Day 3 may be triggered: see notes for Phase 2.4 * There may be EXTRA time in Phase 1.2 &amp; Phase 2.4 &amp; Phase 3.2: see notes * For most of the phases, TIMERs may cut out early: see notes * See Notes for Phases 1.1 &amp; 1.2: only 22 of 24 (25) deployable bdes will actually deploy on Day 1 also, any ARTY bdes -- all of which seem to appear twice during this overall battle. At end of battle, cross-check the Units tab on the post-battle screen: instead of two Hegs, two Posts, etc., only the Day 3 units KDR will be recorded, which erases any benefits (e.g., weapons recovered) from shattering the same units on Days 1 or 2. Further confirmations? Or not? DEPLOYMENT: * Vanguard: 25 bdes - 1 deploy-box * Tomorrow Reinforcements: 25 bdes - 1 deploy-box DAY 1 (Sep 18th) - PHASE 1: “[Take the Bridges!]” TIME: 1630 TIMER: 2:00 MAP: Areas around Alexander’s Bridge and Reed’s Bridge DEPLOY-FORCE: 6 bdes of Vanguard + General + SW POSITIONING: Per deployment-box at southern portion of map OBJECTIVES: Capture Alexander’s Bridge / Capture Reed’s Bridge NOTES: * Extended Situation-Overview begins the battle/phase * 1730~: Reinfs (4 bdes) appear near Reed’s Bridge (northeast VP) in position to assault * 1747~: Via secret ford, more reinforcements from Vanguard (4 bdes) arrive at east-edge (central) of map * 1747~: Minty’s USA troops appear centrally to harass &amp; attack, etc. * Per CivWar64, based on Divisions of 6 bdes each: Initial deployment is all 6 bdes of 1st Division. Reed’s Bridge reinfs are 2nd thru 5th bdes of 2nd Division. Next batch of reinfs (via secret ford in central area) is 1st &amp; 6th bdes of 2nd Division plus 2nd &amp; 3rd bdes of 3rd Division. 1.2: “[Take the Fords!]” TIME: 1830 TIMER: 2:30 MAP: Same, expanded south and west to include the fords DEPLOY-FORCE: as at end of Phase 1 POSITIONING: as at end of Phase 1 OBJECTIVES: Capture Alexander’s Bridge / Capture Reed’s Bridge / Capture Dalton’s Ford / Capture Thedford’s Ford NOTES: * Brief Situation-Overview begins the phase * 1833~: Reinforcements (3 bdes) arrive from south-edge (central) of map * 1926~: “Last reinforcements” of the day (up to 5 more bdes) arrive from southeast corner * There may be an early cut-off of overall TIMER. Per pandakraut: If all 4 VPs are captured and no longer contested, then the phase ends immediately. Also, per Rovernavigator: “If you wait with capturing the last VP until just before the timer ends, contested timer of around 13 minutes counts as extra time. However, you will need to capture the VP before the timer runs out to avoid defeat.” * Per CivWar64, based on Divisions of 6 bdes each: Initial reinfs are from 3rd Division - 1st, 4th, 5th bdes (for 3 bdes total). Last reinfs consist of: 6th bde of 3rd Division plus the first 4 bdes of 4th Division (for 5 bdes total). [So, 5th &amp; 6th bdes of 4th Div do NOT deploy on Day 1.] Proceeding to next day: CAMP available DAY 2 (Sep 19th) - PHASE 1: “[Right-Flank Advance!]” *** RE-SET PHASE! *** TIME: 0900 TIMER: 2:00 MAP: Centered on the VPs DEPLOY-FORCE: 8 bdes of Vanguard + General + SW [in groups of 2, 3, 3 bdes -- with General &amp; SW in the Jay’s Mill group] POSITIONING: Per 3 deployment-boxes around VPs OBJECTIVES: Hold Jay’s Mill / Hold Brotherton Road [these are not nec’y for battle to continue] NOTES: * Extended Situation-Overview begins the phase * 0903~: Reinforcements (6 bdes) arrive from southeast part of map 2.2: “Our Right Flank Must Be Secured” TIME: 1100 TIMER: 1:00 MAP: Same, expanded to include new VPs DEPLOY-FORCE: As at end of Phase 2.1 POSITIONING: As at end of Phase 2.1 OBJECTIVES: Capture Kelly’s Field / Capture Brotherton Cabin / Hold Jay’s Mill / Hold Brotherton Road [these are not nec’y for battle to continue] NOTES: * Brief Situation-Overview begins the phase * 1103~: Reinforcements arrive from south-edge (eastern) of map 2.3: “Break Their Defenses!” TIME: 1200 TIMER: 2:30 MAP: Same, expanded even further to include new VPs DEPLOY-FORCE: As at end of Phase 2.2 + reinfs: elements of 2nd corps POSITIONING: As at end of Phase 2.2 + reinfs: pre-positioned south/central in 3 groups OBJECTIVES: Capture Kelly’s Field / Capture Brotherton Cabin / Hold Jay’s Mill / Hold Brotherton Road / Capture Viniard Field / Capture Lee-Gordon’s Mill [these are not nec’y for battle to continue] NOTES: * Extended Situation-Overview begins the phase, emphasizing decision to protect right flank or to attack the LaFayette Road positions of the USA * Remaining elements of 2nd corps soon arrive at south-edge of map -- but only up to 2-3 divisions! (If you have a 4th division in the deploying corps, it does not arrive.) 2.4: “Attack or Wait?” TIME: 1430 TIMER: 4:00 MAP: Same DEPLOY-FORCE: As at end of Phase 2.3 POSITIONING: As at end of Phase 2.3 OBJECTIVES: Same [but see NOTES below] NOTES: * Brief Situation-Overview begins the phase, emphasizing imminent arrival of Longstreet’s corps (which does not arrive!), so keep attacking or keep waiting or not, General? * To trigger Day 3 (per pandakraut et al.): Hold ONLY Jay’s Mill and Brotherton Road. Other reports indicate that, even with all VPs in hand, Day 3 may be triggered; e.g., when USA’s entire force is destroyed before the end of regular time. It is also seems that not holding any VPs at all may trigger Day 3.(!) * EXTRA time may be available here -- until 2000 -- when NO VPs are taken and the USA still has forces on the field * Likewise, for Victory at end of Day 2, there are some reports that stated conditions (per the upper-right Victory-conditions menu) are not accurate; thus, a Defeat or Draw can result surprisingly. TechnoSarge reports, however, that holding all of the on-map VPs results in Victory. Proceeding to next day: CAMP available DAY 3 (Sep 20th) - PHASE 1: “[Complete the Victory]” *** RE-SET PHASE! *** TIME: 0930 TIMER: 10:30 [yes, this is correct] MAP: Same DEPLOY-FORCE: All available units from the 2 deploy-corps (including 4th division of the Reinforcements Corps -- but only 5 bdes max) POSITIONING: RE-SET: Pre-positioned centrally and in north-to-south groups OBJECTIVES: Capture Kelly’s Field / Capture Lee-Gordon’s Mill / Capture Viniard Field / Capture Brotherton Cabin NOTES: * Extended Situation-Overview begins the phase, emphasizing arrival of USA reinforcements (Rosecrans’ Reserves) from north/northwest: these actually arrive 2-3 hours after start of phase (but confirmation here is needed) * Per ComputerCrasherDad: Only 5 of 6 bdes from the 4th Division of the Reinforcements Corps deploy * TIMER may cut off early. Per pandakraut: Capturing Kelly’s Field, Viniard Field, and Brotherton Cabin triggers start of next phase. Per CivWar64: status of Kelly’s Field is not a trigger; it seems that Brotherton Cabin status is the key. [Any other input to clarify would be appreciated...] 3.2: “Yankees Withdrawing: Advance?!” TIME: 1930 [may differ depending on 3.1] TIMER: 2:00 MAP: Same DEPLOY-FORCE: As at end of 3.1 POSITIONING: As at end of 3.1 OBJECTIVES: Capture Kelly’s Field / Capture Lee-Gordon’s Mill / Capture Viniard Field / Capture Brotherton Cabin / Capture Horseshoe Ridge NOTES: * Brief Situation-Overview begins the phase * TIMER may cut off early, based on unidentified triggers. Per pandakraut: EXTRA time is available after FINISH pops up, at least when Phase 3.1 ends early. Yet, capturing all VPs immediately ends the battle. ***CAMP now available*** (32) Mansfield - 08(+) APR 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * With VP held, EXTRA time is available after the FINISH pops up -- until 2200 * With VP not held (and never having been), even MORE EXTRA time is available after FINISH pops up -- until at least April 11th at 10am (but this is only when we ran out of patience and just ended, concluding that this battle WILL NOT END until the VP is taken and/or all USA forces are eliminated) DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box TIME: 1600 TIMER: 3:30 MAP: Mansfield area (Louisiana, south of Shreveport &amp; north of Alexandria) DEPLOY-FORCE: 16 bdes + General + SW POSITIONING: Per deployment-box at west of map OBJECTIVES: Capture Chapman’s Woods NOTES: * Brief Situation-Overview begins the battle * 1701~: Reinforcements (remainder of deployed corps) arrive from west-edge (central) of map * 1745~: USA reinforcements arrive from east-edge (central) of map (they may arrive much later depending on status of VP and positioning of units) ***CAMP now available*** (33) Saunders Farm - 05 MAY 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * If VPs are held at end of time, NO extra time available * If VPs are NOT held at end of time, EXTRA time available -- until 2130 * With VPs held but CONTESTED-timer still running, after the overall time has run out, we can press FINISH and still achieve Victory [per CivWar64] DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box * Reinforcements: 10 bdes - 1 deploy-box [Per ComputerCrasherDad, only 9 bdes actually deploy] PHASE 1 TIME: 1300 TIMER: 2:00 MAP: Saunders Farm area (part of the “Wilderness” series of battles - Virginia) DEPLOY-FORCE: Assault corps: 10 bdes + General + SW POSITIONING: Per deployment-box at south of map OBJECTIVES: Capture Saunders Farm NOTES: * Brief Situation-Overview begins the battle/phase * 1330~: Reinforcements arrive from south: 8 bdes of Assault corps * 1335~: Alert about watching the Left Flank due to USA forces (CAV) approaching PHASE 2 TIME: 1500 TIMER: 3:00 MAP: Same DEPLOY-FORCE: As at end of Phase 1 POSITIONING: As at end of Phase 1 OBJECTIVES: Hold Saunders Farm / Capture Saunders Fields * If held at start of this phase, Saunders Farm has CONTESTED timer of :30 running at start NOTES [With thanks to CivWar64 for most of this info]: * Brief Situation-Overview begins phase, emphasizing imminent arrival of USA reinfs from north * 1501~: Remainder of Assault corps arrives from south-edge (central) of map * 1501~ (about same time as arrival of the above reinfs): 3-4 USA CAV bdes advance from north * 1530~: Reinforcements corps (entire) arrives from central south-edge of map [Per ComputerCrasherDad, only 9 bdes, not 10, actually deploy] * 1540~: USA reinfs arrive from north-central portion of map: VI Corps -- 5 INF bdes + 1 ART bde * When the FINISH button pops up, with VPs in hand but CONTESTED-timer still running, we can press FINISH and still achieve Victory ***CAMP now available*** (34) Laurel Hill - 10 MAY 1864 PRE-BATTLE NOTES: * This is a DEFENSIVE then optional-OFFENSIVE minor battle * The Alsop’s Field VP is not required for victory * If the Alsop’s Field VP is not captured, EXTRA time available at end of Phase 2 -- until 2100 [Thanks to pandakraut &amp; CivWar64 for clarifications on time here] DEPLOYMENT: * Defend: 25 bdes - 1 deploy-box PHASE 1: “Defend!” TIME: 0600 TIMER: 2:30 MAP: Laurel Hill area (part of the Spotsylvania Courthouse battles - Virginia) DEPLOY-FORCE: Loan-Aux troops: 4 INF + 3 ART + General Anderson + SW (north) and 2 INF (south) / Defend units: 6 bdes + General + SW POSITIONING: Loan-Aux troops: pre-positioned / Defend units: per deployment-box at west OBJECTIVES: Hold Laurel Hill / Hold Harrisson’s Woods NOTES: * Situation-Overview begins the battle/phase * 0700~: Reinforcements arrive at west-edge of map: 6 bdes * 0800~: Reinforcements arrive from southwest corner of map: 6 bdes PHASE 2: “Attack If It Is Practical!” TIME: 0830 TIMER: 3:30 MAP: Same DEPLOY-FORCE: As at end of Phase 1 + Remaining elements of Defend corps POSITIONING: As at end of Phase 1 + Defend corps units: at southwest of map OBJECTIVES: Hold Laurel Hill / Hold Harrisson’s Woods / Capture Alsop’s Fields * To achieve victory, Alsop’s Fields does not need to be captured NOTES: * Brief Situation-Overview begins phase ***CAMP now available*** (35) COLD HARBOR - 01-03 JUN 1864 PRE-BATTLE NOTES: * This is a DEFENSIVE grand battle (but see Phases 1.1 &amp; 1.2 for offensive objectives) * This battle takes place around Old &amp; New Cold Harbor, Virginia (northeast of Richmond) * Check Victory Conditions in upper-right of battle-map to be sure about victory-triggers for each phase * With FPS-lag in mind (this battle causes some systems to lag), consider using the “Direct3d 9” option when starting the game before this battle * “Spill-over” alert: see NOTES for Phases 3.1, 3.2, 3.3, and 3.4 on apparent spill-over (of troops) effect between the maps involved in those phases [Thanks to Capt Rovernavigator &amp; pandakraut] * EXTRA time available for this battle at end of PHASE 3.3 (but only if contested timers are still running?) * Note that Phase 3.4 is a “last-chance” phase that triggers when we have failed to meet the casualty-rate Victory-condition -- less than 40% casualties [per CivWar64] DEPLOYMENT: * Left Flank: 25 bdes - 1 deploy-box * Tomorrow Reinforcements: 15 bdes - 1 deploy-box [Per ComputerCrasherDad: 14, not 15, bdes] * Right Flank: 25 bdes - 1 deploy-box DAY 1 (Jun 1st) - PHASE 1: “[Old Cold Harbor]” TIME: 0800 TIMER: 2:00 MAP: Right flank area [actually mostly center, but focused on Old and New Cold Harbor] DEPLOY-FORCE: 8 bdes + General + SW (of Right Flank corps) POSITIONING: Per deployment-box at west of map OBJECTIVES: Capture Old Cold Harbor / Hold Central Breastworks * The capture-VP is NOT required NOTES: * Extended Situation-Overview begins the battle/phase * 0849~: USA reinforcements arrive from northeast * 0913~: More USA reinforcements arrive from eastish &amp; we are alerted to fall back CAMP now available 1.2: “We Must Secure Our Left Flank” TIME: 1830 TIMER: 1:30 MAP: Left flank area (limited) DEPLOY-FORCE: From Left Flank corps: 5 bdes (to north) &amp; (to south) 6 bdes + General + SW POSITIONING: Per 2 deployment-boxes, northerly &amp; southerly, at west of map OBJECTIVES: Capture Magnolia Woods / Capture Shady Grove Road / Hold Old Church Road * One capture-VP MUST be taken for overall battle to continue * If all objectives are achieved, this battle ends in final Victory [needs confirmation] * Per Live Free or Die: I achieved all objectives for this phase. Both contested timers for the capture objectives ran down before the phase timer ended the battle. It did not deliver a final Victory. The prompt for phase 1.3 popped up instead. https://steamcommunity.com/sharedfiles/filedetails/?id=3126386861 NOTES: * Situation-Overview begins the phase * 1932~: USA reinforcements arrive from northeast corner of map * 1932+: Two more batches of USA reinforcements arrive &amp; we are alerted to fall back CAMP now available 1.3: “Our Right Flank is Under Attack!” TIME: 1830 TIMER: 3:45 MAP: Right flank area [actually mostly center, extending north from Central Breastworks to the Walnut Grove Road at north-edge of map] DEPLOY-FORCE: 21 bdes + General + SW (of Right Flank corps) POSITIONING: Pre-positioned to west around the VPs and fortifications OBJECTIVES: Hold Central Breastworks / Hold Walnut Grove Road / Hold Walnut Grove Woods / Capture Beulah Church / Capture Old Cold Harbor NOTES: * Situation-Overview begins the phase * Careful: Taking one of the “Capture” VPs results in final VICTORY Proceeding to next day: CAMP available * “Tomorrow Reinforcements” corps now named “Reinforce Right” DAY 2 (Jun 2nd) - PHASE 1: “[Defend Right Flank Expanded]” *** RE-SET Phase! *** TIME: 1630 TIMER: 3:30 MAP: Right flank area - expanded (mainly south to include Turkey Hill) DEPLOY-FORCE: 1st (1st div), 2nd (1st, 2nd, 3rd divs), 3rd Corps (1st, 2nd, 3rd, 4th divs) POSITIONING: Pre-positioned OBJECTIVES: Hold Central Breastworks / Hold New Cold Harbor / Hold Turkey Hill / Hold Walnut Grove Road / Hold Walnut Grove Woods / Capture Old Cold Harbor / Capture Beulah Church * The capture-VPs are NOT required to continue into the next phases NOTES: * Situation-Overview begins the phase * 1906~: Hancock’s corps is sighted (and appears in central part of map): “It’s risky to attack!” 2.2: “Observing the Left Flank” *** RE-SET Phase! *** TIME: 2000 TIMER: 2:00 MAP: Left flank area - expanded (mainly north and east) DEPLOY-FORCE: Elements of Left Flank corps (2nd, 3rd, 4th divs -- no General or SW!) POSITIONING: Pre-positioned OBJECTIVES: Hold Old Church Road / Hold CSA Left Flank (begins contested) / Capture Bethesda Church * We do NOT need to capture Bethesda Church for battle to continue NOTES: * Situation-Overview begins the phase Proceeding to next day: CAMP available DAY 3 (Jun 3rd) - PHASE 1: “[Back to Right Flank]” *** RE-SET Phase! *** TIME: 0430 TIMER: 2:30 MAP: Same as in 2.1 DEPLOY-FORCE: Same as in 2.1 POSITIONING: Pre-positioned OBJECTIVES: Same as in 2.1 * The capture-VPs are NOT required to continue into the next phases NOTES: * Situation-Overview begins the phase * “Spill-over” alert: per Capt Rovernavigator (per pandakraut), units positioned in the creek north of the Walnut Grove Rd VP, in the far northwestern edge of the right-flank map, will appear in the map for the next phase… 3.2: “Left Flank in Danger” *** RE-SET Phase! *** TIME: 0430 TIMER: 2:30 MAP: Left flank area - expanded (mainly north and east) DEPLOY-FORCE: Elements of Left Flank corps (2nd, 3rd, 4th divs -- no General or SW!) POSITIONING: Pre-positioned OBJECTIVES: Hold Old Church Road / Hold CSA Left Flank / Capture Bethesda Church * We do NOT need to capture Bethesda Church for battle to continue NOTES: * Brief Situation-Overview begins the phase * “Spill-over” alert: units from previous phase may spill-over into this map -- see 3.1 NOTES. They may also be positioned (in the same area in which they appeared?) for re-spill-over effect into next phase… 3.3: “The Battle Continues -- Right Flank” TIME: 0700 TIMER: 3:30 MAP: Same as in 3.1 DEPLOY-FORCE: As at end of 3.1 POSITIONING: As at end of 3.1 OBJECTIVES: Same as in 2.1 and 3.1 * The capture-VPs are NOT required for victory NOTES: * Brief Situation-Overview begins the phase * “Spill-over” alert: units from previous phase may spill-over into this map -- see 3.1 &amp; 3.2 NOTES. Not confirmed: they may also be positioned (in the same area in which they appeared?) for re-spill-over effect into next phase… * EXTRA time is available after timer runs out if there are CONTESTED timers still running [Rovernavigator reports that a distinct phase may open up here between 3.3 &amp; 3.4: “They Continue the Attack on Our Left!” A continuation of 3.2, it triggers with (i) VPs Old Cold Harbor &amp; Beulah Church NOT captured and (ii) some Union troops still on the battlefield. It starts at 0700 with timer of 2:30. Again: no need to capture Bethesda Church here for the battle to continue. Also, there is another spill-over effect: troops may spill-over north (Left Flank) &amp; south (Right Flank) via the center of the northern edge of the southern battle-map, specifically in the area of the hill-top by the white fence.] 3.4: “[Last Chance to Salvage a Draw!]” TIME: 1900 TIMER: 2:30 MAP: Same as in 3.2 DEPLOY-FORCE: As at end of 3.2 POSITIONING: As at end of 3.2 OBJECTIVES: Hold Old Church Road / Hold CSA Left Flank / Capture Bethesda Church NOTES: * This phase will activate when our total casualty-rate exceeds the 40%-maximum losses required for Victory. Apparently, we are given this “last chance” to snatch a draw out of the jaws of defeat! [Many thanks to CivWar64 for discovering this previously “hidden” phase] * “Spill-over” alert (but not confirmed): units from previous phase may spill-over into this map -- see 3.1 &amp; 3.2 &amp; 3.3 NOTES ***CAMP now available*** (36) Hall's Ferry Road - 14 SEP 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * With FPS-lag in mind (this battle causes some systems to lag), consider using the “Direct3d 9” option when starting the game before this battle * This is a what-if battle, supposing that the CSA found a way to attempt a re-take of Vicksburg, MS * This is often described as very difficult battle for the CSA, requiring attacks on interlocking trenches with deep-wooded cover often available to the USA defenders * If no VPs are held when TIMER runs out, EXTRA time available after FINISH -- until 1800 * Per CivWar64: When VPs are held through CONTESTED timers, battle ends immediately DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box * Reinforcements: 25 bdes - 1 deploy-box TIME: 0600 TIMER: 6:00 MAP: Hall’s Ferry Road area (near Vicksburg, Mississippi) DEPLOY-FORCE: Entire Assault corps + General + SW POSITIONING: Pre-positioned, arriving from south &amp; southeast as battle begins OBJECTIVES: Capture West Redoubt / Capture Salient Work / Capture Hall’s Ferry Road NOTES: * Extended Situation-Overview begins the battle * 0730~: Elements of Reinforcements corps (9 bdes + General + SW) arrive from south * 0800~: Remaining elements of Reinforcements (up to 16 bdes) arrive from south ***CAMP now available*** (37) Hardin Pike - 15 DEC 1864 PRE-BATTLE NOTES: * This is an OFFENSIVE minor battle * With FPS-lag in mind (this battle causes some systems to lag), consider using the “Direct3d 9” option when starting the game before this battle * This (offensive) battle is often described as very difficult, requiring attacks on interlocking trenches with deep-wooded cover available to the USA defenders, multiple well-protected ARTY batteries, and a rather aggressively counter-attacking AI. * EXTRA time available after FINISH pops up, if VPs are not yet taken -- until 1530 (If VPs are taken and held? Not tested.) DEPLOYMENT: * Assault: 25 bdes - 1 deploy-box * Reinforcements: 25 bdes - 1 deploy-box TIME: 0702 TIMER: 5:00 MAP: Hardin Pike Road (near Nashville, Tennessee) DEPLOY-FORCE: Entire Assault corps + General + SW POSITIONING: Pre-positioned along west side of map OBJECTIVES: Capture North Fort / Capture South Fort NOTES: * Extended Situation-Overview begins the battle * 0803~: Arrival of entire Reinforcements corps along west-side of map ***CAMP now available*** (38a) WASHINGTON - 10-11 APR 1865 - DAY 1 PRE-BATTLE NOTES: * This is an OFFENSIVE grand battle * This is a what-if battle, supposing a CSA “end-game” attack on Washington, D.C. * SPILL-OVER effect is possible here, where units positioned at bottom edge of TOP map will appear on BOTTOM map (or vice-versa) in a successive phase; e.g., see Phases 1.4, 1.5, 2.1, 2.2, 2.3 DEPLOYMENT: * Main Attack: 50 bdes - 2 deploy-boxes [northeast force - 1 corps required] * Secondary Attack: 25 bdes - 1 deploy-box [northwest force] * Flank Left: 25 bdes - 1 deploy-box [west/southwest force] * Flank Right: 25 bdes - 1 deploy-box [southeast force] DAY 1 (Apr 10th) - PHASE 1: “Fort DeRussy” TIME: 0600 TIMER: 2:00 MAP: Northwest (Fort DeRussy area) DEPLOY-FORCE: Elements of Secondary Attack corps: 15 bdes + General + SW POSITIONING: Per deployment-box in northwest corner of map OBJECTIVE: Capture Fort DeRussy (not required for battle to continue) NOTES: * Extended Situation-Overview (covering entire map &amp; battle-to-come) begins battle/phase * 0625~: Reinforcements: remainder of same corps arrives from northwest * CAUTION: Taking Fort DeRussy -- and having CONTESTED time run down -- will lead to early cut-off of TIMER and start of Phase 2. 1.2: “Fort Stevens” TIME: 0800 [or earlier, if there was early cut-off of Phase 1] TIMER: 3:00 MAP: Northwest expanded (mainly east &amp; south) to include Fort Stevens area DEPLOY-FORCE: As at end of Phase 1 + elements of the 1st Main Attack corps [13~ bdes + Gen + SW] POSITIONING: As at end of Phase 1 + pre-positioned &amp; arriving from north/northeast OBJECTIVE: Capture Fort Stevens (not required for battle to continue) NOTES: * Situation-Overview begins the phase, noting that Prez Lincoln is observing the battle from Fort Stevens * Fort DeRussy begins as contested (even if captured in Phase 1) * 0935~: Reinfs arrive from northeast: remainder of 1st Main Attack corps [Thanks to CivWar64] * Capturing Fort Stevens &amp; holding it through CONTESTED time does NOT lead to early cut-off of phase (but some other triggers may lead to early entry into Phase 3) 1.3: “Fort Slocum” TIME: 1100 [or earlier, if there was early cut-off previously] TIMER: 3:00 MAP: Same as 1.2 but expanded (mainly east) to include Fort Slocum area DEPLOY-FORCE: As at end of Phase 2 + elements of the 2nd Main Attack corps [Composition TBD] POSITIONING: As at end of Phase 2 + arriving from north/northeast OBJECTIVE: Capture/Hold… Fort DeRussy / Fort Stevens / Capture Fort Slocum (not required for battle to continue) NOTES: * Situation-Overview begins the phase * Fort DeRussy &amp; Fort Stevens begin as contested (even if captured earlier) * USA CAV may appear here from east-central area, i.e., behind the lines, to cause trouble * ______~: Arrival of the remainder of 2nd Main Attack Corps from northeast * CivWar64 reports (per Legendary campaigning) of early cut-off, with 1:00 remaining, and start of next phase even though he did not hold Fort Slocum. Possibly, the force/unit-ratio was a factor here, as he had a 2:1 superiority. The AI may use such ratios as a trigger in order to get to next phase (and its reinfs). Further, the status of other VPs, such as 1.1’s Fort DeRussy VP, may be relevant. The number of corps used in the attack here could be yet another factor. 1.4: “Union Counter-Attack!” TIME: 1400 [or earlier, if there was early cut-off previously] TIMER: 3:00 MAP: Same (i.e., entire TOP/north area), expanded to south DEPLOY-FORCE: As at end of Phase 3 POSITIONING: As at end of Phase 3 OBJECTIVE: Capture/Hold… Fort DeRussy / Fort Stevens / Fort Slocum (not required for battle to continue) NOTES: * Situation-Overview begins the phase * All forts begin as contested (even if captured earlier); i.e., the contested-timers are re-set * USA counter-attack emerges from South and Southwest, aiming at Fort Stevens * This phase may cut-off early, depending on TBD factors * Spill-over effect: Positioning troops at the far-south/bottom edge of this TOP map will lead to their appearing during the next phase -- at the top of the map 1.5: “Our Flank Attacks Begin” TIME: 1400 TIMER: 3:00 MAP: Bottom (south) area -- only upper part (i.e., not yet including Washington) DEPLOY-FORCE: Elements of Flank Left corps (? bdes + General + SW) &amp; Flank Right corps (7 bdes + General + SW) POSITIONING: Pre-positioned at west (central) and northeast parts of map -- arriving as phase begins OBJECTIVE: Capture Fort Washington / Capture Fort Thomas / Capture Washington (not required for battle to continue) NOTES: * Situation-Overview begins the phase * Spill-over effect: Units at the far-south (bottom) edge of Phase 1.4’s map will appear at the top of this phase’s map (this includes USA units!) * 1445~: Reinfs arrive (more elements of the flanking corps) on either side of the map 1.6: “The Forts Must Fall!” TIME: 1700 TIMER: 3:00 MAP: Same as in 1.4 DEPLOY-FORCE: As at end of 1.4 (except for units sent south via “spill-over effect”) POSITIONING: As at end of 1.4 (except for units sent south via “spill-over effect”) OBJECTIVE: Capture/Hold… Fort DeRussy / Fort Stevens / Fort Slocum (not required for battle to continue) NOTES: * Situation-Overview begins the phase 1.7: “Finish Them Off!” TIME: 1700 [or as at end of 1.6] TIMER: 5:00 MAP: FULL (both top &amp; bottom maps, combined) DEPLOY-FORCE: As at end of 1.5 &amp; 1.6 POSITIONING: As at end of 1.5 &amp; 1.6 OBJECTIVE: Capture/Hold… Fort DeRussy / Fort Stevens / Fort Slocum / Fort Washington / Fort Thomas / Washington NOTES: * Situation-Overview begins the phase * Date-of-battle (above time, not TIMER) may show as April 15th here(!) * The phase will end early if all VPs are taken and CONTESTED timers run down Proceeding to next day: CAMP available NOTE: There is a re-deployment here; so, before the next day, all corps need to be re-assigned for the upcoming phases as follows: * Fort Stevens: 25 bdes - 1 deploy-box * Flanks: 75 bdes - 3 deploy-boxes * Washington: 25 bdes - 1 deploy-box (38b) WASHINGTON - 10-11 APR 1865 - DAY 2 DAY 2 (Apr 11th) - PHASE 1: “[Hold in the North]” *** RE-SET PHASE! *** TIME: 1300 TIMER: 4:00 MAP: TOP DEPLOY-FORCE: Up to 65 bdes total from up to 4 different deployed corps + Generals &amp; SWs POSITIONING: Per 8 deployment-boxes across the map to the bottom OBJECTIVE: Hold Fort DeRussy / Hold Fort Stevens / Hold Fort Slocum NOTES: * Extended Situation-Overview begins the day/phase * All forts and supply-centers begin as contested or USA-held, though no USA units occupy them * USA attacks will come from west, north, and northeast (Fort Slocum seems unimportant to them, but this may not hold for every campaign or may depend on CSA’s garrisoning of it, etc.) * Spill-over effect is possible here: units on the southern/bottom edge of this TOP map will appear in the next phase (at the top edge of the BOTTOM map) 2.2: “[Hold in the South!]” *** RE-SET PHASE! *** TIME: 1300 TIMER: 4:00 MAP: Bottom DEPLOY-FORCE: Up to 38 bdes total from up to 4 different deployed corps + General (1) + SW (1) POSITIONING: Pre-positioned in multiple groups, roughly central and eastern Washington OBJECTIVES: Hold Fort Washington / Hold Fort Thomas / Hold Washington NOTES: * Situation-Overview begins the phase, emphasizing coming attacks from the west, northeast, and southeast (the last does not seem to take place until Phase 2.4) * All forts and supply-centers begin as USA-held, though no USA troops occupy them * Spill-over effect: Units (CSA or USA) located at the very bottom of the TOP map may appear here, in this phase, at the very top of the map 2.3: “Don’t Lose the Northern Forts!” TIME: 1700 TIMER: 4:00 MAP: Top DEPLOY-FORCE: As at end of 2.1 POSITIONING: As at end of 2.1 OBJECTIVE: Hold Fort DeRussy / Hold Fort Stevens / Hold Fort Slocum NOTES: * Brief Situation-Overview begins the phase * Shortly after start (2-6 mins): USA begins to receive reinfs via “Howard’s IV Corps” arriving from southwest, initially 3 INF bdes + 2 ARTY. Over next 30 mins or so, more troops arrive for total of 8 INF bdes + 4 ARTY bdes [Thanks to CivWar64 for this] * Spill-over effect is possible here: units on the bottom edge of this TOP map will appear in the next phase (at the top edge of the BOTTOM map) 2.4: “Hold for a Few More Hours!” TIME: 1700 TIMER: 4:00 MAP: Bottom DEPLOY-FORCE: As at end of 2.2 POSITIONING: As at end of 2.2 OBJECTIVES: Hold Fort Washington / Hold Fort Thomas / Hold Washington NOTES: * Brief Situation-Overview begins the phase * Spill-over effect: Units (CSA or USA) located at the very bottom of the TOP map may appear here, in this phase, at the very top of the map * 1711~: More USA troops appear from southwest * 1715~: More USA troops appear from southeast (and focus on the Washington VP) * If VPs not held at end of time, immediate FINISH (and DEFEAT)

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别整那些定义、列表和空话!赢下战斗! 制胜要点 厌倦了那些枯燥的索引和术语表吗?我以为这是《终极将军:内战》的指南页面!我已经赢了3场南部联盟战役,有些简单的技巧能带来巨大改变,现在就告诉你。 利用掩护并剥夺敌人的掩护。森林、城市和农场提供最大掩护,整个部队都必须进入其中,才能获得掩护效果。通过佯攻、撤退后返回或冲锋,迫使敌人部队离开掩护。让他们陷入河床或平原地带。这能造成3比1的战果优势。 紧随其后的重要策略是侧翼包抄和瓦解士气。当敌人士气低落时,他们会行动迟缓、停止射击,坐以待毙,这是让他们保持的绝佳士气状态。来自后方的一轮齐射就会造成这种情况。你必须部署多支部队才能实现这一点,但这完全是值得的。将敌人包围夹击,击溃他们,然后把他们驱赶到你可以反复射击的方向,尽可能多地造成士气崩溃,或者形成合围圈,促使敌人大规模投降。不过,每个任务中只有1000名俘虏能转化为新兵。有时候你自己的防御工事也派不上用场!留意兵力数值,不要被侧翼包抄,运用基本战术常识。 永远不要让你的部队在溃逃或撤退时溃散,那样你会失去他们。本指南没有任何推测,这是一份可靠的教程。步兵是机动和防御的主力,骑兵可以在其附近进行越顶射击,或与步兵一同参与近战突击。火炮应当部署在【近距离】,只有近距离的葡萄弹射击才能对敌人造成毁灭性打击。通过侧翼包抄来清除敌方防御工事极为容易。 掩护等级从高到低排序: 房屋/城市 森林 防御工事 农田 平原 河流 记住你的战友石墙杰克逊的话:“追击撤退的敌人是战争中唯一确定的法则。”保留骑兵用于追击和击溃溃败的部队,就像《全面战争》系列游戏那样。 石墙杰克逊说:“战争来临时,拔出佩剑,扔掉剑鞘。”如果你能让大多数部队开火,而不是让他们无所事事,那么在紧密阵型下所有部队协同作战时,这将决定战斗的大部分走向。 石墙杰克逊说要听听【石墙杰克逊之路】。谢谢!

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本指南包含两部分内容:(1)战役中所有出现的南部联盟历史将领列表,包括他们的属性、出现时间及获取方式;(2)这些将领在38场战役中的指挥(军团、师、旅)详细概述。 南部联盟将领概述 姓名/军衔与属性/获取方式 波托马克堡垒战役后: 詹姆斯·阿彻 / 准将 0/100 / 政府:5点声望值 第一次布尔溪战役后: 托马斯·“石墙”·杰克逊 / 准将 33/100 / 胜利奖励 朱巴尔·厄尔利 / 准将 0/100 / 政府:4点声望值 理查德·尤厄尔 / 准将 0/100 / 政府:4点声望值 J.E.B.斯图尔特 / 准将 0/100 / 政府:4点声望值 夏洛战役后: 阿尔伯特·约翰斯顿 / 少将 60/100 / 胜利奖励 内森·B·福雷斯特 / 上校46/100 / 胜利奖励+精英骑兵 丹尼尔·“D.H.”·希尔 / 少将 66/100 / 政府:6点声望 P.G.T.博雷加德 / 少将 0/100 / 政府:6点声望 约瑟夫·克肖 / 准将 0/100 / 政府:4点声望 有时在夏洛战役后可获得: 布拉克斯顿·布拉格 / 准将 66/100 / 兵营 约翰·布雷肯里奇 / 准将 0/100 / 兵营 盖恩斯磨坊战役后: A.P.(13)马纳萨斯火车站 历史战役/东部战区/1862年8月27日 无历史将领 (14)第二次布尔溪战役(第二次马纳萨斯战役) 大型历史战役/东部战区/1862年8月28-30日 第一军(“牵制”):杰克逊 师 师:A.P.希尔 旅:阿彻 师:尤厄尔 旅:厄尔利 … 第二军(“增援部队”):朗斯特里特 师 旅:赖特 师 师:威尔科克斯 师:胡德 旅:劳 … 斯图尔特的骑兵 注:斯图尔特的骑兵应跟随朗斯特里特 (15)尚蒂伊 历史战役/东部战区/1862年9月1日 第一军:杰克逊 师 旅:厄尔利 师:A.P.山丘 << 旅:阿彻旅 << 旅:克肖旅 << 旅:巴克斯代尔旅 ... 注:杰克逊得到了麦克劳斯师(隶属于朗斯特里特军团)部队的增援,该部队由克肖和巴克斯代尔指挥。这些部队应与A.P.希尔师一同部署。(16)武器工厂 半历史战役(灵感源自哈珀斯费里战役)/东部战场/1862年9月12日 与(15)尚蒂伊相同 + 师:麦克劳斯 (17)安提塔姆(夏普斯堡) 重大历史战役/东部战场/1862年9月17日 第1军(“中央”):朗斯特里特 < 师:麦克劳斯 << 旅:克肖 << 旅:塞姆斯 << 旅:巴克斯代尔 < 师 << 旅:阿米斯特德 << 旅:赖特 < 师 << 旅:加内特 << 旅:兰塞姆 < 师:胡德 << 旅:劳 ... 第2军(“左翼”):杰克逊 < 师:厄尔利 << 旅:海斯 … 斯图尔特的骑兵 第3军(“右翼”):D.H.希尔 ... 第4军:(“增援部队”)A.P.希尔 <师 <<旅:阿彻旅 ... 注: 在安提塔姆战役中,南部邦联的战斗序列并未明确标注某个旅的实际作战位置。杰克逊和朗斯特里特这两位“侧翼指挥官”的部队散布在战场北部的各个区域。战场(北部)中央的凹陷道路由D.H.希尔负责防守。 若你希望D.H.希尔出现在凹陷道路附近,可将第1军交给他,第3军交给朗斯特里特。但这样会导致朗斯特里特麾下的众多历史军官出现在伯恩赛德桥附近,而他们实际上并未在那里作战。 若你希望杰克逊和朗斯特里特都能尽早出现在战场上,可按建议部署他们,这样只有D.H.希尔的位置会与实际情况略有偏差。 如果你拥有第4军,可将其交给A.P.希尔。他的师(安提塔姆战役开始时仍在哈珀斯费里)较晚抵达夏普斯堡。 斯图尔特的骑兵应与杰克逊一同行动。 (18)第二次科林斯战役 历史战役/西部战区/1862年10月3日 <无历史将领 (19)普雷里格罗夫战役 历史战役/西部战区/1862年12月7日 <无历史将领 (20)弗雷德里克斯堡战役 重大历史战役/东部战区/1862年12月11-13日 第一军(“左翼”/玛丽高地):朗斯特里特 <师:麦克劳斯 <<旅:克肖 <<旅:巴克斯代尔 <<旅:塞姆斯 <师 <<旅:威尔科克斯 <<旅:赖特 <师:兰塞姆 ...第二军(“中央”/ telegraph路):李 < 师:胡德 << 旅:劳 < 师:皮克特 << 旅:加内特 << 旅:阿米斯特德 ... 第三军(“右翼”/展望山):杰克逊 < 师:D.H.希尔 << 旅:罗兹 < 师:A.P.希尔 << 旅:阿彻 < 师:厄尔利 << 旅:海斯 (可选第四军(“增援部队”)) 注:在弗雷德里克斯堡战役中,邦联军队仍分为由杰克逊和朗斯特里特指挥的两个翼,但游戏需要三个军。解决方案是让罗伯特·E·李担任第三军指挥官,指挥朗斯特里特军团中防守电报路附近邦联防线中央的两个师(胡德师和皮克特师)。斯图尔特的骑兵应与杰克逊协同作战。 (21)埃弗雷特斯维尔 半历史战役(?)/西部战区/1862年12月20日 <无历史将领 (22)斯通斯河 重大历史战役/西部战区/1862年12月31日 - 1863年1月2日 第1军(“左翼”):哈迪 <师:布雷肯里奇 ... 第2军(“右翼”):波尔克 ... 第3军(“预备队”):布拉格 ... 注:作为军长,哈迪和波尔克指挥布拉格军队的两翼(类似于当时的北弗吉尼亚军团)。作为组织援军的陆军指挥官,布拉格可以指挥第3军(类似于弗雷德里克斯堡战役中的李)。(23) 黑水高地 半历史战役(灵感来源于3月15日的凯利渡口之战、戈尔兹伯勒大桥之战以及朗斯特里特的 Tidewater 行动)/东部战区/1863年3月10日 第1军:朗斯特里特 < 师:皮克特 << 旅:阿米斯特德 << 旅:加内特 < 师:胡德 << 旅:劳 ...(24)第一次富兰克林战役 历史战役/西部战场/1863年4月10日 无历史将领 (25)里奥山战役 半历史战役(实际里奥山战役发生于一年后)/东部战场/1863年4月25日 无历史将领 (26)钱瑟勒斯维尔战役 重大历史战役/东部战场/1863年5月1-3日 第1军(“中央部队”):李 师:麦克劳斯 旅:塞姆斯 旅:克肖 旅:巴克斯代尔 师 旅:威尔科克斯 旅:赖特 旅:马洪 ... 第2军(“侧翼部队”):杰克逊 师:A.P.希尔 << 旅:阿彻 < 师:罗兹 < 师:厄尔利 << 旅:海斯 < 师 / 斯图尔特骑兵师 注: 斯图尔特骑兵师应与杰克逊协同 在游戏内第三天前的营地中,你可以将杰克逊军团交给斯图尔特(在杰克逊受重伤及A.P.希尔随后受轻伤后,斯图尔特接管了整个侧翼部队的指挥权) 无营地。塞勒姆教堂战役立即开始。 (27)塞勒姆教堂战役 历史战役 / 东部战区 / 1863年5月3日 第一军:李 < 师:麦克劳斯 << 旅:塞姆斯 << 旅:克肖 << 旅:巴克斯代尔 < 师 << 旅:威尔科克斯 << 旅:马洪 … 注: 邦联在塞勒姆教堂战役中仅投入6个步兵旅作战。希尔 / 准将 66/100 / 胜利奖励 拉斐特·麦克劳斯 / 准将 73/100 / 政府:4点声望值 保罗·塞姆斯 / 准将 0/100 / 政府:4点声望值 部分将领将在盖恩斯磨坊战役或后续主要战役后出现(随机): 约瑟夫·安德森 / 准将 0/100 / 兵营 哈里·海斯 / 准将 0/100 / 兵营 埃文德·劳 / 准将 0/100 / 兵营 威廉·马洪 / 准将 0/100 / 兵营 罗伯特·兰塞姆 / 准将 0/100 / 兵营 罗伯特·罗兹 / 准将 0/100 / 兵营 卡德默斯·威尔科克斯 / 准将 0/100 / 兵营 安布罗斯·赖特 / 准将 0/100 / 兵营 马尔文山战役后: 詹姆斯·朗斯特里特 / 少将 0/100 / 胜利奖励 约翰·胡德 / 准将 60/100 / 政府:4点声望值 乔治·皮克特 / 准将 0/100 / 政府:4点声望值 第二次布尔溪战役后: 刘易斯·阿米斯特德 / 准将 0/100 / 政府:4点声望值 威廉·巴克斯代尔 / 准将营地: 石墙杰克逊在钱瑟勒斯维尔战役后去世。 (28)白兰地车站 历史战役/东部战区/1863年6月9日 <不使用玩家部队。 (29)葛底斯堡 重大历史战役/东部战区/1863年7月1-3日 第1军(“明日增援”):朗斯特里特 <师:麦克劳斯 <<旅:克肖 <<旅:巴克斯代尔 <<旅:塞姆斯 <师:皮克特 <<旅:加内特 <<旅:阿米斯特德 <师:胡德 <<旅:劳 ... 斯图尔特的骑兵 第2军(“第二波攻击”):尤厄尔 <师:厄尔利 <<旅:海斯 <师 <师:罗兹 ... 第3军:(“第一波攻击”):A.P.希尔 < 师 << 旅:威尔科克斯 << 旅:梅奥尼 << 旅:赖特 < 师 << 旅:佩蒂格鲁 << 旅:阿彻 ... 注意: 若想让罗伯特·E·李出现在战场上,可将A.P.希尔的军交由他指挥,并让希尔指挥该军的第1师(半历史模式)。李在第一天便率希尔的部队抵达战场,其指挥部位于邦联战线中央希尔阵地附近。希尔是资历较浅的军长,其军衔低于朗斯特里特和尤厄尔。 斯图尔特的骑兵应配属给朗斯特里特的军(“明日援军”),以模拟斯图尔特在战役第一天的缺席情况。游戏允许选择三个旅从西方方向向葛底斯堡推进,开启早期战斗。阿彻旅是南部联盟的先锋部队,是此处的不错选择。 营地: 威廉·巴克斯代尔:在葛底斯堡受致命伤 理查德·加内特:在葛底斯堡阵亡 刘易斯·阿米斯特德:在葛底斯堡受致命伤 詹姆斯·佩蒂格鲁:从葛底斯堡撤退期间受致命伤 保罗·塞姆斯:在葛底斯堡受致命伤 詹姆斯·阿彻:在葛底斯堡被俘,1864年去世(战役中不再担任指挥) (30)杰克逊围城战 历史战役/西部战区/1863年7月11日 第一军 师:布雷肯里奇 (31)奇卡莫加战役 重大历史战役/西部战区/1863年9月18-20日 第一军(“先锋”):波尔克 师 师:D.H希尔 << 旅:福雷斯特骑兵旅 < 师:克莱伯恩师 < 师:布雷肯里奇师 第二军(“明日援军”):朗斯特里特军 < 师 < 师 < 师 < 师:胡德师 << 旅:劳旅 << 旅:克肖旅 注:邦联在战役期间变更了其战斗序列。本建议基于9月20日的最终战斗序列,该序列更符合游戏的军级结构。 福雷斯特骑兵旅负责保护D.H.希尔的右翼。(32)曼斯菲尔德 历史战役/西部战场/1864年4月8日 无历史将领 (33)桑德斯农场 历史战役(荒野战役西部战区)/东部战场/1864年5月5日 第1军(“突击”):尤厄尔 师:厄尔利 旅:海斯 师 师:罗兹 第2军(“增援”):威尔科克斯或A.P.希尔或李 (该军无历史将领) 注:桑德斯农场是荒野战役的西部战区。两英里东南处布罗克路的同步行动在联邦军战役中进行。邦联军仅有尤厄尔的部队在桑德斯农场附近作战。A.P.希尔的部队部署在布罗克路附近,后由朗斯特里特的部队在此处进行增援。因此,如果想要严格遵循历史上将军们的真实任用情况,那么北弗吉尼亚军团的大多数历史军官,尤其是朗斯特里特军团和斯图尔特骑兵部队的军官,尽管他们确实参与了战斗,但不应出现在桑德斯农场。 在战斗期间,A.P.希尔军团逐渐填补了尤厄尔和朗斯特里特之间的缺口。问题在于谁应该领导这些(隶属于A.P.希尔的)援军。你可以选择威尔科克斯(他指挥希尔军团最西侧的师,在战斗后期与尤厄尔相邻作战,但威尔科克斯并非军团指挥官)、A.P.希尔(军团指挥官,但当时在布罗克路)或李将军(陆军指挥官,负责决定援军调配,但同样在布罗克路)。(34)劳雷尔山 历史战役(斯波特瑟尔韦尼亚 courthouse 战役西部战场) 东部战区 / 1864年5月10日 第1军: < 第1师:克肖 斯图尔特骑兵 注: 此处并无遗漏。仅有朗斯特里特军负责防守劳雷尔山。朗斯特里特在荒野战役中负伤,由理查德·安德森接替指挥(理查德·安德森并非可玩将领,请勿与约瑟夫·安德森混淆)。尤厄尔军负责防守劳雷尔山东部的“骡蹄铁”阵地(联邦 campaign 中会涉及该战场),而A.P.希尔军则部署在骡蹄铁阵地更靠东的位置。 朗斯特里特军那些知名的师级和旅级指挥官都去了哪里?只有克肖留在了劳雷尔山,其他人要么阵亡(阿米斯特德、巴克斯代尔),要么在东部某地服役(皮克特,指挥里士满防御),要么被派往西部战场(胡德),要么被捕(劳),要么被军事法庭审判(麦克劳斯)。 一个明显但又带些历史色彩的解决方案是任命罗伯特·E·李为军团指挥官——或者选择J.E.B.斯图尔特,他曾通过在劳雷尔山阵地抵御沃伦,帮助南部联盟赢得了前往斯波茨ylvania的行军竞赛,并率领抵达的南部联盟旅进入阵地。 营地: J.E.B.斯图尔特于1864年5月12日(斯波特瑟尔韦尼亚战役结束2天后)阵亡 (35)冷港 重大历史战役/东部战区/1864年6月1-3日 第1军(“右翼”) < 师:克肖 < 师 << 旅:劳 < 师:皮克特 第2军(“明日援军”):厄尔利 < 师 < 师 < 师:罗兹 第3军(“左翼”):A.P.希尔 < 师:马洪 << 旅:赖特 < 师:威尔科克斯 < 师 < 师:布雷肯里奇 注: 布雷肯里奇率领一支独立的邦联师,该师与希尔的部队协同作战,应编入希尔的军。 骑兵应配属给第1军。营地: 列奥尼达斯·波尔克于1864年6月14日在佐治亚州阵亡 (36)霍尔渡口路 虚构战役/西部战区/1864年9月14日 <无历史将领 营地: 罗伯特·罗兹于1864年9月19日在弗吉尼亚州阵亡 帕特里克·克莱伯恩于1864年11月30日在田纳西州阵亡 (37)哈丁派克 历史战役(纳什维尔战役),实际为哈丁派克/西部战区/1864年12月15日 第1军:胡德 第2军 <<旅:福雷斯特骑兵旅 营地: A.P.希尔于1865年4月2日在弗吉尼亚州阵亡 (38)华盛顿 大型虚构战役/东部战区/1865年4月10日 拥有些许历史元素的邦联军队会是什么样子? 这由你决定!0/100 / 政府:4点声望值 理查德·加内特 / 准将 0/100 / 政府:4点声望值 安提塔姆战役后:罗伯特·E·这是作者在一场历史战役中的解决方案,其中所有将领均已招募,且未使用那些在战争中未能幸存的将领: 第1军:李(弗吉尼亚军团) < 师:厄尔利 < 师:尤厄尔 << 旅:马洪 第2军:朗斯特里特(老皮特军团) < 师:克肖 < 师:皮克特 第3军:胡德(西部战场胜利军团) < 师:威尔科克斯 < 师:劳 第4军:D.H.希尔(北卡罗来纳军团) < 师:兰塞姆 第5军:博雷加德(南方腹地军团) < 师:哈迪 < 师:麦克劳斯 << 旅:赖特 << 旅:海斯 缺席将领: 布拉克斯顿·布拉格已被遣送回路易斯安那州,让他自己跟自己争吵去了。约翰·布雷肯里奇担任南部联盟战争部长(1865年2月任命) 约瑟夫·安德森领导着位于弗吉尼亚州里士满的特雷德加尔铁厂。 詹姆斯·阿彻(+)、刘易斯·阿米斯特德(+)、威廉·巴克斯代尔(+)、帕特里克·克莱伯恩(+)、理查德·加内特(+)、A.P.希尔(+)、托马斯·“石墙”·杰克逊(+)、阿尔伯特·约翰斯顿(+)、詹姆斯·佩蒂格鲁(+)、莱昂尼达斯·波尔克(+)、罗伯特·罗兹(+)、J.E.B·斯图尔特(+) 安息李将军/陆军中将 100/100 / 弗雷德里克斯堡战役胜利奖励:威廉·哈迪/少将 0/100 / 政府:15点声望值 莱昂尼达斯·波尔克/少将 0/100 / 政府:15点声望值 钱瑟勒斯维尔战役后:詹姆斯·佩蒂格鲁/准将 0/100 / 政府:5点声望值 葛底斯堡战役后:帕特里克·克莱伯恩/少将 0/100 / 政府:8点声望值 (1) 波托马克堡垒半历史战役(灵感来源于阿奎亚溪战役)/ 东部战区 / 1861年5月29日 > 无历史将领 (2) 纽波特纽斯半历史战役(灵感来源于大贝瑟尔战役)/ 东部战区 / 1861年6月15日 > 无历史将领 (3) 第一次布尔溪战役(第一次马纳萨斯战役)重大历史战役 / 东部战区 / 1861年7月21日 < 无历史将领 (4) 伏击车队半历史战役(灵感来源于战斗)西弗吉尼亚与南部联盟的资源争夺战/东部战区/1861年9月29日 【无历史将领】注:在更具历史模拟性的游戏流程中,你可以在此处使用石墙杰克逊和理查德·尤厄尔。这场战役是杰克逊式 warfare 的典型范例,很好地展示了他(和尤厄尔一起)在几个月后的河谷战役(战役(7)-(9))中所采取的行动。 (5)保持警惕 半历史战役(灵感来源于田纳西州早期战争事件) 西部战区/1862年2月25日 【无历史将领】 (6)夏洛战役 重大历史战役/西部战区/1862年4月6-7日 【无历史将领】 营地: 阿尔伯特·约翰斯顿(少将,经验值)(60/100)作为胜利奖励 阿尔伯特·约翰斯顿:在夏洛战役中受致命伤 注:本指南包含关于历史军官死亡的信息,如果你不想在历史军官已去世后使用他们,这些信息可能会有所帮助。 (7)第一次温彻斯特战役 历史战役/东部战区/1862年5月25日 第一军:杰克逊 <师 <师:尤厄尔 注:第一个师是杰克逊的师,他领导了河谷战役(当时尚无军级编制) (8)克罗斯基斯战役 历史战役/东部战区/1862年6月8日 第一军:尤厄尔 注:杰克逊当时不在战场上。(9)波特雷共和国 历史战役/东部战区/1862年6月9日 第1军:杰克逊 <师 <师:尤厄尔 (10)盖恩斯磨坊 重大历史战役/东部战区/1862年6月27日 第1军*(“正面进攻”):D.H.希尔 <师 <<旅:阿彻 <师 <<旅:克肖 ... *代表D.H.希尔、A.P.希尔、马格鲁德和休格的指挥部队 第2军**(“右翼”):杰克逊 <师 <师:尤厄尔 ... 斯图尔特的骑兵 **代表杰克逊和朗斯特里特的指挥部队 注: 如何理解此内容? (1)在七日战役期间(盖恩斯磨坊和马尔文山均属于该战役),南部联盟尚未设立军级编制,仅有师级单位(当时称为“指挥部队”)。该游戏从第一场战斗开始就设有军团结构,因此我们必须将二者相互匹配。这里提到的每个“军团”都包含若干历史上的指挥部。 (2)如果未提及姓名,则该军官(目前)不可操控,但其下属可能可以操控。 例如:在我们的第一个“军团”中,有一个师的师长(目前)不可操控(他是拉斐特·麦克劳斯),但该师下辖克肖旅——而克肖是可以操控的。 在盖恩斯磨坊战役中,南部联盟的“正面进攻”(即我们的第一个“军团”)由A.P.希尔指挥,他是这场战役后的胜利奖励,这使得早在战场上部署部队的D.H.希尔(两人无亲属关系)成为此处最符合历史的解决方案。杰克逊较晚从北方加入战斗,这由第二【军】模拟。斯图尔特的骑兵应与杰克逊一同行动。 (11)马尔文山 主要历史战役/东部战区/1862年7月1日 第一军(“第一攻击波”):D.H.希尔 < 师:麦克劳斯 << 旅:塞姆斯 ... 第二军(“第二攻击波”):杰克逊 < 师:尤厄尔 ... 斯图尔特的骑兵 第三军(“预备队”):A.P.希尔 < 师 << 旅:克肖 < 师 << 旅:阿彻 … 注: 参见盖恩斯磨坊的说明 斯图尔特的骑兵应与杰克逊一同行动。 (12)锡达山 历史战役/东部战区/1862年8月9日 第一军:杰克逊 < 师:尤厄尔 << 旅:厄尔利 < 师:A.P.希尔 << 旅:阿彻 ...

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在《终极将军:内战》中,你可以在创建部队时自定义所有部队名称。 我曾见过一些关于旅级部队名称建议的有用帖子,但都不够全面,不符合我的需求。因此,我做了大量研究,力求找到尽可能多有趣且多样的部队名称。其中绝大多数是历史名称,不过数量众多,难免存在一些错误。在指南的最后,我还附上了一小部分自己的“自定义”想法。 本指南主要详细列出了联邦军和邦联军的步兵旅与骑兵旅名称,以及大量步兵、骑兵、炮兵和神射手的团级与连级部队名称,同时也包含一些自定义或非历史的建议。如果你喜欢本指南,也可以看看Minas Moth的《内战单位指南》,它也很有帮助。“富兰克林之属”纽约州第99步兵团 “联邦海岸警卫队”纽约州第115步兵团 “铁心肠”纽约州第124步兵团 “橙花”纽约州第136步兵团 “铁甲”纽约州第137步兵团 纽约州第140步兵团 “罗切斯特赛马队” 纽约州第145步兵团 “斯坦顿军团” 纽约州第146步兵团 “加勒德猛虎” 纽约州第156步兵团 “山地军团” 纽约州第176步兵团 “铁壁” 纽约州第164步兵团 “凤凰团” 俄亥俄州第2步兵团 “漫游者卫队” 俄亥俄州第6步兵团 “格思里灰衣军” 俄亥俄州第7步兵团 “雄鸡” 俄亥俄州第8步兵团 “战斗狂徒” 俄亥俄州第10步兵团 “蒙哥马利/血腥第十” 俄亥俄州第17步兵团 “贝尔蒙特猛虎” 俄亥俄州第21步兵团 俄亥俄州第26步兵团 “土拨鼠” 俄亥俄州第35步兵团 “柿子” 俄亥俄州第88步兵团 “州长卫队” 俄亥俄州第125步兵团 “奥普代克猛虎” 宾夕法尼亚州首批防御者 “血腥”宾夕法尼亚州第11步兵团 宾夕法尼亚州第20步兵团 “斯科特军团” 宾夕法尼亚州第27步兵团 “华盛顿卫队” 宾夕法尼亚州第28步兵团 “金溪团” 宾夕法尼亚州第30步兵团“白兰地酒卫队”第71宾夕法尼亚步兵团 “贝克的加利福尼亚”第76宾夕法尼亚步兵团 “基石祖阿夫”第79宾夕法尼亚步兵团 “兰卡斯特步枪兵”第83宾夕法尼亚步兵团 “泥龟”第95宾夕法尼亚步兵团 “戈斯莱恩的祖阿夫”第100宾夕法尼亚步兵团 “圆颅党”第105宾夕法尼亚步兵团 “野猫”第109宾夕法尼亚步兵团 “柯廷轻卫队”第114宾夕法尼亚步兵团 “科利斯祖阿夫”第118宾夕法尼亚步兵团 “谷物交易所”第151宾夕法尼亚步兵团 “教师团”第196宾夕法尼亚步兵团 “第五联邦联盟”第197宾夕法尼亚步兵团 “第三煤炭交易所” 詹姆斯的宾夕法尼亚步兵团 沃伦县步枪兵 麦克莱恩的伊利步兵团 “饥饿第七”威斯康星步兵团 “越橘”第15威斯康星步兵团 “斯堪的纳维亚/挪威团” “奥丁步枪兵”第22威斯康星步兵团 “废奴”第26威斯康星步兵团 “西格尔团” 第一西弗吉尼亚老兵 联邦骑兵团/连(按州划分) 联邦骑兵团/连(按州划分) 联邦轻卫队(林肯的保镖部队 布莱泽侦察兵 边境骑兵 劳登游骑兵 奥奈达独立骑兵 美国第1及第2龙骑兵 美国第3“勇敢步枪兵/美国第1骑乘步枪兵” 美国第5“黑骑士”骑兵 “善战的”美国第6骑兵部队 米利根独立骑兵(特拉华州) 第五爱荷华州骑兵“柯蒂斯之马” 第十六伊利诺伊州骑兵“麦克勒南德卫队” 芝加哥龙骑兵(伊利诺伊州) 吉尔伯特独立伊利诺伊州骑兵 巴克龙骑兵(1861年麦克莱伦护卫队) 麦克莱伦龙骑兵(1862年护卫队) 诺顿爱尔兰龙骑兵(伊利诺伊州) 第五印第安纳州骑兵 第六堪萨斯州志愿骑兵 第七堪萨斯州骑兵“詹尼森的游击队员” 第一马里兰州骑兵 第三马里兰州骑兵“布拉德福德龙骑兵” 第一密歇根州骑兵“密歇根恶魔” 第二密歇根州骑兵“旋转恶魔” 钱德勒密歇根州骑兵卫队 第一明尼苏达州骑兵“骑马游骑兵” 弗里蒙特卫队(密苏里州) 第二密苏里州骑兵“梅里尔之马” 弗里蒙特骠骑兵(密苏里州) 弗里蒙特游骑兵(密苏里州) 奥萨奇步枪骑兵(密苏里州) 斯科菲尔德骠骑兵(密苏里州) 第一纽约州骑马步枪兵 第一纽约州“林肯”志愿骑兵 第二纽约州老兵“帝国轻骑兵” 第二纽约州骑兵“哈里斯”联邦骑兵部队(按州划分): 纽约州第4轻骑兵团“迪克尔的骑步枪团” 纽约州第5骑兵团“艾拉·哈里斯卫队” 纽约州第7骑兵团“黑马”骑兵 纽约州第9骑兵团“斯通曼”骑兵 纽约州第10骑兵团“波特卫队”骑兵 俄亥俄州第2骑兵团 俄亥俄州第7骑兵团“河流团” 俄亥俄州麦克劳克林独立骑兵中队 俄亥俄州第11骑兵团 俄勒冈州第1骑兵团 宾夕法尼亚州第1骑兵团“贝亚德”骑兵 宾夕法尼亚州第5骑兵团“卡梅伦龙骑兵” 宾夕法尼亚州第6骑兵团“拉什枪骑兵” 宾夕法尼亚州第7骑兵团 宾夕法尼亚州第9骑兵团“洛希尔骑兵” 宾夕法尼亚州第11骑兵团哈兰轻骑兵 佛蒙特州第1志愿骑兵团 西弗吉尼亚州第1骑兵团 西弗吉尼亚州第3骑兵团 联邦炮兵连(按州划分): 美国第1炮兵团 美国第5炮兵团“西点”炮兵连骑兵炮旅 卡莱夫骑兵炮队 华盛顿炮队 第1特拉华州“Ahl’s”重炮队 第3爱荷华州“迪比克”轻炮队 第1伊利诺伊州轻炮队 皮奥里亚轻炮队(伊利诺伊州) 阿姆斯特朗轻炮队(堪萨斯州) 奥普代克堪萨斯轻炮队 斯托弗轻炮队(堪萨斯州) 肯塔基州轻炮队“老第1” 马萨诸塞州海岸炮队 第1独立马萨诸塞州炮兵连 第3马萨诸塞州轻炮队 波士顿炮队(马萨诸塞州) 罗克斯伯里炮队(马萨诸塞州) 里格斯比马里兰州轻炮队 奥古斯塔炮兵连(缅因州) 第1缅因州重炮队 布雷克特明尼苏达州营 哈奇明尼苏达州营 拉斐特炮队(新罕布什尔州) 赫克瑟默第1新泽西州轻炮队 第1纽约州轻炮队 第1精锐(纽约州)轻炮队 第2精锐(纽约州)炮兵连 第1纽约州“日耳曼”营 第6纽约州重炮“安东尼·韦恩卫队” 第9纽约州奥本重型火炮 “苏厄德的宠物” 纽约州第10“黑河”重型炮兵团 纽约州第18“黑马炮兵/比林赫斯特炮台” 纽约州第27布法罗轻型炮兵团 奥尔巴尼炮台(纽约州) 杰克逊重型炮兵团(纽约州) 俄亥俄州第1“蠢驴”炮台 俄亥俄州第2“国民警卫队” 俄亥俄州第8炮台 俄亥俄州第12“金氏炮台” 宾夕法尼亚州第1“基石”炮台 宾夕法尼亚州第3重型炮兵团 纳普的宾夕法尼亚轻型炮台 匹兹堡炮台(宾夕法尼亚州) 汉普顿炮台(宾夕法尼亚州) 塞格巴斯的海军炮兵团(宾夕法尼亚州) 杜雷尔轻型炮兵团(宾夕法尼亚州) 罗得岛州第1轻型炮兵团 威斯康星州第3“獾州飞骑”炮兵团 威斯康星州第6“布埃纳维斯塔”炮兵团 联邦神射手/工兵(按州划分) 联邦神射手/工兵(按州划分) 美国第1及第2“伯丹”神射手团 非洲猎兵 纽约州第84“第14布鲁克林”团猎兵/红腿恶魔先锋旅(实际为工兵) 辛辛那提黑人旅(同样为工兵) 第1美国工兵团 第1加利福尼亚山地团 第64伊利诺伊“耶茨”神射手团 第66伊利诺伊“伯奇西部”神射手团 第1马萨诸塞神射手团 第1密歇根志愿神射手团 第1缅因神射手团 戴格特密歇根神射手团 霍尔密歇根神射手团 密歇根西部神射手团 第14密苏里西部神射手团 第1纽约“塞雷尔工兵团” 第17纽约“威彻斯特猎兵”团 第25纽约“联邦/克里根游骑兵”团 第65纽约“第1美国猎兵”团 第81纽约“莫霍克游骑兵”团 第1俄亥俄神射手团 第1威斯康星神射手团 西弗吉尼亚国民警卫队“沼泽龙”团 邦联步兵旅 邦联步兵旅 第1弗吉尼亚“石墙”旅 A.P.希尔的轻装师 朗斯特里特的弗吉尼亚老旅(又称A.P.)希尔与肯珀旅 斗鸡旅(皮克特/加内特) 弗吉尼亚旧州旅(马洪) 岩石旅(本宁) 欧洲旅 汉普顿南卡军团 路易斯安那猛虎旅(第一路易斯安那旅) 第二路易斯安那“鹈鹕”旅 德克萨斯旅(胡德) 南卡“流浪汉”旅(埃文斯) 新河军团(赫斯的弗吉尼亚旧旅) 博纳姆/克肖南卡“棕榈”旅 马里兰阵线旅(斯图尔特) 第一肯塔基“孤儿”旅 汤普森密苏里“沼泽狐”旅 查尔默斯密西西比“高压”旅 查尔斯顿旅(哈古德) 密西西比旅(巴克斯代尔) 佐治亚旅(劳顿/戈登) 佛罗里达“旋风”旅(佩里) 阿拉巴马旅(劳) 阿肯色旅(克莱伯恩/戈文) 田纳西旅(阿彻) 沃克德克萨斯旅联邦步兵旅 联邦步兵旅 新泽西第1旅“克尔尼之属” 新泽西第2旅“胡克的老近卫军” 东铁旅“黑帽旅” 西铁旅(鲁弗斯·金/吉本旅) 宾夕法尼亚“雄鹿尾”旅 爱尔兰旅 “卓越”旅(西克尔斯旅) 费城/加利福尼亚旅(贝克旅) 卡诺瓦旅/师 直布罗陀旅 华盛顿旅 纽约旅(格林旅) 斯皮诺拉帝国旅 佛蒙特第1“老牌”旅 佛蒙特第2“纸领”旅(斯坦纳德旅) “孔雀”祖阿夫旅(沃伦/威德旅) 哈珀斯费里旅(威拉德旅) ystone旅 正规旅(约翰·金旅) 正规师(赛克斯师) 荷兰/霍恩旅(威利希旅) 闪电骡子旅(斯特赖特旅)灰狗海军旅(塞姆斯部) 法国旅(路易斯安那州民兵) 密苏里第一旅(科克雷尔部) 密苏里第二旅(斯莱克部) 北卡罗来纳焦油脚旅(佩蒂格鲁/柯克兰部、加兰/艾弗森部、布兰奇/莱恩部) 弗吉尼亚第二旅(琼斯/琼斯部) 弗吉尼亚第三旅(埃尔泽/塔利亚费罗部) 罗兹的老阿拉巴马旅 霍克的北卡罗来纳旅 阿米斯特德的弗吉尼亚旅 安德森的北卡罗来纳旅 图姆斯的佐治亚旅 格雷格/麦高恩的南卡罗来纳旅 格兰伯里的得克萨斯旅 波里尼亚克的得克萨斯旅 邦联骑兵旅 斯图尔特的弗吉尼亚第一骑兵旅(弗吉尼亚第一团) 月桂旅(阿什比的弗吉尼亚第七团) 杰夫·戴维斯骑兵军团 汉普顿骑兵旅 谢尔比的密苏里铁骑兵旅 福雷斯特的“老”骑兵旅(田纳西州骑马步枪团) 肯塔基骑兵旅 雷诺兹的阿肯色旅(第一团)第二阿肯色州骑步枪团 得克萨斯游骑兵 西布利的亚利桑那旅 第一印第安骑兵团(沃蒂的) 第二印第安骑兵团 邦联步兵团/连(按州划分) 邦联步兵团/连(按州划分) 希利亚德的阿拉巴马军团 第一阿拉巴马州莫比尔家乡卫队 第一阿拉巴马州“佩罗特卫队” 第九阿拉巴马州“里士满卫队” 第十五阿拉巴马州“坎蒂步枪队” 第二十二阿拉巴马州“蒙哥马利卫队” 第二十六阿拉巴马州“奥尼尔团” 第四十二阿拉巴马州“克莱本卫队” 欣德曼的阿肯色军团 阿肯色州议会卫队 第一阿肯色州“耶尔步枪队” 州部队 第一阿肯色州“科尔奎特团” 阿肯色州埃尔多拉多哨兵 第三阿肯色州步兵“阿肯色旅行者” 温泉黄蜂队 第五阿肯色州“战斗”步兵团 第七阿肯色州“血腥”步兵团 第九阿肯色州“帕森斯”团 第十阿肯色州“泥泞海湾”“英雄”第14阿肯色步兵团“麦卡弗” 第17阿肯色步兵团“格里菲斯” 第18阿肯色步兵团“马默杜克” 第22阿肯色步兵团“雷克托战争团” 威廉姆森阿肯色营 第4阿肯色州部队“沃克” 第5阿肯色州部队“多克里” 佛罗里达第1与第3步兵团 佛罗里达第3步兵团“圣奥古斯丁蓝调” 佛罗里达第6步兵团“联邦叛军” 佛罗里达第7步兵团“基韦斯特复仇者” “坚定”佛罗里达第11步兵团 科布佐治亚军团 菲利普斯佐治亚军团 佐治亚第1步兵团“佐治亚正规军/自由步枪队” 佐治亚第5步兵团“磅蛋糕团” 佐治亚第6步兵团“州卫队” 佐治亚第11步兵团“夫人”乔·布朗的男孩团 佐治亚州第23“恩菲尔德步枪”营 佐治亚州第24“爱尔兰团” 佐治亚州第34“菲茨杰拉德步枪团” 佐治亚州第41“绒帽男孩团” 佐治亚州第46“马里恩志愿团” 佐治亚州第59“棉花种植者团” 佐治亚州宪兵队 肯塔基州第1步兵团 路易斯安那州第1土著卫队 路易斯安那州第7“鹈鹕”团 路易斯安那州第10“李的外籍军团” 路易斯安那州第14“波兰旅” 路易斯安那州第21“肯尼迪”团 路易斯安那州第24“新月”团 路易斯安那州第30“萨姆特”团 新奥尔良卫队营(路易斯安那州) 路易斯安那州军团民兵 路易斯安那州第1“科彭”祖阿夫团 路易斯安那州第2“杜佩尔”祖阿夫团 西班牙猎兵 马里兰州华盛顿蓝军 马里兰州第1和第2步兵团 扎沃纳的祖阿夫团(马里兰州) 马里兰州卫队 密苏里州州卫队 密苏里州第1和第4步兵团 克拉克团 多尔西团 密西西比州第1“扬基”猎人团/约翰斯顿步兵团 “血腥第六团”密西西比州 “老”第十密西西比州步兵团 第十一密西西比州“大学灰衣兵”团 第十四密西西比州“博雷加德步枪兵”团 第十七密西西比州“莽骑兵”团 第四十一密西西比州“南方复仇者”团 红色叛军(密西西比州) 迪克西卫队(密西西比州) 托马斯北卡罗来纳州军团 第十一北卡罗来纳州“贝塞尔”团 第十八北卡罗来纳州步兵团 第二十六北卡罗来纳州步兵团 第四十三北卡罗来纳州“N.C.S.T.”团北卡罗来纳州第69步兵团【托马斯军团】 费耶特维尔轻步兵(北卡罗来纳州) 南卡罗来纳州第1步兵团【奥尔来复枪营】 南卡罗来纳州第2步兵团【棕榈】 南卡罗来纳州第7步兵团【纳尔逊恩菲尔德来复枪团】 南卡罗来纳州第9步兵团【皮迪军团】 南卡罗来纳州第10步兵团【乔治敦步枪卫队】 南卡罗来纳州第16步兵团【格林维尔团】 南卡罗来纳州第20步兵团【磅蛋糕旅】 南卡罗来纳州第23步兵团【哈奇海岸游骑兵】 南卡罗来纳州第24步兵团【吉斯特科勒顿卫队】 南卡罗来纳州第25步兵团【尤托沃团】 查尔斯顿祖阿夫兵团(南卡罗来纳州) 南卡罗来纳州棕榈卫队 南卡罗来纳州学院士官生队 查尔斯顿第1营(南卡罗来纳州) 华盛顿轻步兵(南卡罗来纳州) 霍尔科姆军团(南卡罗来纳州) 查尔斯顿第1卫队(南卡罗来纳州) 拉克东部田纳西军团 田纳西州国民警卫队【山毛榉溪快枪手】 田纳西州第1步兵团【赶猪人/岩城卫队】 田纳西州第1祖阿夫兵团 田纳西州第2步兵团【沃克军团】 田纳西州第10步兵团【爱尔兰之子】 田纳西州第13步兵团【分裂卫队】 田纳西州第22步兵团“自由人”团 田纳西州第35“山地步枪”团 孟菲斯祖阿夫团(田纳西州) 纳什维尔卫队(田纳西州) 霍金斯纳什维尔营 沃尔德克萨斯军团 “破旧的”得克萨斯州第1步兵团 得克萨斯州第1“克罗克特南方人”团 得克萨斯州第2“加尔维斯顿”团 得克萨斯州第4“胡德/罗伯逊五发枪”团 得克萨斯州第6“加兰”野马灰衣团 得克萨斯州第7“弗里斯通自由民”团 得克萨斯州第11“罗伯特游骑兵”团 得克萨斯州第20“埃尔莫尔”戴维斯卫队 潘纳玛丽亚灰衣团(得克萨斯州) 拉瓦卡县民兵(得克萨斯州) 怀斯弗吉尼亚军团 沃伦顿步枪团(弗吉尼亚州) “老”弗吉尼亚州第1团 弗吉尼亚州第2“无辜者”团 弗吉尼亚州第3“卡纳瓦”团 弗吉尼亚州第4团C连“普拉斯基卫队” 弗吉尼亚州第4团“自由堂志愿兵” “血腥第八团” 弗吉尼亚第13志愿步兵团 弗吉尼亚第18“黑鹰步枪团” 弗吉尼亚第25“赫克团” “血腥”弗吉尼亚第27团 弗吉尼亚第30步兵团 “糟糕的”弗吉尼亚第32团 弗吉尼亚第33“翡翠卫队” 弗吉尼亚第49“额外比利·史密斯的男孩们” 弗吉尼亚第50“血腥半百团” 弗吉尼亚第60“迪克西步枪团” 丹维尔灰衣兵 彼得斯堡城市卫队营 里士满灰衣兵 温彻斯特步枪兵 弗吉尼亚军事学院学员 邦联骑兵团/连(按州划分) 邦联骑兵团/连(按州划分) 摩根突击队(阿拉巴马州) 普拉特维尔龙骑兵(阿拉巴马州) 阿拉巴马第53 partisan游骑兵 阿肯色第1骑乘步枪团 阿肯色第10骑兵团 洛杉矶骑乘步枪兵(加利福尼亚州) 佛罗里达第1特别“牛仔骑兵” 佐治亚第2“西德尼·约翰斯顿复仇者” 佐治亚第5“佐治亚骠骑兵” 佐治亚第6“瞭望台龙骑兵”切罗基骑步枪团(印第安领地) 切罗基游骑兵(印第安领地) 第一乔克托营(印第安领地) 肯塔基第一、第二骑兵团 肯塔基和田纳西第一骑步枪团 肯塔基巴克纳卫队 肯塔基帕顿营 肯塔基菲尔德游击队 肯塔基莫尔黑德游击队 肯塔基罗恩骑兵连 路易斯安那第一“巴吞鲁日游骑兵”团 路易斯安那第九“奥格登骑兵”团 密苏里第一“东北”骑兵团 密苏里第三“格林”骑兵团 密苏里布恩骑马步兵团 密苏里 Quantrill 突袭者“游击队员” 密苏里第二麦卡洛克“黄棕色骑兵”团 密西西比第三“麦圭尔克”骑兵团 北卡罗来纳第一骑兵团 北卡罗来纳第五骑兵团 北卡罗来纳埃文斯游击队 南卡罗来纳第二“埃奇菲尔德骠骑兵”团 南卡罗来纳第六“迪克西游骑兵”团 南卡罗来纳查尔斯顿轻龙骑兵 田纳西第二“巴托”骑兵团 田纳西第三“福雷斯特老部”骑兵团 田纳西第十骑兵团“德莫斯”第16田纳西步兵团 “洛伍德”第7得克萨斯步兵团 “骑兵陆战队”第8得克萨斯步兵团 “特里的得克萨斯游骑兵”第11得克萨斯步兵团 “沼泽天使”第16得克萨斯步兵团 “菲茨休”第21得克萨斯步兵团 “第1得克萨斯枪骑兵团”第27得克萨斯步兵团 “惠特菲尔德军团”第34得克萨斯步兵团 “耕马骑兵” 格利第1得克萨斯 partisan游骑兵 贝纳维德斯得克萨斯 partisan游骑兵 亚历山大第2得克萨斯 partisan游骑兵 帕森斯得克萨斯骑兵(骑马志愿者) 得克萨斯游骑兵 第1弗吉尼亚骑马步枪营 第2弗吉尼亚“克莱龙骑兵” 第4弗吉尼亚“黑马” 第8弗吉尼亚“边境游骑兵” 第17弗吉尼亚“夜鹰游骑兵” 第18弗吉尼亚 麦克尼尔partisan游骑兵 第35弗吉尼亚“怀特的科曼奇人” 第43弗吉尼亚“莫斯比”partisan游骑兵 第62弗吉尼亚“英博登”partisan游骑兵 威廉王子骑兵(弗吉尼亚) 拉帕汉诺克骑兵(弗吉尼亚) partisan游骑兵都市卫队旅 科科伦爱尔兰军团 德意志旅(布兰克旅) 罗德岛旅(第1和第2罗德岛志愿团)(伯恩赛德旅) 康涅狄格旅(哈兰旅) 马萨诸塞旅(巴特勒旅) 新英格兰旅(巴特勒旅) 第1宾夕法尼亚旅(托马斯旅) 第1密歇根旅(威廉姆斯旅) 马里兰旅(肯利旅) 铁路旅(迈尔斯旅) 星条旅(赫克曼旅) 波托马克本土旅 东海岸旅 麦克阿瑟高地旅 塔特尔爱荷华“蜂巢”旅 宾夕法尼亚预备役(麦考尔/雷诺兹旅) 纽约鹰旅(斯克罗格斯旅) 第101纽约“联邦旅” 第109纽约“铁路旅” 第8威斯康星“鹰旅/老亚伯” 第16缅因“毛毯旅” 第54马萨诸塞“光荣旅” 第13宾夕法尼亚“凯恩的鹿尾步枪团” 埃利特旅邦联炮兵连(按州划分) 阿拉巴马州: 巴伯轻型炮兵连 杰夫·戴维斯炮兵连 哈达威阿拉巴马炮兵连 沃德阿拉巴马炮兵连 蒙哥马利阿拉巴马“真蓝”炮兵连 塔兰特阿拉巴马炮兵连 沃德尔阿拉巴马炮兵连 沃德阿拉巴马炮兵连 阿肯色州: 第三“普拉斯基”轻型炮兵连 派恩布拉夫炮兵连 蒙蒂塞洛炮兵连 海伦娜炮兵连 佛罗里达州: 基尔克利斯轻型炮兵连 佐治亚州: 查塔姆攻城炮兵连 特鲁普炮兵连(卡尔顿部) 巴托炮兵连 路易斯安那州: 本顿轻型炮兵连 普安特库佩炮兵连 鹈鹕轻型炮兵连 塞姆斯骑马炮兵连 华盛顿炮兵连 马里兰州: 巴尔的摩炮兵连(布罗肯伯勒部) 第一马里兰炮兵连(拉蒂默部) 切萨皮克营 卡尔伯特森轻型炮兵(密西西比州) 佩特斯飞行炮兵(密西西比州) 密苏里州第一轻炮兵 法里斯密苏里炮兵连 伊登顿贝尔炮兵连(北卡罗来纳州) 威尔明顿骑兵炮兵连(北卡罗来纳州) 北卡罗来纳州第十重炮“黑河猛虎”连 罗文北卡罗来纳炮兵连 棕榈树炮兵连(南卡罗来纳州) 博福特轻炮兵连(南卡罗来纳州) 马里恩轻炮兵连(南卡罗来纳州) 皮迪南卡罗来纳炮兵连 英格利斯轻炮兵连(南卡罗来纳州) 切斯特菲尔德炮兵连(南卡罗来纳州) 拉斐特炮兵连(南卡罗来纳州) 田纳西州第一炮兵团 波尔克轻炮兵连(田纳西州) 得克萨斯州第十二“瓦尔韦德”炮兵连 得克萨斯州第十七“得克萨斯卫队”炮兵连 福基尔轻炮兵连(斯特里布林)(弗吉尼亚州) 里士满弗吉尼亚榴弹炮连(希尔兹) 第一/二罗克布里奇弗吉尼亚炮兵连(彭德尔顿/波格) 佩勒姆弗吉尼亚骑兵炮兵连 卡贝尔弗吉尼亚费耶特炮兵连 亚历山德里亚轻炮兵连(弗吉尼亚州) 汉诺威轻炮兵连(纳尔逊)(弗吉尼亚州) 林奇堡(弗吉尼亚州)弗吉尼亚州拉瑟姆/迪林营 弗吉尼亚州劳登营 弗吉尼亚州威廉斯堡炮兵连 弗吉尼亚州迪林轻型炮兵连 弗吉尼亚州诺福克轻型炮兵蓝军 弗吉尼亚州丹维尔营 弗吉尼亚州克伦肖炮兵连 弗吉尼亚州帕姆基重型炮兵连 弗吉尼亚州阿勒格尼粗糙炮兵连 弗吉尼亚州夏洛茨维尔炮兵连 弗吉尼亚州珀塞尔炮兵连(佩格拉姆) 弗吉尼亚州斯汤顿炮兵连 弗吉尼亚州卡尔佩珀炮兵连 弗吉尼亚州威廉国王营 弗吉尼亚州阿什兰炮兵连 弗吉尼亚州奥兰治炮兵连 弗吉尼亚州莫里斯炮兵连 弗吉尼亚州塞勒姆炮兵连 弗吉尼亚州波瓦坦炮兵连(丹斯) 弗吉尼亚州沃伦顿轻型炮兵连 弗吉尼亚州迪克西轻型炮兵连 弗吉尼亚州阿默斯特炮兵连 弗吉尼亚州弗卢瓦纳营 西弗吉尼亚州卡纳瓦哈炮兵连 邦联神射手/工兵(按州划分) 邦联神射手/工兵(按州划分) 惠特沃斯神射手 亚拉巴马州第5团“布莱克福德神射手” 第6团AL“浣熊 roughness”斯通的AL营 第23AL营 莫兰营(AL) 第1佐治亚神射手营 第2佐治亚神射手营 第3佐治亚神射手营 第4佐治亚神射手营 切罗基“林肯杀手”(IT) 路易斯安那查尔梅特团 路易斯安那猎兵 路易斯安那老虎步枪团 第14路易斯安那“奥斯汀”营 第15路易斯安那“韦瑟利”营 三角洲游骑兵(LA) 第9密苏里神射手营 密苏里游击队员 萨西密苏里营 庞德密西西比营 第15密西西比营 第1北卡莱罗纳神射手营 第1南卡莱罗纳“詹金斯”神射手营 第24田纳西“马尼”营 南卡莱罗纳棕榈神射手营 第30弗吉尼亚神射手营 第32弗吉尼亚“约克游骑兵” 自定义旅名(非历史) 自定义旅名(非历史) 黑鹰旅 探路者旅 爱国者旅 边境旅 猎兵旅 迪克西旅狐猎旅 旧西北旅 潮水旅 雄狮旅 铁甲旅 rogues旅 狼群旅 哥伦比亚旅 谢南多厄旅 阿勒格尼旅 萨斯奎哈纳旅 沃巴什旅 波托马克旅 里士满旅 玫瑰旅 马纳萨斯旅 英勇旅 坚毅旅 坎伯兰卫队 卡瓦诺步枪团 沃里克旅 波托马克军团 孟菲斯旅 蒙哥马利旅 克利夫兰旅 匹兹堡旅 伊利旅 切萨皮克旅 自由旅 杰斐逊旅 林肯旅 银旅 橡树旅 老兵旅 星条旗旅 沼泽天使 林肯之雷(炮兵) 地狱火营(炮兵) 沃巴什地狱使者(炮兵) 南方美人(炮兵) 北方旅/南方旅 联邦旅/邦联旅团级部队-->旅级部队(新月旅、哈佛旅等)密西西比海军旅 纽约商人旅 伊利诺伊旅(帕尔默部) 莱恩的堪萨斯“杰伊霍克”旅 克罗克的爱荷华“鹰眼”旅 莱昂的爱荷华“灰狗”旅 爱荷华边境旅(北部和南部) 印第安纳“胡希尔”旅 富勒的俄亥俄“七叶树”旅 阿勒格尼旅(宾夕法尼亚民兵) 加菲尔德/哈克的俄亥俄“谢尔曼旅”(以约翰·谢尔曼命名) 麦克勒南德旅(伊利诺伊州) 道格拉斯旅(以伊利诺伊州道格拉斯营地命名) 明尼苏达旅(达科他地区) 米尔罗伊的西弗吉尼亚独立旅 申克的俄亥俄独立旅 怀尔德的非洲旅(北卡罗来纳“黑人”旅) 联邦印第安旅(国民警卫队) 舰队旅 海军旅(格雷厄姆部) 联邦骑兵旅 联邦骑兵旅 明蒂的 saber 旅 卡斯特的密歇根“狼獾”旅怀尔德旅“闪电”/“战斧”旅 梅里特常规/预备旅 格里尔森“灰胡桃游击队” 布福德骑兵旅 联邦步兵团/连(按州划分) 联邦步兵团/连(按州划分) 美国海军陆战队 第3美国步兵团“老近卫军” 第5美国步兵团“山猫” 第6美国步兵团“正规军” 第7美国步兵团“棉包兵” 第8美国步兵团“战斗之鹰” 第13美国步兵团“首抵维克斯堡” 第14美国步兵团“金龙” 第17美国步兵团“水牛” 第18美国步兵团“先锋队” 第19美国步兵团“奇卡莫加磐石” 弗吉尼亚第一团 “忠诚弗吉尼亚人” 加利福尼亚纵队 康涅狄格第七团和新罕布什尔第七团 “第七十七新英格兰团” 特拉华第一团 “威尔明顿步枪兵” 特拉华第二团 “疯狂特拉华人” 斯特林步兵团 艾奥瓦第一团 “灰狗” 艾奥瓦第三十七团 “灰胡子” 伊利诺伊第三十一团 “肮脏第一”志愿兵 伊利诺伊第三十三团 “正规”团 伊利诺伊第三十六团 “福克斯河”团 伊利诺伊第三十七团 “弗里蒙特步枪兵” 伊利诺伊第三十九团 “耶茨方阵” 伊利诺伊第四十五团 “铅矿团” 伊利诺伊第五十一团 “芝加哥军团” 伊利诺伊第六十五团 “苏格兰团” 伊利诺伊第九十团 “爱尔兰军团” 第九十四“麦克莱恩团” 印第安纳第七团 “斗牛犬” 印第安纳第九团 “沼泽魔鬼/灰鹰” 印第安纳第十三团 “老近卫军” 印第安纳第十九团 “沼泽野猪” 印第安纳第三十二团 “第一德意志步枪兵” “钢铁第四十四团”印第安纳志愿兵 堪萨斯第一志愿兵 马萨诸塞第三团 “61年民兵” 马萨诸塞第十四团 “埃塞克斯”县团 第20马萨诸塞州“哈佛团” 第22马萨诸塞州“亨利·威尔逊团” 第45马萨诸塞州“士官生团” 波士顿士官生 塞勒姆士官生 迪克斯的巴尔的摩家乡卫队(马里兰州) 珀内尔军团(马里兰州) 第2缅因州“班戈”团 第6缅因州“尖叫恶魔” 第20缅因州志愿兵 缅因州波特兰步枪卫队 “英勇的”第1密歇根州 第2密歇根州步兵 “血腥的”第4密歇根州 “漂泊的”第8密歇根州 第16密歇根州“斯托克顿独立团” 第17密歇根州“石墙团” “忠诚的”第1明尼苏达州志愿步兵 第8明尼苏达州“印第安团” 第6密苏里州“贝茨卫队” “爱尔兰的”第7密苏里州步兵 第8密苏里州“美国祖阿夫兵” 第9密苏里州“华盛顿祖阿夫兵” 第11密苏里州志愿兵 第17密苏里州“西部特纳步枪兵” 第24密苏里州“莱昂军团” 第30密苏里州“三叶草团” 密苏里州家乡卫队 “马斯顿的”第2新罕布什尔州志愿兵部队 “巴克”第2新泽西志愿步兵团 第10新泽西“奥尔登军团” 德意志军团 第2纽约“特洛伊团” 第4纽约“斯科特禁卫团” 第5纽约“杜里埃国民祖阿夫团” 第6纽约“比利·威尔逊祖阿夫团” 第8纽约“布兰克步枪团/第1德意志步枪团” 第9纽约“霍金斯祖阿夫团” 第10纽约“国民警卫队祖阿夫团” 第11纽约“消防祖阿夫团” 第12纽约“奥农达加团” 第13纽约“罗切斯特团” 第17纽约“老兵祖阿夫团” 第18纽约州步枪团 第19纽约“西沃德步兵团” 第20纽约“阿尔斯特卫队” 第25纽约“联邦游骑兵团” 第27纽约“联邦步兵团” 第28纽约“尼亚加拉步枪团” 第29纽约“第1德意志步兵团” 第36纽约华盛顿步兵团 第37纽约“爱尔兰步枪团” 第39纽约“加里波第卫队” 第40纽约“莫扎特团/宪法卫队” 第41纽约“德卡尔布团”纽约第44步兵团【埃尔斯沃思复仇者】 纽约第45步兵团【第5德国步枪团】 纽约第47步兵团【华盛顿灰衣团】 纽约第48步兵团【大陆卫队】 纽约第52步兵团【德国游骑兵/西格尔步枪团】 纽约第53步兵团【德埃皮纽伊尔 zouaves】 纽约第54步兵团【黑猎手/黑步枪团】 纽约第55步兵团【拉法耶特卫队】 纽约第56步兵团【第十军团】 纽约第57步兵团【国民警卫队步枪团】 纽约第58步兵团【波兰军团】 纽约第61步兵团【阿斯特步枪团/克林顿卫队】 纽约第62步兵团【安德森 zouaves】 纽约第68步兵团【卡梅伦步枪团】 纽约第69步兵团【战斗的第69团】(爱尔兰) 纽约第71步兵团【美国卫队/第二精锐团】 纽约第73步兵团【第二消防 zouaves】 纽约第75步兵团【奥本团】 纽约第78步兵团【卡梅伦高地人】 纽约第79步兵团【高地人】 纽约第86步兵团【施托伊本游骑兵】 纽约第87步兵团【第13布鲁克林团】 纽约第93步兵团【摩根步枪团】 纽约第98步兵团

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《终极将军:内战》战役模式最强陆军类型指南——能为你带来最佳游戏体验,并为后续每场战役提供最多资源的部队,即大规模步兵军团。 如何使用大规模步兵军团并运用突击纵队战术理念 这款游戏的核心玩法是什么?这应该是你游玩时始终牢记的直觉。 此外,你的军队总是有限的,其限制更多在于单次可部署的单位数量,而非资源总量。 而且,数量依然至关重要。 基于上述几点,我们可以得出如下结论:任何无法提供足够数量、耐久性和整体战斗力的单位,都可能是多余的。特殊单位通常有一个主要缺点,使其显得多余——它们的 durability 不足以在长时间战斗中抵挡步兵旅,而且除了骑兵的速度和炮兵的远程火力外,它们的优势很容易被步兵旅的能力所取代。“DR34MC4T58,但那门单独的火炮是用来做什么的?!” 用于近距离火力支援。组建一支经验丰富的单独炮兵部队,配备强大的火炮,为近距离步兵提供支援,并将其部署到需要的地方。 99%的玩家是如何玩这款游戏的?把步兵放进森林,构筑防线。尝试用散兵、骑兵进行侧翼包抄。以保守的方式获胜,损失适中。 而石墙杰克逊或拿破仑会如何玩: 让你的全步兵军队以稳定的速度推进(不要愚蠢地到处乱跑),并在战斗开始时利用你获得的侦察信息为所有旅选择战略目标。通过这种方式,精心选择的战略目标能让你持续推进,因为你会凭直觉为突击纵队选择最佳路线,使其无需停下。当你遇到小型联邦分遣队时,除非它们挡路,否则直接绕过它们去追击主要目标(如果它们挡路,突击纵队很快就能解决它们)。 “DR34MC4T58,那消耗战呢!血腥的进攻呢!” 在消耗战中,尽量让中等技能的部队承受最猛烈的攻击,并让精英旅提供支援(比如在森林中,他们的战线对阵你的战线)。如果你在主要战役的前几个阶段正确使用了突击纵队,应该就不需要进行血腥的进攻了。 “DR34MC4T58,让我和我的散兵以及大规模炮兵分遣队一起喝杯冰咖啡吧,我这么玩是为了乐趣!” 好吧,士兵,别把咖啡洒在你的作战裤上!因此,在《终极将军:内战》中进行几场战斗后,通常可以得出以下结论: - 使用任何散兵单位的玩家,在纯粹的效率战中会输给同水平使用纯步兵部队的玩家(南方联盟的惠特沃思-TS除外,得益于南方联盟的封锁突破船,它们非常强大)。 - 使用一个以上超级炮兵单位的玩家,在纯粹的效率战中会输给同水平使用纯步兵部队的玩家。 - 使用一个以上强力骑兵的玩家,在纯粹的效率战中会输给同水平使用纯步兵部队的玩家。 步兵旅是解决游戏中99%战场问题的方法。精英步兵旅是战场上最强大的单个单位,能够摧毁其他步兵旅、骑兵旅、散兵旅和炮兵旅(或多个)。 主要组建步兵军(由多个满编步兵旅的精英师组成),并训练指挥官以提升经验值和步兵技能。配备一个装满近距离支援火炮(如拿破仑炮)的炮兵单位,并由高阶将军指挥,以提供近距离的毁灭性火力支援。 “但步兵行动迟缓!静止不动!有时候你需要快速到达某地!” 胡说。是你自己静止不动,不够积极果断。 要极度积极主动。组成突击纵队。数量多时,组成两个。 前进!你见过人工智能因为你的突击纵队而逃跑吗? 没见过?这是因为没有采用【正规突击纵队】! 2500名联邦士兵守卫山丘,而战役开始时你只能部署两个旅?没问题。部署1500人的T.杰克逊旅和1500人的【你的名字】旅。这场战斗应该在AI和你的援军加入之前就决出胜负。 如果你指挥全步兵部队时,不在地图的某个位置始终保持推进,那你就做错了!记住我的话。步兵旅在新兵阶段成本较低,武器价格也不算昂贵(比普通滑膛枪稍好一些)。每个师都应该配备一个精英步兵旅(为其配备装备相当容易,因为敌人溃败时往往会在地上掉落大量不错的武器),并且不要过度扩编它们(四个1500人的旅比三个2000人的旅更好)。 采用步兵军编制的军队能在战场上带来纯粹的原始力量,随时准备击溃任何挡路的敌人。 在小型战斗中,如果联邦军队以10000人的兵力占据防御阵地,你可以选择保守作战,桌上放着冷咖啡,指挥一支10000人的混合部队;或者投入全部步兵,将兵力提升到14000人,这比用10000人包含散兵、骑兵等的混合部队发动进攻要好。“因为你只需要侧翼包抄他们,交战后,如果需要,就利用额外的4000兵力优势,专门用于侧翼包抄或部队轮换。” “DR34MC4T58但是他们的防御工事太坚固了!需要更多的加农炮来轰击他们啊!” 孩子,不需要。有了多个步兵旅,你就不停地进行侧翼包抄。当你拥有兵力优势时,要击溃进攻的敌军,没有比利用局部兵力优势进行侧翼包抄更快的方法了(当AI试图在其他地方用兵力优势对付你时,总会有这样的机会)。 “DR34MC4T58但是步兵会遭受巨大损失,你会耗尽士兵的!” 胡说。增加步兵旅是保持低损失的最有效方法,没有什么比这更可靠、更优越了,孩子。使用经验加成。为【坚守阵线】的旅团配备近战+耐力属性以及适合近战的武器。为静态侧翼/次要侧翼单位配备高效/火力/高射速的枪械。为部分精英防御单位和精英进攻单位进行近战升级/耐力升级。根据需要灵活搭配——对于非常强大的防御单位,你需要擅长近战、士气高昂且配备适合近战武器的部队(火力是次要属性,因为这类部队通常部署在森林等地)。进行冲锋则需要高耐力、高士气、擅长近战的步兵旅。 “DR34MC4T58,但冲锋就是菜鸟行为:D 哈哈,你就是个新手!” 孩子,你根本不知道自己在说什么。采用大规模步兵的突击纵队战术,你将始终拥有数量优势。当你部署混合部队时,你主要需要提防并抵御AI准备不足的冲锋。如果你使用大规模步兵旅部队,你可以轻松创造反击冲锋的机会,让AI在几秒内遭受重创,甚至可以从多个方向发起冲锋,使他们的整条战线陷入混乱而后退。 “DR34MC4T58,但他们在用炮兵攻击我,这么多火炮,不啊:OOOO” 在你的【英勇火枪线】在某个时刻击溃那些多兵种部队的弱旅后,用一支松散的高耐力、高士气部队(在几乎所有纯步兵军队中,你都应该有一些可自由行动的旅)去追击炮兵。“DR34MC4T58,但是战场上有骑兵在到处跑,我去追击炮兵的时候他们会包抄我 :O” 孩子,他们会尝试这么做,但不会成功的。骑兵的火力和战斗力远不及装备精良、耐力充沛的步兵旅。没有炮兵了?我早说过。也没有骑兵了?你也学到了些有趣的东西。 “DR34MC4T58,但是他们想用散兵包抄我!” 散兵想包抄?太好了。用耐力高、近战强的步兵去追击他们。向他们发起冲锋。让他们投降,然后把那些远程步枪缴获过来。之后你可以卖掉它们。没有什么比散兵这样的小型步兵单位更适合俘虏了,之后可以用他们交换更多士兵,扩充你那支充满男子气概的纯步兵旅军队。

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在本指南中,你将了解到战役难度选择的影响、战利品(战后收集的武器)的计算方式,以及在每场战役战斗中,敌军规模如何根据所选难度和玩家军队规模进行调整。 新手须知: 这款游戏难度较高,拥有许多有趣的机制,与其他游戏相比,人工智能表现相当出色。对于新手来说,选择简单难度是很正常的——依然会有挑战! 难度等级与初始军衔 在游戏中,你会在战役开始时创建自己的角色。但他只是你军队中的众多将军之一。你可以任命他指挥某个军、师或旅。而且和其他所有军官及将军一样,他也可能在战斗中阵亡。每个阵亡的士兵都有几率掉落完整的步枪。而每支遭受损失的炮兵连,则有几率掉落完整的火炮。这些武器会在战斗结束后进入你的军械库。掉落几率取决于游戏难度。 中等难度下,敌人会掉落战斗中损失步枪和火炮的25%。你自己部队及附属旅的士兵则会掉落50%。 啊,真想让装备精良的附属旅发起猛烈进攻啊!对于溃散旅的战利品掉落,完全不掉落才是合理的。 在困难和传奇难度下,敌方战利品掉落率为10%,我方为33%。 获胜的另一个原因是:平局时的战利品会减少。而战败时,可能不会获得任何战利品。 被俘虏的敌方部队会将自己的武器完全销毁,因此不会带来战利品。不过,他们会提供大约1:1的额外 recruits,但最多不超过1000人。当敌方旅团被击溃后,残敌会逃跑并带走枪械。最终收集到的步枪数量等于战斗中敌方阵亡人数(可在统计界面查看)乘以战利品百分比。敌方军队的规模、经验和装备。战役包含大型战斗和次要战斗,可通过地图上的图标和奖励规模来区分。大型战役结束后,将进入下一阶段的战役,武器商店会更新(所有好东西都需要在战役前购买),军营中也会出现新的军官和将军。次要战斗可以跳过,但它们能提供额外的资金、新兵以及在大型战役中对敌军的减益效果。 敌军的武器质量仅在传奇难度下会提升。经验值也会增加。现在我会尽力解释战斗中敌军规模是如何确定的。这并不简单。 敌军的旅数量、位置以及他们从地图何处进入,都是固定的。我对此并非百分之百确定,但在高难度下我并未发现新增的旅。此外,这对战斗设计来说也更为复杂。因此,极有可能是固定的。 敌军会根据旅的类型进行平衡。游戏中有四种类型的旅: - 线列步兵 - 轻步兵 - 骑兵 - 炮兵 每场战斗都设定了中等难度下敌军各类士兵的基础数量。例如: - 4000名线列步兵 - 600名轻步兵 - 500名骑兵 - 24门火炮 我认为这设定了对敌方有利的兵力比例。例如: - 线列步兵数量多1.1倍轻步兵数量增加4倍 骑兵数量保持不变 火炮数量增加1.5倍 如果玩家的军队未能达到上述比例,那是玩家自身的问题。如果超过上述比例,敌方军队所有同类型旅的士兵数量将会增加。难度等级提升会改变这些旅的基础兵力数量及兵力比例:简单难度为-15%,中等难度保持不变,困难难度为+15%,传奇难度为+25-30%。所有战役的设置各不相同,体现在兵力数量和比例的差异上。在战役中,有许多战斗仅有玩家部分军队参与,未参与战斗的部队不计入兵力计算。要追踪敌军兵力的增长情况,需要2点侦察点数。进入战斗中的部队部署界面时,你会看到敌军的兵力数量。在敌军兵力开始增加之前,先扩充自己的军队。这样你就能确定不会导致敌军兵力增加的己方军队数量。 关于随机选择技能的吐槽 每位将军在每个等级都有一套用于指挥部队的技能。其中一个技能较好,其他技能则相对较差。当玩家选择中等难度时,其角色的第一个专长已被选定,且有三分之二的概率该专长并不理想。若选择困难或传奇难度,随机选到合适专长的概率为九分之一。最终,你的角色很可能不尽如人意,但仍可用于指挥精锐旅团,这类将领同样不可或缺。 战役的难度由你角色的背景故事决定。你可以选择自己的初始军衔:上校、准将或少将。你选择的军衔越高,角色的经验就越丰富,游戏难度也就越大。也就是说,此外,指挥旅级单位的将军们升级速度更快。 旅级单位的技能点也是如此,无论是在首场战斗中获得的,还是在某些大型战役后作为奖励获得的旅级单位。不过,如果您事先从预备役中清除新兵,将他们组建为临时旅,就可以对这些旅级单位进行重组。为此,您的仓库中需要有大量任何品质的闲置武器。这就是为什么不要出售从战场收集的旧滑膛枪。 对新兵进行操作可以让你重新分配经验。例如,升级一个线列步兵旅,然后将其拆分为多个炮兵连。这样就能立即获得升级后的炮兵。 后记 本想简短一些,但没能做到。有很多复杂的地方和不准确之处。 抱歉只提供了大概的数字。也许有人能整理出准确的数字。但补丁确实会改变它们。平衡仍在调整过程中。 祝您愉快地游玩这款很棒的游戏!并能更愉快地了解它的运作方式!提高难度等级时,你会获得一个小奖励:一名经验更丰富、拥有更多技能点的将军,但同时你会受到诸多惩罚,而敌人则会获得加成。 军衔有三个,但难度等级有四个。选择少将军衔对应困难难度等级,不过该军衔还包含一个可勾选的选项,用于启用传奇难度等级。难度等级如下: - colonel(上校):简单 - brigadier general(准将):中等 - major general(少将):困难 - major general(少将):传奇 除了初始角色军衔外,难度等级还会改变以下内容: - 完成战斗的奖励(金钱和新兵数量) - 战败时扣除的影响力点数 - 战利品数量 - 每场战斗中敌军的规模、经验值和装备情况 - 完成战斗的金钱奖励每次战斗结束后,你将获得金钱和新兵。 金钱用于购买武器、军官和将军,以及马匹(每匹10美元)。北方军获得的金钱更多,南方军则较少。 新兵用于补充旅的兵力损失和组建新部队。新兵的素质取决于所属阵营。南方军的新兵更有经验,北方军的新兵虽然经验不足,但数量更多。补充兵力时,旅的经验等级会下降。但如果勾选“老兵”选项,新兵就会被训练成与该部队中现役士兵同等经验水平的士兵。这种训练需要花费相当多的钱。部队经验越丰富,训练成本就越高,尤其是炮兵部队。“训练”技能可以将训练成本降低20%,但价格仍然很高。“医疗”技能会更有用,因为它能将伤亡减少20%,效果就如同伤亡从未发生过一样。也就是说,武器损失也降低20%(部分武器会因士兵阵亡而丢失,详情可查看战利品相关说明)。 选择战役时,你可以看到胜利、平局和失败情况下分别能获得的金钱与新兵数量。 难度对奖励的影响如下: - 简单:金钱和新兵数量增加25% - 中等:无变化 - 困难:金钱和新兵数量减少10% - 传奇:金钱和新兵数量减少20% 【政治】技能同样会对这些奖励产生影响。它在10级时可以使数值提升25%(每级提升2.5%)。这是唯一能增加资源获取量的技能,其他技能仅能节省资源。 失败时扣除的影响力点数 影响力点数是另一种资源。第一场战斗后你将拥有28点。失败时会扣除影响力点数,平局通常也会扣除。当影响力点数降至0时,你将被解雇。当影响力点数减少到20点及以下时,你的整个军队会获得士气减益。30点及以上时,你的军队将获得士气加成。20点及以上的点数可用于购买政府提供的特殊物品,这些物品通常非常实用。 可以说,即使输掉战斗,你仍能继续进行战役,但赢得战斗总是更好的选择。存档功能将在这方面为你提供帮助。如果你始终保持胜利,那么将不会受到难度等级带来的减益效果。 战利品数量 这会极大地改变游戏内的经济状况。

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