This page has something for everybody, new players can learn the basic
strategy they need to know, regular players can solve their
problems and learn a new trick or two.
If
you have a question concerning this page, the tactics or anything else
than e-mail the administrator.
- Understand
Your Troops
- Basic
Tactics
- Union
Tactics
- Confederate
Tactics
- Cheats
Its
important to know the difference between the two armies. Difference?
Yes, there is indeed a difference between "The Army of the Potomac"
and "The Army of Northern Virginia" if we look at the troops.
The
Confederate "Army of Northern Virginia" was commanded by some
of the finest officers that America had ever produced, under the command
of Robert E. Lee with corps commanders like Longstreet, division commanders
such as Hood and Brigade commanders like Ramseur. The troops were good
too. You'll find a lot of veterans and elite troops in the game.
The
Federal "Army of the Potomac" also had some fine officers like
Hancock and Reynolds, "The Army of the Potomac" was commanded
by George G. Meade who took command just days before the battle started.
The Union regiments were of a lower quality then the Confederate Regiments.
Most Union troops in the game are trained troops, and green troops will
also appear in the scenarios but...veteran and elite troops like Meredith's
Brigade, Kelly's Brigade, Berdan's Sharp Shooters and the 20th Maine
were also in the army.
It
all comes down to this :
- The Confederates
have fewer regiments than the Union army. This means that the Union
can extend their lines farther than the Confederates and gain the
flank. Your troops might not break but you will take casualties
and stress.
- The CSA is
usually in an attacking role. I'm sure you've played Little Round
Top and discovered it is a pain to attack a set position from downhill.
You can save yourself time and aggravation if you can get the flank
and role up that line.
- The Rebels
are big and bad. If you can wrap a Brigade around a flank you can
crush the end of line in seconds. Causing panic in the Union troops
which will make the rest of your fight shorter and sweeter
- Time isn't
on your side. Union troops tend to get more reinforcements than
you do. They can afford to fight by attrition. If they wear out
their troops and yours too they will win because more than likely
they have another Brigade waiting to come at you.
- You don't
have as many artillery batteries. This means the brunt of your damage
is done by the infantry. You won't have that big barrage to soften
up a position or to break and charge it.
Top
Sometimes
you spot an enemy Brigade on the other side of the woods in Maneuver
column. You have the chance to get his flank without him seeing your
troops in the woods. Those situations can appear more often if you use
your commanders to scout. Scouting is important, you do not want to
walk into an ambush do you?? When having the commander selected push
shift+r and your commander will move a whole lot faster.
Knowing
where to fight is one of the most important things that will determine
an outcome. If you have the chance to grab the wooded bouldered high
ground do so. You should try to avoid having to attack from lower
elevation and the reverse is true. Defend from higher ground if at
all possible.
Use the woods to your advantage. A regiment can be routed by an ambush
from a regiment hidden in the woods. Believe me on this one, I have
been on the receiving end to many times for my own comfort. Warning:
don't quick time the troops into position if you are a long way away.
The ground may be great but you won't be able to hold it if you've
worn out the men's morale by a hard march when the enemy comes and
says boo to you.
A
straight battle line is a good battle line. A straight line gives a
morale block to the regiments in line. A morale block can be added for
each flank covered left, right and rear and helps eliminate flanking
fire as well.
The
flank is the key to victory in SMG if you can flank an enemy regiment
the battle is half won. Nothing beats a good flanking maneuver to really
hammer an opponent.
Artillery
is for me the biggest enigma on the battlefield. I have had my batteries
wipe out an entire regiment with one volley, ah what a beautiful site
it was, and I've seen them hammer away at a regiment with out doing
a single morale block of damage. As best I can tell only three things
really affect the damage artillery does.
- Range. The
closer the better. Nothing like a good canister shot to break up
an attack. But the closer you get the greater the chance of casualties
which can really hurt you since every artillery casualties is 3
points to the enemy so you have to be careful.
- Angle. This
goes back to the flanking attack. If you can get some cannons in
enfilade position you really can make your life a lot easier.
- Hight. The
higher your artillery is the better.
So
where do you place your artillery?? I prefer to place my rifled artillery,
which are made for long range fire, at the end of my lines and if possible
on high ground. My napoleons, which can fire with canister, are spread
over the center of my line and close to it so that when enemy troops
come too close they'll get some canister. That's got to hurt!.
Cavalry
for me delivers a lot of bang for the buck. Unfortunately/fortunately
for us, cavalry doesn't play a big role in Gettysburg. I have very seldom
been able to use Confederate cavalry during a battle campaign and Union
cavalry only in the beginning scn - McPherson's Ridge, but I have the
best time with them.
What are cavalry best for :
- Scouting.
The cavalry does this very well due to its speed in column or better
know as mounted and being able to move in skirmish without losing
morale.
- Chasing Artillery.
For whatever reason the computer does two amazing things with his
artillery.
- Leaves
it unguarded a large majority of the time
- Limbers
and moves location in a very short period of time
Since
the cavalry is the fastest unit on the field. I use them to chase artillery
all over the field and if I'm lucky, capture the guns and rack up some
casualty points.
3. Flanking. Another nifty benefit of being able to
move fast is you can take your men out of line.
Mount them up.
Swing around the enemy, and attack them from a
flank.
Top
Union
regiments tend to be smaller, some of them seem to be ridiculously small
like Kelly's Brigade, but on the whole have more troops then the Confederates.
With a greater number of Brigades and Regiments you have to micro-manage
a bit more than with Confederates.
In
Sid Meier's Gettysburg each regiment can only fire at one regiment.
The Union has more regiments. Lets say your going against one of the
big regiments like Pettigrew's 659 man 26th NC and in his way are 300
Union soldiers. But instead of one regiment it is divided into two 150
man regiments. It doesn't look good for which ever regiment the 26th
decides to pick on but that 2nd Union regiment isn't being fired upon
which leaves it free to ease on around and increase it's angle of attack
which increases the firing effectiveness. If you can get to a flanking
position your regiment's firing effectiveness goes up 5 times. This
means if you got our 2nd regiment onto Pettigrew's flank those 150 men
act like 750 men firing at the 26th NC. This evens up the fight pretty
quickly.
Having
more regiments than the CSA allows you to extend your lines farther
making it easier to gain a flanking position and then rolling up their
lines. Of course you have to worry about a breakthrough in your lines
which happens all to often for my comfort. With the double line formation
you can manage your men's stress level better. When one unit gets tired
you can use fallback while pushing the reserve unit forward. With these
two tactics you can usually wear down the Confederate army quickly because
while you can have a few regiments resting or not being fired upon and
the Confederates are almost always fighting.
Another
advantage the Union has is an abundance of artillery. These batteries
often give the Union that little edge needed to soften that position
or stop an attack in it's tracks.
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