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'True Ground SR1' - Scenarios & OOBs
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TOPIC: 'True Ground SR1' - Scenarios & OOBs

'True Ground SR1' - Scenarios & OOBs 2 months ago #1

  • RebBugler
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'True Ground SR1' - Scenarios & OOBs
Update version 1.17 (February 19, 2020) - Scenario GB2-18 added

Unzip and copy to the Mods folder, overwrite previous version:

File Attachment:

File Name: TrueGroundSR1.zip
File Size: 3,731 KB


This is a companion mod with 'True Ground - Devil's Den Map - The Big Picture' (True Ground Map). The two must be enabled together for this mod to function as designed. This mod must be prioritized below the 'True Ground Map' mod in Modifications.

This SR1 (1:1 Sprite to Soldier Ratio) mod features company level units, future releases will include battalion (2-5 companies) level play. With company level play, regiments with 350 men or more are divided equally, or close to, into 10 companies. Regiments with less than 350 men are comprised of the number of companies that when divided up maintained at least 35 men per company, or close to.

'True Ground SR1' revisits GB and B&F (Bugles & Flags) scenarios, and introduces new scenarios designed for the Devil's Den Map, now scaled for realistic distances and real time play. With the initial version 1.0 five scenarios redesigned for SR1 play were included, they are prefixed with 'GB2_11-15'. 'GB2' denotes the Gettysburg 2nd map paving the way for future SR1 scenario expansions to other maps. Numbering begins with 'scenario 11' for chronological rationale, anticipating the development of at least ten earlier, 2nd day scenarios. Now updated, the Devil Den's map area is ready for future scenario development.

SR1 scenarios available with this mod are:

- GB2-11_GB12-July2-The Peach Orchard (C-Brig) INFO
- GB2-12_July2-Barksdale, The Longest Charge (C-Brig) INFO
- GB2-13_July2-Graham, On Dangerous Ground (U-Brig) INFO
- GB2-14_July2-The Excelsior Brigade (U-Brig) INFO
- GB2-15_July2-Carr's Brigade, Retreat to Victory (U-Brig) INFO
- GB2-16_July2-Wilcox & Lang, Attack Defend (C-Div) INFO
- GB2-16grog_July2-Wilcox & Lang, Attack Defend (C-Div) INFO
- GB2-17_July2-Wright's Moment of Glory (C-Brig) INFO
- GB2-18_July2-Anderson's Attack, What If (C-Div) INFO

300+ New Regimental Officer Portraits - 107 CSA, 207 USA

Deactivate this mod when not in use as it will erroneously display officer portraits.

SR1 Sandbox play is available by first changing the Sprite Ratio in Options to '1' (not necessary for scenario play), and then in sandbox by selecting the 'Devils Den - True Ground' map.

SR1 Sandbox OOBs available with this mod are:

- OOB_SB_SR1_GB_Day1
- OOB_SB_SR1_GB_Day2
- OOB_SB_SR1_GB_Day3 - WIP, only units added Day3 are SR1 ready
- OOB_SB_SR1_GB_South_Day2 - Balanced OOB at 27000 per side

Scenario Development Tool:
- Scenario Master SR1_GB_Day2: Reformatted to scenario form from the Day2 OOB. Many position coordinates are blank since this OOB covers other GB maps, or, just TBA omissions. Consider this tool as a WIP but still useful for building SR1 GB Day2 scenarios.

'True Ground SR1' is designed to be used with B&F activated. To eliminate this dependence rename 'STOCKgui.csv' to 'gui.csv' in the Logistics folder...Rename or delete original. Once this is done all SR1 scenarios and OOBs in this mod can be played without B&F activated. Both gui files are edited to reflect SR1 echelon changes, regiment to company, etc. If not already done, this same procedure must be followed with the gfx file in the 'True Ground Map' mod.

SR1 Additional Sprites Mod:
'TC2M SOW Infantry SR1' allows for 'True Ground SR1' play with the following sprite mods:

4K Packed Artillery,Cavalry,et al
TC2M SOW Infantry Mod

Unzip and copy to the Mods folder:

File Attachment:

File Name: TC2MSOWInfantrySR1.zip
File Size: 8 KB

In Modifications, prioritize 'TC2M SOW Infantry SR1' below 'True Ground SR1'. Deactivate when not using SR1 mods. For more information read the 'TC2M SOW Infantry SR1' mod's Intro in Modifications.


Well, after months of preparation, we have SR1 play lift off. How far it flies is anyone's guess. Regardless, I've entertained myself sufficiently while developing all the files necessary for this ultra realistic form of battlefield recreation.

Merry Christmas to All, and Happy Holidays to Others...now you've got some battles to fight...

_____________________________________________________________________________________________________________

Previous Updates:
Update version 1.1 (January 24, 2020) - Details
Update version 1.11 (February 1, 2020) - Scenario GB2-16grog added
Update version 1.15 (February 15, 2020) - Scenario GB2-17 added
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In remembrance:
Eric Schuttler "louie raider" (1970 - 2018)
John Bonin "2nd Texas Infantry" (1977 - 2012)
The following user(s) said Thank You: garyknowz, Chamberlain, Davinci, Jolly, Petrus58, voltigeur, Eddy2015, Biondo

Re: 'True Ground SR1' - Scenarios & OOBs 2 months ago #2

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Yeha! - a whole lot more goodies to play with!

Thanks so much for all of this Reb!

David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 2 months ago #3

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Merry Christmas to you as well---and to all!

And wow! Such are wonderful new dimension and scale to the close combat within the Devil's Den.

Brilliant, my friend!

GK
Sorry. I suffer from a serious case of typosis. Don't worry, it's not contagious
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Re: 'True Ground SR1' - Scenarios & OOBs 1 month, 3 weeks ago #4

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GB2-11_GB12-July2-The Peach Orchard (C-Brig)

This scenario retains all the scripting of the original with the following additions:
- Extended play 10 minutes
- The 7th New Jersey regiment, 150 yards to the east, moves to the objective once activated. Normally this regiment remains in reserve as Graham is overwhelmed. This should deter 'gamers' from rushing right in to the hold objective, substantiating the saying...Fools Rush In.

One minute left...
PeachOrchardGB.jpg


My final test score. This final version took me several tries before a Major Victory...So, replay value
PeachOrchardGBEndScreen.jpg
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Re: 'True Ground SR1' - Scenarios & OOBs 1 month, 3 weeks ago #5

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GB2-12_July2-Barksdale, The Longest Charge (C-Brig)

This scenario is still as tough to beat as it was historically to win, but this version makes it a bit easier. Instead of having to go up the ridge through Willard's troops to get to the final objective as with the B&F version, with this version your mission ends at the Plum Run, just below the ridge. This was actually the historic stopping point, so more appropriate anyway. By no means did that provide for any kind of victory for Barksdale's brigade historically, but it will for you, if you accept the challenge of this scenario.

Took this shot a few seconds after End Game, actually gained a few more points. Still, with Willard's troops bearing down, it was time to hightail it west...
BarksdaleCharge.jpg


Got obsessed with playing this scenario, may have set the bar
BarksdaleChargeEndScreen.jpg
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Eric Schuttler "louie raider" (1970 - 2018)
John Bonin "2nd Texas Infantry" (1977 - 2012)
The following user(s) said Thank You: Jolly, Petrus58

Re: 'True Ground SR1' - Scenarios & OOBs 1 month, 3 weeks ago #6

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GB2-13_July2-Graham, On Dangerous Ground (U-Brig)

Situation:
General Sickle's salient has positioned your brigade on the front left flank. The vulnerability of the left flank is obvious. Rebel infantry is already approaching from the south to test that vulnerability, while ominous sounds of the enemy massing in the woods to your front cannot be ignored. As their cannons begin finding your brigade's range, you know the main attack will come soon, you are indeed "On Dangerous Ground."

Forces Available:
Brig. Gen. Charles Graham, commanding Graham's Brigade, 1st Division, III Corps, Army of the Potomac, under Major General Daniel E. Sickles

57th Pennsylvania, Colonel Peter Sides
63rd Pennsylvania, Major John A. Danks
68th Pennsylvania, Colonel Andrew H. Tippin
105th Pennsylvania, Colonel Calvin A. Craig
114th Pennsylvania, Lt. Colonel Frederick Cavada
141st Pennsylvania, Colonel Henry J. Madill

Attached Regiment:
2nd New Hampshire, Colonel Edward L. Bailey

Attached Artillery:
Battery E - 1st Rhode Island Artillery, Lt. Bucklyn
Battery C & F - Pennsylvania Artillery, Capt. Thompson
Battery G - First New York Artillery, Capt. Ames
15th Battery - New York Artillery, Capt. Hart

Brigade strength: 2211 troops and officers, 22 guns
__________________________________________________________________________________________________________

This is indeed dangerous ground. Initially I tested with Graham's brigade only and after several play-tests I couldn't score a positive engagement grade, no matter what defensive I tried. Solution, gave player control to the four closest artillery batteries. Then came the attachment of the 2nd New Hampshire since this regiment was positioned in the middle of Graham's brigade and demanded player control. Even with this 'Super Brigade', I think most folks will find this a very difficult Major Victory endeavor, I did. Almost settled for a Minor Victory posting for the promo here but buckled down and just barely reached the Major Victory bar the next evening. So I proudly present this MV post, it wasn't easy by any means.

The credit for the success of this scenario goes to the Rebel AI. All I did was move them forward to the objective, gave them Blitz (All Out Attack) orders, and they did the rest.

A head's up with the artillery, some of the guns are split from their battery. To reunite the guns move the battery commander to new locations first, then give the formation, otherwise guns will move to where the commander was previously before moving to the new location. This is the same with all units, just more acute with artillery control.

Just hanging on after 45 minutes of Hell, time to do the historic thing...Retreat
GrahamGB.jpg


Proof positive it can be won, if only barely...
GrahamGBEndScreen.jpg
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In remembrance:
Eric Schuttler "louie raider" (1970 - 2018)
John Bonin "2nd Texas Infantry" (1977 - 2012)

Re: 'True Ground SR1' - Scenarios & OOBs 1 month, 2 weeks ago #7

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GB2-14_July2-The Excelsior Brigade (U-Brig)

Situation:
Positioned behind General Carr's brigade, your brigade has remained in reserve since the opening salvos. But that's about to change! After crushing Graham's brigade at the Peach Orchard, the rebels are presently reforming and bringing up their artillery to that elevated position. They are setting their sights on General Carr's left flank and your newly ordered defensive position, an oblique line connected with Carr's brigade, facing southwest. Despite this hastily formed defensive line you have confidence in your soldiers and officers. Not only will they fight for their lives, they will follow orders and be determined to live up to their brigade's name, Excelsior, boldly supporting its call to 'Excellence of Service'.

Forces Available:
Colonel William R Brewster, commanding The Excelsior Brigade, 1st Division, III Corps, Army of the Potomac, under Major General Daniel E. Sickles

70th New York, Colonel J. Egbert Farnum
71st New York, Colonel Henry L. Potter
72nd New York, Colonel John S. Austin
73rd New York, Major Michael W. Burns
74th New York, Lt Colonel Thomas Holt
120th New York, Lt Colonel Cornelius D. Westbrook

Brigade strength: 1844 troops and officers
______________________________________________________________________________________________________________

Two courses of action are featured so be sure to read 'Gameplay' in this scenario's Intro to understand the options. Basically, once you achieve a grade of 500, two objectives will be available. The objective chosen to go for will decide the course of actions, either attack or withdraw while fighting. I suggest saving the game at that point, then complete the 'Historic' version. This way you can use that save point to improve your score from, opting for either objective to go for. Frankly, after many tries, I've been totally unsuccessful at taking and holding the 'Peach Orchard' (What If) objective.

:pinch: Warning: Spoiler!


Anyway, here's my 'Historic' win...As 'The Excelsior Brigade' exhibits their "Excellence" while screening the withdrawal of Carr's brigade
TheExcelsiorBrigade.jpg


TheExcelsiorBrigadeEndScreen.jpg
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In remembrance:
Eric Schuttler "louie raider" (1970 - 2018)
John Bonin "2nd Texas Infantry" (1977 - 2012)
The following user(s) said Thank You: Davinci, Petrus58

Re: 'True Ground SR1' - Scenarios & OOBs 1 month, 2 weeks ago #8

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GB2-15_July2-Carr's Brigade, Retreat to Victory (U-Brig)

Situation:
For over an hour now you have heard the roar of battle gradually approaching your brigade's position. It has now arrived, and has engulfed General Graham's brigade at the Peach Orchard immediately to your south. As blinding gunsmoke accompanies the roar, blue coats can still be seen fleeing the field. Within minutes, as the roar dims and the smoke clears, only gray uniforms remain where Graham's brigade was once positioned. The rebels are presently reforming and bringing up their artillery to bear on your position. You adjust your left to face the danger from the south only to suddenly sight a rebel battle line to your west. Up to now the rebel picket lines to your front posed no threat, but now the threat is real. You are about to engage in a battle with attacks from two fronts, south and west.

Forces Available:
Brigadier General Joseph B. Carr, commanding the First Brigade, 1st Division, III Corps, Army of the Potomac, under Major General Daniel E. Sickles

1st Massachusetts, Lt Colonel Clark B. Baldwin
11th Massachusetts, Lt Colonel Porter D. Tripp
16th Massachusetts, Lt Colonel Waldo Merriam
12th New Hampshire, Captain John F. Langley
11th New Jersey, Colonel Robert McAllister
26th Pennsylvania, Major Robert L. Bodine

Brigade strength: 1723 troops and officers
_______________________________________________________________________________________________________________

This scenario involves withdrawing to and defending two positions, then counterattacking to Victory. Similar to the Excelsior scenario, this sequence begins once your score reaches 500.

This was my last play through and End Screen MV, December 24th, before releasing this mod the next day...Made my Christmas deadline!
Carr1MV.jpg


Missed getting an action screenshot so played this scenario again 24 hours ago to get an informative shot as well as introduce Crikey's new map update with some extra screenshots.
Despite my best efforts of repositioning, my 500 score was late, I had previously honed it to under 14 minutes after many many test plays. Got concerned when it took almost 20 minutes to hit 500, therefore beginning the retreat sequences.
Anyway, nice contour work by Crikey...
Carr2Defending.jpg


Just completed the second 'withdraw to' objective. Two objectives await, time to counter charge.
More nice contour changes at the Plum Run...
Carr3PlumRun.jpg


With one second left, my early concerns were warranted, 33 seconds late...800 points would have been awarded.
Carr433secondstoolate.jpg


This was supposed to be a Major Victory presentation. I was confident in my knowledge of this scenario, yet still the enemy AI confounded me. Just goes to show, nothings a sure thing when confronting the SOW AI.
Carr5Draw.jpg


Still need to test the Devil's Den area of the map before adding Crikey's update. So far so good with the changes.
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In remembrance:
Eric Schuttler "louie raider" (1970 - 2018)
John Bonin "2nd Texas Infantry" (1977 - 2012)
The following user(s) said Thank You: Jolly

Re: 'True Ground SR1' - Scenarios & OOBs 1 month, 2 weeks ago #9

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I'm really looking forward to the complete (merged) version.

Thanks so much Reb and Crikey.

David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #10

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@Reb, what am I doing wrong here? I see all of the scenarios listed here but I'm getting this weird graphics glitch that makes everything look like minecraft.

Please help? Reb, anyone?
Attachments:

Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #11

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Chichetr

I've seen that issue many times before, it's a mod conflict. If you have all the 'True Ground' mods prioritized in the lowest positions in Modifications I'm surprised it happened. Regardless, some mod is causing the conflict, either fix the prioritization situation or disable mods till the issue is solved.
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Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #12

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Hey Reb,

Can you better explain what "prioritize" means? Or maybe have a screenshot of what to do to "prioritize" the files?

Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #13

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Chichetr wrote:
Hey Reb,

Can you better explain what "prioritize" means? Or maybe have a screenshot of what to do to "prioritize" the files?


In the Modifications window (attached), the mod TC2M SOW Infantry SR1 is in the lowest priority position of enabled mods. Use the arrows below to prioritize the mod selected either up or down.

Priority.jpg


Map mods are the worse offenders at causing conflicts. Notice how the example here has all unused map mods disabled.
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John Bonin "2nd Texas Infantry" (1977 - 2012)

Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #14

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RebBugler wrote:
Chichetr wrote:
Hey Reb,

Can you better explain what "prioritize" means? Or maybe have a screenshot of what to do to "prioritize" the files?


In the Modifications window (attached), the mod TC2M SOW Infantry SR1 is in the lowest priority position of enabled mods. Use the arrows below to prioritize the mod selected either up or down.

Priority.jpg


Map mods are the worse offenders at causing conflicts. Notice how the example here has all unused map mods disabled.


REB! You are the best! Thank you so much! Prioritizing the files did the trick and the scenario boots without any issue now!

Now I have one more question.....all of the uniforms are the stock grey and are not like the ones your screenshots, I have all of the mods listed...am I doing anything wrong here?

I saw that I may need to delete something? Also I notice that performance drops significantly and I think this may be something that I'm doing (I have a really power computer that has never had frame issues).

Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #15

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Now I have one more question.....all of the uniforms are the stock grey and are not like the ones your screenshots, I have all of the mods listed...am I doing anything wrong here?


More than likely it's an Options adjustment. Check in Options that you have Best selected for Uniform Quality.

As for the lag you're experiencing, to help out go to Options page 2 and lower the Max Terrain Draw Distance setting. I set mine to High rather than Best and it's barely noticeable visually but sure helps with engine performance.
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Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #16

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Update version 1.1...

- New Scenario: GB2-16_July2-Wilcox & Lang, Attack Defend (C-Div) INFO
- Edited GB2-15: Added 5 minutes to its length; re-scripted some movements to better reflect historical timelines; redesigned retreat movements to look more realistic, opting for column rather than line formations
- Miscellaneous text edits across all released scenarios

After basically finishing the GB2-16 scenario I went back to GB2-15 and edited it with some new ideas and techniques learned as summarized above. Then it was replayed. The replay went well, but again, as reported with a similar outcome in its INFO post, I came up a couple of minutes short of capturing the last objective. It was then I was convinced to lengthen it to 45 minutes, like GB2-16. Sure, it's a little less difficult now, but I didn't want folks to feel like they have to rush through it to win. Still a tough scenario to win, but folks that finally figure it out, shouldn't have to play it at a frantic pace to achieve a Major Victory. In fact, you should have a little time left to 'mop up' if everything clicks...
IOW, if you Kick Butt.
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John Bonin "2nd Texas Infantry" (1977 - 2012)
The following user(s) said Thank You: voltigeur

Re: 'True Ground SR1' - Scenarios & OOBs 1 month ago #17

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GB2-16_July2-Wilcox & Lang, Attack Defend (C-Div)

Situation
: Sickle's salient is before you. General Barksdale's brigade has already begun it's assault of the vulnerable Federal flank to your right. The stage is set for the collapse of the Union forward line. And then, Cemetery Ridge awaits.

Mission: Lead your Alabama and Florida men to the Federal line at your front, then engage the Union line vigorously as Barksdale's Mississippians roll up Humphrey’s line. Upon initial displacement of the western Union line, continue moving east to Plum Run, where you will receive your final orders.

Forces Available:
Lt General Ambrose P. Hill - Corps Commander
Major General Richard H. Anderson - Division Commander

Brig General Cadmus M. Wilcox - 1st Brigade
8th Alabama - Lt. Colonel Hilary Herbert
9th Alabama - Colonel Joseph Horace King
10th Alabama - Colonel William Forney
11th Alabama - Colonel John Sanders
14th Alabama - Colonel Lucius Pinckard

Colonel David Lang - 2nd Brigade
2nd Florida - Major Walter Moore
5th Florida - Captain Richmond Gardner
8th Florida - Lt. Colonel William Baya

Major John Lane - Anderson's Division Artillery
Capt Hugh M Ross - Company A / Sumter GA Artillery
#3 Gun / Center Section / 10lb Parrott
#4 Gun / Center Section / 10lb Parrott
#2 Gun / Left Section / 12lb Napoleon
#5 Gun / Right Section / 10lb Parrott
#1 Gun / Left Section / 12lb Howitzer
#6 Gun / Right Section / 10lb Parrott
Capt George M Patterson - Company B / Sumter GA Artillery
#3 Gun / Center Section / 12lb Napoleon
#4 Gun / Center Section / 12lb Napoleon
#2 Gun / Left Section / 12lb Howitzer
#5 Gun / Right Section / 12lb Howitzer
#1 Gun / Left Section / 12lb Howitzer
#6 Gun / Right Section / 12lb Howitzer
Capt John T Wingfield - Company C / Sumter GA Artillery
#3 Gun / Center Section / 10lb Parrott
#4 Gun / Center Section / 10lb Parrott
#2 Gun / Left Section / 10lb Parrott
#5 Gun / Right Section / 10lb Parrott
#1 Gun / Left Section / 10lb Parrott

Division (2 brigades) strength: 2740 troops and officers, 17 guns
_______________________________________________________________________________________________________

This scenario is a remake of the similarly named B&F scenario: GB-July2-Wilcox & Lang, 2nd Day (C-Brigs)
Like the 'Barksdale Longest Charge' scenario, the mission is changed to reflect a more historical outcome, thus the name change adding 'Attack Defend'. So, no suicidal charge up the ridge in pursuit of a MV is necessary now. Falling back to historical positions to defend against counter-attacking superior odds is now the endgame, much more manageable, but still a challenge.


First phase of the battle completed, score reaches 500 points, which triggers the first withdrawal sequence. At 20 minutes in we're in good shape for the tasks before us. This screenshot gives strong clues as to my initial approach strategy.
Wilcox1.jpg



One second left, a look at the extended defensive line that proved highly successful. Historically this might resemble the final minutes of this part of the battle, as the Rebels held their line and the Federals were forced to finally retire back to Cemetery Ridge.
Wilcox2.jpg



This final score was a fluke. It was way higher than any of my other test play scores. I played another game after this one just to check whether I had edited something late that somehow skewed the score, but my replay scored a 5300+, reinforcing the "fluke" message.
Wilcox3.jpg


That "fluke" score got me thinking. Since by my testing the scoring can be all over the place with this scenario, how about a Grognard version. Won't take long to add the scripting, just a while to test it out. My goal will be to make it possible to win, but impossible to score big.
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In remembrance:
Eric Schuttler "louie raider" (1970 - 2018)
John Bonin "2nd Texas Infantry" (1977 - 2012)
The following user(s) said Thank You: Chamberlain, Davinci, Jolly

Re: 'True Ground SR1' - Scenarios & OOBs 3 weeks, 6 days ago #18

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GB2-16grog1_July2-Wilcox & Lang, Attack Defend (C-Div)

Unzip and Copy to the Scenarios Folder:

File Attachment:

File Name: GB2-16grog1_July2-WilcoxLangAttackDefendC-Div.zip
File Size: 32 KB


This is a failed Grog attempt because I scored too high with it. It will not be added to this series. However, before I overwrite it and begin anew I thought I'd make it available, because, I enjoyed the heck out of it. It's renamed slightly, grog1, so when its grog replacement is released it won't be overwritten. In the meantime, try this one out if you like, it will foreshadow what's coming, just not as difficult.

One second left and the 1st US Sharpshooters are nowhere to be seen. They should have been in on the counter attack 20 minutes ago, depleting the Rebel defenders at 400 yards. Being a Rebel, I hate those 'mini Krakens'. Their absence will be remedied with the next grog edition.
Grog1ex1.jpg


Grog1ex2.jpg
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Re: 'True Ground SR1' - Scenarios & OOBs 3 weeks, 3 days ago #19

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GB2-16grog_July2-Wilcox & Lang, Attack Defend (C-Div)

"...how about a Grognard version. Won't take long to add the scripting, just a while to test it out. My goal will be to make it possible to win, but impossible to score big."

Wound up amending my criteria for a Grognard level scenario, at least with this one, from "impossible to score big", to "very difficult to score big". Regardless of my placating rhetoric, followed by another high score posting, better to consider this scenario as a tough extended play version.

One second left, Rebel line is on the verge of collapse...Saved by the Bell, er, Timer
This play through was with Jolly's 'True Ground' Terrain mod activated
GB216grogScreen1.jpg


GB216grogScreen2.jpg
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Re: 'True Ground SR1' - Scenarios & OOBs 2 weeks, 3 days ago #20

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Little Round Top CSA ..

Just about got it! Five more mins and maybe not, but hey, a victory is a victory!

LRT_CSA.jpg


David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 2 weeks, 2 days ago #21

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Jolly wrote:
Little Round Top CSA ..

Just about got it! Five more mins and maybe not, but hey, a victory is a victory!

David(jolly)


Alright, first TG post!

Glad to see a Major Victory with this scenario and all the extra ground that has to be covered. Good fightin' there General.
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Re: 'True Ground SR1' - Scenarios & OOBs 2 weeks, 2 days ago #22

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Thank you Reb!
I spent a heck of a lot of time trying to get a decent result in the 'Barksdale, The Longest Charge' scenario. I almost got a draw after many hours of playing this - trying all kinds of different strategies. The third objective is the 'killer' for me. But it's been a thrilling scenario to play!

I did manage a good victory as the Union at Little Round Top, but I've been a bit of a failure trying to hold the Devil's Den scenario!

Some you win - some not, but it's absorbing either way!

David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 2 weeks, 1 day ago #23

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Built from scratch, Wright's Moment of Glory is in the final stages of development and testing. Stay tuned
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Re: 'True Ground SR1' - Scenarios & OOBs 2 weeks ago #24

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Hi Reb - I just see a black rectangle!

I managed a victory with the TG_GB07 scenario. I secured the objectives but then sat around for 5 mins before realising I was a few points short! Ah well, shows what a little of complacancy can do.
I'm gonna take the victory nethertheless.

victor.jpg


David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 1 week, 6 days ago #25

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Good Generalin' there Jolly, 'To the Roundtops' is arguably the toughest scenario in the GB series to beat.

Thanks for the post, reminded me that all the GB stock scenarios included in 'True Ground' need to be upgraded with TG End Screens...Showing victory criteria, scenario name, difficulty level played, and the Confederate End Screen when appropriate.
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Re: 'True Ground SR1' - Scenarios & OOBs 1 week, 6 days ago #26

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Cheers Reb. End screens updates sounds good!

A big score here, but by no means was it easy.

TG_GB09 - Sickles stays home ...

Sickles.jpg


David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 1 week, 5 days ago #27

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TG_GB13 - Another hard fought victory ...

Last one for now (I've run out of scenarios)!

Missme.jpg


Cheers,

David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs 1 week, 4 days ago #28

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GB2-17_July2-Wright's Moment of Glory (C-Brig)

Command: Brig General Ambrose R. Wright's Brigade

Situation:
You saw the Confederate colors replace the Union's as the Peach Orchard position fell, denoting your first visual clue as to the progress and, or success of General Lee's en echelon attack plan. Seeing those Union colors fall has boosted your men's confidence, as it's been waning as the battle sounds of death grow increasing near. Good timing with that morale boost, for now it's our turn to attack the ridge as ordered, maintaining close proximity with General Lane's brigade on our right. General Posey's brigade will follow on your left.

Forces Available:
Lt General Ambrose P. Hill - Corps Commander
Major General Richard H. Anderson - Division Commander
Brig General Ambrose R. Wright - Wright's Brigade

3rd Georgia - Colonel Edward J. Walker
22nd Georgia - Colonel George H. Jones
48th Georgia - Colonel William Gibson
2nd Georgia Battalion - Major Thomas Hardeman

Brigade strength: 1414 troops and officers
_____________________________________________________________________________________________________________

This scenario has been on my 'To Do' list for years. The accepted historical version of the 'High Tide' moment for Wright's attack being the breach of the Union center just south of the 'Copse of Trees', which was indeed heroic and momentous. However, against overwhelming odds, that was all she wrote for this ill fated attack, resulting in nearly 50 percent casualty rates for the brigade, as within minutes after their gain they were forced to retreat from the field of battle.

Another version of the battle, according to General Wright's Official Report, included a much more intriguing series of events. Wright reported of the capture of twenty guns, sweeping the enemy line from the ridge, and approaching the Leister House, Meade's headquarters. Only after being attacked on his flanks, due to lack of support, was he forced to retreat.

This scenario combines both versions, continuing from the breach below the 'Copse of Trees', through the artillery at 'The Angle', then east to the Leister House. Not only does this scenario scrutinize Wright's report, it makes for a much more interesting, and challenging, scenario.

First objective secured, the path laid out by the remaining objectives now visible...
Wright1.jpg


One second left, saved by the timer, couldn't retreat if I wanted to, almost completely surrounded...
Wright2.jpg


After many tries, and several Major Defeats, this Victory is my best effort to date...
New 2nd Day End Screen - Wright's Attack (a color version will show with a Major Victory...Be the first to post it, call to SOW Generals)
Wright3.jpg
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Re: 'True Ground SR1' - Scenarios & OOBs 6 days ago #29

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GB2-18_July2-Anderson's Attack, What If (C-Div)

Command: Major General Richard H. Anderson's Division (3 brigades)

Situation: What If: General Hill gets word that General Anderson has caused a confusion of orders (contrary to General Lee's orders) and is thereby ordered to the field of battle to eliminate that confusion. Arriving late, Anderson sees that Generals Wright and Posey are already stepping off to the attack. General Mahone's brigade, following Hill's orders that countered Anderson's, has been moved up from reserve, and will now join the attack.

Forces Available:
Lt General Ambrose P. Hill - Corps Commander
Major General Richard H. Anderson - Division Commander

Brig General Ambrose R. Wright - Wright's Brigade
3rd Georgia - Colonel Edward J. Walker
22nd Georgia - Colonel George H. Jones
48th Georgia - Colonel William Gibson
2nd Georgia Battalion - Major Thomas Hardeman

Brig General Carnot Posey - Posey's Brigade
12th Mississippi - Major Samuel B. Thomas
16th Mississippi - Colonel Samuel E. Baker
19th Mississippi - Colonel Nathaniel H. Harris
48th Mississippi - Colonel Joseph M. Jayne

Brig General William Mahone - Mahone's Brigade
6th Virginia - Colonel George T. Rogers
12th Virginia - Colonel Everard M. Field
16th Virginia - Colonel Joseph H. Ham
41st Virginia - Colonel William A. Parham
61st Virginia - Colonel Virginius D. Groner

Major John Lane - Anderson's Division Artillery

Division (3 Brigades) strength: 4576 troops and officers, 17 guns
­­­­­­­­_____________________________________________________________

For this time and place of the battle, this scenario reflects General Lee's attack plan, 'as ordered'. Historically, Lee's 'en echelon' attack plan did not follow through after Wright's heroic but costly, attack at the center of the Union line. If Mahome's brigade had continued as ordered, followed by Pender and Rodes divisions, new history would have been recorded for this 2nd day at Gettysburg.

Still, if this scenario's any indication of the eventual outcome of Lee's attack plan following through, it would have been a tough climb for the Rebels to overcome the Yankee position along Cemetery Hill. If we ever get to a 'True Ground' map that covers that part of the battle, I'll definitely build it and explore the possibilities.

Some Notes...
- Built from the 'Wright' scenario, the same 'retreat triggers' will help even the odds and clear paths to objectives
- When things get crowded, move officers to the destination first (at a run) before moving troops via formation. Too many times officers will veer way off direct paths, many times into the enemy, with their troops following blindly. Once the officer is at the destination, then order the formation. Troops will then proceed to the destination pretty much along a direct path. Use 'Ctrl Hold' waypoints when necessary to guide officers' paths.
- The furthermost objective, Leister House, once activated will summon Union reinforcements. A historical event in this 'What If', as Robinson's second division was ordered to move from Culps Hill to Cemetery Ridge. This last objective takes about 11 minutes to capture all its points (2000), so a heads up on how soon you want to open the door for more Federal forces to fight.

One second left...And hugging those 'Big Support Bonus' walls to that last second
Anderson1.jpg


Don't let the score fool you, took me a half dozen tries before this MV, previous attempts included only one victory, the rest being draws and defeats. And I KNOW this scenario, as such I solidly consider it a GROGNARD BEAST.
Anderson2.jpg
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The following user(s) said Thank You: Jolly

Re: 'True Ground SR1' - Scenarios & OOBs 4 days, 8 hours ago #30

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I like the colour news pic Reb!

After a few tries I got a victory with this scenario.
Again, not easy (for me). I had a few dismal defeats before this ...

Peachy.jpg


David(jolly)
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