'True Ground SR1' - Scenarios & OOBs
Re: 'True Ground SR1' - Scenarios & OOBs
GBR2-21
Closing in an the left cornfield objective after about 20 mins play - gonna be another tough day!
David(jolly)
Closing in an the left cornfield objective after about 20 mins play - gonna be another tough day!
David(jolly)
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Last edited by Jolly on Mon Mar 16, 2020 7:26 am, edited 1 time in total.
Re: 'True Ground SR1' - Scenarios & OOBs
I had the troops, but time beat me (again)! 
Not too bad a result though - and a really engaging, immersive scenario.
Thanks Reb,
David(jolly)

Not too bad a result though - and a really engaging, immersive scenario.
Thanks Reb,
David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs
A constant steady push is needed to win, and help Brooke get to his objective with any available troops. I used Cross's right flank to support Brooke's effort. You can't avoid immersion with this one, it demands your constant attention, otherwise, you're toast.I had the troops, but time beat me (again)!
Not too bad a result though - and a really engaging, immersive scenario.
You missed posting the new Union End Screen picture. Guess you just copied the scenario after you unzipped the download. That's not recommended because with almost every new scenario I add or edit files associated with but not necessarily included in that scenario's folder. For instance, if I add a new formation used only by the scenario added, it will crash when that formation kicks in, generally with scripting. If that crash happens toward the end of a hard earned victory, that would definitely be a bummer.
Thanks for the kudos

Edit: Just dawned on me that you probably did use the complete download. What I forgot is that I edited the gscreen.csv file in the True Ground Maps mod to accommodate the Union pict. I'll get that file added with the next scenario release coming real soon. In the meantime, here's the edited file, rename it and copy it to the TG SR1 Logistics folder.
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[The extension csv has been deactivated and can no longer be displayed.]
Last edited by RebBugler on Tue Mar 17, 2020 1:29 pm, edited 1 time in total.
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Re: 'True Ground SR1' - Scenarios & OOBs
Thanks Reb.
I played it again (from a sav).
Better result - a victory!
Still no colour pic in the end screen though. I renamed the file to gscreen.csv and copied it to where you said.
No worries though - looking forward to the new scenario!
David(jolly)
I played it again (from a sav).
Better result - a victory!
Still no colour pic in the end screen though. I renamed the file to gscreen.csv and copied it to where you said.
No worries though - looking forward to the new scenario!
David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs
Congrats on your Victory, even after coming off a save this one remains a GROG.
Thanks for the post...
Just to be clear, color picts will only appear will Major Victories. Still, the issue with your post is that the upgraded non-color pict isn't showing up.
Now I'm miffed. :unsure: Hopefully after my next update picts will appear as designed.Still no colour pic in the end screen though. I renamed the file to gscreen.csv and copied it to where you said.
Thanks for the post...

Just to be clear, color picts will only appear will Major Victories. Still, the issue with your post is that the upgraded non-color pict isn't showing up.
Last edited by RebBugler on Thu Mar 19, 2020 2:54 am, edited 1 time in total.
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Re: 'True Ground SR1' - Scenarios & OOBs
Coming next...As soon as I achieve a Major Victory.
Been trying for the last three days, around five plays, tweaking stuff in between plays for better gameplay purposes. This was my last attempt and only Victory. Definitely gonna be another GROG, for I refuse to change its historically based design, or the bar established I feel is necessary to merit a Major Victory.
Been trying for the last three days, around five plays, tweaking stuff in between plays for better gameplay purposes. This was my last attempt and only Victory. Definitely gonna be another GROG, for I refuse to change its historically based design, or the bar established I feel is necessary to merit a Major Victory.
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Re: 'True Ground SR1' - Scenarios & OOBs
GB2-26_July2-We Gained Nothing But Glory (C-Div)
Length of Play: 60 minutes
Command: Major General Lafayette McLaws, McLaws's Division
Situation: The actions at The Wheatfield are presently stalled as your brigades commanded by Generals Kershaw and Semmes are regrouping for another attack. General Wofford's fresh brigade has just arrived and will join that attack along with elements of Hood's division attacking from the south. Begin the attack when ready, and as ordered, sweep the enemy from the field!
Forces Available:
Major General Lafayette McLaws, commanding the 1st Division, I Corps, Army of Northern Virginia under Lieutenant General James Longstreet
Kershaw's Brigade, Brig General Joseph B Kershaw
2nd SC 'Palmetto' Regiment, Colonel John D. Kennedy
3rd South Carolina Regiment, Colonel Daniel C. Mooney
7th South Carolina Regiment, Colonel David Wyatt Aiken
8th South Carolina Regiment, Colonel John W. Henagan
15th South Carolina Regiment, Colonel William DeSaussure
3rd SC Battalion 'James' Regiment, Lt Colonel William G. Rice
Semmes' Brigade, Colonel Goode Bryan
10th Georgia Regiment, Colonel John B. Weems
50th Georgia Regiment, Colonel William R. Manning
51st Georgia Regiment, Colonel Edward Ball
53rd Georgia Regiment, Colonel James P. Simms
Wofford's Brigade, Brig General William T Wofford
16th Georgia Regiment, Colonel Goode Bryan
18th Georgia Regiment, Lt Colonel Solon Ruff
24th Georgia Regiment, Colonel Robert McMillan
Cobb's Georgia Legion Regiment, Lt Colonel Luther Glenn
Phillips Georgia Legion Regiment, Lt Colonel Elihu S. Barclay
3rd GA Sharpshooter Battalion, Lt Colonel Nathan Hutchins
McLaws' Division Artillery, Colonel Henry C Cabell
Battery A - 1st North Carolina Artillery, Captain Basil C Manly
Pulaski Georgia Artillery, Captain John C Fraser
1st Richmond Virginia Howitzers, Captain Edward S McCarthy
Troup Georgia Artillery, Captain Henry H Carleton
Attached units from Hood's Division:
Anderson's Brigade, Lt Colonel William Luffman
8th Georgia Regiment, Colonel John Towers
9th Georgia Regiment, Lt Colonel John C. Mounger
11th Georgia Regiment, Colonel Francis H. Little
59th Georgia Regiment, Colonel William A. Jackson Brown
Robertson's Brigade, Brig General Jerome B Robertson
3rd Arkansas Regiment, Colonel Van Manning
1st Texas Regiment, Colonel Philip Work
Benning's Brigade, Brig General Henry L Benning
15th Georgia Regiment, Colonel Dudley Du Bose
Division strength: 6508 troops and officers, 16 guns
______________________________________________________________________________________________________
Finally got that elusive Major Victory, in fact three, in the last three days. Kept finding stuff that needed adjusting, especially with the Walcott Battery objective. This is an important objective, as it was historically the high tide of McLaw's advance. However, for practicality sake, I had to reduce its hold time along with objective points as its position is suicidal for any regiment that stays there longer than two minutes...The Union guns commanding the ridge are unrelenting with deadly accuracy. Still, Walcott's guns must be silenced, otherwise they'll continue to pound your troops as they attack and secure the remaining objectives, costing you vital engagement points necessary for a victory.
The 'Failcheck' command has been applied to Sweitzer, Brewer and Day's brigades. When they reach their failcheck score (-200, -75 for regiments), they will withdraw from the battle in an orderly manner. This attempts to recreate the discipline the US regulars displayed historically as they exited the fight.
Note: 'Score' has been added to 'enemy' brigade commander and regiment readouts, so you can check their status and adjust your tactics accordingly.
Suggestion:
As soon as the scenario opens, select TC Officers. Not only will this help prevent performance lags caused by a lot of initial troop movements, it will also allow Caldwell's division time to exit the field. Then, wait a few minutes before a full scale attack so you won't have Caldwell's division to deal with hardly at all. Exception: TC Off Kershaw's brigade and give Attack orders, they will already be engaged and will help hasten Brooke's brigade's exit.
Cabell's Artillery Division
I left them be with all my plays, usually they scored around 500 points remaining in that initial position. For folks that find it necessary to win, or just enjoy inflicting canister damage, they're at your disposal to move to strategic positions.
One second left...My third Major Victory effort, with all final edits completed. Missed the final objective points by 15 seconds, but still managed, barely, a Major Victory.
If you get your engagement score up to 1000 before capturing the first objective, you're on the path to a victory. Otherwise, the grog nature of what's remaining will make for a difficult journey beyond defeat.
Length of Play: 60 minutes
Command: Major General Lafayette McLaws, McLaws's Division
Situation: The actions at The Wheatfield are presently stalled as your brigades commanded by Generals Kershaw and Semmes are regrouping for another attack. General Wofford's fresh brigade has just arrived and will join that attack along with elements of Hood's division attacking from the south. Begin the attack when ready, and as ordered, sweep the enemy from the field!
Forces Available:
Major General Lafayette McLaws, commanding the 1st Division, I Corps, Army of Northern Virginia under Lieutenant General James Longstreet
Kershaw's Brigade, Brig General Joseph B Kershaw
2nd SC 'Palmetto' Regiment, Colonel John D. Kennedy
3rd South Carolina Regiment, Colonel Daniel C. Mooney
7th South Carolina Regiment, Colonel David Wyatt Aiken
8th South Carolina Regiment, Colonel John W. Henagan
15th South Carolina Regiment, Colonel William DeSaussure
3rd SC Battalion 'James' Regiment, Lt Colonel William G. Rice
Semmes' Brigade, Colonel Goode Bryan
10th Georgia Regiment, Colonel John B. Weems
50th Georgia Regiment, Colonel William R. Manning
51st Georgia Regiment, Colonel Edward Ball
53rd Georgia Regiment, Colonel James P. Simms
Wofford's Brigade, Brig General William T Wofford
16th Georgia Regiment, Colonel Goode Bryan
18th Georgia Regiment, Lt Colonel Solon Ruff
24th Georgia Regiment, Colonel Robert McMillan
Cobb's Georgia Legion Regiment, Lt Colonel Luther Glenn
Phillips Georgia Legion Regiment, Lt Colonel Elihu S. Barclay
3rd GA Sharpshooter Battalion, Lt Colonel Nathan Hutchins
McLaws' Division Artillery, Colonel Henry C Cabell
Battery A - 1st North Carolina Artillery, Captain Basil C Manly
Pulaski Georgia Artillery, Captain John C Fraser
1st Richmond Virginia Howitzers, Captain Edward S McCarthy
Troup Georgia Artillery, Captain Henry H Carleton
Attached units from Hood's Division:
Anderson's Brigade, Lt Colonel William Luffman
8th Georgia Regiment, Colonel John Towers
9th Georgia Regiment, Lt Colonel John C. Mounger
11th Georgia Regiment, Colonel Francis H. Little
59th Georgia Regiment, Colonel William A. Jackson Brown
Robertson's Brigade, Brig General Jerome B Robertson
3rd Arkansas Regiment, Colonel Van Manning
1st Texas Regiment, Colonel Philip Work
Benning's Brigade, Brig General Henry L Benning
15th Georgia Regiment, Colonel Dudley Du Bose
Division strength: 6508 troops and officers, 16 guns
______________________________________________________________________________________________________
Finally got that elusive Major Victory, in fact three, in the last three days. Kept finding stuff that needed adjusting, especially with the Walcott Battery objective. This is an important objective, as it was historically the high tide of McLaw's advance. However, for practicality sake, I had to reduce its hold time along with objective points as its position is suicidal for any regiment that stays there longer than two minutes...The Union guns commanding the ridge are unrelenting with deadly accuracy. Still, Walcott's guns must be silenced, otherwise they'll continue to pound your troops as they attack and secure the remaining objectives, costing you vital engagement points necessary for a victory.
The 'Failcheck' command has been applied to Sweitzer, Brewer and Day's brigades. When they reach their failcheck score (-200, -75 for regiments), they will withdraw from the battle in an orderly manner. This attempts to recreate the discipline the US regulars displayed historically as they exited the fight.
Note: 'Score' has been added to 'enemy' brigade commander and regiment readouts, so you can check their status and adjust your tactics accordingly.
Suggestion:
As soon as the scenario opens, select TC Officers. Not only will this help prevent performance lags caused by a lot of initial troop movements, it will also allow Caldwell's division time to exit the field. Then, wait a few minutes before a full scale attack so you won't have Caldwell's division to deal with hardly at all. Exception: TC Off Kershaw's brigade and give Attack orders, they will already be engaged and will help hasten Brooke's brigade's exit.
Cabell's Artillery Division
I left them be with all my plays, usually they scored around 500 points remaining in that initial position. For folks that find it necessary to win, or just enjoy inflicting canister damage, they're at your disposal to move to strategic positions.
One second left...My third Major Victory effort, with all final edits completed. Missed the final objective points by 15 seconds, but still managed, barely, a Major Victory.
If you get your engagement score up to 1000 before capturing the first objective, you're on the path to a victory. Otherwise, the grog nature of what's remaining will make for a difficult journey beyond defeat.
On the second day of the Battle of Gettysburg, July 2, 1863, McLaws commanded the second division to step off in Longstreet's massive assault on the Union left flank. He achieved great success (at a high cost in lives) in the areas known as the Wheatfield and the Peach Orchard, but the army as a whole was unable to dislodge the Union forces from their positions on Cemetery Ridge.
Last edited by RebBugler on Wed Jun 24, 2020 7:42 pm, edited 1 time in total.
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Re: 'True Ground SR1' - Scenarios & OOBs
It seems this is a real tough one. Lot's to try and manage, and lot's of commanders who I found were a bit reluctant to follow orders, even when TC'd!
I managed to get the wheatfield after about 30 mins, but was a bit stuck then.
This was only my first go, just need a rethink!
David(jolly)
I managed to get the wheatfield after about 30 mins, but was a bit stuck then.
This was only my first go, just need a rethink!

David(jolly)
Re: 'True Ground SR1' - Scenarios & OOBs
A second attempt - getting there!
Secured 3 objectives.
David(jolly)
Secured 3 objectives.
David(jolly)
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Re: 'True Ground SR1' - Scenarios & OOBs
Good progress! I see you left the Walcott Battery Objective alone...It's a bugger. Get your engagement score high enough and you won't have to deal with it.A second attempt - getting there!
Thanks for proving this scenario has replay value, even though it lives on fueled by the frustration of not beating it. As I see it, the more frustration a scenario can provide, while still maintaining immersive entertainment, the greater the satisfaction when its MV bar is eventually reached.
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