Gettysburg 3Days in 7Hours
Re: Gettysburg 3Days in 7Hours
Yeah my score wasn´t great. But I tried to disable my knowledge about the arriving times and locations of the enemy troops (Played the CSA version last week-end.)
Day one is hard but the most exciting and for the Union the only real exciting day.
The best moments were the attacks on Day 2 on Round Top, Little Round Top and Devils´s Den. I was forced to bring in my reserves (and giving up some Victory Locations) to beat them back.
The Wheatfield, Cemetery Ridge, and Cemetery Hill were easy to hold. Culp´s Hill and Benner´s Hill were never under attack.
In the beginning of day 3 I had enough time to resupply and fill the bricks in my lines.
Except some fighting near Benners Hill, all was quite.
The most exciting moment was the arriving of Stuarts Cav in my back, and believe me, JEB´s Boys did their job well and charged my weakend brigades. I lost around 3000 men till they were defeated in a cauldron.
But Stuart was on his own, no major attack on my frontlines, Benner´s Hill and Culp´s Hill still in my hands and not under attack or in danger.
In the end I lost around 26.000 men while, while Lee and around 37.000 of his men were dead or wounded.
In my humble opinion the Union version is by far easier than the CSA version. (What a surprise :huh: )
If you use your Cav right, you can capture Hill´s Arty and hold Herr Ridge and McPherson Ridge almost two hours. If day one ends well for the Union day 2 and 3 are almost won.
EDIT: Yeah Vincent activated the Objective by the Little Round Top before the Rebels were too close.
But he wasn´t able to stand his ground alone, so I had to send in reinforcements to repell the attack.
EDIT2: Is it possible to deactivate the effect that Cav is able to capture Arty and change it so, that the enemy Arty simply disappears like it does when Infantry charged a battery? If yes, I strongly recommend to do this for this Scenario, because capturing Hill´s Arty right in the beginning delays Hill´s attack too much and gives the player an huge advantage in the first hour.
Day one is hard but the most exciting and for the Union the only real exciting day.
The best moments were the attacks on Day 2 on Round Top, Little Round Top and Devils´s Den. I was forced to bring in my reserves (and giving up some Victory Locations) to beat them back.
The Wheatfield, Cemetery Ridge, and Cemetery Hill were easy to hold. Culp´s Hill and Benner´s Hill were never under attack.
In the beginning of day 3 I had enough time to resupply and fill the bricks in my lines.
Except some fighting near Benners Hill, all was quite.
The most exciting moment was the arriving of Stuarts Cav in my back, and believe me, JEB´s Boys did their job well and charged my weakend brigades. I lost around 3000 men till they were defeated in a cauldron.
But Stuart was on his own, no major attack on my frontlines, Benner´s Hill and Culp´s Hill still in my hands and not under attack or in danger.
In the end I lost around 26.000 men while, while Lee and around 37.000 of his men were dead or wounded.
In my humble opinion the Union version is by far easier than the CSA version. (What a surprise :huh: )
If you use your Cav right, you can capture Hill´s Arty and hold Herr Ridge and McPherson Ridge almost two hours. If day one ends well for the Union day 2 and 3 are almost won.
EDIT: Yeah Vincent activated the Objective by the Little Round Top before the Rebels were too close.
But he wasn´t able to stand his ground alone, so I had to send in reinforcements to repell the attack.
EDIT2: Is it possible to deactivate the effect that Cav is able to capture Arty and change it so, that the enemy Arty simply disappears like it does when Infantry charged a battery? If yes, I strongly recommend to do this for this Scenario, because capturing Hill´s Arty right in the beginning delays Hill´s attack too much and gives the player an huge advantage in the first hour.
Last edited by andonai on Mon Sep 19, 2011 12:20 am, edited 1 time in total.
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Re: Gettysburg 3Days in 7Hours
Great report from a very good player. I'll leave this one pretty much as is, good ego boost for budding young Yankee officers. Your suggestions will be considered if I ever get around to a carryover series. A carryover series suits this one better, much shorter second and third days for sure plus the action can already be set up, no large movement lulls.Yeah my score wasn´t great. But I tried to disable my knowledge about the arriving times and locations of the enemy troops (Played the CSA version last week-end.)
Day one is hard but the most exciting and for the Union the only real exciting day.
The best moments were the attacks on Day 2 on Round Top, Little Round Top and Devils´s Den. I was forced to bring in my reserves (and giving up some Victory Locations) to beat them back.
The Wheatfield, Cemetery Ridge, and Cemetery Hill were easy to hold. Culp´s Hill and Benner´s Hill were never under attack.
In the beginning of day 3 I had enough time to resupply and fill the bricks in my lines.
Except some fighting near Benners Hill, all was quite.
The most exciting moment was the arriving of Stuarts Cav in my back, and believe me, JEB´s Boys did their job well and charged my weakend brigades. I lost around 3000 men till they were defeated in a cauldron.
But Stuart was on his own, no major attack on my frontlines, Benner´s Hill and Culp´s Hill still in my hands and not under attack or in danger.
In the end I lost around 26.000 men while, while Lee and around 37.000 of his men were dead or wounded.
In my humble opinion the Union version is by far easier than the CSA version. (What a surprise :huh: )
If you use your Cav right, you can capture Hill´s Arty and hold Herr Ridge and McPherson Ridge almost two hours. If day one ends well for the Union day 2 and 3 are almost won.
EDIT: Yeah Vincent activated the Objective by the Little Round Top before the Rebels were too close.
But he wasn´t able to stand his ground alone, so I had to send in reinforcements to repell the attack.
EDIT2: Is it possible to deactivate the effect that Cav is able to capture Arty and change it so, that the enemy Arty simply disappears like it does when Infantry charged a battery? If yes, I strongly recommend to do this for this Scenario, because capturing Hill´s Arty right in the beginning delays Hill´s attack too much and gives the player an huge advantage in the first hour.
Too bad pickett didn't show up the third day...wonder what happened? He's scripted to hit the angle along with Pender and Heth when JEB gets there...the Rebs last hope to get an objective. And what about Culps Hill, Johnson should have hit it hard during the second day echelon attack, and Early and Rodes hitting Cemetery Ridge?
With the freedoms I gave this scenario player-wise, it's easy to mess with the scripted assaults. I didn't want to control the players troops too much, so they can swing the battle historically or not, and use their reserves when they wish.
Thanks again...
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Re: Gettysburg 3Days in 7Hours
Did some further testing regarding Pickett and Stuart.
Stuart spawns a few minutes after the beginning of day 3 in the back of Benner´s Hill, somewhere between Sheaffers Farm and Benner´s Hill. (This time I sended some of Gregg´s units to scout the back...). As soon Stuart arrives, he is on his way to the Angle.
This is very dangerous, because if the player is still holding Benner´s Hill with Gregg´s Cav, an Arty Division and Custers Cav it´s easy to intercept him and nail him where he is, till the Infantry from Culps Hill arrives to deal the crushing blow.
If I got you right, Pickett will only arrive if Stuart reaches his position by the Angle, right?
Don´t know why he didn´t arrived last time, where is his spawning point? Will check if he spawns.
Pickett starts his attack from the other side of the Angle around 12:40, unfortunately Stuart will never make it in the back... Pender, Heth and Johnson will never make it to help Stuart and Pickett or to launch an attack on day 2 against Culps Hill. The Reason is Williams, who arrives late at day one on Benners Hill.
Williams is the the one who saves the day for the Union.
Because he isn´t locked till Day 2 I was able to reinforce Howard. Howard is, if you support him with all troops in his region, even those who should hold out against Early, able to hold and destroy Rode´s attack before Early arrives.
After repelling Rodes attack, I managed to use his Troops to hold out long enough against Early till Williams was ready to fight. Together they crushed Early who found himself suddenly fighting on two fronts. End of Day 1 in my battle, neither Pender, Rodes, Heth nor Early had enough men left for an attack on Culps hill or Cemetery Hill.
Day one ended with 15.000 casualties for the CSA, so not much left for taking the initial objectives, because McLaw, Hood and Anderson are marching to their scripted positions.
Johnson payed a high price to make his way to Seminary Ridge. And indeed he tried to reach Culps Hill marching through Gettysburg but was intercepted again by Williams who attacked him from Cemetery Hill with Arty support.
Perhaps I found a bug, after day 2 night falls like in the carry over version of the scenario and after a few minutes of day 3, all enemy troops disappeared again. Last time i thought the reason for this were my uniform settings, but this time it was already set on medium.
After reloading day 3 all troops were back. Perhaps you can check out this part of the script again?
If you like, I can upload my savegames from day 2 and 3, this should make it easier to reproduce what happend.
Here is the link: Day 2 and 3
The general problem on Day 1 is, the CSA Generals are all attacking independently. If I play the scenario for the CSA I never start an major attack before 8:30. I use Rode, Pender and Early together in one huge assault till I reached Benner´s Hill, while the rest is fighting their way towards Seminary Ridge. Taking Cemetery Hill isn´t possible for me without risking too many losses, so I give my men a rest near Seminary Ridge and bring my Arty in position to start a combined assault on Culps Hill and Cemetery Hill the next day.
(The carry-over version offers some other opportunities, because after each day all troops are fully rested and resupplied.)
This shouldn´t be a great problem with Arty support, the greater problem is to stop the advance after taking these objectives and building up a solid flank while Anderson, McLAw and Hood are on their way. These damn stubborn Generals...
Stuart spawns a few minutes after the beginning of day 3 in the back of Benner´s Hill, somewhere between Sheaffers Farm and Benner´s Hill. (This time I sended some of Gregg´s units to scout the back...). As soon Stuart arrives, he is on his way to the Angle.
This is very dangerous, because if the player is still holding Benner´s Hill with Gregg´s Cav, an Arty Division and Custers Cav it´s easy to intercept him and nail him where he is, till the Infantry from Culps Hill arrives to deal the crushing blow.
If I got you right, Pickett will only arrive if Stuart reaches his position by the Angle, right?
Don´t know why he didn´t arrived last time, where is his spawning point? Will check if he spawns.
Pickett starts his attack from the other side of the Angle around 12:40, unfortunately Stuart will never make it in the back... Pender, Heth and Johnson will never make it to help Stuart and Pickett or to launch an attack on day 2 against Culps Hill. The Reason is Williams, who arrives late at day one on Benners Hill.
Williams is the the one who saves the day for the Union.
Because he isn´t locked till Day 2 I was able to reinforce Howard. Howard is, if you support him with all troops in his region, even those who should hold out against Early, able to hold and destroy Rode´s attack before Early arrives.
After repelling Rodes attack, I managed to use his Troops to hold out long enough against Early till Williams was ready to fight. Together they crushed Early who found himself suddenly fighting on two fronts. End of Day 1 in my battle, neither Pender, Rodes, Heth nor Early had enough men left for an attack on Culps hill or Cemetery Hill.
Day one ended with 15.000 casualties for the CSA, so not much left for taking the initial objectives, because McLaw, Hood and Anderson are marching to their scripted positions.
Johnson payed a high price to make his way to Seminary Ridge. And indeed he tried to reach Culps Hill marching through Gettysburg but was intercepted again by Williams who attacked him from Cemetery Hill with Arty support.
Perhaps I found a bug, after day 2 night falls like in the carry over version of the scenario and after a few minutes of day 3, all enemy troops disappeared again. Last time i thought the reason for this were my uniform settings, but this time it was already set on medium.
After reloading day 3 all troops were back. Perhaps you can check out this part of the script again?
If you like, I can upload my savegames from day 2 and 3, this should make it easier to reproduce what happend.
Here is the link: Day 2 and 3
The general problem on Day 1 is, the CSA Generals are all attacking independently. If I play the scenario for the CSA I never start an major attack before 8:30. I use Rode, Pender and Early together in one huge assault till I reached Benner´s Hill, while the rest is fighting their way towards Seminary Ridge. Taking Cemetery Hill isn´t possible for me without risking too many losses, so I give my men a rest near Seminary Ridge and bring my Arty in position to start a combined assault on Culps Hill and Cemetery Hill the next day.
(The carry-over version offers some other opportunities, because after each day all troops are fully rested and resupplied.)
This shouldn´t be a great problem with Arty support, the greater problem is to stop the advance after taking these objectives and building up a solid flank while Anderson, McLAw and Hood are on their way. These damn stubborn Generals...
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Last edited by andonai on Mon Sep 19, 2011 9:23 pm, edited 1 time in total.
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Re: Gettysburg 3Days in 7Hours
andonai
Outstanding AAR, the pics and oneLiners tell it all, cool. B) The display format you used is excellent for viewing.
Followed your second save and see Pickett's problem, the field is smothered with Yanks, so there goes history. Pickett had too many blue obstacles.
I see a problem with TC'ing officers, as the TCzombie walks through the enemy,
but necessary for a solid Pickett's charge...if the troops can ever get there. :woohoo:
I knew Williams would throw a wrench into history, so be it if the player chooses. He was important historically, as just his presence on the Rebel left discouraged Ewell from attacking the heights the first day...Williams only appeared as a threat, and later moved back, west of Culp's hill.
Yeah, JEB will be lucky to make the angle, but if he does, watch out.
I see you had over 24K points with still 90 minutes to go. So, for you Grogs, the Major Victory here should be set at 30K...so pretend, and make it as challenging as the Reb version. :laugh:
Edit...Regarding the disappearing troops, pretty sure this is correct, as the visibility diminishes with the night, then resumes fully for day three.
Outstanding AAR, the pics and oneLiners tell it all, cool. B) The display format you used is excellent for viewing.

Followed your second save and see Pickett's problem, the field is smothered with Yanks, so there goes history. Pickett had too many blue obstacles.

I knew Williams would throw a wrench into history, so be it if the player chooses. He was important historically, as just his presence on the Rebel left discouraged Ewell from attacking the heights the first day...Williams only appeared as a threat, and later moved back, west of Culp's hill.
Yeah, JEB will be lucky to make the angle, but if he does, watch out.

I see you had over 24K points with still 90 minutes to go. So, for you Grogs, the Major Victory here should be set at 30K...so pretend, and make it as challenging as the Reb version. :laugh:
Edit...Regarding the disappearing troops, pretty sure this is correct, as the visibility diminishes with the night, then resumes fully for day three.
Last edited by RebBugler on Mon Sep 19, 2011 10:04 pm, edited 1 time in total.
Reason: Added Info
Reason: Added Info
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Re: Gettysburg 3Days in 7Hours
No good news for the Rebs!andonai
Outstanding AAR, the pics and oneLiners tell it all, cool. B) The display format you used is excellent for viewing.![]()
Followed your second save and see Pickett's problem, the field is smothered with Yanks, so there goes history. Pickett had too many blue obstacles.I see a problem with TC'ing officers, as the TCzombie walks through the enemy,
but necessary for a solid Pickett's charge...if the troops can ever get there. :woohoo:
I knew Williams would throw a wrench into history, so be it if the player chooses. He was important historically, as just his presence on the Rebel left discouraged Ewell from attacking the heights the first day...Williams only appeared as a threat, and later moved back, west of Culp's hill.
Yeah, JEB will be lucky to make the angle, but if he does, watch out.![]()
I see you had over 24K points with still 90 minutes to go. So, for you Grogs, the Major Victory here should be set at 30K...so pretend, and make it as challenging as the Reb version. :laugh:

Stuart´s last stand in the woods, no match for the blue´s.
30k seems possible, but only if I order my men to charge through heavy Arty fire...
... I hate unnecessary losses 27k 29k VP´s are fine for a second try.
The possible bug is, that in the first two minutes of day 3 all enemy units are visible again and suddenly they all disappear. If you save your game while they are invisible, and you load this saved game, they are visible again.
I mentioned the nightfall only, because between day 1 and day 2 there was none.
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- Victory.jpg (439.03 KiB) Viewed 703 times
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- StuartsLastStand.jpg (689.96 KiB) Viewed 703 times
Last edited by andonai on Mon Sep 19, 2011 11:16 pm, edited 1 time in total.
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Re: Gettysburg 3Days in 7Hours
Beginning of day 3 should be dark also, and the visibility restricted. After a minute visibility and daylight should be normal...12:01. So, by your report, something is amiss.The possible bug is, that in the first two minutes of day 3 all enemy units are visible again and suddenly they all disappear. If you save your game while they are invisible, and you load this saved game, they are visible again.
I mentioned the nightfall only, because between day 1 and day 2 there was none.
Didn't script nightfall for end of day 1...does it need it?
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Re: Gettysburg 3Days in 7Hours
Can someone give me a step by step guide on how to install this? I have tried and looked all in the forums on how to install mods, but no luck. Thanks
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Re: Gettysburg 3Days in 7Hours
Download
Unzip
Copy/Paste the folder "Gettysburg 3Days in 7Hours" into the SOWGB 'Mods' folder.
Open game, go to 'Modifications', select Gettysburg 3Days in 7Hours
(yellow box to the left of title should appear).
Go to the bottom of the page and select 'Use Selected Mods'
Scenarios will appear in the 'User Scenarios' section.
Unzip
Copy/Paste the folder "Gettysburg 3Days in 7Hours" into the SOWGB 'Mods' folder.
Open game, go to 'Modifications', select Gettysburg 3Days in 7Hours
(yellow box to the left of title should appear).
Go to the bottom of the page and select 'Use Selected Mods'
Scenarios will appear in the 'User Scenarios' section.
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
Re: Gettysburg 3Days in 7Hours
Thank you Reb. I was doing that samething, but was extracting it instead of copying and paste...guess thats where i went wrong (kept crashing on load). Now with the Flag mod, i do the samething?
Re: Gettysburg 3Days in 7Hours
Hi, I finished day 1- inconclusive end- then I came back and loaded day 2- and everything from my day 1 was practicly gone- why is that?- because it was inconclusive day 1?- in day 2 the faces were different too- I was trying to get it to look historical- thanks for reply