mkeogh76
Thanks again for an uplifting and well crafted AAR. Like your start-overs, this scenario went through several start-over designs until it finally worked. Your praise for it's design makes the effort all the more worth while, much appreciated.
The 1st division battery wasn't called forward for this morning battle, so I followed the lead historically. You obviously didn't need them, earning a major victory playing HITS and couriers is a miracle in itself. Especially if you can handle the afternoon battle, stretching across the entire length of the battlefield with three major HOT zones, happening almost simultaneously.

Reb Bugler;
Thanks for the reply, and for this wonderfully designed scenario.
In my play through, the 1st Division artillery batteries all advanced and all three were engaged. They played a short, but big role near the end of the scenario which is why I was confused why they were never released. The 1st Division Artillery CO was released, but none of his batteries despite their moving into the combat zone.
I don't want to give the impression that I'm winning these scenarios using the game's extreme "realism" settings. I play HITS with a custom difficulty setting. The game's "Historical" difficulty level setting isn't very historical due to the AI forces receiving significant boosts as to experience and leadership. So, I use a custom setting that keeps the AI experience and leadership levels at "normal." Also, I think the blank mini-map is just too much of a handicap especially for corps or army level scenarios. So, I use a mini-map option that shows the location of my forces and some of the enemy's. The blank map would be great if my AI subordinates could provide me with intelligence/status reports as in real-life, but, unfortunately, they're not coded to do so in SOW. Thus, I think the blank mini-map makes things too opaque and difficult. So, I am using some "cheats" while playing HITS.
I'm also using Marching Thru Georgia's "Enhanced Arty and Flank Fire" mod which increases the range of canister and improves the lethality of long-range munitions. For me, this mod has transformed SOW's artillery from an afterthought to a valuable battlefield asset which I think is much more in tune with historical reality. However, it may be making things a little easier because the player can use his artillery much more effectively than the AI. Even the late arriving 1st Division artillery batteries were able to inflict damage and rack-up points. Still, in this scenario my troops were on the receiving end of some devastating Rebel artillery fire. Scribner's brigade was absolutely shredded by Rebel guns located on a ridge to the south. So, the AI does benefit from this mod's effectiveness, but it may be throwing-off scenario balance.
Yes, I checked-out the Afternoon of the 19th scenario and it does appear daunting. Army level scenarios with HITS can be very difficult due to command-and-control issues. Plus, the carryover point thresholds look pretty tough. It can be frustrating trying to get AI commanders to sit still on victory level locations long enough to achieve points. Still, I'll give it a shot. I've been extremely impressed by both this mod and the quality of the scenarios so I'll definitely keep playing.