'True Ground SR1' - Scenarios & OOBs

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
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Jolly
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'True Ground SR1' - Scenarios & OOBs

Post by Jolly »

GB2-09

OUCH!
I got bitten hard by this one. I found it not so easy to take the little round top in the firsat place, due the Union defensive postition, so I never reached the score that triggers the next phase. Instead, when I DID manage to occupy the Little Round Tops, I was set upon by huge Union forces, although I ALMOST managed to hang in there for a draw!

David(jolly)
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RebBugler
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'True Ground SR1' - Scenarios & OOBs

Post by RebBugler »

GB2-09

OUCH!
I got bitten hard by this one. I found it not so easy to take the little round top in the firsat place, due the Union defensive postition, so I never reached the score that triggers the next phase. Instead, when I DID manage to occupy the Little Round Tops, I was set upon by huge Union forces, although I ALMOST managed to hang in there for a draw!

David(jolly)
Alright...Feedback.

My approach was to mass most of my forces due west of the objective, the Union right flank, then bull-rushed (attackmarch run) the objective. From that elevation, with the objective activated, you then have the high ground advantage to decimate Vincent's troops in the vicinity. On the Union left flank I just moved the Alabama 15th in close, unTC'd Oates, gave him attack orders, and he kicked butt. Within minutes Vincent's brigade was toast and I had time to prepare my defenses for what was to come, horde after horde of blue devils, some red.

Hope this helps, too many defeats can be frustrating, maybe this set of tactics can bump your score, and eventually result in a colorized End Pict.:)

Some will say my tactics explained are gamey. Maybe so, but history taught us that attacking along the whole line at once would result in failure, probably like your defeat. Besides, en mass all out attacks were not unheard of. They just took veteran troops that followed orders, with their stubbornly brave officers leading the way.
Last edited by RebBugler on Wed May 06, 2020 6:34 am, edited 1 time in total.
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'True Ground SR1' - Scenarios & OOBs

Post by Jolly »

Thanks for that Reb.
I'n not sure how you managed to move most of you forces to the Union right - It's hard to get them to do much without them wondering off, or engaging, even when I TC them they still do their own thing! Also it's just a few minutes before the huge Union support starts arriving (their artillery already ariving on the right when the game begins).
It's most likely I'm missing a trick or two here - just got to figure out what!
It's fun trying. :)

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'True Ground SR1' - Scenarios & OOBs

Post by RebBugler »

Thanks for that Reb.
I'n not sure how you managed to move most of you forces to the Union right - It's hard to get them to do much without them wondering off, or engaging, even when I TC them they still do their own thing! Also it's just a few minutes before the huge Union support starts arriving (their artillery already ariving on the right when the game begins).
It's most likely I'm missing a trick or two here - just got to figure out what!
It's fun trying. :)

David(jolly)
Glad you're being entertained, but now it's time to get serious, and kick some butt.:evil:

This initial strategy worked for me:
- Detach the 47th and 15th Alabama
- Move Sheffield just past Bennings middle just east of the Plum Run, attackmarch, form column
- Run Benning east toward the objective, halt Benning just out of musket range, form column
- TC Jones of Benning's brigade, run Jones to the middle of the Union battery's position, or close to, attackmarch, form column
- Now it's all about timing and execution. When the bulk of Benning's brigade is in column run Benning to beyond the objective about 50 yards, attackmarch, form column. Followup with Sheffield's brigade. Run the brigades when near the crest. When Jones's regiment is in canister range select Jones and hit run, then charge and capture guns when distance allows. After the guns are silenced form a regiment line, attackmarch, run, to delay the incoming reinforcements from the northeast. Once you command the objective with your mob, TC and move each officer in position first, then form your regimental lines to slowly steamroll down Vincent's line. Start setting up your defences for the blue horde coming from the northeast.
- Don't force the 47th and 15th Alabama on the left until the Rebel steamroller engages the Federals there, mainly keep the 47th in reserve, and fresh, for the defensive fight to come.
Last edited by RebBugler on Thu May 07, 2020 2:43 am, edited 1 time in total.
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'True Ground SR1' - Scenarios & OOBs

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GB2-05_July2-Devil's Den, 1st Texas, First to Glory (C-Regt)

Length of Play: 30 minutes

Command: Colonel Philip Work, commanding the 1st Texas Regiment

Situation: After a perilous journey through cannon and long range musket fire, before you lies the foreboding Federal position at Devil's Den, a rocky ridge strewn with and characterized by a wall of massive boulders. Your Texans have been itching for a fight, and now it's here. They fix bayonettes with your first order, and wait anxiously for their next. For now, the fight must begin...The fight for this Devil's Den, and a chance for glory.

Mission: Help secure Devil's Den

Forces Available:
Colonel Philip Work commanding the 1st Texas Regiment, Robertson's Brigade, Hood's Division, I Corps, Army of Northern Virginia under Lieutenant General James Longstreet

1st Texas Regiment, Colonel Philip Work
Company A 'Marion Rifles'
Company B 'Livingston Guards'
Company C 'Star Rifles'
Company D 'Marshall Guards'
Company E 'Reagan Guards'
Company F 'Texas Guards'
Company G 'Crockett Southrons'
Company H 'Texas Invincibles'
Company I 'Lone Star Rifles'
Company K 'Sumter Light Infantry'

Regiment strength: 427 troops and officers
________________________________________________________________

One second left...One company captured, one routed, had to retire three, but still the Texans prevailed, if just barely...
1st Texas Devil's Den1.jpg
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The 'Veteran' strength of the 1st Texas alone will almost insure a victory for decent or gamey type play. However, swift and precise movements along with overall troop management and oversight are necessary for a Major Victory.
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GB2-05_July2-Devil's Den, 1st Texas, The Dirty Dozen (C-Regt)
This is an additional GB2-05 scenario included with this update that adds two companies (hence, The Dirty Dozen) to the 1st Texas for historical accuracy. So, for the historical purists out there, here's a more accurate version. For me, it's the tougher version to succeed with, shown by this, my best effort to date...
Dirty Dozen 1st Texas Devil's Den3.jpg
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Got in another play after this write-up and managed a 3011 MV score, so, 'The Dirty Dozen' is winnable. Still, it is tougher due to the simple fact that smaller units rout faster than larger units, and routs cost dearly in points and battle strength.


***Historical Information***

1st Texas, Devil's Den
...The 1st Texas Infantry moved up toward the triangular field and as soon as they were in the open started receiving artillery fire from Smith's battery on Houck's Ridge. The Texans continued moving until they reached a stone wall at the base of the triangular field. The 1st Texas found some safety behind this stone wall because the guns of Smith's battery could not depress far enough to fire on them. The troops formed two lines behind the wall with the front line kneeling behind the wall and the back line standing behind them.

The first rush at the enemy made it within fifty yards of Smith's battery but was quickly repelled by the 124th New York Volunteer Infantry Regiment and Ward's Brigade. Next the Texans regrouped and pushed slowly forward a few feet at a time but they were once again repelled by the artillery atop the ridge and the 124th New York. The 124th charged into the line of the 1st Texas and drove them back down the rocky slope. The 1st Texas infantry fell back to the southwest wall of the triangular field and held their ground here. As the New Yorkers charged through the open terrain and got within one hundred feet of the wall, the Texans opened fire and “dropped nearly one-quarter of them in their tracks”. The 124th of New York surged forward once again but they had gone as far as they could go because Brigadier General Henry Benning's Brigade had arrived to support the tired Texans.

The 1st Texas had managed to hold their ground long enough for reinforcements to arrive and it paid off for them greatly. The Confederates had captured the four guns of Smith's battery and took between one hundred forty and two hundred prisoners from their victory.
(More Details included in the Scenario Intro)
Last edited by RebBugler on Sat May 16, 2020 7:04 am, edited 1 time in total.
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'True Ground SR1' - Scenarios & OOBs

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GB2-04_July2-Into the Slaughter Pen, the 40th NY (U-Regt)

Length of Play: 30 minutes

Command: Colonel Thomas Egan's 40th New York, 'The Mozart Regiment'

Situation: You've just moved from your reserve position west of the wheat field to this ridge overlooking a battle in the making. With enemy troops moving into position you receive your battle orders...Advance and delay the enemy at all costs. With these orders your regiment will join the fight, and fight they will, for we are 'The Mozart Regiment', duty bound.

Mission: Support the left flank of the Union position at Devil's Den

Gameplay:
The Slaughter Pen objective is worth 1500 points, 15 waypoints at 100 points per, with each numbered thus showing activation progress. Fairer than a single waypoint because enemy breakthroughs will only delay the points, not start a new 15 minute waypoint once reactivated.
A message will arrive once waypoint 15 is captured. At this point you have the option to withdraw or continue fighting, but no more objective points will be available.

Forces Available:
Colonel Thomas Egan, commanding the 40th New York Regiment, Colonel Phillippe de Trobriand, Third Brigade, Major General David B. Birney, First Division, III Corps, Army of the Potomac, under Major General Daniel E Sickles

Regiment strength: 432 troops and officers
________________________________________________________________

Fast Forward (+= Key) Warning...
I've found that fast forwarding your regiment to the objective is a handy time saver for repeat plays. However, I've also found that if fast forwarding continues once engagement kicks in, the scripting can go awry and send unbeatable odds at the objective. This is in no way scripted, it's a glitch caused by fast forwarding when a lot of scripting is going on, enemy attack sequences, etc.

One second left...
Managed to escape the 'Slaughter Pen' relatively unscathed as Devil's Den was being overrun by the Rebels.
SlaughterPen1.jpg
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Historically, the 'Mozart Regiment' charged the advancing Rebels seven times in the 'Slaughter Pen' fight. That's about how many times charges will be necessary in order to capture or rout enough Rebel units to score a Major Victory.
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***Historical Information***

The 40th New York played a critical role in the defense of the Federal left flank during the second day at Gettysburg, delaying the approach of Law's Division to Little Round Top. Below Devil's Den, the men of the 40th New York were called upon to delay at all costs elements of Benning's Georgia brigade and Law's Alabama brigade, as Confederates began forcing back Hobart Ward's 2nd Brigade of the Third Corps. The 40th New York charged seven times down the course of Plum Run, into the boulders of Devil's Den and the Slaughter Pen.
Last edited by RebBugler on Sat May 16, 2020 7:02 am, edited 1 time in total.
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'True Ground SR1' - Scenarios & OOBs

Post by Jolly »

Again, no colour end pic for me!
And again a case of not securing the main objective quick enough.
Once secured I'm OK, but too much time has gone to get a MV.
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'True Ground SR1' - Scenarios & OOBs

Post by RebBugler »

Again, no colour end pic for me!
And again a case of not securing the main objective quick enough.
Once secured I'm OK, but too much time has gone to get a MV.
And, if you approach the objective too soon, you'll invite the 40th NY to blow off the Slaughter Pen and come your way. I'm betting you'll find the right MV formula...took me a while, quite a while in fact.
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Post by RebBugler »

Update version 1.44 (May 16, 2020)

- Scenario GB2-08 added
- Scenarios previously numbered 05-08 are now re-numbered to 04-07. This change was made to group the three Little Round Top scenarios together.
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'True Ground SR1' - Scenarios & OOBs

Post by RebBugler »

GB2-08_July2-LRT, Chamberlain's 20th Maine (U-Regt)

Length of Play: 40 minutes

Command: Colonel Joshua Chamberlain's 20th Maine Regiment

Situation: As your regiment came over the crest of this little round top, we could see the fight along the rocky ridge across the valley to the west just getting underway. We also saw southern troops moving to the large wooded hill to our south, only stopping briefly to fire volleys at our withdrawing sharpshooter pickets. Now that fight across the valley is raging, and Confederate flags have begun to appear along the woodline. By all appearances the battle will be coming our way soon, and probably on two fronts, west and south.

Mission: Defend and hold the brigade's left flank, then attack the Rebel rally point in the valley.

Gameplay:
The first objective is worth 1500 points, 100 points per minute. For capturing the second objective offensive movements will be necessary, as they were historically with Chamberlain's famous charge.
Shortly after the first objective's points are captured, a second set of objectives will begin to appear. Chamberlain's Regiment MUST have a minimum of 200 troops to activate and capture the initial US objective...a Scout message will arrive and relate more info.

Forces Available:
Colonel Joshua Chamberlain's 20th Maine Regiment, Colonel Strong Vincent, commanding the Third Brigade, Brigadier General James Barnes, First Division, V Corps, Army of the Potomac, under Major General George Sykes

20th Maine Regiment, Colonel Joshua Chamberlain

Attached from Brigadier General John H. Ward's Brigade:
2nd U.S. Sharpshooters (2 Companies), Major Homer Stoughton

Regiment strength: 467 troops and officers
________________________________________________________________

Undeniably the most famous fight, led by the most revered hero, of the three days battle at Gettysburg.

Historically the 20th Maine was not involved in the first Rebel attack. However, you have the choice to engage or not. Just know that within ten minutes you'll need fresh troops to fend off direct attacks on your position.

You'll need to resupply your sharpshooters before you enter the valley for your attack. The supply wagon near your first objective will provide your ammo needs...Move those units to its location.
________________________________________________________________

One second left...
Three companies routed, one retired, still able to prevail...
20th Maine1.jpg
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No scripted variants, no scripted 'bull rushes', the AI will provide for a different fight every time. Some impossible to win, some winnable...Like this one.
20th Maine2.jpg
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Tried to replicate or improve on that MV the next day and the AI once again humbled me with this Draw. Again touting the AI's unpredictability. Got to at least show off the non-colorized version of the End Screen pict...Probably the best blend yet with the newspaper background.
20th Maine3.jpg
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***Biographical Information***

Joshua Lawrence Chamberlain

Gained fame and acclaim on the Second Day (July 2, 1863) at Gettysburg when he commanded the 20th Maine in its famous defense of Little Round Top. His unit, posted as left flank of the Union Army, fended off repeated Confederate attacks throughout the day, and broke the Confederate lines by a bayonet charge ordered and led by Colonel Chamberlain. His actions on that day earned him a Medal of Honor.
Last edited by RebBugler on Sat May 16, 2020 7:18 am, edited 1 time in total.
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