GB2-34btn_July2-Cemetery Hill East - Brickyard Lane (U-Div)
Length of Play: 1 Hour
Command: Brig General Adelbert Ames, commanding the 1st Division, XI Corps
Date: July 2, 1863
Location: South of Gettysburg, Pennsylvania
Situation: It's dusk, and after recovering and resting from our intense fight yesterday, we're now in a much better defensive position along Cemetery Hill. We've just received reports of Rebels forming attack lines to our north, and as the sun has already set, it appears that if they attack, we will be fighting those devils by twilight.
Mission: Hold the three objectives.
Objectives: Objectives award an average of 78 points per minute (9 to 13 points per each 10 second interval), for a maximum possible total of 4,608 points by End Game.
Visibility: As nightfall approaches, visibility will decrease at approximately 7 to 5 to 3 minute intervals, down to 30 yards the last three minutes.
Forces Involved:
USA - Ames's Division: 1,661 troops (Total forces defending: 7,517 troops, 68 guns)
CSA - Early's Division: 2,354 troops
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Although based on the historic fight along the Brickyard Lane, this scenario's major victory bar demands a much better outcome by the player. As historically, if the Rebels break your line and get to your support artillery at one of the objectives, your major victory effort is hampered. Every point you lose by objective points will have to be made up with engagement points, and earning engagement points won't be easy. Besides being outnumbered, your troops are relatively green as compared to the veteran Rebel troops. Your support artillery will help thin the Rebels out, but it will be the player's successful tactics that eventually win the day, or more accurately, the night.
As mentioned, it's imperative that you keep your objectives churning out points. It's advised that you move and keep your top three commanders assigned to an objective. The 'friendly' batteries at each objective will serve as the number of troops you need for activation, but be careful that the battery officer doesn't pick up activation of an objective. The player won't be awarded objective points gained by a 'friendly' officer. If you keep your three commanders (Ames, Harris, and von Gilsa) within each objective radius, then 'friendly' officers can't steal your points.
I had to tone down the Union artillery. With all 68 guns blasting away the Rebels were all routed within a half hour; not making for a very competitive scenario. So, all but five batteries (20 guns) that are closest to the objectives are muted with the 'Aartyfirehold' command. They will only fire if the enemy gets within 150 yards of them. Still, those fully active five batteries will do a thorough job of eliminating the Rebel threat by the end of the scenario, along with the player's battle skills.
Seventeen minutes in, the Rebels are within a minute of musket fire. This rather long delay with the attack gives the player plenty of time to set up their defense. This screenshot was taken from the same battle as the following MV screenshot (2nd attachment).

- Cemetery Hill East USA 17mins.jpg (471.36 KiB) Viewed 891 times
Tough Major Victory, preceded by many failures

- Cemetery Hill East USA.jpg (487.16 KiB) Viewed 891 times