GB2-36btn_July2-Cemetery Hill, The Defense of (U-Corps)
Length of Play: 1 Hour
Command: Major General Oliver O. Howard, commanding the XI Corps
Date: July 2, 1863
Location: South of Gettysburg, Pennsylvania
Ahistorical Situation (What If): What if the Confederates attacked the Union position at Cemetery Hill with eight brigades instead of two, adding a division and a brigade.
Situation: The sun has set, and after hearing the sounds of battle slowly creep our way from the south, the Rebels now have our position in their sights. We hold an excellent position, this Cemetery Hill. Besides the advantages of elevation, this hill has an abundance of stone walls to defend from, along with fences to stall the enemy's advance. And above all, our massed cannon support along these heights gives us the most confidence. Our main concern now is the fast approaching darkness, which could work to the enemy's advantage; for what our guns can't see, they can't stop, until the enemy is upon us.
Objectives: Each objective awards 30 points per minute (5 points per each 10 second interval), for a total of a possible 9,000 points by End Game.
Visibility: As nightfall approaches, visibility will decrease at approximately 4 to 3 minute intervals, down to 30 yards the last three minutes.
Forces Involved:
USA - 7,516 troops, 68 guns
CSA - Two divisions of Ewell's Corps, 9,131 troops, 32 guns
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This scenario represents the Federal response in defending Cemetery Hill against a strong Confederate attack. Although the greater number of Confederate units that attacked is ahistorical, all units of both sides are set or are moving into their positions as they were situated historically, during that evening of the second day of the battle of Gettysburg.
Due to the large amount of artillery batteries that are available, an extra, delayed command has been added. The normal process of scripting 'TC ON' of the battery commanders is set up front, however, once the enemy gets within 150 yards of the battery, 'TC OFF' will initiate. This switches the control of the battery from the player to the battery commander, so the battery commander can withdraw their guns out of harm’s way, at least most of the time. This should give the player time to spot threatened guns and re-TC the battery CO and move the battery to a more secure position, or, leave them in their 'TC OFF' state. Its player preference from then on, the 'TC OFF' command is a onetime event.
As with the other scenarios within this setting, you'll have time to adjust your defense before the enemy reaches your position. Make it strong!
At 'End Game', you're almost guaranteed to have an advantage in the 'casualties inflicted' stats comparison, due to your abundance of cannon. However, this advantage alone won't provide for a win, as troop survival management and defending the objectives will be the main determining factors for success.
A 'Safeplace' command has been 'provided for', at the 'Howard Objective', to help with "troop survival management". When an infantry unit gets into an 'impossible to win' melee, select 'Retreat' before they rout, and they will retreat to the Safeplace, fatigued, but alive.
Don't let this score fool you; you'll have to earn this Major Victory!

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