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Napoleon Total War: User Guide December 28, 2018
Napoleon Total War: User Guide December 28, 2018
Napoleon Total War: User Guide December 28, 2018
User Guide
December 28, 2018
Contents
Topic Description
This document is NOT for editing, in whole or part, nor distribution in part by
anyone without explicit permission of the creator.
No content within this document may be used for any other purpose without
explicit permission of the creator.
DarkArchon Code, graphics, research, reverse-engineering this thing since 2012. Super-
tester and support from the beginning. “If only we had CA’s tools…”.
SithMaster Stability testing lead, feedback, and long-time supporter and great friend.
DevilDog Long-time modding companion since “Red Orchestra”; testing, feedback and
supporter in all things since roughly 1986.
Rose Hunter ACW: Discord member and sound pack fixer and art contributions. Hunter’s
assistance is responsible for the sound loop/crash fix and full stability of the
mod. He has led extensive beta testing, added generous input and polish.
Warboy ACW: Discord founder. His support has allowed the Discord community to
provide valuable feedback through this mod’s development.
ColdFront ACW: Discord member and tester
Fearless_Hussar ACW: Discord member and tester
Kravin ACW: Discord member and tester
Tyler ACW: Discord member, re-enactor, contributor on uniforms and units
Primergy & Hinkle Original creators of the “Blue & Gray: ACW” mod in 2011/2012. Thanks to him
for turning over the base content and his continued support with questions.
Rohan97 Assistance with mesh, LUA and a few other issues helping polish the release.
Dennizjoon A great asset in 2013-14 in helping me get a lot of uniform, icon, and other
tasks completed for version 1.0. He has since supported and assisted in
various tasks for version 2.0.
Stability: acw_sound.pack file remastered. The sound pack was always suspect and has
Crash to Desktop been totally rebuilt. While some sounds have been replaced, the mod is now
reliable and stable from CTDs and related sound-loop issues.
Game Play: New game type introduced for both Classic and Scenario battles. Radar maps
Victory Point (VP) Mode have been added to all maps and feature various “VP” locations. See the
associated section of this guide for information. Victory Point Mode
File Structure Renamed pack files to include Release version in the name: “acw_25_...”
Icons: Unit icons were modified for units which can inspire allies by proximity. These
“Inspires Allies” icons feature a gold star to the lower right of their icon. This is a passive ‘buff’.
Icons Corrected various artillery icons in historical scenarios to match gun types.
Maps: Most maps have had their deployment zones changed to allow ‘full width’
Deployment Zones deployment for all players in each faction. Some historically-position specific
maps such as Franklin, Knoxville and Port Republic retain specific zones.
Maps: Beaver Dam Creek: Modified terrain on all earthworks to reduce likelihood of
units becoming stuck.
Maps: Chickamauga Day 2: Revised the map to accommodate scenario scale for both
Classic and Scenario battles; includes NEW Historical Scenarios.
Maps: Gettysburg Barlow’s Knoll: new map for both Classic and Historical Scenarios.
Maps: Pea Ridge Leetown & Elkhorn Tavern: Changed tree models and the maps load
in 25 to 30 seconds.
Maps: Chancellorsville: Changed tree models and map loads faster.
Maps: Mansfield: Changed tree models and map loads faster.
Maps: New Knoxville, Cashtown – Ardentsville, Cashtown – Fox Hill, Cashtown Gap added
Pack Files: Removed BSM_pack by merging files into data_pack.
Pack Files: Merged map files from three environment packs into two for 2.5 release.
Textures: Uniforms Texture issue introduced in 2.1.1 release. Texture was reset to the 2.1 spec
with tan/grey blanket colors for Union troops, removing red blankets.
Units: Increased canister range to 200 meters so that infantry cannot safely attack
12-pound artillery unlimbered 12-pound batteries from 170 meters.
Units: Artillery Reduced all artillery melee stats to “0”.
Units: Artillery Adjusted “battle_entities” table to allow damage at reasonable rate to crews.
Gun crews were all but impossible to kill; changes allow damage.
Units: Artillery Adjusted “battle_entities” table creating Light, Medium and Heavy artillery
classes. This impacts movement speed and associated actions/animations.
Units: Increased range to 225 meters.
CSA Sharpshooters
Units: Infantry Modified tables for light infantry, skirmishers and sharpshooters to properly
display UI icon for their unit types. UI overlay displays at lower left of the icon.
Units: Infantry Increased ammo for most repeating rifle units from 100 to 120 rounds.
Units: Morale Rules Adjusted casualties over-time rules slightly higher to increase penalty.
Units: Infantry Added 26th North Carolina to ANV III Corps
Units: Generals & Modifications to battle_entities table to reduce chance that AI controlled
Artillery generals and artillery ‘charge’; primary general tends to stay back.
Every effort has been made to be as historically accurate as possible in the development of units, maps,
and all statistics related to this project. It is not assumed that every aspect is 100% correct. There are a
wide variety of limitations, both due to a lack of developer (Creative Assembly) released tools and
assets. My own limitations regarding model making severely limits a range of features and
improvements. The inability, due to lack of tools or expertise has also limited the amount of scripting
(LUA) work that could be accomplished. Provided with better tools, assistance by other artists or more
time would have resulted in a much larger mod project. Updates and add-ons will be released.
Source Information
Units: Unit information was gathered from Orders of Battle readily available on Wikipedia and often
from John Tiller’s “Battleground” series. The Tiller data was instrumental in developing unit statistics,
weapons, and other detail. I have always enjoyed Tiller’s games and being able to leverage his research
gave the Historical Scenario units much greater depth and variety in creating as near-real as possible
recreations. Unit strengths are generally set to 50% of the reported strength at the time of the battle
depicted. In some scenarios such as “Shiloh” and “Chickamauga”, the scale is as low as 35% of actual
strength to make the scenarios playable and to conform to the slightly smaller scale of the battle terrain.
It is possible to have nearly 200 total units involved in one scenario.
Maps: Data came from a variety of sources including the U.S. Library of Congress and The Civil War
Trust (civilwartrust.org). Some maps were of excellent quality and enabled greater detail in many
aspects. Sometimes quality maps were hard to find, and those recreations are lacking the same feel.
Maps were generally created at a scale between 75 and 85% actual ‘scale’. For example, if you had an
original map scale of 100 meters to the inch, the in-game map is between 115 and 125 meters to that
same inch. This scaling is used in virtually all maps although there may be a few exceptions due to poor
availability of better source maps. All battle maps are sized to contain the most prominent areas of
combat related to the scenario depicted. In many cases there are ‘just off the map edge’ areas that
cannot be used or units included that fought ‘just over there’.
Art work/Images/Icons: Source art comes from various sources. Unit icons are derived essentially from
art found on the web from prominent artists merged with generic backgrounds to create unique visual
identifiers. Map art is wholly created at the desktop level.
Models: As noted above, lack of time and knowledge required the use of existing models. Therefore, as
an example, the coastal guns used in the “Fort Wagner” scenario and available in the Confederate
Coastal Forces army, are models for the 10-pound Parrott. Stats are modified to match the *new* guns
but no new model exists. Another example is the Enfield vs. Springfield vs. Belgian vs Austrian imports…
One model is used for all. Spencer Carbines and Sharps rifles are unique, however.
You MUST remove ALL other mod files and any custom content pack files from your Napoleon Total
War\data folder. There are NO exceptions. Any other non-ACW mod files or changes to your
user_script.txt file is your choice and at your risk to corrupt or break the ACW mod.
NOTE: This version contains a NEW boot.pack file! You will now need to DELETE your vanilla
boot.pack file! There is a folder in /data called: Bootbak This file can be copied and pasted into
/data level to restore the vanilla NTW game.
6. In the file location menu box, navigate to your game directory and select the new folder you just
created as the target location, such as in the image above or path shown below:
8. Select the pack files with the prefix “acw_” and drag or COPY and PASTE them into \data
9. Return to the ACW folder and click on the file “user_script.txt” and “copy” it
10. Navigate to your computers appdata directory. Note that you may have to set your access or user
permissions to access this directory or “unhide” this folder. Example path:
11. Paste the “user_script.txt” file here. If you have other “user_script.txt” files, rename them for the
mod to which they belong or another appropriate name.
12. Your install is now complete. You should be able to start your game and the mod will be in effect.
13. To uninstall the mod and restore your base NTW game:
a. Go to /data, select the “acw_” prefix files and drag them back into the “ACW” folder;
b. go to your /scripts folder and rename the “user_script.txt” to “ACWuser_script.txt”;
c. Go to the /data/bootbak directory; copy the bootbak.pack file and paste it into /data
then copy: and paste in
Over 100 test battles where run with between two and six players. The majority of test battles included
four players. Various issues were identified over the last two months and have been documented here.
Changes to the sound.pack files has greatly improved stability for in-game crashes. Most instances of
multi-player issues have been players being dropped due to connection quality.
I cannot stress enough the implementation of these suggestions with your PC and all those you may
game with. Please consider these as they have been proven out over months of testing with numerous
players from all US time zones, Europe and Australia.
The Lordz forum and home of the creators of Napoleonic Total War 3 have done extensive mod
development and have a great project. I urge you to look at their posted suggestions as well:
https://www.thelordz.org/forum/viewtopic.php?t=15296
• Main Menu:
o as noted above, the base/vanilla NTW game can be accessed to start new or resume saved
campaign games;
o It is advised that you DO NOT do this unless you have removed all “acw_” pack files from
your \data folder and placed them in the suggested \data\acw folder.
• Map selection for Battles:
o The map list on the left of your Battle Selection screen will sort in reverse-alpha order;
o Clicking the map name header twice will resort the maps in A to Z order.
• Custom Army Build Screen:
o When selecting certain armies/corps to build from, particularly the Union Coastal and
Confederate Coastal Corps, you will notice that selecting them does not necessarily switch
the units section to their Corps;
o After selecting one of these Corps, click on the menu bar with their name a second time, you
will see their respective units now appear in the bottom unit selection area.
• Sound:
o Sound files have been cleaned up and partially reduced from prior versions. Stability and
performance are far superior. If you suffer sound drops or cut-out, consider tweaking your
sound settings in the games “Options”.
• Maps:
o The Lordz Heightmap tool was used to create each map. This is not a problem unless a map
features water near an edge. Fisher’s Hill and Fredericksburg are hideous examples of
limited tools and skills to smooth out the ‘far map’/out-of-bounds areas into more natural
looking terrain. Working with .dds files and L3D terrain editor only goes so far for me.
Napoleon Total War is a single-threaded code base. The stronger your single processor core, the better
the performance. NTW will primarily use one CPU core so performance is directly related to each
individual PC. It is advised to disable or close any unnecessary applications when playing NTW.
Historical Scenarios will seriously push the best of CPUs. Reduce graphic details as much as you can.
CPU lag is inevitable at the early stages of large scenarios such as “Shiloh” and “Chickamauga”. Expect
network lag as well if playing the larger battles online. Reducing the audio output quality may also help
performance. Disable pop-up windows for battle notifications as well.
Custom Battles are generally good on performance with most PC configurations. Your individual
performance will vary. Note that on-line servers via Steam are unpredictable in connection stability.
The system used to create, test and play most of this mod was built in May 2017:
The use of any modifications other than ACW is strictly ill-advised. Remove all mods,
non-standard NTW pack files, etc. from the game’s \data directory.
Any impacts made by non-standard NTW or ACW content is the users responsibility.
User Interface
Main Menu: Notes are listed in “Known Bugs/Issues”
Artillery: Notes for Artillery UI changes are included in the “Unit Specific Information” section.
Player Counts: 1v1, 2v2, or 3v3 for both Custom and Historical Scenario battles.
• Confederate
o Bull Run – 1861
o Army of Northern Virginia: I Corps – 1863
o Army of Northern Virginia: II Corps – 1863
o Army of Northern Virginia: III Corps – 1863
o Army of Tennessee – 1863
o Coastal Defense Forces – 1863
o Cavalry – Early, Mid and Late-war periods
o Zouaves – Units with distinct uniforms primarily from early-war periods
• Union
o Bull Run – 1861
o Army of the Potomac: I Corps – 1863
o Army of the Potomac: II Corps – 1863
o Army of the Potomac: III Corps - 1863
o Army of the Potomac: V Corps – 1863
o Army of the Cumberland – 1863
o Coastal Assault Forces – 1863
o Cavalry – Early, Mid and Late-war periods
o Zouaves – Units with distinct uniforms from all periods
Limited Units: Specific units do have a limit on the number of those available in any one faction army.
An example being only three “Stonewall Brigade” regiments or one “14th Brooklyn” regiment are
available per army. Various artillery batteries may also be limited. “Divisions” such as “Hood’s Division”
will only allow two or three units per army and most ‘named’ units are limited at one, two or three as
well. It is recommended to ‘house-rule’ multiplayer armies so that each player has a unique “Corps”.
Infantry: Regiment/Brigade/Division names are matched to those which served in a specific army at the
time represented. Armies are generally balanced and can match up well, using the strengths of each to
best advantage. Leadership, i.e. your ability to plan, maneuver, and react will generally decide a battle.
Artillery: Batteries and gun types which are available to each faction army are mixed and unique to that
army. In most cases, 2-gun sections, 4-gun batteries or for the Union, 6-gun batteries may be available
by gun type. Only ‘named’ units such as the “Richmond Howitzers” are limited to one unit per army.
Generic Howitzer batteries are limited to two 2-gun and/or two 4-gun units per army, if available at all.
If you wish to spend funds elsewhere, using two 2-gun batteries is often economical and still provides
flexible artillery support, especially if you are attacking.
AI and Custom Battles: In most cases, if the AI forces are built fairly, the AI attacks well and in many
cases, can be a difficult challenge. A great deal of variables come into play on how the AI reacts. In the
end, it cheats. The AI ‘weighs’ out human player forces and attacks accordingly at the ‘center of mass’.
Setting the AI difficulty to the higher/highest settings is recommended.
This game mode is OPTIONAL. Players may ignore the VP locations if they wish to
play a ‘vanilla’ style battle based on force elimination.
Future updates will feature mode-specific launchers and associated files.
After years of discussion and substantial user feedback, version 2.5 debuts the Victory Point (VP) Game
Mode. Each map contains multiple VP locations with varied point values. VPs are placed at historically
vital or tactically important locations. Each map is unique, and the number of VP locations and their
values will vary. Below are two examples:
In multiplayer battles, the player or team of players on the right side of the battle set-up screen are
considered the defenders. The defending team will most often occupy the ground historically defended
and will sometimes have a beginning VP score higher than the attacker. There will be some VP locations
which are ‘neutral’, being between the opposing forces when the round starts.
Some battles may end when one force is eliminated, however, larger battles and scenarios can make use
of the VP system to have more strategic battles where the points determine the outcome. Time
becomes a bigger factor as does the strategic movement and use of units. Battles may end with players
having substantial forces still on the board.
Scoring VPs:
The last team to have moved through or occupying the location at the end of a round wins those points.
If a VP location is contested at round end, the force which was defending at that position wins the VPs.
Please use common sense and some degree of honor when scoring. Occupation of a location and
specific scenarios for scoring are defined further in the Rules section.
In Image B-2, note that Red occupies the upper Image B-2:
right “1” while Blue occupies the middle “1”. In
the larger context of the battle, Red cannot trace
an LoC from another VP location to the upper
right “1”. Therefore, neither team can score this
VP.
To play an on-going campaign game with multiple players, the following guidelines are suggested:
1. Each player is assigned a faction, Confederate or Union. Players DO NOT change factions;
2. Factions take the “Alliance” side in the set-up screen of Attacker (left) or Defender (right) per
the historical position for that battle;
3. The Campaign begins with First Manassas and progresses, by date, through the war by maps
available;
4. Battles with multiple maps on the same date, such as Antietam, fight the maps in order either
a. time of day depicted in the map: Cornfield > Bloody Lane > Burnside Bridge, or
b. by alpha-name: Bloody Lane > Burnside Bridge > Cornfield.
5. One of two methods should be agreed upon before starting the Campaign. VP scoring will
follow either of the following methods:
a. 250 VPs: Campaign Victory Points are awarded based on the number of VPs controlled
at the end of each battle. Campaign VPs are cumulative and total victory is 250 VPs; or
b. 100 VPs: The VPs are awarded to only the winning faction in each battle and are the
difference between the winning and losing faction totals. Campaign victory is 100
points. Scoring examples:
i. Team A controls 7 VPs, Team B controls 4. Team A scores “3”, Team B “0”.
ii. Team A controls 3 VPs, Team B controls 4. Team B scores “1” VP, Team A “0”.
6. In the event of a tie on any map, the battle for that ‘day’ is considered a draw and must be
fought again until a decisive victory is gained.
a. Each time the battle is refought the funds used are:
i. Day 1 Large funds
ii. Day 2 Medium funds
iii. Day 3 Small funds and repeated until a winner is determined
b. The defending faction receives 3 additional VPs and the Attacking faction 1 additional VP
for each time the battle is refought.
7. Most battles will end with the game telling you it was a “Draw”. However, the number of VPs
determines the actual winning alliance/team. A true “Draw” is only viable if both teams end the
round with the exact same score in VPs, due to VPs available for capture or some combination
of events nullifying certain VP locations as defined in the rules for VP play.
To initiate a Scenario, click through the following menus for Single or Multi- Player:
Multiplayer > Local Network or Total War Online > Host Battle > Historical Scenarios >
Select Scenario (left panel) > Start
Select which faction and/or which faction sub part you wish to play. You can play 1v1
against the AI and control the entire army of your choice; or you can play 2v2 or 3v3,
controlling a portion of the faction you have chosen. Note that you must load the
correct version of the scenario you wish to play: 1v1, 2v2, or 3v3.
You must also add an AI army for each non-human army part.
Orders of Battle (OOB): Each scenario was constructed from accurate OOBs. To balance each scenario
and/or to fit units within the confines of a base 2.5 x 2.5 km square (game limited scale), units may be
added or subtracted either by regiment, brigade or division. Each scenario features units placed in the
closest proximity to their actual ‘start’ or ‘entry’ position historically. In some cases, this requires
bunching units in tight areas, such as “McPherson’s Ridge” with the Union troops near Gettysburg.
OOBs are accurate in the name of units as well. Take note of their OOB organization: Regiment #/Name
– Brigade – Division – Corps – Army; or some combination of these designations. Keeping a formation
together is not required and has on impact on how a unit performs but allows a ‘purist’ or even a
‘novice’ the chance to see how larger organizations were formed, moved, and fought.
Units: The units in these scenarios, as mentioned in the “Source Information” section, are from
extensively researched sources. Unit strengths vary between 35% for large unit count scenarios like
“Chickamauga” and “Shiloh” to 50% for most others. Lowest values are 50 men, highest 500. All units,
per scenario, are set at the same % of actual strength (adjustments may be made in selected cases).
Infantry: Weapons are rounded to the nearest available weapon by regiment. If a regiment had a mix
of calibers or models, all are rounded into either “Rifle”, “Smoothbore”, “Repeating Carbine” or
“Breech-loading Sharpshooter” classes. Ranges and projectile variables are set per weapon type. Note
that over multiple scenarios a unit may be upgraded from one weapon to another.
Artillery: Batteries are also rounded to the most common or ‘middle of the pack’ variant as the game
mechanics allows only one model per unit. Many Confederate units were composed of a combination of
12-pound Napoleons, 3-inch Ordinance Rifles and/or Howitzers. In some scenarios, these types may be
split into individual sections or batteries. Most often, a reasonable choice is used as a default for that
battery. In some scenarios, such as “Franklin”, Union batteries are split into single or two-gun sections
as they were placed at various defensive points. This allows for historical accuracy and heavily
influences game-play.
Hints/Advice: In most scenarios, there are 40 or more units in each army; most often 60+. Take your
time in moving to the attack or defense. Do not clump units as they may shoot their own men but more
importantly, “Panic” spreads. Not only do large formations or clumps of units make inviting targets, but
if one or more units in a large melee or close-quarters fight breaks, the panic will spread to all other
nearby units… and one by one, they will all plummet in morale which could result in a massive rout of
that portion of your army. Once broken, it is very difficult to rally a unit with a General. “Shattered”
units cannot be recovered. Units which break near the ‘map edge’ are often lost before they rally.
Self-Rally: Units that break and flee often rally quickly if there is a General or other allied unit nearby.
Keep an eye on your overview map for units that have recovered organization. If you can afford to rest
them, do so, then return them to the fight.
Maneuver: Moving your units to advantage, whether infantry or artillery is critical. With large numbers
of units involved in most scenarios, take time to plan and move formations such as brigades, together.
Form multiple lines of battle, one supporting the other. For brigade movement, a good rule (even in
Custom Battles) is to have no less than three regiments move together. Examples:
Forming brigades by division is also recommended. In many scenarios having successive waves of
attacking forces is critical. The front-line brigades will gain morale support from those behind them and
if necessary, the forward units can be retired if taking high casualties or if becoming tired/very
tired/exhausted. Fresh troops passing to the front may mean all the difference in long, drawn-out
battles. In large scenarios, you will lose numbers of units to rout/shatter; accept this as fact.
Do not panic if things go badly early on or in one location. Units rally. The tide of battle ebbs and flows
differently at various times and locations. Having reserves and second or even third lines of brigades
means a local or current crisis can be dealt with calmly. Never make a bad situation worse.
When confronting an enemy unit, flank fire and fire from the rear greatly increase the rate in which both
casualties occur and morale decreases. Move into positions which allow these fires whenever possible.
Keep moving units to flank enemy regiments, it is best when one or more of your regiments engages the
enemy from the front. Your opponent will either retire to a better line/position or be destroyed over
time. This flank position also allows you to make a bayonet charge at an advantage when the moment is
right. Never brute force an enemy unit to abandon its position if you can force him to retire simply by
gaining an advantageous position. Sometimes a bayonet charge is your only or best option. If you must
do so, commit more than one unit, in sequence, striking the flanks or rear of the enemy if possible.
Using a General to ‘Rally’ or ‘Inspire” your units, just as they go in, or during a protracted melee makes
all the difference.
In some scenarios, such as “Franklin”, slow terrain is not identified by a yellow line, but is populated
with downed trees or other visual markers using models. These areas of “obstructions/obstacles” are
used in several scenarios and slow units by either 10%, 20% or 30% of normal speed.
At “Fredericksburg: Marye’s Heights”, the entire town is slow terrain and will take some time for the
Union forces to navigate to the attack. Here, the defender is free to hammer them.
Order of Battle Data as best available at the time of scenario creation. Full detail was not
always available. OOBs have been edited to include or exclude units per the
specific time or location of the field being depicted.
Unit Strength 30% to 50% of the actual, documented or estimated strength of the unit which
was available. Some units have been combined to create a base strength. ALL
units for both sides are at the same % ratio for their specific scenario. Some
exceptions are numerically lopsided battles such as Marye’s Heights where
Confederate units are boosted in reload, accuracy, and varied % to offset the
huge advantage of Union forces.
Starting Positions Starting positions may have late-arriving units ‘on board’ at the start. In some
cases, terrain modifiers have been imposed on the map to slow movement of
these units. Faint yellow lines will indicate the area which is affected by these
modifiers which reduces movement to 10% of standard speed.
Unit Quality Unit quality is assigned on a scale of “A” to “F” or “12, 10, 8, 6, 4, 2”. This
value is the base Morale value and other attributes are normalized from this,
including Melee, Attack, Defense, Reloading, and Accuracy stats.
Weapons Each regiment or artillery battery has the most appropriate gun type assigned
according to available sources. In some instances, artillery batteries are
rounded to the nearest or most prominent gun type due to game engine
limitations. Pay attention to the Arc of Fire for all units.
Infantry: Rifled muskets are the dominant weapon. Their range is 170. Rifles
fire a single projectile. Smoothbore muskets are seen in early-war and all
western theatre battles. Early war smoothbores fire Buck-and-Ball rounds in-
game and have 2 projectiles. Their range is 100 but nearly double the damage
of rifles. Pay attention to the Arc of Fire; move these units closer to be
effective. Some scenarios feature smoothbores with one projectile.
Tactics/Movement The rules tables are constructed to encourage maneuver. Units take a greater
penalty when taking fire from their flanks or rear. Move your units to gain the
advantage.
Units will also suffer penalties if they are without support. Generally, keep
three or more units together, even if you are flanking an opponent. The
further away from allied units your regiment moves, the more penalties it
accumulates.
Leaders Leaders are taken from the same Order of Battle and their stats are generally
similar as are their Special Abilities to Rally and Inspire.
Most armies have more than one General/Leader. Use them to keep morale
up all along your line. You have one ‘Primary’ leader, the “Star” icon on your
map. Due to the way the scenario scripts load, it may not always be the actual
Commanding General of that battle. Every leader loss has an overall impact on
your army so be smart.
MP
Icon Base Stats Description
Limit
Men: 50+
Range: Varies “A” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as an Elite quality. This unit processes
Morale: 11-15 n/a excellent morale and overall statistics.
Melee: 10-15
Charge Bonus: 12-18 Abilities: Inspires nearby units
Defense: 12-15
Men: 50+
Range: Varies “B” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as a Well-Trained regiment. This unit
Morale: 10 n/a processes above-average morale and overall statistics.
Melee: 9-13
Charge Bonus: 8-14 Abilities: None
Defense: 9-12
Men: 50+
Range: Varies “C” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as an average or Trained regiment. This
Morale: 8-10 n/a unit processes average morale and overall statistics.
Melee: 8-12
Charge Bonus: 11-15 Abilities: None
Defense: 8-11
Men: 50+
“D” Grade: Historical reference for the specific scenario
Range: Varies
defined this unit as an average or Trained regiment. This
Accuracy: Varies
unit processes slightly below-average morale and overall
Morale: 4-6 n/a
statistics.
Melee: 4-8
Charge Bonus: 4-10
Abilities: None
Defense: 4-8
Men: 50+
Range: Varies “E” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as a poor or very poor quality. This unit
Morale: 2-4 n/a processes poor or very poor morale and overall statistics.
Melee: 2-7
Charge Bonus: 4-9 Abilities: None
Defense: 2-6
MP
Icon Base Stats Description
Limit
Men: 50+
Range: Varies “A” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as an Elite quality. This unit processes
Morale: 11-15 n/a excellent morale and overall statistics.
Melee: 10-15
Charge Bonus: 12-18 Abilities: Inspires nearby units
Defense: 12-15
Men: 50+
Range: Varies “B” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as a Well-Trained regiment. This unit
Morale: 10 n/a processes above-average morale and overall statistics.
Melee: 9-13
Charge Bonus: 8-14 Abilities: None
Defense: 9-12
Men: 50+
Range: Varies “C” Grade: Historical reference for the specific scenario
Accuracy: Varies defined this unit as an average or Trained regiment. This
Morale: 8-10 n/a unit processes average morale and overall statistics.
Melee: 8-12
Charge Bonus: 11-15 Abilities: None
Defense: 8-11
Men: 50+
“D” Grade: Historical reference for the specific scenario
Range: Varies
defined this unit as an average or Trained regiment. This
Accuracy: Varies
unit processes slightly below-average morale and overall
Morale: 4-6 n/a
statistics.
Melee: 4-8
Charge Bonus: 4-10
Abilities: None
Defense: 4-8
Men: 50+
“E-F” Grade: Historical reference for the specific scenario
Range: Varies
defined this unit as a poor or very poor quality. This unit
Accuracy: Varies
processes less than average or poor morale and overall
Morale: 2-4 n/a
statistics.
Melee: 2-7
Charge Bonus: 4-9
Abilities: None
Defense: 2-6
Careful study of the maps should be done as in a few cases, the Historical Scenario map is altered from
the standard ‘Custom Battle’ map you have played. Various changes exist such as additions of
breastworks, removal of river crossings, or the addition of terrain-modified areas to slow entry of units
into battle.
Time frame for the scenario matters as well. Most battles have been set to a limit of 180 minutes (3
hours) by community request. Longer times allow more movement, better use of artillery barrage
preparation fire, etc. This works for both armies so know your enemy and your map and use time to
your advantage.
What is your force? Which role are you playing and where are you deployed? What part of your army is
strongest, weakest? How does that align to the enemy’s deployment and terrain? Is your opponent
moving/changing his positions and do you want to allow him to do so unmolested? In some scenarios,
support units are at the rear of the map: Round Tops, Beaver Dam Creek, Gaines Mill, for example for
the Union. Obviously, you will rush these units forward, but it may not be wise to push them far to one
flank or another nor bunch them in the center. Move up at walking pace, and evenly distribute your
supports as a second or third line watching for the battle to develop. Likewise, if you are attacking on
one of these three examples, do not rush all your units forward at once. Over-committing can wreck
your army quickly. Heavy concentrations make great targets and easy kills. Form lines in depth and
work your way forward.
You cannot control your unit’s accuracy or reloading skill. You can control their movement and
positioning, their support, their fatigue and rest. They do what you tell them, until they don’t.
Attacking the AI: If you are the attacker and have a good idea of the terrain, enemy positions and
overall force plus have a grasp on your own forces, you should readily see what needs to be done.
There are often multiple ways to move to the attack and options on how to coordinate your brigades
and divisions. However, there are some scenarios when ‘head down and straight ahead’ is the only
option. Playing the AI and the attacking army is not the most reliable way to play a scenario due to the
way the AI in the base game is programmed to attack and not hold its ground.
Standard Napoleon Campaign Battles/Historical Battles are heavily scripted events which we have
investigated and experimented with. However, decompile-recompile issues with CA’s hybrid LUA script
has created too many hurdles. Therefore, I have tweaked the AI as best as possible through rules tables
and limited XML scripting so that on some maps the AI will maintain its deployed positions. This also
creates circumstances where the AI will not bring up reinforcements from the rear map areas. These
units often stand in place until shot at. This is very unpredictable and varies by scenario.
Attacking a Human Opponent: If you are playing a human opponent, the circumstances change
dramatically. You are back to basics. What do you have, what does he have, where are you both and
what needs to be done? In general terms, both armies are laid out in their historical positions or very
near to them. This also means that Brigades are laid out, regiment by regiment according to source
material. Keep your alignments and groupings to begin your moves.
Depending on the scenario and your opponent’s attitude, they may begin retreating, moving forward to
better ground, or in some way rearranging forces. You need to decide what to first. In most
circumstances, if you have artillery in-range or able to move and deploy quickly, do so if your opponent
shows signs of moving his forces nearest you. He can’t shoot if he’s running around. An easy example:
Union III Corps at Gettysburg: Round Tops. If your opponent is playing the Union, he has two choices:
1. Stand with III Corps and contest the Peach Orchard to buy time for his reserves to move up; or 2. Run.
If he runs, get your artillery forward as fast as possible. Pound him and keep moving forward, leap-
frogging batteries so that he is always under fire. If he stands, deploy as soon as possible and begin
shelling the orchard as your infantry moves forward. Time in this scenario is very critical.
Some scenarios such as South Mountain offer more time to arrange and advance forces for the Union
attacker. With superior numbers and distance between armies, rearranging can be done, but in full
view of the defenders on the mountain.
In general terms, assessment determines much. Against a human, get moving, keep moving and do not
let him take the initiative away from you. Once you commit to an attack, do not waver unless some
serious threat suddenly materializes from out of view. Momentum is contagious, even for little
computer-generated soldiers. They know success, fear, and danger.
Defending against the AI: If you are playing the defender you have a tough job ahead. In most
scenarios, the AI is very aggressive and wastes little time getting down to business. There are issues
where artillery and leaders will sometimes charge to their deaths, however, this usually happens later in
the battle. The most impressive aspects of many scenarios, Gettysburg: Cemetery Ridge and Round
Tops as well as Franklin are stunning in that the AI attacks exactly as the Confederates did in the real
battles. Depending on your difficulty settings, you may find yourself being thoroughly bloodied and
sometimes beaten if not destroyed.
To best defend against the AI, having leaders in key positions and reserves ready to fill holes and
counter-charge/join melee combat is critical. The AI will engage in volley fire for some time, even
dropping impressively destructive artillery fire into your ranks. But in the end, the AI knows it is all
about the bayonet and will push your forces hard. Your best means to counter this is smart use of
leaders and reserves. Multiple lines of defense, when possible, supporting your artillery and using that
artillery against the best targets or to break up advancing columns of brigades. The AI knows where you
are most vulnerable, and it takes no prisoners.
Deploying or leaving units in advanced positions goes two ways. First, if the units are essentially alone
or few; or not well connected for mutual support, they will be run over like the speedbumps they are. If
these units are brigade or several brigades in strength and closely supported, you may buy time by
forcing the AI into volley combat…before they charge and rout you. What is the value to your overall
plan in sacrificing these forward units? Play “Round Tops”, stand your ground, and watch a Corps melt.
Defending against Human Opponents: Largely the same argument as for fighting the AI. However, the
AI will quickly return a broken unit the instant it rallies. A human is often too busy to notice and will
often take time to locate and reform rallied units. As the defender, you have the same challenge. On
defense, you must look for rallied units as they may save your line or army.
Again, defense in-depth is key. You may even find an opportunity to counter-attack which is out of
historical precedence but offered by your opponent doing something unexpected. If your opponent
moves hard towards one flank, don’t let him do so freely, advance your opposite flank and hit him as
hard as you can. Move some units from the now non-threatened area toward that which he is moving.
In some scenarios, as mentioned above, units can move forward or back to better ground. If you have
time, do so especially if higher ground is available. Be careful over-extending your lines, creating bulges
or sharp angles no matter how good the ground looks. The outward facing formations are the perfect
place for an attack.
The inability to flex a regiment to ‘refuse’ a flank means that flank fire is very effective. On the
defensive, staging one or more reserves in-echelon to the rear and side of your front line can act as a
counter-attacking force or support to the flank unit. If wooded areas are available, hide in these.
Otherwise you may want to use an additional unit to form a 90-degree angle covering the flank of the
‘hanging’ regiment. This tactic is usually best or most useful in wooded areas where you cannot see an
enemy approaching until they are 75 meters away.
Never panic.
Map Summaries:
Scenario
Name SP/MP Description
# players
A single map featuring the entire Antietam
battlefield. This essentially is a division-scale map
Antietam: Division Scale Yes No
where your Custom army regiments represent a
brigade.
The morning battle for the Miller Cornfield, East
Yes
Antietam: Cornfield Yes and West Woods and culminating at the Dunker
1-6
Church.
Yes The afternoon battle for Bloody Lane and the Piper
Antietam: Bloody Lane Yes
1-6 Farm on the edge of Sharpsburg.
The late-afternoon battle to cross the Antietam
Yes
Antietam: Burnside Bridge Yes Creek by Burnsides troops. Fords to the south aid
1-6
in this attack.
The second battle during the Seven Days Campaign
Yes
Beaver Dam Creek Yes where the Pennsylvania Reserves fought
1-4
desperately against greater numbers.
October 14, 1863: Retiring Union II Corps is
Bristoe Station Yes No surprised but defeats A.P. Hill’s Corps in a bloody
and lopsided battle along a railroad embankment.
What if: The hills between Cashtown and
Ardentsville form the left of Lee’s line. After heavy
Cashtown - Ardentsville Yes No skirmishing on July 1, Lee has taken defensive
positions covering the Cashtown Gap. Meade
attacks.
What if: A large hill, just northeast of Cashtown is
the key to center of Lee’s line. Meade must attack
Cashtown – Fox Hill Yes No and occupy this hill and it’s spurs to have any
chance of defeating Lee’s army before it retreats
west into the Cumberland Valley.
What if: The fight to occupy Cashtown Gap is
possibly the end of Lee’s army, or Meade’s, if the
Cashtown Gap Yes No Union attack fails. Taking the Gap would splinter
Lee’s forces in the mountains between Meade and
the Potomac.
Rolling hills and broken woods lead to open fields
Cedar Creek – Morning Yes No where J.B. Gordon’s Division surprised and routed
Union Troops at dawn.
The afternoon battle at Cedar Creek moved north,
Cedar Creek – Afternoon Yes No across rolling hills and woodlots where General
Sheridan led a ferocious Union counter-attack.
Terrain: There are multiple terrain types on each map. The basic types are Grass, Roads, Light
Woods/Orchards, Heavy Woods, Crop Fields, Water, Mud, and Obstacles. Each of these terrain types
effects the movement of units as well as their visibility to the enemy. The effect of each terrain type on
movement is as follows:
*The image below is a depiction of a test conducted with a ‘colour_map_0’ of the main terrain types
overlaid on the actual terrain. The ‘ground_type_map_0’ which defines terrain by the same colors
impacts the speed at which units move. Notice the position of the units in their lane as the “Road” lane
unit has reached its end-point. *Example Only: stats in table above are in effect for this mod*
“Hide While Moving”: Note that all units are set to “hide while moving”. This
enables your army, other than your General, to disappear behind terrain such as hills
or woods. If a unit is visible as it moves, once it stops moving, it will become ‘hidden’
and a small green/forest image will appear over its unit icon. If unit does not move or
is not discovered by an enemy unit, it is hidden from view.
Generals can’t hide: Generals, by some lunatic’s decision in poor coding at CA are
never hidden from view. The General’s “Star” will always appear on your overhead
map. To counter this, you may have to make some risky choices. It is possible to
mislead your opponent by moving your general far from your actual hidden force if
you do not wish to ‘tip them off’.
Roads: The single most valuable aspect of a road is the ability to move your men at an increased speed.
To test this, load a map with rather straight roads, “Cedar Creek: Morning”, for example. Place a unit on
the main turnpike and one to the side. Path both in straight lines and start them at the same time.
Notice that over time the unit on the Turnpike moves much faster. Roads are critical on some maps to
move up for the attack but often more so for a defender to reinforce, count-attack or run. Maps with
heavy woods make use of roads extremely important.
Orchards: While these areas impact movement slightly, they do provide a minimum amount of
protection for enemy fire. Orchards are mostly part of the ambient look of a map but can serve as visual
markers for communicating with allies, placing units, or in some cases, hiding units.
Heavy Woods: If on the defensive, heavy woods can be a great asset to hide your deployment and to
partially reduce casualties versus being in open ground. Additionally, defending elevated positions, such
as a heavily wooded hillside is one of the best general positions you can find in any map. However, as
an attacking force, making use of woods can help hide your forces from the enemy. During the
deployment phase, position your units in or nearby woods so that you can move into or through them
on your line of attack. Maps such as “Champion Hill”, “Chancellorsville”, “Chickamauga”, “Shiloh” and
“Wilderness Tavern” are great examples of heavily wooded maps that can be not only good for defense,
but also attacking. The use of Skirmishers or placing one or more regiments well ahead and carefully
spaced in front of your main forces may be practical in these situations.
Crop Fields: While these areas are not advantageous to hold defensively, they can be used to hide units
that can surprise the enemy, inflicting a “Surprise” penalty on them. These areas generally add visual
flavor to maps but do impact movement to some degree and often become the scene of heavy fighting
on many of the maps.
Mud: These areas are found on some maps, usually those which are winter maps or have swampy
areas. Mud reduces unit movement by 50% and should only be crossed when required as they can be
far wider than a stream, which has the same effect. Defending behind any feature that slows attacking
units can be a good idea.
Obstacles: These locations are usually readily visible as they have felled trees, stumps, or other types of
items strewn about the area. “Franklin” features some of the most impressive obstacles. Areas like this
reduce movement to 20%. Yes, units will traverse them. But at what cost? If diversions or threats can
be made elsewhere along the line, then perhaps these areas are useful, if not painful, to cross.
Generally, avoid them, they are obstacles for a reason… killing.
Elevation: As in the standard NTW, and military science, take the high ground every chance you get.
Firing downhill has positive modifiers. Forcing an enemy to climb the hill, especially if wooded, is the
best-case defense you can wish for. Artillery on hills can stretch their fire a bit further than their arc of
fire indicates. Click on the ground beyond the arc near enemy units and see what happens. Be careful
when placing artillery on any slope, however. The angle of depression for artillery is limited and if you
place your guns too far back of a rise/slope, you may not be able to hit an attacking force with canister.
Ground Clutter/Rocks, etc.: Some maps, such as “Little Round Top” and “South Mountain” contain high
numbers of rock outcrops. Most of these can be passed over or through without issue. However, some
formations are not passable, and units must path around them. Deploying units can be a challenge in
certain areas with these ‘solid’ rock formations. Patience is required and, in some cases, just move
elsewhere and keep the formation between your units and the enemy. The “Rocky” terrain ground type
is not widely used in any maps. The presence of the rocks themselves creates enough delay.
Trenchworks: Several maps feature terrain-sculpted trenchworks, for example “Culp’s Hill”, “Franklin”,
and “Beaver Dam Creek”. Units which are deployed behind these features sustain fewer casualties than
units in open ground. Units can fire over these in most all areas. In some cases, assaulting over them is
not possible, which makes placing an artillery battery a tempting choice in these locations. Take extra
care to drawn out your lines behind trenchworks as angles in the terrain may nudge/turn units out of
the desired facing or unit formation/length.
Basic Concepts:
1. Assess the map you are playing/be familiar with the terrain and your expected deployment and
general idea of defense or attack.
2. Know your opponent, if possible. Playing with friends lets you build to meet their play style.
Otherwise you may decide to go with a ‘standard’ build you prefer. Your role and the map
terrain will often determine what type of artillery you want/need, if any.
3. Select the corps within your chosen/assigned faction
4. Select the General/leader you wish to have. I typically select the default Brigadier and spend
elsewhere. Remember you can right-click the general to go to the Leader selection screen.
5. Using the Union I Corps as an example, select and build out as depicted in the table below.
(IB= Iron Brigade; 14=14th Brooklyn; NV=named volunteer; V=basic volunteer; M=State Militia;
A=Artillery; G=General)
G IB NV NV IB NV NV IB NV NV 14 V V V V V M M A A
6. Once the map loads to the Deployment Phase, group your units into Brigades. I tend to group
my Artillery into slot “1” as I usually keep my artillery together. Battle map and attack/defend
role dictate changes as necessary. However, grouping “Elite” units with standard units allows
the standard units to benefit from the “Inspires Allies” bonus.
The above deployment allows for five Infantry Brigades, providing flexibility in movement,
morale and not only mutual Brigade support, but “Corps” support as well. I will often use the
1st, 2nd, and 3rd Brigades as my primary force, anchoring my center and one flank. The 4th
Brigade, also boosted by the Elite 14th Brooklyn, can extend the front in defense or be used as a
striking force by flank movement. The 5th Brigade of five regiments can be spread out along the
entire line, be split into smaller groups, or kept intact and used to flank or support another
brigade. 5th Brigade can also be formed in column to assault by charge.
The above configuration creates a center Brigade anchored by the 14th Brooklyn with 11 total
Regiments acting as the main force to fix, hold and engage the enemy. The 5th Brigade is free to
support the main line or can be split and placed in a position behind and to the flank opposite
4th Brigade. The 1st, 2nd, and 3rd Brigades are the “Anvil”. 4th Brigade, composed of the Elite Iron
Brigade plus one supporting Volunteer unit are used to flank the enemy, under cover if possible.
The goal is to deliver a delayed but powerful blow once the main line is engaged. The other
option here is to engage the enemy with the first three Brigades and watch for weakness or
opportunity. Stage the 4th Brigade in the center, but rear of the main line. Then you can launch
an assault in column with this Brigade and melee your way through the heart of the enemy’s
line. If you are patient and the enemy army does not force you into other actions, this can be
very effective. The ideal here, however, is to strike with 4th Brigade on the enemy flank,
breaking him and rolling down the line. Your best units excel in this role.
Reality: The old axiom of “The best laid plans are only good until the first shot is fired” applies
here as well. Forming Brigades, balanced or heavy only really works until the real fighting starts.
Brigade formations help you organize your force, provides bonus support from Elite units, and
can even be used to intimidate your opponent. Once the fight starts, having units grouped may
pose more of an issue than not as the “saved” formation when grouped still applies. It can be
hectic trying to un-group and re-group or add units. Once you have been forced to meet
threats, exploit opportunities, etc., your brigade may be spread all over the map. It may be best
then, once action heats up, to disband your Brigades and fight them as needed. “Getting” into
position in groups is the point. Showing what you have where, perhaps good, perhaps not.
Artillery
One element of the UI has been modified for Artillery and was done by renaming/re-purposing shot type
icons for artillery. The core-NTW mechanics of the UI for units limits the number of buttons which can
be displayed to change ammunition type or to enable/disable other special abilities. Only three icon
positions are available on the right half of the UI panel, in addition to the Limber/Unlimber and Fire-at-
Will buttons; ammunition types were assigned to these three positions.
To make the most of the available “shot types”, the Projectiles table was edited to provide three shot
types per ‘gun type’. The ammunition or shot types available to a specific artillery battery are provided
in the individual battery/unit summary below. The ammunition/shot types displayed on the UI with the
icon used are:
Icons:
1 2
*Note that Percussive Shell will display as Round Shot
Standard game code allows only two shot types to be displayed per icon slot, hence merged items.
1. Artillery fires three types of ammunition. When switched to “Canister”, a unit will reload and fire in
approximately 15 seconds depending on the unit’s individual fatigue level. This simulates the
desperation of needing Canister in the first place and the rate of fire represents “Double-Canister”.
It is not possible to modify the number of pellets per fire in-game/during play; therefore, the
increased reload speed equals “double-shotted” cannon.
2. Don’t keep changing the target or target area of your batteries. The longer the battery remains on
target, the more accurate their fire. Obviously change targets to meet needs or better opportunities
but remember that the accuracy resets each time.
3. Be sure to check your line of sight and position in relation to a rise in the ground or position of the
gun itself on a slope before un-limbering the battery. Precious time is lost in re-limber and move to
correct a bad deployment. Note that when you unlimber, the gun stays where it is while in train.
You often need to move the battery horses forward to get the best gun position.
4. Crossfire. Whenever possible, try to have your batteries be mutually supporting when shelling a
target or defending specific ground. If a crossfire can be set up your chances of effective fire is
exponential. With batteries firing Shrapnel/Case Shot, this is devastating.
5. Angled Fire. When possible, deploy your battery at a slight angle to the enemy line. Often a
forward/straight facing is fine but if you can angle your battery even a few degrees, your potential
impact zone is given depth and odds of effective fire are highly improved.
Infantry
1. Elite units give morale boosts to allies near-by. Spread them out unless you are going to pound the
enemy with a massed assault.
2. Units are constantly being queried by the game engine for their status. EVERYTHING going on
counts as a plus or minus and effects a unit’s base morale value. Once a unit’s morale reaches zero
(0), the unit will break.
3. A unit that has broken will sometimes recover and rally. Units that are NOT exhausted or very tired,
nor near a map edge stand the best chance to rally. At times a unit will break, run a few yards and
rally. Pay attention as the units do not turn and face the enemy.
4. If a unit breaks or shatters, the ‘panic’ from this event will cascade to all units nearby. If those units
have low morale, they may break as well. And so on. A single unit being broken can cause a terrible
ripple effect, even under circumstances which seem less than desperate.
5. “He who has no friends is lost.”. Sending a single unit, or even two far off to the fringes is likely to
have them break very quickly, perhaps without taking a loss. Staying in column increases morale.
6. Keep a General near any melee action, especially if you are attacking or being attacked by greater
numbers. A well-timed “Rally” or “Inspire” might save your army.
7. Skirmisher and Sharpshooter units have higher than average morale. This is to ensure that the small
unit sizes (50) do not take a few losses then break quickly.
8. If you are going to conduct a bayonet/melee charge:
a. Always try to use more than one unit. Increase your odds by using multiple units;
b. Have one unit charge in front and another a flank, if possible;
c. If you have time, form your regiment in column or have the supporting regiment form
column then charge. You gain morale bonuses by being in column plus induce shock
penalties to the enemy;
d. If being charged, counter-charge the enemy to negate their charge-bonus.
9. Keep a second line or reserves whenever possible. Defense in-depth or a supporting line in the
attack is important to filling gaps, flanking, or simply outnumbering an opponent’s unit(s) at a
specific point.
10. If your supporting units are close behind your front line, turn off their “Fire at Will” function.
Remember to turn this back on if you move them into the clear. Units will indiscriminately fire into
allied units.
1. Leaders are always visible on the overhead map, both your leader and your opponent’s. Be
careful in moving your leader as it may give away your plans.
2. Leaders have a huge impact on combat and morale. Keeping your leader near a trouble spot or
intended attack location is important. Just don’t get so close you risk his life.
3. The death of a leader seriously lowers the morale of an army. Avoid this at all costs. The battle
is not lost if a leader is killed but winning becomes much more difficult.
4. If you have exhausted your leader’s Rally and Inspire quota (3 Rally, 3 Inspire), he is still very
important. Keep him safe but still near the front as his presence instills a morale boost.
5. Custom Battle Leaders have various ranks:
a. Colonel (named)
b. Brigadier (basic leader)
c. Brigadier (named)
d. Major General (named)
e. Lieutenant General (named)
f. General (named: Grant or Lee)
6. Leaders have “Star” ratings displayed on the left side of their icon. The number of stars effects
various elements of the leader’s influence and special abilities. More stars = more influence. Is
it worth the price to always have General Jackson or Lee?
a. This feature is still a work-in-progress and may or may not make the final version
b. Additional features such as varied Rally and Inspire values are also being tested
It is strongly advised that you DO NOT use the “Save Army” feature as some players have reported
Crash-to-Desktop issues with both saving and loading these saved armies. Additionally, if you have a
saved army from a prior release, they will not work with an updated version.
The table below contains the map name, image of each radar map for the specific battle, as available.
Antietam: Cornfield
Cashtown – Ardentsville
Cashtown Gap
Cedar Mountain
Champion Hill
Chickamauga: Day 1
Chickamauga: Day 2
Snodgrass Hill
Cold Harbor
Cross Keys
Fisher’s Hill
Franklin
Fredericksburg:
Prospect Hill
Front Royal
Gaines Mill
Gettysburg:
Barlow’s Knoll
Gettysburg:
Culp’s Hill
Gettysburg:
McPherson’s Ridge
Gettysburg:
Round Tops
Kernstown
Knoxville
Malvern Hill
Mansfield
Missionary Ridge
Port Republic
Second Manassas
South Mountain:
Crampton’s Gap
South Mountain:
Turner’s & Fox’s Gaps
Spotsylvania Courthouse
Wilderness Tavern
Wilson’s Creek