Napoleon Total War: User Guide December 28, 2018

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For Napoleon Total War

User Guide
December 28, 2018
Contents

Topic Description

Version History Information on updates to this document


Credits Credits and Thanks
Change Log Version Change Log
Introduction About the mod project
Source Information Details about where source material was acquired
Installation How to install in your game directory
Known Bugs/Issues Known issues or bugs and descriptions
Configuration Recommended configurations
User Interface Notes on specific User Interface Icons
Custom Battles How to set-up and configure Custom Battles
Victory Point Mode Victory Point (VP) Mode: How to use Victory Points to determine
battle win and loss; examples and basic rules
Victory Point Map Atlas Image of VP locations for each battle map
Unit Descriptions Units listed by faction, type, cost with specific stats and abilities and
availability by faction army
Unit Special Abilities Descriptions on Unit abilities and Icons etc.
Confederate Leaders
Confederate Infantry
Confederate Artillery
Confederate Cavalry
Union Leaders
Union Infantry
Union Artillery
Union Cavalry
Historical Scenarios How to set-up and configure Historical Scenarios
Unit Summary Unit Summary for Historical Scenarios
Confederate Infantry
Union Infantry
Assessing the Scenario Assessing the map and your forces
Attacking Managing your army on the attack
Defending Managing your army on the defensive
Battlegrounds/Maps
Map Summaries Listing of all battle maps and their availability for Custom Multi-
player and/or Historical Scenarios
Tips and Advice Tips and advice on playing this mod and how to best use your units
in mutual support to attack and defend.
Terrain Terrain types and their impact on movement and combat
Building an Army Some best practices on building your army
Unit Specific Information Points to remember for each unit type
Artillery
Cavalry
Infantry
Leaders
Version History

Version ID Date Change Summary

0.9 Dec-12, 2017 Draft for Public Preview


1.0 Jan-19, 2018 Initial Release
1.1 Sep-10, 2018 Version 2.1 Release: added new units, maps, scenario data, various edits
1.2 Dec-28, 2018 Version 2.5 Release: VP game mode, updated units, bug fix list, edits

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.

Credits and Thanks


Contributor Contributions

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 1


Change Log: v2.5
Issue Change

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 2


Introduction
This mod project began in the fall of 2012 and version 1.0 was released in October 2014. Work on
version 2.0 began in October of 2016 and has culminated in this release. 1,000s of hours of work have
gone into this project in the past five years and all due thanks is to Primergy and Hinkle for handing over
their work to me in late-2012. My good friend DarkArchon and I had begun working on a “Gettysburg”
specific mapping and unit project as we worked our way through the game data structure. We merged
our efforts with the original ACW team and eventually took over the entire project.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 3


Installation

General computer knowledge is necessary. You must know where


your “Downloads” folder, “Steam\steamapps” and “AppData”
directories are located.

There is NOT a self-installer nor launcher tool.

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.

1. Download the ACW_v2-5 package found on Twcenter.net


http://www.twcenter.net/forums/forumdisplay.php?1513-American-Civil-War
Or, by joining the “NTW American Civil War Mod” community on Discord

2. Navigate to your Napoleon Total War install directory, example:


F:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\data

Create a new folder in \data called “ACW”


F:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\data\ACW

3. Navigate to your computers downloads directory

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 4


4. Open the ACW_2-5 .rar file by double-clicking it (pack file names in image may vary by version)

5. Click ‘Extract to’

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:

F:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\data\ACW

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 5


7. Go back to the game directory \data and open the new folder ACW

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:

C:\Users\username\AppData\Roaming\The Creative Assembly\Napoleon\scripts

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

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 6


STONGLY SUGGESTED, one or more of the following for STABILITY in on-line Multi-Player:
1. Do not use the app “Gforce Experience” with NTW. This application has proven to cause near
100% crash rates using newer drivers AND the Nvidia Experience application. If you are having
frequent and random crashes to desktop and/or lock-ups, consider running older drivers.
2. Run the game in either Windows XP or Windows 7 Compatibility mode. Use your “Control Panel
> Programs > Programs and Features > Run programs made for previous versions of Windows.
Select the game from the list after running the Program Compatibility action. Follow the
instructions.

3. Run the NTW .exe as “Administrator”


4. Apply the 4GB video RAM patch to the NTW .exe file. You need to look this up on the web. It is
technically not exactly ‘legal’. Search “total war 4gb ram patch”…. “ntcore”
5. If you have a crash to desktop during play, restart your machine. NTW has a memory leak. It
always has. Crashes will compound. Restart your PC.
6. Suggested changes to your preferences.script file:
a. To keep the game from over-writing changes to your preferences.script file, modify the
line below to “false”:
write_preferences_at_exit false; # write_preferences_at_exit <bool>, Write preferences
at exit #
b. Check this line and change to “true”:
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run
the battle model on a separate thread #
c. This change seems to improve multi-player stability as well, set to “true” and/or ADD
this line to your file:
io.disable_file_cache true;
d. Enabling multiple threads did not decrease performance or stability and may improve
some systems. You can try this change and alter as your system may allow. It is also
helpful to display your system monitor tools to observer CPU core/thread and RAM
performance:
number_of_threads 4; # number_of_threads <int>, Set the number of threads <= 0 -
automatic, >0 = explicit number #
7. Lower graphic settings to Medium, or lower, depending on your system specs. Slowly increase
settings ONE by ONE and test performance. Lowering setting on laptops and older PCs has
shown drastic stability improvements for multiple test players.
8. Use a hard-wire LAN connection whenever possible. Wi-Fi is generally decent, but packet
exchange and timing will always be better over a wire. Wireless WILL result in more drops.
9. When playing with people you know, the player with the strongest CPU and GPU combination
should host. It is a given that the host should also have the fastest net connection when
possible.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 7


10. Multiple test players made the following modifications and saw general stability improvements
over long-term testing. The more players, the more risk you introduce to a peer-to-peer hosting
situation. IF you make these changes AND your game freezes or hangs… DO NOT TOUCH
ANYTHING. Wait two to three minutes and allow the game to recover. This has been proven on
multiple occasions. This will drastically reduce player ‘drops’ if you allow the game to resync
with the host. Consider these steps:

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

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 8


Known Bugs/Issues
There are a few known issues across various elements of this mod package. Foremost is the Main
Menu. Due to compatibility issues within the prior version 1.0 release LUA and individual computer OS
installs, I have chosen to remove the “acw_lua” files from release 2.0+. Menu screen distortion was
occurring across various test machines while some did not have an issue at all. This is the most
noticeable impact, so realize that several Main Menu buttons are active, and you CAN access the vanilla
game from the mod Main Menu screen. Your vanilla game will be partially corrupted, missing textures,
icons, and other UI items will be impacted. You cannot play custom battles with vanilla army units.

• 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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 9


Configuration
The demands of ACW on most computers will vary by game-mode (Custom vs Scenario) and by the
number of units on the field. In standard “Custom” battles, army limits are set to 20 units maximum,
per side. If you install other mods in addition to ACW, do so at your own risk. ACW will perform at
similar levels to the base NTW game. However, with a greater variety of graphic and model assets,
some degradation is possible based on individual computer components.

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:

- CPU: AMD R5-1600x at stock speeds, no OC


- GPU: GTX 1080ti (Feb 2018); GTX 770 4 GB, no OC (prior to Feb. 2018)
- RAM: 16 GB G.Skill X-Flare 3200 @3200
- Motherboard: ASRock Taichi
- OS: Windows 7 64-bit
- OS Drive: Samsung 960 Pro M.2
- Game drive: Kingston 480 SSD
- Display: ASUS MX27QA 27” 2560x1440 monitor at 60mhz
- Display2: ASUS 24” 1920x1080 at 60mhz
o Monitors were both ‘on’ during build and testing and both GPUs were fine
- Game Graphic Settings: Very High with custom tweaks up or down by item

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 10


Custom Battles
The most common way to play this mod is via the “Custom Battle” configuration. All maps are available
for use in Single-player or Multi-player, Local Network or On-line. Customized armies may be built from
any of the available ‘faction’ armies. While each army is relatively well matched to its counterpart,
pitting factions from different time periods is not the best idea.

• 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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 11


Custom Battles & Historical Scenarios: Victory Point Mode

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:

Beaver Dam Creek: Lookout Creek:

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 12


Basic Ground Rules:

1. Only combat units, Artillery, Cavalry or


Infantry may “control” a VP location.
2. Any VP location ‘behind’ an armies own line of Image A:
approach or to their rear of the main line (yellow)
of combat is theirs, regardless of whether one of
their units ‘walked’ over the VP location.

See Image A where the “1” at upper right is in


Blue control even though they have not crossed
the location nor occupy it.

Note in Image A where the line of battle has


regressed for Red. Above the yellow line Blue
clearly controls the field. With no Red units at
the “1” in the upper middle section, Blue by
default gains this location and leads 8-5.

3. To score a VP location ‘behind’ the enemy’s Image B-1:


main line of combat, a unit must maintain
physical presence on the VP location and must be
able to trace a Line of Communication to another
VP location without enemy presence between
them.

In Image B-1 the Red team has managed to


occupy the middle “1” location and would score
that if the battle ends here.

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.

Blue would score the middle “1” as they can trace


an LoC to both a “4” and “1” location. If the
battle ends here, Blue wins 7-5 with 1 VP not
scored for either team.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 13


4. Image C: Red = 6, Blue = 5 Image C:
Red has advanced quickly to capture the “2” VP
location. If the battle ends now, Red wins 6-5.

5. Image D: The “2” point VP is now contested. Image D:

If the battle ended now, Red would win the 2 VPs


as they initially held this location and were
defending against Blue’s attack.

* If your team needs a VP location to win, be sure


to start your attack with enough time left in the
round to complete the task and take sole
possession of the location.

6. Image E: Blue has pushed Red off the “2” VP Image E:


location and now controls the game, 7 to 4.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 14


7. An example of excessive and wholly Image F:
unreasonable VP capture attempts. The Blue
players in a 2v2 battle have used artillery to
circumvent the Red team, attempting to capture
VP locations in the rear of the Red team’s main
line. If the battle ended now, the “2” at top
center would count for Red as Blue cannot trace
a direct line to another controlled location.

The “1” at lower left would also not be allowed to


count for Blue as they have not yet occupied the
location, and if they would, they would not have
an LoC to another VP. If the battle ends now, Red
gets this “1” VP. Red wins 6-3.

8. In Image G, if the Blue team moved their Image G:


artillery unit into position on the Red team’s right
flank, this would be a reasonable position. The
extreme move to the rear, however, is not
allowed in a VP capture attempt.

The upper position which Blue occupies with


another artillery unit, honestly could be ruled a
“No” as well and the VPs still awarded to Red
unless Blue can either add units to this location
or take full control the “1” location in the upper
right.

The Simple rule: Any VP location which is


occupied behind the enemy’s main line of battle
must be able to trace a direct line to another VP
location held by the same alliance. If enemy
units are present and in good order along that
line of communication, no points can be counted
for the occupying force.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 15


Campaign Game Variant Mode for either Classic Battles or Historical Scenarios

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 16


Units and Special Abilities
Some units have special abilities which are most commonly known by looking at a unit’s command bar
when a battle is in progress. These are like those of the vanilla NTW game. The following table defines
those special abilities and traits for units in this mod. Most traits are passive such as “Inspires Allies” or
secondary action abilities such as Light Infantry Behavior.

A gold star has been added to the icons of specific units to


indicate those which have a passive ability to inspire allied
Inspire Allies units within their immediate area, which is approximately 200
meters or most easily defined as one deployed regiment width
to the front, rear or side.
Several infantry and most cavalry units possess this trait. Use
Light Infantry this to put them into a ‘loose’ formation which reduces
Behavior casualties when in combat. Note, however, that the unit
suffers significant melee penalties in a loose formation.
Set this icon when you are defending a position. Your units
will not chase an enemy after a melee and will perform a
Defense Stance better in holding their ground in a melee fight. You can never
go wrong setting your infantry to this mode when the battle
begins.
Activating this ability allows your unit to fall back when an
enemy unit approaches too closely. Use this function when
units are placed far forward as scouts or feeling for the enemy.
Skirmish Mode
Remember that units DO NOT face-about when they stop. The
unit will face the direction in which they moved. You must
turn them back to face the enemy.
Skirmishers and a few select units are classified as “Light
Infantry” and will have the “Light Infantry Behavior” as noted
Light Infantry
above. Find this identifier on the lower left of your unit’s icon
when the battle begins.
Line Infantry make up the largest class of units. These units
are basic in that they do not have additional abilities beyond
Line Infantry
“skirmish mode”, as indicated above. Find this identifier on
the lower left of your unit’s icon when the battle begins.
There are two basic sharpshooter units in the mod, one for
each faction. Their base weapons vary but both are effective
Sharpshooters
in their role. Find this identifier on the lower left of your unit’s
icon when the battle begins.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 17


Confederate Leader Units
MP
Icon Base Stats Description
Limit
Men: 12 Colonel: Specific leader for either Custom armies or
Stars: 1 Historical Scenario. Shares abilities with all other generals
Morale: 20 but lacks as much influence/modifiers as higher ranked
1
Melee: 4 leaders.
Defense: 6
MP Cost: 500+ Abilities: Rally x3 Inspire Unit x 3
Men: 12
Brigadier General (Generic): Basic leader and the cheapest.
Stars: 1
Shares abilities with all other generals but lacks as much
Morale: 20
1 influence/modifiers as higher ranked leaders.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500
Men: 12
Brigadier General (Named): A specific General for the
Stars: 2+
specific Army Corps. This leader’s Star rating varies and
Morale: 20
1 impacts his overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500+
Men: 12
Major General (Named): A specific General for the specific
Stars: 1
Army Corps. This leader’s Star rating varies and impacts his
Morale: 25
1 overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500+
Men: 12
Lieutenant General (Named): A specific General for the
Stars: 1
specific Army Corps. This leader’s Star rating varies and
Morale: 30
1 impacts his overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500+
Men: 12
General Robert E. Lee (Named): A specific General for the
Stars: 1
specific Army Corps. This leader’s Star rating varies and
Morale: 35
1 impacts his overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 1,200
Leader-Historical Scenarios: Specific leader for Historical
Men: 12
Scenarios as Brigade, Division, Corps and/or Army level units
Stars: Varies
which have individualized icons. These leaders share
Morale: 11 1
abilities with all other generals.
Melee: 1
Defense: 6
Abilities: Rally x3 Inspire Unit x 3

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 18


Confederate Infantry Units
Base Stats and costs are standardized and weighted based on comparable historical resource
values which are used to develop the historical scenarios.
MP
Icon Base Stats Description
Limit
Men: 50
Range: 170
Skirmishers: Basic infantry skirmishing company. Led by a
Accuracy: 20
Captain. Useful for scouting enemy positions.
Morale: 15
5
Melee: 3
Abilities: Light Infantry Behavior
Charge Bonus: 0
Availability: All
Defense: 12
MP Cost: 300
Men: 50 11th Mississippi – Company I - “Van Dorn Reserve Rifles”:
Range: 170 Armed with Colt repeating rifles, this company was
Accuracy: 25 involved in most major battles up to Gettysburg, where
Morale: 15 the regiment of 393 on July 1 numbered only 39 on July 4.
1
Melee: 3 Pickett’s Charge had ruined the regiment.
Charge Bonus: 0
Defense: 12 Abilities: Light Infantry Behavior, Repeating Rifles
MP Cost: 400 Availability: I Corps, Confederate Zouave
Men: 250 Charleston Cadets: The Cadets were organized from
Range: 170 prominent families of Charleston, South Carolina in the
Accuracy: 12 summer of 1860. After serving as garrison troops into
Morale: 4 1862 as part of the 1st Rifles Regiment, 4th South Carolina
1
Melee: 3 Militia, the unit was disbanded with most men joining
Charge Bonus: 6 regular Confederate regiments.
Defense: 8
MP Cost: 440 Availability: Confederate Zouave
Men: 250
Range: 100 State Militia: Basic infantry militia. Poorly trained, loose
Accuracy: 12 formation, questionable morale and defense abilities.
Morale: 4 Armed with smoothbore muskets firing smoothbores with
3
Melee: 3 buck and ball loads. Support them with better troops.
Charge Bonus: 6
Defense: 8 Availability: All
MP Cost: 440
Men: 250
Thomasville Zouaves: A Georgia militia unit which was
Range: 170
organized in the summer of 1860. The unit saw duty as
Accuracy: 15
garrison troops on the east coast but later were part of the
Morale: 5
1 Army of Tennessee, fighting from Chickamauga to
Melee: 6
Johnston’s surrender in North Carolina.
Charge Bonus: 4
Defense: 8
Availability: Confederate Zouave
MP Cost: 505

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 19


MP
Icon Base Stats Description
Limit
Men: 250
Selma Independent Blues: The Selma Independent Blues
Range: 170
were one of many southern militia units and became
Accuracy: 15
Company D of the 8th Alabama and served in Wilcox's
Morale: 5
1 Alabama brigade in the Army of Northern Virginia from
Melee: 4
1862 to Appomattox.
Charge Bonus: 7
Defense: 9
Availability: Confederate Zouave
MP Cost: 525
Men: 250
Montgomery True Blues: The pre-war militia unit was
Range: 170
part of the Alabama Volunteer Corps and was organized
Accuracy: 15
in 1836 serving in the Mexican and Seminole Wars. The
Morale: 5
1 unit formed part of the 3rd Alabama Infantry in the Army
Melee: 4
of Northern Virginia.
Charge Bonus: 7
Defense: 9
Availability: Confederate Zouave
MP Cost: 525
Men: 250
Baldwin Georgia Blues: The Baldwin Blues were raised in
Range: 170
Baldwin County, Georgia in April 1861 and became part of
Accuracy: 15
the 4th Georgia Infantry, serving with the Army of
Morale: 5
1 Northern Virginia from the Seven Days battles to
Melee: 4
Appomattox.
Charge Bonus: 7
Defense: 9
Availability: Confederate Zouave
MP Cost: 525
Men: 250
Range: 100
Early War Infantry: 1861 State Militia and early volunteer
Accuracy: 15
regiments in standard uniforms. Armed with smoothbore
Morale: 5
3 muskets. Slightly less than average stats.
Melee: 4
Charge Bonus: 7
Availability: Bull Run
Defense: 9
MP Cost: 525
Irish Jasper Greens: Named for Sgt. William Jasper, a
Men: 250
Revolutionary War hero during the Siege of Savannah.
Range: 170
They were officially recognized by the state of Georgia in
Accuracy: 15
February 1843. The unit garrisoned the Savannah region
Morale: 5
1 and served in the defense of Atlanta and fought
Melee: 4
Sherman’s army until Johnson’s army surrendered in
Charge Bonus: 7
North Carolina.
Defense: 9
MP Cost: 525
Availability: Confederate Zouave
Men: 250
Mississippi Volunteers: Early War Infantry units dressed
Range: 170
in uniforms issued by the state of Mississippi featured red
Accuracy: 15
trim. Gradually these uniforms were replaced by
Morale: 5
1 standardized or ad hoc uniforms issued by
Melee: 4
quartermasters.
Charge Bonus: 7
Defense: 9
Availability: Confederate Zouave
MP Cost: 525

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 20


MP
Icon Base Stats Description
Limit
Men: 50
Sharpshooters: Elite infantry marksman equipped with
Range: 225
better quality weapons. Led by a Captain. Useful for
Accuracy: 60
long-range fire on advancing infantry or stationary
Morale: 15
1 artillery.
Melee: 3
Charge Bonus: 0
Abilities: Light Infantry Behavior
Defense: 12
Availability: All
MP Cost: 600
Men: 250 5th Georgia – Company A - “Clinch Rifles”: The regiment
Range: 170 began the war in Florida and eventually joined the Army
Accuracy: 18 of Tennessee for the 1862 invasion of Kentucky. Fighting
Morale: 6 at Stones River, the unit lost 32% casualties and suffered
1
Melee: 5 55% at Chickamauga. The unit fought until the surrender
Charge Bonus: 8 of Johnston’s army in April 1865.
Defense: 10
MP Cost: 610 Availability: Confederate Zouave
Men: 250 17th Virginia – Company K - “Warrenton Rifles”:
Range: 170 Organized after John Brown’s raid on Harper’s Ferry by
Accuracy: 18 John Qunicy Marr. Marr was killed in a skirmish at Fairfax
Morale: 6 Courthouse on June 1st, 1861, presumably the first
1
Melee: 5 Confederate officer killed in the war. The company
Charge Bonus: 8 served in the 17th Virginia Regiment throughout the war.
Defense: 10
MP Cost: 610 Availability: Bull Run, Confederate Zouave
Men: 250 Volunteer Infantry: Basic state regiments of volunteers.
Range: 170 Training is moderate with relatively average stats. Armed
Accuracy: 18 with single-shot rifled muskets. Good melee skills and
Morale: 6 morale. This unit represents many State or Named
8
Melee: 5 Regiments/Brigades/Divisions across all faction armies.
Charge Bonus: 8 Various named brigade values are higher cost.
Defense: 10
MP Cost: 610+ Availability: All
Men: 250 10th Tennessee, Irish: Organized in May 1861 at Fort
Range: 170 Henry the unit merged with the 4th Tennessee
Accuracy: 18 Consolidated Regiment in April 1865 and surrendered in
Morale: 6 North Carolina with Johnson’s army. The unit saw action
1
Melee: 6 throughout the western theatre, including capture and
Charge Bonus: 8 parole at Vicksburg, returning to service soon after.
Defense: 10
MP Cost: 610 Availability: Tennessee, Confederate Zouave
Men: 250
12th Tennessee - Company D: Organized in 1861, the
Range: 170
regiment was consolidated with several other Tennessee
Accuracy: 18
regiments during the war. Seeing action at every major
Morale: 6
1 battle in the western theatre, the regiment was paroled
Melee: 6
at Greensboro, North Carolina in April 1865.
Charge Bonus: 8
Defense: 10
Availability: Tennessee, Confederate Zouave
MP Cost: 610

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 21


MP
Icon Base Stats Description
Limit
Men: 250 3rd Alabama: Early War uniform of the unit which was
Range: 170 mustered in at Montgomery, Alabama in April 1861. The
Accuracy: 21 regiment fought in some of The Civil War's most bloody
Morale: 7 battles, including Seven Pines, Fredericksburg,
1
Melee: 6 Chancellorsville, Antietam, Gettysburg and The
Charge Bonus: 9 Wilderness. The regiment surrendered at Appomattox.
Defense: 11
MP Cost: 695 Availability: II Corps, Confederate Zouave
Men: 250 14th North Carolina: Early war uniform of the 4th
Range: 170 Volunteers, later the 14th Regiment. The unit fought from
Accuracy: 24 Williamsburg to Cold Harbor, losing 26% at Gettysburg,
Morale: 8 and saw action in the Valley. Out of the original 1,000
1
Melee: 7 men, only 7 officers and 107 men surrendered at
Charge Bonus: 10 Appomattox.
Defense: 12
MP Cost: 780 Availability: II Corps, Confederate Zouave
Men: 250 11th Virginia – Company E - Lynchburg Rifles: This
Range: 125 company was organized at Lynchburg, Virginia, in May
Accuracy: 24 1861. The unit fought in nearly every major battle with
Morale: 8 the Army of Northern Virginia from Dranesville to Saylor’s
1
Melee: 7 Creek where only 1 officer and 28 men remained to
Charge Bonus: 10 surrender at Appomattox.
Defense: 12
MP Cost: 780 Availability: Bull Run, Confederate Zouave
Men: 250
Range: 125 Coppen’s Zouaves: Early War uniform of the 1st Louisiana
Accuracy: 24 Zouave Battalion. This unit served in the Army of
Morale: 8 Northern Virginia and formed part of the “Louisiana
1
Melee: 8 Brigade” in the II Corps later in the war.
Charge Bonus: 10
Defense: 12 Availability: Bull Run, Confederate Zouave
MP Cost: 790
Men: 250 Confederate States Regulars: These regiments were
Range: 170 formed from a conscription basis or from veterans whose
Accuracy: 24 original regiments were disbanded or had their terms of
Morale: 8 service expire and returned to service. Only a hand full of
1
Melee: 7 these units were raised and represent veteran re-
Charge Bonus: 10 enlistments as well as conscripted troops.
Defense: 12
MP Cost: 840 Availability: All except Bull Run
Men: 250 Late-War Louisiana Tigers: These units represent the 5th,
Range: 170 6th, 7th, 8th and 9th Louisiana Regiments of 1863.
Accuracy: 24 Remnants of Wheat’s Tigers and Coppen’s Zouaves
Morale: 8 served along with other state troops in the II Corps’
3
Melee: 9 “Louisiana Brigade”.
Charge Bonus: 10
Defense: 12 Abilities: Inspires nearby units
MP Cost: 780 Availability: II Corps

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 22


MP
Icon Base Stats Description
Limit
Men: 250 33rd Virginia Regiment: Dressed in Union blue frock coats
Range: 125 and pants, this unit caused great confusion at the First
Accuracy: 27 Battle of Bull Run/Manassas as Union regiments thought
Morale: 9 they were a friendly unit, suffering terrible losses at close-
1
Melee: 8 range when the 33rd fired on them. The regiment served
Charge Bonus: 11 out the war as part of the famous “Stonewall Brigade”.
Defense: 13
MP Cost: 780 Availability: Bull Run, Confederate Zouave
Gregg’s Brigade: These South Carolina regiments became
Men: 250
famous during the Seven Days Battles. This brigade was
Range: 170
often relied on for the toughest fighting. Brigadier
Accuracy: 24
General Gregg was killed in the fighting around Prospect
Morale: 8
3 Hill during the Battle of Fredericksburg in December
Melee: 8
1862.
Charge Bonus: 10
Defense: 12
Abilities: Inspires nearby units
MP Cost: 800
Availability: III Corps
Men: 250 11th Mississippi – Company A - University Greys: The
Range: 170 Early War uniform of this company which was composed
Accuracy: 27 almost exclusively by University of Mississippi students.
Morale: 9 Other companies in this regiment wore similar uniforms
1
Melee: 8 with minor differences. The regiment was decimated in
Charge Bonus: 11 Pickett’s Charge at Gettysburg.
Defense: 13
MP Cost: 865 Availability: III Corps, Confederate Zouave
Men: 250
1st Maryland Battalion: Composed of Maryland troops
Range: 125
which chose to fight for the Confederacy. This battalion
Accuracy: 27
became the core unit of a future Maryland Brigade in the
Morale: 9
1 Confederate Army of Northern Virginia. The early-war
Melee: 8
uniform was soon replaced by standard issue grey.
Charge Bonus: 11
Defense: 13
Availability: Bull Run, II Corps, Confederate Zouaves
MP Cost: 865
Men: 250 24th Georgia Irish Regiment: Fought with the Army of
Range: 170 Northern Virginia from the Seven Days Battles to
Accuracy: 27 Gettysburg, The 24th fought at Chickamauga and in the
Morale: 9 Knoxville Campaign, returning to Virginia to fight at The
1
Melee: 8 Wilderness, Spotsylvania, and Cold Harbor and in the
Charge Bonus: 11 Shenandoah Valley, ending the war at Appomattox.
Defense: 13
MP Cost: 865 Availability: I Corps

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 23


MP
Icon Base Stats Description
Limit
26th North Carolina: Joining Lee’s army in early 1863, the
Men: 300
regiment saw its most bloody fight of the war on July 1st at
Range: 170
Gettysburg. Facing the 24th Michigan of the “Iron
Accuracy: 27
Brigade” in McPherson’s Woods, the two regiments
Morale: 9
1 suffered over 70% casualties. The 26th lost over 120 men
Melee: 8
on July 3rd during Pickett’s Charge.
Charge Bonus: 11
Defense: 13
Abilities: Inspires nearby units
MP Cost: 865
Availability: III Corps
Men: 250 3rd Mississippi: The regiment formed in August 1861 and
Range: 170 saw action throughout the western theatre until the
Accuracy: 27 surrender of Confederate forces under General Johnson in
Morale: 9 North Carolina. The unique uniform was eventually
1
Melee: 8 replaced by standard issue uniform components.
Charge Bonus: 11
Defense: 13 Availability: Tennessee, Confederate Zouave
MP Cost: 865
Men: 250 Cleburne’s Brigade: Elite infantry of the Confederate
Range: 170 Army of the Tennessee. These regiments were famous for
Accuracy: 27 their fighting at Stone’s River, Chickamauga, and in the
Morale: 9 disaster of Franklin, where General Cleburne was among
3
Melee: 8 the killed.
Charge Bonus: 11
Defense: 13 Abilities: Inspires nearby units
MP Cost: 865 Availability: Tennessee
Men: 250
Orphan Brigade: The First Kentucky Brigade recruited
Range: 170
from the border state of Kentucky to fight for the
Accuracy: 27
Confederacy. This brigade suffered terribly in an ill-fated
Morale: 9
3 charge on the second day of the Battle of Stones River,
Melee: 8
charging head-long into a heavy line of Union artillery.
Charge Bonus: 11
Defense: 13
Availability: Tennessee
MP Cost: 865
Men: 250 Texas Brigade: Elite infantry unit of the I Corps. Excellent
Range: 170 morale and attack/defense stats. The 1st, 4th and 5th Texas
Accuracy: 27 Regiments of this brigade suffered crippling losses in the
Morale: 9 cornfield of Antietam and saw action in every major battle
3
Melee: 8 with Lee’s Army of Northern Virginia.
Charge Bonus: 11
Defense: 13 Abilities: Inspires nearby units
MP Cost: 865 Availability: I Corps
Men: 250 6th North Carolina: Formed in May 1861 with men from
Range: 170 the counties of Mecklenburg, Orange, Burke, Catawba,
Accuracy: 27 McDowell, Mitchell, Yancey, Alamance, Rowan, Wake,
Morale: 9 Caswell, and Chatham. The regiment fought in major
1
Melee: 9 battles throughout Virginia, Maryland and Pennsylvania.
Charge Bonus: 11
Defense: 13 Availability: II Corps, Confederate Zouave
MP Cost: 875

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 24


MP
Icon Base Stats Description
Limit
Gordon’s Brigade: Elite infantry unit of the II Corps.
Men: 250 These regiments were reliable and were second only to
Range: 170 the Stonewall Brigade in fame and daring. Led by General
Accuracy: 30 John B. Gordon, their charge cracked the Union XI Corps
Morale: 10 at Gettysburg and saved Lee’s army at Spotsylvania. In
3
Melee: 9 the 1864 Valley Campaign, their surprise attack at Cedar
Charge Bonus: 12 Creek nearly destroyed Sheridan’s army.
Defense: 14
MP Cost: 950 Abilities: Inspires nearby units
Availability: II Corps
Wheat’s Louisiana Tigers: Early War uniform of the
Men: 250
Infamous 1st Louisiana Special Battalion that fought
Range: 100
heroically at the battle of First Bull Run/Manassas. Later
Accuracy: 30
noted for their service during the Seven Days Battles. This
Morale: 10
1 unit was merged with Coppen’s 1st Louisiana Zouave
Melee: 9
Battalion after the battle of Gaines’ Mill, where their
Charge Bonus: 13
leader, Major Wheat was killed.
Defense: 13
MP Cost: 950
Availability: Bull Run, Confederate Zouave
Men: 250 Stonewall Brigade: Elite infantry unit of the II Corps.
Range: 170 These regiments gained fame as Jackson’s “Foot Cavalry”
Accuracy: 33 making long, fast marches in the 1862 Valley Campaign
Morale: 11 and often being at the critical point of many battles,
3
Melee: 10 turning the tide for the Confederacy.
Charge Bonus: 13
Defense: 14 Abilities: Inspires nearby units
MP Cost: 1025 Availability: II Corps

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 25


Confederate Artillery Units
MP
Icon Base Stats Description
Limit
Field Howitzer Battery: With short range but decent
Men: 12/24
accuracy, these are good choices for heavy woods and hilly
Range: 700 2x2
terrain. Can fire canister at short-range if necessary.
Accuracy: 45 Or
MP Cost: 2 = 420 2x4
Configurations: 2-gun, 4-gun
MP Cost: 4 = 640
Shot types: Explosive Shell, Canister, Percussive Shell
Model 1841 6-pounder: Old, light field pieces widely used in
Men: 12/24
the early-war period. Often used as horse artillery/cavalry
Range: 600
guns and phased out by the Union in favor of other types.
Accuracy: 40 n/a
MP Cost: 2 = 420
Configurations: 2-gun, 4-gun
MP Cost: 4 = 640
Shot types: Solid Shot, Canister, Shrapnel/Case Shot
12-pound Napoleon: Considered a light artillery piece, this
Men: 12/24 gun/howitzer fired a variety of ammunition. Confined to
Range: 800 three types in-game, this standard field piece is favored for
Accuracy: 30 n/a defense.
MP Cost: 2 = 450
MP Cost: 4 = 700 Configurations: 2-gun, 4-gun
Shot types: Solid Shot, Canister, Shrapnel/Case Shot
3-inch Ordinance Rifle: A long-range, highly accurate gun
Men: 12/24 favored by both armies. Often used in horse artillery as
Range: 900 well, especially for the Union. Excels at counter-battery fire,
Accuracy: 40 n/a not as efficient in close-range defense situations.
MP Cost: 2 = 600
MP Cost: 4 = 1,000 Configurations: 2-gun, 4-gun
Shot types: Explosive Shell, Canister, Shrapnel/Case Shot
Richmond Howitzer: A 24-pound Howitzer Battery of Elite
Artillery. This unit served in the Army of Northern Virginia
Men: 24
throughout the war with multiple batteries and various gun
Range: 170
1 configurations.
Accuracy: 50
MP Cost: 890
Configurations: 4-gun
Shot types: Explosive Shell, Canister, Percussive Shell

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 26


MP
Icon Base Stats Description
Limit
Washington Artillery: Various batteries of the Washington
Artillery served throughout the Confederate Armies but
Men: 24 most often seen in the Army of Northern Virginia. These
Range: 800 batteries used various gun types but here is a 12-pound
1
Accuracy: 45 Napoleon battery.
MP Cost: 820
Configuration: 4-gun
Shot types: Round Shot, Canister, Shrapnel/Case Shot
8-inch Shell Gun: A single gun used in coastal/fort defense.
Men: 8
Long-range gun firing multiple ammunition types.
Range: 750
2
Accuracy: 30
Configurations: 1-gun
MP Cost: 800
Shot types: Explosive Shell, Canister, Percussive Shell
32-pounder Coastal Gun: A single gun used in coastal/fort
Men: 8
defense. Long-range gun firing multiple ammunition types.
Range: 750
4
Accuracy: 30
Configurations: 1-gun
MP Cost: 1,300
Shot types: Explosive Shell, Canister, Percussive Shell
42-pounder Coastal Gun: A single gun used in coastal/fort
Men: 8
defense. Long-range gun firing multiple ammunition types.
Range: 850
1
Accuracy: 30
Configurations: 1-gun
MP Cost: 1,500
Shot types: Explosive Shell, Canister, Percussive Shell
10-inch Coastal Mortar: A single mortar used in coastal/fort
Men: 8 defense. Medium-range gun firing multiple ammunition
Range: 750 types.
1
Accuracy: 30
MP Cost: 1,050 Configurations: 1-gun
Shot types: Explosive Shell, Percussive Shell
10-inch Columbiad: A single gun used in coastal/fort
Men: 8 defense. Medium-range gun firing multiple ammunition
Range: 750 types.
1
Accuracy: 30
MP Cost: 900 Configurations: 1-gun
Shot types: Explosive Shell, Percussive Shell
32-pound Howitzer: A single mortar used in coastal/fort
Men: 8 defense. Medium-range gun firing multiple ammunition
Range: 700 types.
2
Accuracy: 30
MP Cost: 1,000 Configurations: 1-gun
Shot types: Explosive Shell, Canister, Percussive Shell

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 27


Confederate Cavalry Units
MP
Icon Base Stats Description
Limit
Men: 50
Range: 170 Videttes: A small, company sized Cavalry unit best used for
Accuracy: 100 scouting or skirmish roles. They serve poorly against
Morale: 6 infantry and should not be used in a charge unless the
2
Melee: 8 enemy is in flight.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 400
Men: 100
Range: 30 Early-War Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 20 armed with pistols, shotguns and swords. Armed with
Morale: 10 short-ranged muzzle-loading shotguns mean these units are
n/a
Melee: 12 best used to scout and harass the enemy flanks.
Charge Bonus: 16
Defense: 5 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 500
Men: 85
Range: 170 Mid-War Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 25 armed with muskets and swords. Standard-ranged weapons
Morale: 9 mean these units are well suited to skirmish or scout in
n/a
Melee: 10 addition to harassing enemy flanks.
Charge Bonus: 16
Defense: 5 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 650
Men: 75
Range: 120 Late-War Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 35 armed with repeating rifles and swords. Standard-ranged
Morale: 9 weapons mean these units are well suited to skirmish or
n/a
Melee: 8 scout in addition to harassing enemy flanks. Improved stats.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 800
Men: 100
Range: 120 Standard Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 35 armed with repeating rifles and swords. Standard-ranged
Morale: 6 weapons mean these units are well suited to skirmish or
n/a
Melee: 10 scout in addition to harassing enemy flanks.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 710

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 28


Union Leader Units
MP
Icon Base Stats Description
Limit
Men: 12 Colonel: Specific leader for either Custom armies or
Stars: Varies Historical Scenario. Shares abilities with all other generals
Morale: 20 but lacks as much influence/modifiers as higher ranked
1
Melee: 4 leaders.
Defense: 6
MP Cost: 500+ Abilities: Rally x3 Inspire Unit x 3
Men: 12
Brigadier General (Generic): Basic leader and the cheapest.
Stars: Varies
Shares abilities with all other generals but lacks as much
Morale: 25
1 influence/modifiers as higher ranked leaders.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500
Men: 12
Brigadier General (Named): A specific General for the
Stars: Varies
specific Army Corps. This leader’s Star rating varies and
Morale: 25
1 impacts his overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500+
Men: 12
Major General (Named): A specific General for the specific
Stars: Varies
Army Corps. This leader’s Star rating varies and impacts his
Morale: 30
1 overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500+
Men: 12
Lieutenant General (Named): A specific General for the
Stars: Varies
specific Army Corps. This leader’s Star rating varies and
Morale: 40
1 impacts his overall influence. Cost varies.
Melee: 4
Defense: 6
Abilities: Rally x3 Inspire Unit x 3
MP Cost: 500+
Leader-Historical Scenarios: Specific leader for Historical
Men: 12
Scenarios as Brigade, Division, Corps and/or Army level units
Stars: Varies
which have individualized icons. These leaders share
Morale: Varies 1
abilities with all other generals.
Melee: 1
Defense: 6
Abilities: Rally x3 Inspire Unit x 3

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 29


Union Infantry Units
Base Stats and costs are standardized and weighted based on comparable historical resource
values which are used to develop the historical scenarios.
MP
Icon Base Stats Description
Limit
Men: 50
Range: 170
Skirmishers: Basic infantry skirmishing company. Led by
Accuracy: 25
a Captain. Useful for scouting enemy positions.
Morale: 15
5
Melee: 3
Abilities: Light Infantry Behavior
Charge Bonus: 0
Availability: All
Defense: 12
MP Cost: 300
Men: 250
State Militia: Basic infantry militia. Poorly trained, loose
Range: 100
formation, questionable morale and defense abilities.
Accuracy: 9
Armed with smoothbore muskets firing smoothbores
Morale: 3
3 with buck and ball loads. Support them with better
Melee: 2
troops.
Charge Bonus: 5
Defense: 7
Availability: All
MP Cost: 485
62nd New York “Advance Company”: The regiment was
Men: 50
mustered in at Saltersville, New Jersey on June 30 and
Range: 170
July 1, 1861, and was mustered out on August 30, 1865. It
Accuracy: 25
losses: 3 officers and 85 enlisted men killed and mortally
Morale: 15
1 wounded, and 2 officers and 82 enlisted men by disease.
Melee: 3
Total 172. Use this company as skirmishers.
Charge Bonus: 0
Defense: 12
Abilities: Light Infantry Behavior
MP Cost: 350
Availability: Bull Run, Union Zouave
Men: 250
Early-War State Militia: These regiments first saw action
Range: 125
at the Battle of First Bull Run/Manassas. Many were
Accuracy: 12/15
dressed in militia-grey uniforms with red or black trim,
Morale: 4/5
n/a easily mistaken for Confederate forces. These units are
Melee: 3/4
less than average units, armed with smoothbore muskets.
Charge Bonus: 6/7
Defense: 8/9
Availability: Bull Run
MP Cost: 500/585
Men: 250 Volunteer Infantry: Basic state regiments of volunteers.
Range: 170 Training is moderate with relatively average stats. Armed
Accuracy: 15 with single-shot rifled muskets. Good melee skills and
Morale: 5 morale. This unit represents many State or Named
8
Melee: 4 Regiments/Brigades/Divisions across all faction armies.
Charge Bonus: 7 Various named brigade values are higher cost.
Defense: 9
MP Cost: 575+ Availability: All

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 30


MP
Icon Base Stats Description
Limit
Men: 250 8th New York “Blenker’s Rifles”/”1st German Rifles”: This
Range: 170 regiment, composed of Germans, was organized in New
Accuracy: 15 York City, and mustered into the service of the United
Morale: 5 States for two years. It fought from Bull Run through the
1
Melee: 4 1862 Valley Campaign, commanded by Col. Louis Blenker.
Charge Bonus: 7
Defense: 9 Availability: Bull Run, Union Zouaves
MP Cost: 585
Men: 250
Range: 170 Colored U.S. Infantry: These regiments were raised from
Accuracy: 15 Free and escaped slaves. Led by white officers, they saw
Morale: 5 service in most of the late-war actions in all theatres.
4
Melee: 4 These are average units in most categories.
Charge Bonus: 7
Defense: 9 Availability: U.S. Coastal
MP Cost: 585
Men: 250 11th New York - “Ellsworth’s Zouaves”: The regiment was
Range: 275 famous for pre-war exhibitions and for the loss of their
Accuracy: 18 Colonel, killed by a Confederate sympathizer after
Morale: 6 removing a Confederate flag from the owner’s roof. The
1
Melee: 5 unit’s only combat action of the war was during the
Charge Bonus: 8 battle of First Bull Run/Manassas in 1861.
Defense: 10
MP Cost: 670 Availability: Bull Run, Union Zouave
Men: 250
39th New York - “Garibaldi Guards”: This regiment was
Range: 170
organized in New York City under the leadership of Col.
Accuracy: 18
Frederick George D'Utassy. The regiment took part in the
Morale: 6
1 First Battle of Bull Run and saw action in the Valley
Melee: 5
throughout 1862.
Charge Bonus: 8
Defense: 10
Availability: Bull Run, Union Zouaves
MP Cost: 670
Men: 250
146th New York – “Garrard’s Tigers”: Originally formed in
Range: 170
1862, the unit saw action in numerous battles beginning
Accuracy: 18
at Fredericksburg through Appomattox. The regiment
Morale: 6
1 lost 50 killed at Chancellorsville on the first day; 28 at
Melee: 5
Gettysburg, and over 300 total losses at the Wilderness.
Charge Bonus: 8
Defense: 10
Availability: V Corps, Union Zouave
MP Cost: 670
69th Pennsylvania: Originally raised as the 2nd California.
Men: 250
Companies I and K wore a distinctive Zouave uniform.
Range: 170
The regiment fought with the Army of the Potomac from
Accuracy: 18
Ball’s Bluff to Appomattox. The regiment lost over 50% at
Morale: 6
1 Gettysburg and defended the Copse of Trees during
Melee: 5
Pickett’s Charge, holding their ground while units to
Charge Bonus: 8
either side fell back.
Defense: 10
MP Cost: 670
Availability: II Corps, Union Zouave

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 31


MP
Icon Base Stats Description
Limit
Men: 250
72nd Pennsylvania: Originally raised as the 3rd California,
Range: 275
this regiment is best known for being the Union regiment
Accuracy: 18
‘at the angle’ during Pickett’s Charge. The unit was
Morale: 6
1 recruited largely from Philadelphia firemen fighting from
Melee: 5
Ball’s Bluff to Petersburg, mustering out in June 1864.
Charge Bonus: 8
Defense: 10
Availability: II Corps, Union Zouave
MP Cost: 670
Men: 250
Range: 275 U.S. Marines Battalion: This unit took heavy casualties in
Accuracy: 18 their first action at the Battle of First Bull Run/Manassas.
Morale: 6 Their conspicuous uniforms make them easy to spot.
1
Melee: 5 They fight well and are armed with rifled muskets.
Charge Bonus: 6
Defense: 10 Availability: Bull Run
MP Cost: 670
Men: 250
74th New York Volunteer Infantry: A decorated and well-
Range: 275
known regiment of the “Excelsior Brigade”, raised in
Accuracy: 18
1861. Four members of this regiment received the Medal
Morale: 6
1 of Honor for their actions at the Battle of Chancellorsville
Melee: 6
in 1863.
Charge Bonus: 8
Defense: 10
Availability: III Corps, Union Zouave
MP Cost: 680
Men: 250
Range: 275 114th Pennsylvania “Collis’ Zouaves”: Saw action
Accuracy: 18 throughout the war, fighting their first major battle at
Morale: 6 Fredericksburg in December 1862. They saw action in the
1
Melee: 6 war’s major battles through the siege of Petersburg.
Charge Bonus: 8
Defense: 10 Availability: III Corps, Union Zouave
MP Cost: 680
Men: 50 Sharpshooters: Elite infantry marksman, “Berdan’s
Range: 275 Sharpshooters” are equipped with the best breech-
Accuracy: 75 loading rifles in the war. Led by a Captain. Useful for
Morale: 15 long-range fire on advancing infantry or stationary
1
Melee: 3 artillery.
Charge Bonus: 0
Defense: 12 Abilities: Light Infantry Behavior
MP Cost: 725 Availability: All
Men: 250 11th Indiana “Wallace’s Zouaves”: Organized in
Range: 275 Indianapolis under Col. Lew Wallace (later General), after
Accuracy: 21 the initial 90 days enlistment expired, re-organized for 3
Morale: 7 years-service. Saw extensive action throughout the
1
Melee: 6 western theatre and Virginia Valley Campaign of 1864.
Charge Bonus: 9 Mustered out in 1865.
Defense: 11
MP Cost: 755 Availability: Cumberland, Union Zouaves

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 32


MP
Icon Base Stats Description
Limit
Men: 250
54th Massachusetts: The most famous Colored Infantry
Range: 275
regiment in the Union army. This regiment took part in a
Accuracy: 21
failed attack on Fort Wagner, near Charleston, South
Morale: 7
1 Carolina during the Union siege operations. This unit is
Melee: 6
above average in stats.
Charge Bonus: 9
Defense: 11
Availability: U.S. Coastal
MP Cost: 755
Men: 250
10th New York: The 10th New York Volunteer Infantry
Range: 275
Regiment was an infantry regiment that served in the
Accuracy: 21
Union Army during the American Civil War. It was also
Morale: 7
1 known as the McChesney Zouaves or National Guard
Melee: 6
Zouaves.
Charge Bonus: 9
Defense: 11
Availability: Bull Run, V Corps, Union Zouave
MP Cost: 755
Men: 250
Range: 170 44th New York “Ellsworth’s Avengers”: The regiment
Accuracy: 21 served from August 1861 until August 1864 as part of the
Morale: 7 Union V Corps and gained fame in many battles, including
1
Melee: 6 that of Little Round Top at Gettysburg.
Charge Bonus: 9
Defense: 11 Availability: V Corps, Union Zouave
MP Cost: 755
Men: 250
73rd New York Volunteer Infantry: Organized in May 1861
Range: 275
in New York City, this regiment was one of the core units
Accuracy: 21
of the “Excelsior Brigade”. Also known as the “Second
Morale: 7
1 Fire Zouaves”, this unit consisted of New York Fireman.
Melee: 6
The unit served until the end of the war.
Charge Bonus: 9
Defense: 11
Availability: III Corps, Union Zouave
MP Cost: 755
Men: 250
Range: 125
79th New York “Highlanders”: This New York State Militia
Accuracy: 21
unit wore gaudy plaid uniform pants and red-trimmed
Morale: 7
1 jackets. Finely dressed, they are a strong fighting unit.
Melee: 6
Charge Bonus: 9
Availability: Bull Run, Union Zouave
Defense: 11
MP Cost: 755
Men: 150
21st Ohio: Armed with 5-shot Colt repeating rifles, this
Range: 275
regiment fought bravely at the Battle of Chickamauga.
Accuracy: 21
Confederates facing the 21st on the second day thought
Morale: 7
1 they were facing an entire division instead of a single
Melee: 6
regiment based on the volume of fire they received.
Charge Bonus: 9
Defense: 11
Availability: Cumberland
MP Cost: 755

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 33


MP
Icon Base Stats Description
Limit
Men: 250 76th Pennsylvania: The regiment was organized at
Range: 275 Harrisburg, Pennsylvania and mustered in October 18,
Accuracy: 21 1861, for a three-year enlistment under the command of
Morale: 7 Colonel John M. Power. Mustered out July 18, 1865. The
1
Melee: 6 regiment fought primarily in coastal Virginia and the
Charge Bonus: 9 Carolina’s, including the siege of Ft. Wagner.
Defense: 11
MP Cost: 755 Availability: Union Coastal, Union Zouave
Men: 250 95th Pennsylvania “Gosline’s Zouaves”: The regiment was
Range: 275 formed in Philadelphia, Pennsylvania from August to
Accuracy: 21 October 1861, with one company from New Jersey and
Morale: 7 the other nine from Pennsylvania. When the 95th fought
1
Melee: 6 at The Seven Days Battle, they held against the infamous
Charge Bonus: 9 Wheat's Battalion, killing Major Wheat.
Defense: 11
MP Cost: 755 Availability: Union Zouave
Men: 250
Range: 275 155th Pennsylvania: A Zouave unit which gained its
Accuracy: 21 designation as a Zouave regiment after the Battle of
Morale: 7 Gettysburg. The distinctive dark blue and yellow uniform
1
Melee: 7 stands out. This is an average but tough unit.
Charge Bonus: 9
Defense: 11 Availability: V Corps, Union Zouave
MP Cost: 765
Men: 250
9th New York “Hawkin’s Zouaves”: Serving from April
Range: 275
1861 until May 1863, the regiment saw service along the
Accuracy: 21
North Carolina and Virginia coasts before being assigned
Morale: 7
1 to the Army of the Potomac, prior to the Battle of
Melee: 7
Antietam.
Charge Bonus: 9
Defense: 11
Availability: U.S. Coastal, Union Zouave
MP Cost: 765
Men: 250
The Excelsior Brigade: The 70th and 72nd New York
Range: 275
Volunteers served with other New York regiments in this
Accuracy: 21
famous brigade. The 70th was raised primarily on Staten
Morale: 7
2 Island, while the 72nd consisted of men from various
Melee: 7
states. Partner regiments are the 73rd and 74th New York.
Charge Bonus: 9
Defense: 11
Availability: III Corps
MP Cost: 765
Men: 250
Range: 275 Vincent’s Brigade: Colonel Strong Vincent’s 3rd Brigade,
Accuracy: 21 1st Division of the Union V Corps became famous for its
Morale: 7 role in the fight for Little Round Top at the Battle of
1
Melee: 7 Gettysburg, highlighted by the 20th Maine’s valiant action.
Charge Bonus: 9
Defense: 11 Availability: V Corps
MP Cost: 765

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 34


MP
Icon Base Stats Description
Limit
Men: 250
Veteran Infantry Regiment: These units were formed by
Range: 170
re-enlisting veterans when their original regiments terms
Accuracy: 24
of service expired. These are well disciplined and steady
Morale: 8
2 units available to most faction army corps.
Melee: 7
Charge Bonus: 9
Abilities: Inspires nearby units
Defense: 12
Availability: All except Zouave
MP Cost: 830
Men: 250
20th Maine: An Elite unit of the Union V Corps which
Range: 170
gained its fame as the ‘end of the line’ on July 2, 1863
Accuracy: 24
defending Little Round Top in a desperate fight during the
Morale: 8
1 Battle of Gettysburg.
Melee: 7
Charge Bonus: 10
Abilities: Inspires nearby units
Defense: 12
Availability: V Corps
MP Cost: 840
Men: 250 1st Minnesota Volunteers – Early War: The unit fought at
Range: 100 the Battle of Bull Run, wearing bright red shirts into
Accuracy: 24 battle. The regiment famously charged into an oncoming
Morale: 8 Confederate brigade on July 2nd at Gettysburg, suffering
1
Melee: 7 82% casualties, 215 of 262 men in five minutes. Their
Charge Bonus: 10 heroic charge saved the Union line from disaster.
Defense: 12
MP Cost: 840 Availability: Bull Run
Men: 250 62nd New York “Line Company”: The regiment was
Range: 170 mustered in at Saltersville, New Jersey on June 30 and
Accuracy: 24 July 1, 1861, and was mustered out on August 30, 1865. It
Morale: 8 losses: 3 officers and 85 enlisted men killed and mortally
1
Melee: 7 wounded, and 2 officers and 82 enlisted men by disease.
Charge Bonus: 10 Total 172.
Defense: 12
MP Cost: 840 Availability: Bull Run, Union Zouave
Men: 250
Range: 170 23rd Pennsylvania: The regiment was originally formed in
Accuracy: 24 April 1861 but mustered out later that year and then
Morale: 8 reformed, seeing action throughout the war until
1
Melee: 7 September 1864 when it was mustered out of service.
Charge Bonus: 10
Defense: 12 Availability: Union Zouave
MP Cost: 840
Men: 250 Irish Brigade: An Elite infantry unit, the Battle of
Range: 170 Antietam secured its place in history. The regiments
Accuracy: 24 serving in this Brigade were armed with smoothbore
Morale: 8 muskets and are terrifying at close-range. This unit is the
3
Melee: 7 cornerstone of the Union II Corps.
Charge Bonus: 10
Defense: 12 Abilities: Inspires nearby units
MP Cost: 840 Availability: Bull Run, II Corps

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 35


MP
Icon Base Stats Description
Limit
Bucktail Brigade: The 143rd, 149th and 150th PA
Men: 250
“Bucktails” first saw action at Gettysburg on July 1, 1863.
Range: 170
Each regiment suffered 70% or greater casualties, and
Accuracy: 27
without doubt, saved the Union line that day. Their
Morale: 9
3 sacrifice, while holding their positions on McPherson
Melee: 7
Ridge until nearly surrounded, bought precious time for
Charge Bonus: 7
Union forces to occupy and entrench Cemetery Hill.
Defense: 10
MP Cost: 845
Availability: I Corps
Men: 250 King’s Brigade – Thomas’s Corps: The Elite units of this
Range: 170 Regular Army brigade gained fame during the second
Accuracy: 24 day’s Battle of Chickamauga when Union Major General
Morale: 8 Thomas gained the moniker “Rock of Chickamauga”;
3
Melee: 8 defending stubbornly against overwhelming odds.
Charge Bonus: 10
Defense: 12 Abilities: Inspires nearby units
MP Cost: 850 Availability: Cumberland
Men: 250 1st Minnesota Volunteers – Late War: The unit fought at
Range: 170 the Battle of Bull Run, wearing bright red shirts into
Accuracy: 27 battle. The regiment famously charged into an oncoming
Morale: 9 Confederate brigade on July 2nd at Gettysburg, suffering
1
Melee: 8 82% casualties, 215 of 262 men in five minutes. Their
Charge Bonus: 11 heroic charge saved the Union line from disaster.
Defense: 13
MP Cost: 925 Availability: II Corps
Men: 250
5th New York “Duryea’s Zouaves”: Serving from April
Range: 170
1861 until May 1863, the regiment gained fame for their
Accuracy: 27
skill but also their decimation at the Second Battle of Bull
Morale: 9
1 Run where over 330 men were lost; over 120 in only eight
Melee: 8
minutes of fighting the Texas Brigade of Hood’s Division.
Charge Bonus: 11
Defense: 13
Availability: Bull Run, V Corps, Union Zouave
MP Cost: 925
Men: 150 13th Pennsylvania Reserves/1st Bucktails: This Elite
Range: 170 regiment fought with distinction throughout the war.
Accuracy: 27 Armed with repeating rifles after the Seven Days Battles,
Morale: 9 the regiment was feared by its opponents and was often
1
Melee: 8 used as skirmishers.
Charge Bonus: 11
Defense: 13 Abilities: inspires nearby units; Light Infantry Behavior
MP Cost: 925 Availability: V Corps
Men: 250 U.S. Army Regulars: Infantry regiments that are
Range: 170 mustered into the Regular Army, unlike Volunteer units.
Accuracy: 24 These regiments are better drilled and have moderately
Morale: 8 better than average stats. They can be used as strong
3
Melee: 7 assault troops or core defenders and are available to
Charge Bonus: 10 several faction armies.
Defense: 12
MP Cost: 925 Availability: All

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 36


MP
Icon Base Stats Description
Limit
Men: 150 Wilder’s Brigade: Mounted Elite Infantry unit armed with
Range: 170 repeating rifles. This brigade fought in most of the
Accuracy: 27 significant battles in the western theatre. Chickamauga
Morale: 9 was a bloody instance where their repeating rifles helped
1
Melee: 8 stem a major Confederate attack the first day of battle.
Charge Bonus: 11
Defense: 13 Abilities: Inspires nearby units
MP Cost: 925 Availability: Cumberland
14th Brooklyn/84th New York Militia: This Zouave
Men: 250
uniformed unit fought bravely, with heavy loss and
Range: 170
gained the name “Red Devils” at the first Battle of Bull
Accuracy: 30
Run/Manassas. The regiment severed with distinction in
Morale: 10
1 every battle it took part and performed heroically at both
Melee: 9
Antietam and Gettysburg, suffering heavy losses.
Charge Bonus: 12
Defense: 14
Abilities: Inspires nearby units
MP Cost: 1010
Availability: Bull Run, I Corps, Union Zouave
Men: 250 Iron Brigade: An Elite infantry brigade of the I Corps,
Range: 170 these regiments gained their infamous name at the Battle
Accuracy: 33 of Antietam, suffering terrible losses. This brigade fought
Morale: 11 with great distinction from its first action during the
3
Melee: 10 Seven Days Battles to the end of its organization.
Charge Bonus: 13
Defense: 15 Abilities: Inspires nearby units
MP Cost: 1095 Availability: I Corps

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 37


Union Artillery Units
MP
Icon Base Stats Description
Limit
Field Howitzer Battery: With short range but decent
Men: 12/24
accuracy, these are good choices for heavy woods and hilly
Range: 700 2x2
terrain. Can fire canister at short-range if necessary.
Accuracy: 45 Or
MP Cost: 2 = 420 2x4
Configurations: 2-gun, 4-gun
MP Cost: 4 = 640
Shot types: Explosive Shell, Canister, Percussive Shell
Model 1841 6-pounder: Old, light field pieces widely used in
Men: 12/24
the early-war period. Often used as horse artillery/cavalry
Range: 600
guns and phased out by the Union in favor of other types.
Accuracy: 40 n/a
MP Cost: 2 = 425
Configurations: 2-gun, 4-gun
MP Cost: 4 = 650
Shot types: Solid Shot, Canister, Shrapnel/Case Shot
12-pound Napoleon: Considered a light artillery piece, this
Men: 12/24/36
gun/howitzer fired a variety of ammunition. Confined to
Range: 800
three types in-game, this standard field piece is favored for
Accuracy: 35
n/a defense.
MP Cost: 2 = 450
MP Cost: 4 = 700
Configurations: 2-gun, 4-gun, 6-gun
MP Cost: 6 = 1,050
Shot types: Solid Shot, Canister, Shrapnel/Case Shot
3-inch Ordinance Rifle: A long-range, highly accurate gun
Men: 12/24/36
favored by both armies. Often used in horse artillery as
Range: 900
well, especially for the Union. Excels at counter-battery fire,
Accuracy: 50
n/a not as efficient in close-range defense situations.
MP Cost: 2 = 600
MP Cost: 4 = 1,000
Configurations: 2-gun, 4-gun, 6-gun
MP Cost: 6 = 1,515
Shot types: Explosive Shell, Canister, Shrapnel/Case Shot
Coopers Battery B – 1st Pennsylvania Light Artillery: The
Men: 24
battery was relied on heavily by its Division commanders
Range: 900
and gained its reputation during the Seven Days Battles. At
Accuracy: 60
n/a Gettysburg the battery was engaged on all three days at the
Guns: 4
pinnacle of each day’s conflict, suffering numerous losses.
MP Cost: 1200
Shot types: Explosive Shell, Canister, Shrapnel/Case Shot
10-pound Parrott Rifle: A long-range, highly accurate gun
Men: 12/24/36
favored by both armies. Sometimes used in horse artillery
Range: 1,000
as well. Excels at counter-battery fire, not as efficient in
Accuracy: 45
n/a close-range defense situations. Excellent anti-troop gun.
MP Cost: 2 = 605
MP Cost: 4 = 1,025
Configurations: 2-gun, 4-gun, 6-gun
MP Cost: 6 = 1,525
Shot types: Explosive Shell, Canister, Percussive Shell
20-pound Parrott Rifle: A long-range, highly accurate gun
used in fewer numbers. Excels at counter-battery fire, not
Men: 12
as efficient in close-range defense situations. Excellent anti-
Range: 1,000
2 troop gun. Higher damage factor with larger shells.
Accuracy: 50
MP Cost: 2 = 420
Configurations: 2-gun
Shot types: Explosive Shell, Canister, Percussive Shell

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 38


Union Cavalry Units
MP
Icon Base Stats Description
Limit
Men: 50
Range: 120 Videttes: A small, company sized Cavalry unit best used for
Accuracy: 35 scouting or skirmish roles. They serve poorly against
Morale: 6 infantry and should not be used in a charge unless the
n/a
Melee: 10 enemy is in flight.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 400
Men: 100
Range: 100 Early-War Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 20 armed with pistols, shotguns and swords. Short-ranged
Morale: 6 weapons mean these units are best used to scout and
n/a
Melee: 8 harass the enemy flanks.
Charge Bonus: 16
Defense: 5 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 500
Men: 100
Range: 120 Mid-War Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 35 armed with repeating rifles and swords. Standard-ranged
Morale: 7 weapons mean these units are well suited to skirmish or
n/a
Melee: 9 scout in addition to harassing enemy flanks.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 650
Men: 100
Range: 120 Late-War Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 35 armed with repeating rifles and swords. Standard-ranged
Morale: 9 weapons mean these units are well suited to skirmish or
n/a
Melee: 10 scout in addition to harassing enemy flanks. Improved stats.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 800
Men: 100
Range: 120 Standard Cavalry: Regiment sized Cavalry unit primarily
Accuracy: 35 armed with repeating rifles and swords. Standard-ranged
Morale: 6 weapons mean these units are well suited to skirmish or
n/a
Melee: 10 scout in addition to harassing enemy flanks.
Charge Bonus: 16
Defense: 7 Abilities: Dismount, Skirmish, Light Infantry Behavior
MP Cost: 710

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 39


Historical Scenarios
The core feature of this mod project is the Historical Scenario option, accessible via the “Multiplayer”
functionality. However, it is very easy to play against the base AI in all scenarios. To do this, you must
“Host a Battle”, then select “Historical Scenarios”. You will find that nearly all battle maps are also
available as historically accurate scenarios. It is generally recommended to play the “Defending” army
(Right side faction on screen) due to AI limitations and its preference to leave its position and attack.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 40


Leaders: Each General officer in a scenario has his own, accurate portrait/icon. For simplicity, all
General units are essentially the same in statistics. A General may Rally or Inspire any unit(s) in play. A
death to any General impacts all units. Most scenarios have two or more General units in play. Each
General should be kept in close-proximity to his ‘own’ Brigade or Division as this spreads out the
supporting influence of the General(s). Corps or Army leaders should be used only in extreme cases.

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:

Three Regiments Four Regiments Five Regiments Six Regiments


XXXXX XXXXX XXXXX XXXXX XXX XXX XXX XXX XXX XXX
XXXXX XXXXX XXXXX XXX XXX XXX XXX XXX
*Spacing between the first and second line should be minimum one-half of the rear unit’s range of fire, if
engaged. If moving, closer deployment is fine. Terrain also dictates spacing. If on a slope and firing
downhill, successive lines stepped closely behind multiplies your defensive firepower.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 41


Terrain Modifications and Indicators
The image below shows a portion of the Gettysburg: McPherson’s Ridge map. The yellow line indicates
the boundary of normal vs. slow terrain. In this instance, the slow terrain to the right reduces unit
movement speed to 20% of normal. Units are then deployed in depth from the line to approximate
their separation in arrival. In true sportsmanship, and under “rules of honor”, you DO NOT attack units
in these areas in any manner! In this example, the Iron Brigade and General Reynolds are just to the left
of the slow terrain and will “arrive” closer and more quickly than the remainder of I Corps and XI Corps.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 42


Unit Summary for Historical Scenarios

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 43


Confederate Infantry Units – Historical Scenarios
*Special/unique units do exist and are also found in “Custom” units.

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

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 44


Union Infantry Units – Historical Scenarios
*Special/unique units do exist and are also found in “Custom” units.

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

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 45


Assessing the Scenario
*Note: Scenarios may include 1 to 6 players and can be played against any combination of human or AI.

Historical Scenarios MUST be launched via the Multiplayer Menu

What is the Scenario:


Knowing some basic facts about a scenario is vital. After playing through each scenario you will have
learned valuable information. Knowing the historical background is really the first step. Obviously, if
you are playing the Union forces in the Battle of Franklin, you are not going to advance your forces out
of your defenses and into open ground; you are going to sit back and wait. If you are the Confederate
player, you realize you have a daunting task ahead of you. Planning how to maneuver the forces you
have, which are already in position, leaves few options other than timing and modest shifting to the
right or left. The Union player has ample artillery, the Confederate has none. Obviously, it makes sense
to get moving and keep moving for the Confederate player.

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.

“God is not on the side of the big battalions,


but on the side of those that shoot best.”
~ Voltaire

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 46


Attacking:

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 47


Defending:

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 48


Battlegrounds/Maps
*Note: Maps are designed for up to 8 players in Custom Battles.
Scenarios may include 1 to 6 players and can be played against any combination of human or AI.
* RED text denotes a new map, a new scenario for a prior map or new map and scenario.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 49


Name SP/MP Scenario Name
Stonewall Jackson’s division’s attack elements of
Yes
Cedar Mountain Yes the Union army near Cedar Mountain. A prelude to
1-6
the battle of Second Manassas.
The largest battle during the Vicksburg Campaign,
Yes
Champion Hill Yes Union forces fight a tenacious Confederate Army
1-6
leading to the siege of Vicksburg.
General Stonewall Jackson’s greatest moment was
Chancellorsville Yes No
here in the dense forests of the Wilderness.
Yes One of the bloodiest battles of the entire war,
Chickamauga: Day 1 Yes
1-6 fought over thick forests and broken fields.
The second day of battle along the Chickamauga
Chickamauga: Day 2 Yes Creek saw heavy fighting in the fields and woods
Yes
Snodgrass Hill 1-6 around Snodgrass Hill. Union General Thomas
earns his nickname “Rock of Chickamauga”.
Virtually the same ground as the 1862 Battle of
Cold Harbor Yes No
Gaines Mill, resulted in massive Union casualties.
A “what if” battle proposing Lee captures
Yes Harrisburg, Pennsylvania and does not fight at
Conewago Creek – Center Yes
1-6 Gettysburg. Union forces contest the Turnpike to
Lancaster, east of the Susquehanna River.
The eastern portion of the “what if” battlefield
Yes featuring long open fields and a long ridge to the
Conewago Creek – East Yes
1-6 south. Heavy forest and rough hills mark the
western edge. A broad stream cuts the field in half.
The western portion of the “what if” battlefield
Yes
Conewago Creek – West Yes featuring heavy forest, open fields, a broad winding
1-6
stream and an imposing hill which is key to the line.
A smaller but significant battle in 1862 “Valley
Yes Campaign” as outnumbered Confederates held off
Cross Keys Yes
1-4 Union forces prior to their victory at Port Republic
the next day.
A “what if” battlefield in southwestern
Pennsylvania featuring the creator’s home/farm.
Enlow Fork Yes No
High ridges and deep hollows; equal fields and
woods.
The first large battle of the war. The field features
Yes
First Manassas/Bull Run Yes many terrain features and the scenario includes
1-6
many unique and colorful units.
A devastating battle in late 1864 as General Hood
Yes leads a last-gasp invasion of Tennessee to capture
Franklin Yes
1-6 Nashville. The losses are horrible in men and
leadership. Union defenses are impressive.
Ewell’s reduced forces attempt to hold strong
Union forces from advancing further up the
Fisher’s Hill Yes No
Shenandoah Valley but are routed from their
strong positions by a flanking force of cavalry.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 50


Name SP/MP Scenario Name
The long siege of Charleston included efforts to
Yes capture Battery or Fort Wagner. The 54th
Fort Wagner Yes
1-4 Massachusetts Colored Infantry gained fame in
their unsuccessful bayonet charge here.
This battle is on the left of the Union attack against
Fredericksburg: Yes Confederate forces under Stonewall Jackson. Flat,
Yes
Prospect Hill 1-6 muddy fields lead west toward a wooded ridge
which is the Confederate position.
This scenario features the piecemeal Union attack
Fredericksburg: Yes against the sunken road/stone wall at the base of
Yes
Marye’s Heights 1-6 Marye’s Heights, a long-low ridge just outside the
town. Outnumbered, the Confederates must hold.
Historically known for the 1st Maryland
Confederate regiment fighting and largely
Front Royal Yes No capturing the 1st Maryland Union regiment, this
was a small engagement during the 1862 Valley
Campaign.
The third battle in the Seven Days campaign, this
Yes
Gaines Mill Yes position was occupied by Union troops after their
1-6
retreat the previous day from Beaver Dam Creek.
Union XI Corps must quickly decide how far
Gettysburg: Yes
Yes forward to defend Gettysburg. Blocher’s Hill
Barlow’s Knoll 1-6
(Barlow’s Knoll) is all but a necessity to take.
Featuring the ground over which Pickett’s charge
Gettysburg: Yes
Yes took place, the scenario offers immersive detail of
Cemetery Ridge 1-6
the units involved in this infamous event.
Fought over for two days, the high hills and heavy
Gettysburg: Yes
Yes woods make for a difficult attack. Flanking moves
Culp’s Hill 1-6
are required to be made with strong forces.
The opening day’s fight during the battle of
Gettysburg: Yes
Yes Gettysburg features well-known landmarks and
McPherson’s Ridge 1-6
rolling terrain.
One of the best looking and most difficult maps to
Gettysburg: Yes
Yes fight across. The scenario is one where the AI is
Round Tops 1-6
relentless on the attack.
Following the retreat from Gaines Mill, Union
Yes forces are surprised on their retreat by Longstreet’s
Glendale/Frayser’s Farm Yes
1-6 and A.P. Hill’s Divisions. Open fields broken by
thick woods and opposing ridge-lines.
The only battle Jackson ever lost highlights a small
Yes
Kernstown Yes contest just south of Winchester, Virginia in
1-6
Jackson’s 1862 “Valley Campaign”.
Longstreet’s Corp, having been sent to the Army of
Tennessee, was detached from Bragg’s forces
Knoxville Yes No
around Chattanooga and sent to capture Knoxville
and push Union forces out of eastern Tennessee.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 51


Name SP/MP Scenario Name
The terrain along Lookout Creek saw a desperate
night attack by Hood’s division to destroy the
Lookout Creek Yes No
Union XI and XII Corps before they could unite with
Thomas’s Army in Chattanooga.
The day after the fight at Glendale, Union forces
Yes
Malvern Hill Yes anchored by scores of artillery batteries inflicted
1-6
terrible losses on the attacking Confederates.
A battle in the Trans-Mississippi theatre near
Mansfield, Louisiana. Mostly open ground with
Mansfield Yes No
moderate forest where Union forces were defeated
handily in succession.
A small-scale battle in the mountains of
Yes
McDowell Yes southeastern West Virginia during the 1862 Valley
1-4
Campaign.
The long, sloping, brush covered ridge to the east
of Chattanooga. Generally flat, open ground has to
Missionary Ridge Yes No
be crossed by the attacker to reach the crest, lined
with trenchworks.
The main road snakes along a large hill through
Pea Ridge: Elkhorn Tavern Yes
Yes thick forest and muddy fields. A difficult battle for
Day 1, March 7th 1-4
both sides where maneuver is critical.
This scenario depicts the Union’s unexpected and
Pea Ridge: Elkhorn Tavern Yes
Yes ferocious attack of March 8th, forcing the
Day 2, March 8th 1-4
Confederate forces to retreat deep into Arkansas.
March 7, 1862, one of two battles this day where
Yes
Pea Ridge: Leetown Yes blunders by Confederate leaders turned victory
1-4
into defeat. Heavy woods, muddy broken ground.
The largest battle in the state of Kentucky, Union
Yes forces were outnumbered but won by failing to
Perryville Yes
1-6 lose. Rolling hills, spotty woods, and a winding
stream define the map. Line of sight is difficult.
A single Union brigade is heavily outnumbered and
Yes
Port Republic Yes must hold a narrow front against Jackson’s Army of
1-6
the Valley.
Following the failed Peninsula Campaign, Union
forces gathered near Manassas. Jackson’s troops
Second Manassas Yes No
struck them hard but barely hung on. A long,
curved railroad embankment defines the map.
The first battle of the Peninsula Campaign.
Seven Pines/Fair Oaks: Yes
Yes Confederate Joseph E. Johnston was wounded,
May 31, 1862 1-6
leading Robert E. Lee to take over the army.
The first battle of the Peninsula Campaign. After
Seven Pines/Fair Oaks: Yes
Yes General Johnston is wounded on the first day of
June 1, 1862 1-6
fighting, Union forces counter-attack on day two.
One of the largest, most difficult maps and
Yes scenarios to survive. Heavy forest dominates.
Shiloh: Day One Yes
1-6 Small fields define bloody contests. The AI is
relentless in any scenario.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 52


Name SP/MP Scenario Name
Prelude to the Battle of Antietam. Outnumbered
South Mountain: Confederates fight to hold the mountain pass. Very
Yes No
Crampton’s Gap difficult terrain of woods and boulders define the
mountain.
Prelude to the Battle of Antietam. Outnumbered
South Mountain: Yes Confederates fight to hold the mountain pass. Very
Yes
Turner’s & Fox’s Gaps 1-6 difficult terrain of woods and boulders define the
mountain.
One of the longest and most costly close-combat
Spotsylvania Courthouse Yes No actions of the entire war was fought here in the
Confederate trenches.
Fought during the New Year’s days of 1862,
Yes
Stones River/Murfreesboro Yes aggressive Confederate attacks gained ground early
1-6
but stubborn Union defenses finally held-out.
Sherman’s Corps, supported by XI Corps attacked
Tunnel Hill – Chattanooga Yes No the north end of Missionary Ridge amid large hills
and heavy forest.
A thickly wooded western half leads to rolling,
open fields bisected by a winding creek.
Wilderness Tavern Yes No
Encompassing the eastern edge of the actual
battleground, take the Wilderness Tavern.
Fought in August 1861 this was one of the first
Yes large battles in the Trans-Mississippi theatre. A
Wilson’s Creek Yes
1-6 wide stream bisects the map from north to south.
Ample fields and large woodlots.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 53


Tips and Advice

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:

Terrain Type: Unit Speed in Percent:


Grass 90
Road, Dirt 100
Road, Paved/Turnpike 120
Light Forest/Orchard 85
Medium Forest 72.5
Heavy Forest 65
Crop Fields 85
Water 50
Mud 50
Obstacles 20
Sand 60
Ploughed Fields 60
Rocky 25

*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*

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 54


Certain terrain types can also affect Line of Sight and the distance at which units can be seen. The
following table shows the distance per unit type at which they can hide or be seen.

Terrain Type: Artillery Cavalry Infantry


Woods 160 160 75
Tall Grass/Crops 320 200 200
Open Ground 1200 1200 1200

“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’.

Grass: Open grass areas have little to no impact on movement or visibility.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 55


Water: Most maps have a water feature, whether a wide river, modest stream or tiny virtually invisible
creek. Water, a light blue line on your overhead map, will reduce movement by 50% while a unit
traverses it. Wider streams are often cut with steep banks in multiple locations, reducing the points by
which units can cross. Taking up defensive positions on these creeks is sometimes an obvious thing, and
sometimes a gamble. Is it worth holding a crossing or the edges of steep banks far ahead of your main
line? Sometimes yes. Sometimes no. Survey maps as soon as you can before deploying your force to
identify which areas are best suited to attack or defend.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 56


Building an Army:
There are several faction army corps available for Custom Battles. Each of these organizations shares
some basic units but features special units and several unique leaders. Using the “Save” and “Load”
army functions, you can quickly develop standard builds for each faction’s corps. The following is
suggested build strategy for either NTW or ACW and can be implemented in any of the available corps
and a combination of their respective units.

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 “Balanced 5-Brigade, 20-unit”

1st Brigade 2nd Brigade 3rd Brigade 4th Brigade 5th/Reserve


NV NV NV NV NV NV V V V V V A A
IB IB IB 14 M M
G

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 57


The “Hammer and Anvil” Theory:
1st Brigade 2nd Brigade 3rd Brigade 4th Brigade 5th/Reserve
NV NV NV NV NV NV IB IB M M A A
V V 14 V M IB V
G

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.

The “I like chunky Brigades” Build:


Depending on the Corps you choose and your available units, you may end up with 14 to 16
Infantry regiments and one or two Artillery batteries. A typical build in this situation would be
four Brigades of four regiments each. Players with the Confederate II Corps will likely find
themselves in this situation with several high-quality units and short funds.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 58


Unit Specific Information:
*Useful information for both Custom Battles and Scenarios.
**Rules table values modify all unit statistics as does activity, fatigue, ‘chevrons’ gained in combat, etc.

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:

Gun Type Shot Type 1 Shot Type 2 Shot Type 3


Field Howitzer Explosive Shell (2) Canister Percussive Shell
6-pound M1841 Round Shot (1) Canister Shrapnel
12-pound Napoleon Round Shot (1) Canister Shrapnel
3-inch Ordinance Explosive Shell (2) Canister Shrapnel
10-pound Parrott Percussive Shell* (1) Canister Shrapnel
20-pound Parrott Percussive Shell* (1) Canister Shrapnel

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 59


Cavalry
1. Videttes are small units of mounted troops armed with late-war weapons.
2. Standard Cavalry units are larger and are also armed with late-war weapons.
3. Early-war Confederate Cavalry units are armed with short-range shotguns and sabers; Union with
carbine-muskets and sabers.
4. Mid-war Cavalry diverge with Confederate units have single-shot muskets and sabers while Union
troops have repeating rifles and sabers.
5. Late-war Cavalry for both factions have repeating rifles and sabers.
6. The role of Cavalry in the Infantry Corps of the Custom armies is reduced to only Videttes. Having
regular Cavalry enables one faction to easily un-balance play and creates more havoc then value.
The Army of the Cumberland and Tennessee are exceptions.
7. The Union Army of the Cumberland has a unique unit “Wilder’s Brigade” which is mounted infantry
with repeating rifles. This army and the Army of the Tennessee both have regular Cavalry enabled.
8. All Cavalry units can dismount and have the special ability of “Light Infantry Behavior” enabled.

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 60


Leaders

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

Saved Armies and Viewing Replays

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.

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 61


Victory Point Map Atlas

The table below contains the map name, image of each radar map for the specific battle, as available.

Map Name VP Image

Antietam: Division Scale Not supported for VP play

Antietam: Cornfield

Antietam: Bloody Lane

Antietam: Burnside Bridge

Beaver Dam Creek

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 62


Bristoe Station

Cashtown – Ardentsville

Cashtown – Fox Hill

Cashtown Gap

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Cedar Creek – Morning

Cedar Creek – Afternoon

Cedar Mountain

Champion Hill

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 64


Chancellorsville

Chickamauga: Day 1

Chickamauga: Day 2
Snodgrass Hill

Cold Harbor

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 65


Conewago Creek – Center

Conewago Creek – East

Conewago Creek – West

Cross Keys

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 66


Enlow Fork

Fisher’s Hill

Fort Wagner Not supported for VP locations

Franklin

Fredericksburg:
Prospect Hill

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 67


Fredericksburg:
Marye’s Heights

Front Royal

Gaines Mill

Gettysburg:
Barlow’s Knoll

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 68


Gettysburg:
Cemetery Ridge

Gettysburg:
Culp’s Hill

Gettysburg:
McPherson’s Ridge

Gettysburg:
Round Tops

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 69


Glendale/Frayser’s Farm

Kernstown

Knoxville

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Lookout Creek

Malvern Hill

Manassas/First Bull Run

Mansfield

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 71


McDowell

Missionary Ridge

Pea Ridge: Elkhorn Tavern


Day 1, March 7th

Pea Ridge: Leetown

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Perryville

Port Republic

Second Manassas

Seven Pines/Fair Oaks:


May 31, 1862

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 73


Shiloh: Day One

South Mountain:
Crampton’s Gap

South Mountain:
Turner’s & Fox’s Gaps

Spotsylvania Courthouse

ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 74


Stones River/Murfreesboro

Tunnel Hill – Chattanooga

Wilderness Tavern

Wilson’s Creek

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ACW 2.0 NORTH & SOUTH: AMERICAN CIVIL WAR 2.5 76

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