GETTYSBURG GETTING STARTED

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GETTYSBURG GETTING STARTED Welcome to Civil War Battles Gettysburg. It is the summer of 1863. The Confederate Army of Northern Virginia under General Robert E. Lee has for the second time invaded the North. Little known to either Union or Rebel alike, with this act has begun a move that will inexorably lead towards a confrontation at a road hub called Gettysburg in Pennsylvania and one that will have ramifications to this present day. This guide is designed to get you playing immediately. SELECT A SCENARIO

and then ok. If your game isn t currently running, insert your Gettysburg CD and click the Main Program icon in your game folder. After the introductory cinematic you will be taken to the File Selection Dialog. Click the scenario titled "!HISTORICAL 1.1.1 Opening Fight - July 1st - Gettysburg" SELECT A SIDE This takes you to the AI Selection Dialog where you choose the side you wish to play. For the purposes of this tutorial, select Rebel AI "Manual" for yourself, and "Automatic With Fog of War" for the Union. Click ok to get the game underway. You are now the Confederate commander.

TURN 1 The map will appear along with a dialog announcing the current turn. Click on it to close. (Tip: A turn in Civil War Battles represents 20 minutes of real time and a hex covers 125 yards across). MAP VIEWS Click the Zoom-In and Zoom-Out buttons on the Toolbar. You will cycle through four map views two 3D and 2D. Feel free to use these views according to your taste in order to better see your objectives, your forces and the action around you as you play. (Tip: To scroll the map use the scroll bars or click Settings and Auto Scroll in the Menu Bar).

YOUR OBJECTIVE Look at the map. Your forces in this scenario are deployed in the northwest corner. Some of the enemy s forces are located in the southeast. (Tip: With fog of war active, enemy units you can t see will be hidden from you). Two Union flags are located in the center of the map. These are your territorial objectives. Click the Objectives Button on the Toolbar to show and hide these objective markers.

Now click on each objective hex and look at the Terrain Box in the Hex Info Area. The Terrain Box shows that each objective is worth 500 victory points. Click Info and then Victory on the Menu Bar. The Victory Dialog will appear. As you can see, to obtain a Major Victory in this battle you must earn 1000 victory points by the scenario s end. Click ok to close it. Your goal in this scenario therefore, is to earn 1000 victory points in the four turns available, through any combination of holding the objectives and inflicting losses on the enemy. (Note: If you incur losses, points are taken away from you). MOVEMENT

In this scenario your side moves first. Click on the hex indicated. (Note: It doesn t matter which map view you choose, in this case we are using normal 2D). The Unit Boxes of any units in the hex will be displayed in the Hex Info Area. You have found the 7th Tennessee infantry regiment comprising 249 men. Let s move this infantry regiment. To do so click its Unit Box so that it lights up. It is now ready for orders.

Right click any adjacent location. If able, the 7th Tennessee will move one hex. The Status Bar will tell you why if not. (Note: Did the enemy fire at you? The system handles enemy defensive fire during your turn and will likewise fire your units during its turn). Let s now move a unit to a distant hex. Select the 56th North Carolina infantry regiment near the top of the map as shown. Now with the left button down, drag it a couple of hexes. CHANGING FORMATION In Civil War Battles infantry may maneuver in Column or Line formation, calvary and leaders may be Mounted or Dismounted and artillery may be Limbered or Unlimbered. To alternate between these formations, use the Change Formation button on the Toolbar.

Select the 2nd Mississippi infantry regiment as shown. Click the Change Formation button on the Toolbar. If the unit possesses sufficient movement points, its icon will change and its Unit Box will now show "Column". Select the two Rockbridge artillery batteries as shown. Click the Change Formation button on the Toolbar. Note that the batteries are now Limbered. They may now be moved using any method you desire. See if you can follow the path indicated. (Note: With fog of war active, you can t take a move back).

(Tip: Column and Mounted formations provide a movement benefit especially along paths and roads but at some risk. Units in Column formation may not fire. Artillery must be Unlimbered to fire and Limbered to move other than changing facing. Generally, you may change formation so long as a unit possesses sufficient movement points to do so). CHANGING FACING In Civil War Battles, units also face a particular direction. Select the 2nd Mississippi infantry regiment again and click Clockwise on the Toolbar as shown. (Tip: Three facing buttons exist; Counterclockwise, Clockwise and About Face). If it possesses sufficient movement points, the 2nd Mississippi s icon will turn reflecting its new facing and its Unit Box will show "Column" but this time, pointing south. (Tip: Facing is important during combat. Fire taken outside a unit s facing causes a severe "enfilade" penalty, as does any fire taken by units in Column or Limbered formation). INFANTRY FIRE

Let s now fire at the enemy with your infantry. Select the 7th Tennessee infantry regiment again. Note that its range as listed in its Unit Box is 5 hexes. The enemy has a stack of artillery 5 hexes away from the 7th Tennessee. With the 7th Tennessee selected click the Visible Hexes button on the Toolbar.

Hexes the 7th Tennessee can see will be highlighted on the map. The enemy s artillery occupies one such hex. It is therefore a valid target. (Note: Terrain and elevation play a big part in line of sight). Ensure that the 7th Tennessee is still selected. Press the Control button and the mouse cursor will change to a target reticle.

Place the reticle over the target hex and right click. As more than one enemy unit occupies the hex, a Target Dialog will appear asking you to choose the subject of your fire. Click on the line containing your desired target and then ok. The 7th Tennessee will fire. The results of your fire will show on screen. There will either be no effect or you may inflict some fatigue and possibly a loss.

(Note: As discussed above, to initiate any combat a unit must face the enemy. The colored hexes here denote the Union artillery units facing). ARTILLERY FIRE Let s conduct some long-range fire. Select the "A Fredericksburg" battery as shown. Fire on the enemy stack near the northern objective hex exactly as you did with your infantry. (Note: Artillery fire is line of sight based too. Friendly units can block this view).

FINISH YOUR TURN Continue firing at the enemy as you wish with your remaining artillery. For a final order, move the 42nd Mississippi maintaining Line formation as shown using hex-by-hex movement. (Note: Owing to the stream to its front, though it possesses two more movement points it can move southeast no further this turn). When you have finished your actions click the Next Turn button on the Toolbar and click ok if prompted. A Union turn indicator will appear, click it to close and the computer will take its turn. The enemy will move and fire its forces. Your units may fire automatically in reply. Some enemy movement may be spotted. Your next turn will be announced once the Confederate Turn 2 Dialog appears. MELLEE

No game of Civil War Battles will ever play the same way twice. Therefore, the Turn 2 set-up shown here may differ to the map you actually see. However, let s try to conduct some close combat also known as melee. Select the 42nd Mississippi and try to move it adjacent to the Union artillery likely still in the centre of the map.

To enter an enemy occupied hex you must melee it. To conduct melee, ensure that the enemy is in your unit s facing. Now drag it onto the enemy s hex. A dialog will appear announcing the initiation of melee. Click ok to close the dialog and when ready click the Resolve Melee button on the Toolbar. The results of the melee will be shown with your losses followed by the enemy s. If the enemy retreats you will occupy its hex. (Tip: This is how you capture an enemy-occupied objective).

FINISH THE GAME You now know how to move, fire and melee with your forces. With the victory conditions in mind keep maneuvering your forces in the manner you see fit. The end of the game will be announced at the conclusion of the enemy s final turn at which time, the final victory tally will be shown. To restart the scenario click File then Selection in the Menu Bar. A list of scenarios will appear and you may select any by double clicking its entry. FURTHER INFORMATION This guide is designed to make you feel comfortable with what s going on in Civil War Battles but it is no substitute for the User Manual, which is the series rulebook. The User Manual will expand upon everything discussed here and cover the issues of campaign play, leadership, morale and supply amongst others that will allow you to fully enjoy the game. The Main Program Manual discusses the various elements of the interface in helpful detail. You can see this while playing by pressing F1. If you wish to delve inside the game designer s head, press F3 while running the game and the Designer s Notes will be yours. Pressing F2 invokes a feature called the Parameter Data Dialog. It provides a host of information including movement costs, terrain benefits and stacking limits amongst other things. Documentation for the game s editors may be found in the following help files: Scenario Editor Help Manual

Campaign Editor Help Manual For updates, downloads and the latest information visit HPS at www.hpssims.com or email support@hpssims.com.