Sid Meier's Gettysburg! чит-файл №1

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Gettysburg!: A FAQ/Strategy Guide by dark33
Version Number: 1.0
Date Last Updated: 5/23/01

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1. COPYRIGHT INFORMATION

This document is 100% copyright dark33 (2001).



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- 2. Table of Contents -
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Mostly, this Guide is about Battle Tactics, which is why I'll divide certain
tactics into areas in this Table.

1. Copyright Information
2. Table of Contents
3. Revision History
4. Introduction
5. Battle Tactics
A. The Regiment
1. Regiment Detachment
2. Regiment Formations
3. Special Commands
B. The Brigade
1. Introduction
2. Brigade Formations
3. Brigade Commands
C. Special troops
1. Artillery
2. Calvary
3. Officers/Commanders
D. Tips/Advice
6. Frequently Asked Questions
7. Contact Information
8. Credits

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- 3. Revision History -
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5/8/2001- 6:30PM Began to write this Strategy Guide, although I planned it
for a while. Wrote strategy about the Regiment...

5/9/2001- 7:00PM Wrote strategy about the brigade, but didn't quite finish
as much as I wanted. Grrrrrrrr...

5/11/2001- 3:40PM Finished brigade commands and the brigade in general.
Also planning to do a section for General Advice.

5/11/2001- 7:00PM Added artillery and calvary under the Special troops
section. Now planning to do a Frequently Asked Questions section, but not up
to that yet...

5/12/2001- 9:00PM Did officers and some frequently asked questions. Now
soon to do the tips/advice section (which should be the biggest section).

5/14/2001- 9:30PM Added some to the tips/advice section, but it's only a
taste of what's to come.

5/17/2001- 6:00PM Added more to the tips/advice section, and the art on
top.

5/21/2001- 11:00AM Added a little more to tips/advice, and tried to make it
look better...

5/23/2001- 2:50PM Finished up quite a bit of the Tips/Advice Section.
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- 4. Introduction -
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Gettysburg! may be an older game, but it's very, very fun. When I saw the
lack of FAQs for this game, I decided to take matters into my own hands. This
game recreates the Battle of Gettysburg on the P.C, and is very accurate. Not
only does it include the scenarios that actually happened during the battle,
but it also includes scenarios that might have occurred if things played out
differently. Nearly every one of these scenarios is very fun, but my personal
favorite is doing the First Day as the South. Yea! So here is some strategy,
tips, and overall, a bunch of stuff that I'm writing about this underrated
game.

Here's a couple of awards to some scenarios...

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Scenario that is the most fun

The First Day- as the South

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Stupidest Scenario

The first one, as whoever

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Easiest scenario

Pickett's Charge as the North

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Quick Way to Commit Suicide

Pickett's Charge as the South
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- 5. Battle Tactics -
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In this section, we'll explore lots of battle tactics to make sure that you
are ready to achieve victory.

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- A. The Regiment -
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I'll start this guide off with the basic Regiment. Regiments are a group of
men, basically, and are usually part of a brigade, which I'll talk about
later. They're the smallest units in this game, other than a man, of course,
but also very important. Depending on how you use this unit, your battle may
be won or lost. So here is some advice.

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1. Regiment Detachment

Often, a regiment will be attached to a brigade, which is basically a bunch
of regiments under one command. However, when battle comes, launching a
frontal assault with a brigade might not be a great idea. That's why you can
detach regiments. To detach a regiment, simply order it to undergo a
formation, which will detach it from the main regiment and allow it to move
on its own. To reattach a regiment, try holding Shift and pressing "X". Now,
the formations a regiment can use include line, column, or skirmish. Listed
below is some stuff about them.

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2. Regiment formations

Now, line, which you can use the letter "L" on the keyboard to use as a Hot
Key, is the basic battle formation. (Hot Keys are letters on the keyboard
that automatically issue orders. Pressing "L" on your keyboard will
automatically move a regiment into the line formation.) The advantage of the
line formation is that it is the strongest battle formation, and the ideal
formation to use in the middle of a battle. Unfortunately, the Line formation
moves the slowest, so you'll want to keep this formation only for battling.

The second formation a regiment can go into is the column formation (use the
hot key "C"). A unit moving in the column formation will move twice as fast
as one in the line formation. In addition, your calvary will get on their
horses while you are in the column formation, which makes them move even
faster. Unfortunately, column formation regiments get slaughtered in battle.
They have a huge flank, in other words, the side of them, and since the
column formation has a small front/back and a wide left/right, the enemy can
easily attack the flank and beat up on your troops.

The final formation is the skirmish formation (use the hot key "S"). Now, in
this formation, your men are spread out well, which means that they inflict
more casualties and receive less casualties than a unit in line formation. In
addition, this formation also moves faster than the line formation, although
not as fast as the column formation. Unfortunately, there is a serious
drawback, they accumulate battle stress quickly. Battle stress deteriorates
your ability to inflict casualties on your opponent, and when you have too
much stress, your unit becomes "routed." When routed, a regiment will
retreat, and try to find a quiet place to regroup. It won't accept any orders
from you at all. One good idea to use skirmishers for is attacking artillery.
They can quickly attack it and capture the guns, and they won't receive too
much damage. However, sending in skirmishers into battle against Lines is
suicide and should be avoided. If you are taking heavy damage, do not
hesitate to pull them back.

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3. Special Commands

Some of the commands that a regiment can use are considered "special
commands," and these commands are good for special occasions, hence the name.
Er...anyway...here are those commands.

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Hold Command

This is an extremely useful command that will win you battles if used
properly. The hot key for this is "h". When under this command, a regiment
will hold its position, for as long as its morale (battle stress) holds up.
When the morale bar is filled, they will be routed and will retreat. A unit
using the hold command will lose twice as many men as a normal one. However,
they will hold their position, hopefully for you, long enough for
reinforcements to arrive, or enough to drive the enemy back. Use this command
to defend a key area from attack. In addition, this is the best way to
counter an enemy that is charging at you.

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Charge Command

Need to pierce through a weak link in an enemy line? Close to an enemy, but
can't fight them off? Try using this special command. Your men will charge at
the enemy, at high speed, and attempt to fight them off. This is best used
when you don't have a lot of distance between you and the enemy. Charging
definitely lowers morale, but it's worth it if you can make it to the enemy
regiment. Your regiment will usually rout the enemy force, but only if you
make it to them. This can break a hole in the line, and open up a new flank.
However, if you decide to be suicidal, you'll regret it. Charging over long
distances, up hills, or through forests/boulders is like having a death wish.
Do that if you want to lose.

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Double Quick Command

This command is interesting. Use the hot key "q" to use this one. When you
use this, your men will move at twice the speed they normally do, but will
accumulate battle stress. This command is vital when racing for control of a
position, and for sending in reinforcements into a difficult battle. If you
cannot wait by using normal speed, use this special command.

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Fall Back Command

Know you've overmatched, but don't want to give up without a fight?
Reinforcements starting to arrive, but too late? In these situations, the
fall back command (Hot Key "F") is useful. If you've lost a battle for
position, you don't have to run for your life. You can fall back, while
waiting for fresh troops to arrive. Basically, this orders your men to walk
backwards, but they will still fire at the enemy, causing damage, yet still
making progress away. You can use this to order a slow retreat, but you can
send in reinforcements to meet the falling back troops and then advance again
to rejoin the battle. This is also good to use against a charging enemy,
because as you retreat, this makes the enemy cover more distance, thus
increasing its battle stress. Unfortunately, falling back units are
vulnerable when an enemy advances against you.

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Retreat Command

If you simply don't want to lose anymore men, this is the command for you
(Hot key "R"). You'll run away from the battle, at twice the speed, suffering
no morale damage. If you're starting to be surrounded, retreat immediately,
or else you'll be forced to surrender. Falling back wouldn't work in this
scenario. However, until they are out of firing range, a regiment retreating
won't accept any commands.

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Advance Command

The advance command is simple, it simply orders your men to advance for a
little while until you find an enemy. You can use this against a falling back
enemy, so that you can press your advantage. Otherwise, this command isn't
all that useful.

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Final Remarks

The regiment is not to be underestimated. Just one can make or break a
battle. It takes practice to use these commands and formations correctly,
don't be discouraged. (Remembers the first time he did the "First Day"
scenario) Oh, I got slaughtered by charging everything in sight. Anyway, one
last bit of advice, don't split up regiments from each other often. Yes, I
did say that one could make or break a battle, but if you spread out
regiments everywhere, this will only help the enemy. Fighting together
concentrates firepower, which results in a more effective punch. Now on to
the brigade...while we are talking about unity...

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- B. The Brigade -
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1. Introduction

A brigade is basically a collection of a bunch of regiments. It requires more
skill to command because of the additional amount of troops that you have
under your control. A brigade has more morale than an individual regiment,
and with a good commander, you'll have more morale. Usually, a brigade will
have between three and five regiments in it, with one commander. When the
commander is selected, you can put your brigades in a number of different
formations.

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2. Brigade Formations

Here is the list of the formations and the description of each one.

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Battle Line

Use the hot key "B" with the commander selected to quickly order a brigade
into battle lines. This is the basic formation for battles, which the name
indicates. The formation is basically a long line, but it's excellent for
using in battles. Because the line is so long, it's difficult to flank,
unless the enemy sends in reinforcements at another angle. You should always
hold backup troops near your flanks to counter any enemy thrusts on your
flank. In addition, if you have a longer line, you can use the "Wrap Around"
Strategy. Move in closer, and use your extra regiments on the side to attack
the enemy flank. You should take steps to prevent this from happening to you,
however. The battle lines will inflict strong damage on your enemy, and are
difficult to flank, making them ideal for battling situations.

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Skirmish Line

Use the hot key "S" with the commander selected to quickly order a brigade
into battle lines. Like in a regiment skirmish formation, the brigade will
spread out men and increase speed wile suffering morale loss. This is best
used for delay. For example, if you are trying to defend an important area,
but need more time to entrench (discussed later), you can send a brigade to
advance and temporarily half the enemy advance. The enemy will have to engage
the skirmishing line, which moves quickly into and then out of battle when
overmatched. This delay can provide the defenders enough time to entrench
themselves, which could be the key in the battle. Otherwise, skirmishers are
pretty weak in fighting main battles, so keep them out of those.

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Double Line

If you want to use this line, use the hot key "D". But, I suggest you don't.
Double lines are all but useless. Instead of spreading your men out in a
line, the idea here is to keep half of them back as reserves. What a stupid
idea. This not only diminishes your firepower, but also your morale, and
increases the casualties you take. Avoid this formation at all costs.

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Road Column

This is, instead of a line, a column formation. Use the hot key "r" to enter
this formation. Now, this will allow a brigade to travel at maximum speed
while using roads, and the brigade will actually seek out roads to use while
moving. If you are moving to a destination and intend to use this formation,
make sure you have enough roads to make the trip. Sometimes the people will
move around everywhere, looking for a road to use. It gets to the point of
being ridiculous. Oh, and also, NEVER EVER BATTLE IN THIS FORMATION. That is,
unless you like suicide. This is a horrible battle formation, so don't even
try unless you want to see how many men you can lose.

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Maneuver Column

This is a solid formation for moving troops into battle. If there are lots of
roads leading to your destination, use the road column, but otherwise, this
is the formation you want. This is the fastest formation there is over normal
land, so if you need to race for position, use this formation. Need to take
an unoccupied hill, but the enemy is racing to get it? This is the formation
for you. Make sure you move into battle lines if a conflict is imminent,
though.

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3. Brigade Commands

Brigades have several unique commands that are very, very useful in special
situations. Here are those commands, and get used to using them.

=============================================================================

Double Quick

Like the regiments, brigades have a double quick option. The brigade will
move at twice its normal speed, but will suffer morale damage. This is vital
if you're in a situation where you need to quickly reach an important area.
However, make sure that your brigade has enough morale to fight. A common
mistake is to use double quick too much, and leave the men with low morale,
making them easily routed.

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Brigade Halt Command

Another excellent command is the halt command. It orders all regiments to
stop in their tracks. It's a good way to organize yourself, and it's also
smart to use in a battle if you are advancing too far into the enemy fire.
It's also a nice way to change your formation, simply order your brigade to
halt and issue the formation change.

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Line of Sight Command

This command tells you how far your commander or your artillery can see. It's
basically a map of territory that you can see. It does not tell you what
infantry can see, however, which is a common mistake people make. It's only
for commanders and artillery.

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Brigade Advance Command

This simple orders the entire brigade to advance straight ahead. You'll
mostly use this against anyone who is falling back, and that's where this
command is most effective.

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Attach Command

The attach command can be a very useful command. Whenever a regiment breaks
off from the brigade, it won't obey any orders from the brigade, only its
own. But this command allows you to attach all regiments that have broken off
from the brigade, and they'll all now obey any order coming from the brigade
commander.

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Rally Command

This is only for the Commander only, but it's a really nice command. You can
use this with a brigade commander OR a normal commander. Either way, if you
use the brigade commander to rally troops, make sure you send in a commander
who isn't doing anything to the brigade so that you can raise morale. Anyway,
the rally command will send your commander to any routed troops. When routed,
a regiment slowly regains morale until it is ready to fight again. Sending a
commander in speeds up this normally slow process, which is nice if you need
them back in action.

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Don't Stop Command

Just as the name says, this orders your brigade not to stop until it reaches
its destination. Use the hot key "G" for this one. Even if attacked by the
enemy, the brigade won't stop until its destination is reached, which may be
necessary in certain circumstances. Don't abuse this though, since you may
want your men to stop when under fire to attack the enemy.

=============================================================================

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- C. Special Troops -
---------------------
These troops are special because...well...they aren't infantry! Seriously
though, special troops are not the main fighters, but they play a key role in
the battles you'll face. Special troops include Artillery, Calvary, and
Officers.

=============================================================================

1. Artillery

Artillery consists of cannons and the men that fire them. There are two
different types of cannons in Gettysburg. The first type is the Rifles, which
are powerful and deadly at long range. When firing at long range, rifles
inflict powerful damage, and are very accurate. When firing at close range,
however, rifles are just the same, not anymore powerful. The other type of
cannon is the Napoleon. These babies are pathetic at long range, where they
rarely hit, and hit weakly. But at close range, your men will load canister
into the rifles, which absolutely destroys enemy infantry, inflicting amazing
casualties. Close range is usually when enemy infantry can come up and shoot
the artillery.

If you want to use artillery at long range, you should do two things. First,
make sure you are using Rifles, not Napoleons. Second, for maximum
efficiency, place artillery on the top of hills. There are several good
reasons to put artillery on hills. First of all, if the enemy is charging at
you, they'll have to move up the hill. Not only does that make them slower,
but it also allows you to fire down at them, which causes more casualties.
Secondly, artillery can see farther when positioned on the top of a hill. In
addition, artillery on the top of a hill will inflict more damage to the
enemy. Finally, you should place artillery on a hill, facing the enemy flank,
to cause the maximum amount of damage to the enemy line. Infantry SUFFERS
when artillery fires on its flank, especially with the artillery high up.

As for close range artillery, you should obviously make sure you're using
Napoleons if you want to hurt the enemy. One mistake often made is having a
few batteries of artillery standing alone facing a charging regiment. This is
an easy way to get your artillery routed or worse, captured. To cure this
problem, simply place a few infantry regiments, or better yet, a brigade to
defend any attempts to capture your artillery. Remember that artillery can
move fast, but it first has to be set up into firing mode, and then taken
down so that it can move again. So if it's not looking good for your side,
stop your artillery from firing and take it down so that it can move. It can
escape quickly as long as it can move. Wait too long and the enemy will
capture it.

Artillery has three targeting modes that are at your disposal. The first of
which, the default, is AUTO-TARGET. Your artillery will automatically target
whatever it thinks it can damage the most. This is nice is many situations,
but sometimes you'll want to choose who to attack. The other two targeting
modes give you that choice. You can choose to target infantry only or
artillery only. One situation where you'll need to choose for yourself would
be the following. You are on flat land, firing at the enemy line's flank
(infantry). Soon however, an opposing battery starts firing at you. You'll
need to decide what to attack, the flank or the battery.

When fighting enemy artillery, be careful. DO NOT ALLOW THEM TO FIRE ON YOUR
FLANK! That is a painful reminder of what can happen if you're stupid. Uh,
anyway, to deal with enemy artillery, one good idea is to attack them with
rifles of your own. This can be very useful if you outnumber them, as you'll
cause more casualties than they will. That method is best if there is a line
of infantry protecting the artillery. But if the artillery is undefended, try
sending in a couple of regiments to charge at the artillery. At the very
least you'll rout the battery, but in a best case scenario, you might even
capture the battery! This is especially good when the battery you take over
has a clear shot at the enemy flank! This can make or break your battle at
times!

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IMPORTANT INFORMATION

To determine if you are victorious or not in a battle, this is how the
formula works. This game uses a point system, and whoever has the most points
wins the battle. Now, key locations are worth several hundred/thousand points
because they are, in effect, vital locations for the battle. If you have
control of enough, you can win the battle even if the enemy has pounded you.
The other way to get points is to inflict casualties. You can check on the
status of the battle anytime at all, and I like to do it often. Now infantry
casualties count as one point for each man killed, which will be added to
your total. However, special troops that are killed count even more. Each
Calvary man killed counts as two points! And every Artillery man killed
counts as three points! So be very careful with your Calvary and Artillery.

=============================================================================

2. Calvary

You won't have the opportunity to use calvary in battle very often at all. I
find this good, because I think calvary is useless. But I'll discuss it
anyway. Calvary's two biggest advantages are the ability to ride on horses
(duh) and no morale penalty for skirmish lines. When riding on horses,
calvary move twice as fast as an infantry regiment moving in column
formation. As for skirmishing, this is how you should use calvary if you're
forced to throw them into battle. Put them in skirmish lines and attempt to
delay the enemy forces from getting a key location. This is pretty much all
they're good for. Now for the weaknesses of calvary.

Calvary men can't fight. They don't inflict nearly as much damage as a normal
infantry line can, so these guys should only be used in battle for
emergencies. Furthermore, each calvary man killed counts double against you.
Calvary counts as two points, as opposed to the one point infantry counts, so
don't recklessly toss these horsemen into battle so that they get
slaughtered. But if you're fighting enemy calvary, take advantage of their
weaknesses and destroy them with no mercy. Be aware of the fact that they can
outrun you though. Oh, calvary can only mount on horses in the column
formation, so put them in column formation if you want to see them ride
away...

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3. Officers

Yep, they're those guys handing out orders and stuff, but they're more than
that. They're vital to the morale and well being of your army. Officers can
rally troops and increase your morale, which is their best feature. Select an
officer and use the Rally command if you want to rally troops. This will have
your officer rallying routed troops. The benefit of this is that the routed
troops will be ready to fight faster than they would have if the officer
wasn't there. Then you can simply send them back into battle. Another benefit
of officers comes when you place them very nearby a regiment. That regiment
will have a morale increase. They will be tougher to rout and will fight
better. Make sure you place an officer near every regiment that is fighting.
They don't need to be too close in order to gain the morale.

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Brigade Commanders

Brigade Commanders...well...they command brigades. Anyway, they dish out the
orders for all the regiments in a brigade. Therefore, there are a lot more
options that you can use with them. I described them earlier in the brigade
section, but here's quick recap. Brigade Commanders are responsible for any
movements the brigade makes, they determine the formation that the brigade is
in, and they have some special commands like attaching and moving at double
quick speed. These commands are vital to your success.

=============================================================================

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- D. Tips/Advice -
------------------

This section is for pretty much anything. Mostly having to do with battle
strategy, but including other areas, this section will teach you everything
you need to know to win every battle in the game. True, there is not a
detailed description of each scenario, but with this information, you'll have
no problem dealing with anything the enemy throws at you.

=============================================================================

Holes in the Line

During battle, often times the battle will be between two opposing lines
firing at each other in a stalemate. If you just go along with the enemy
strategy of staying put and firing back and forth, you'll accomplish nothing.
What you want to do is put holes in the enemy line. How can we do that?

An easy, and efficient way to create a hole is by concentrating your fire on
one regiment. Pick a regiment near the middle of the line, and send out some
artillery. Target that one regiment, and pound it with artillery shells. Have
at least two of your own regiments concentrate their fire on that one
opposing regiment. With this method, battle stress will severely take its
toll on the enemy and it'll be routed quickly. What to do now? Pick a
regiment next to the routed one and do the same. After routing them, you have
split the line in half, and you can now really concentrate firepower on the
few remaining regiments in the line. You can easily flank them, and the
battle will be a nice victory.

Another, less efficient, but more daring method to create a hole in the
middle is by charging. Try charging with two or so regiments at one opposing
regiment in the middle. To make sure this works, make sure artillery is not
going to fire in your face, and you must distract other regiments by engaging
them with extra men of your own. If they have reserves behind the regiment
you're charging at, you're doomed. But this strategy is perfect if the right
circumstances come up. You'll easily rout the regiment you're charging at,
and rolling up the rest of the line will be simple. Now use the regiments
that you charged with, and send them to attack the flank of the enemy
regiments you'll now be next to. You'll be firing from them at two sides now,
and their morale will suffer quickly. Routing them will take little effort.
Repeat for the rest of the line, and you've got a major victory for your
side.

=============================================================================

Defending against holes

Yes, it's always nice to hurt your enemy by making holes in their line, but
they'll always try to do the same to you. How can you avoid this? A surefire
method is by having a couple of reserve regiments. When a regiment of yours
gets routed, plug the hole that is created quickly by sending in the spare
regiment, and you'll have a fresh regiment to strengthen your cause. If
opponents are charging at you, use the fall back command, and concentrate
firepower on the charging regiment(s). Have Napoleons fire in their face if
at all possible. Force them to retreat at any cost. By not allowing the enemy
to make and exploit holes in your line, half of the battle is won already.
You're wearing them down with their failed attempts, and you can try some
tactics of your own.

=============================================================================

The Flank

Arguably, the flank is the most important area to cover in any battle. The
flank is the place where your line ends, on the side. When an enemy attacks
your side, you're basically defenseless unless you turn around to fight them.
But then the enemy might now be able to fire on your new exposed side. This
is a quick way to get routed. How can you defend against being flanked?

Try to spread out your line to make it as long as possible, without having
any holes in it. Make sure your line is at least as long as the enemy's. If
it is not, they can wrap around and destroy you with ease. But what if an
enemy regiment comes out of nowhere to attack your flank? You've got to be
prepared for anything, including worst case scenarios. Therefore, ALWAYS have
a spare regiment on each flank, so that you can repel any unexpected flank
attacks. When an enemy tries to attack your flank but finds your regiment
firing at them instead, you might be able to discourage them. At the very
least, you'll have them occupied and tied up. Extra regiments at the end of
your line can make or break a battle...and a line.

It should seem obvious that a smart strategy would be to attack the enemy's
flank. But if the flank is unoccupied at the moment, and you send in a
regiment to attack, the regiment at the end of the line can turn and fight
you, therefore ending the flank threat. Therefore, you need a distraction.
Send at least two regiments up toward the flank before trying anything silly.
Have one regiment, probably the smaller one distract the regiment on the
flank by firing at it straight on. Maneuver the other regiment so that it
will be attacking the side of the regiment. Now advance and fire on the
regiment on the end of the line. You'll be firing on its flank, and its
morale will quickly decrease, and in time, you'll rout it. With that regiment
no longer a problem, you can now move those two regiments farther into the
line, attacking the next regiment's flank. Keep doing this, and you'll cause
the enemy to suffer heavy losses. If they lose enough regiments to routing,
the rest of the line will probably withdraw, giving you control of the
region.

Again, if you can't attack the flank on the side of the enemy line, try one
of the strategies mentioned before for creating a hole in the line. Be
aggressive and push until you've gotten what you've wanted. Concentrate your
firepower and don't spread it out so that it does minimal damage. And above
all, exploit the weaknesses of the enemy.

=============================================================================

Aggression

No, I'm not telling you to be foolish and charge at enemies up hills. Being
too aggressive at times can be anything from dangerous to suicidal. But
remember if you don't take any risks in war, you can't win a thing. The
conservative commander is the one who loses. Although at times, holding back
can be a smart idea, 80% of the time, you'll want to be aggressive in
Gettysburg! If you're aggressive, you should be taking risks, pressing your
advantages, and you shouldn't back off. However, you should always use your
brain, because sometimes you actually will need to back off. Example: The
enemy has flanked you and your troops are being routed. Don't stand there and
try to hold them off, retreat, and run for your life. Worthwhile risks are
different from foolish risks. A frontal charge onto Little Round Top will get
you nothing but a place in the cemetery. Know when to be aggressive, and when
to back off.

That being said, you'll always want to press your advantage. If you've got
enemies on the run, chase them down and don't let them escape. Have an enemy
trapped? Surround them and bombard them until they're finally forced to
surrender. Expose the enemy's flanks and pound at them mercilessly. Don't be
afraid to lose regiments, if they cause the enemy to lose more men, and if
they gain you key locations, it's worth it to lose men. Keep pouring them
into battle, and above all, never back down unless you're doomed.

=============================================================================

Entrenchment

When defending a key location, little things can make a big difference.
Entrenchment is definitely one of those things. If you keep a regiment
absolutely still (not moving or changing formation), it will automatically
begin digging a trench. Of course, you won't be able to see it, but it is
happening. Eventually, you should see a brown line in front of the regiment.
That will indicate that your regiment is slightly entrenched.

When entrenched, a regiment will not sustain as many casualties as a normal
regiment. Since they are entrenched, moving them will no longer give you that
bonus. There are 3 levels of entrenchment, and as you increase in levels,
your protection becomes better and better. It's very nice to have a fully
entrenched brigade defending a key area, making it much harder for a unit to
hurt them. Even better, use covered terrain and position yourself on a key
hill and it'll be impossible to defeat your brigade. Fully entrenched
defenders are extremely difficult to overrun, and if you are facing some,
your best hope is to pour a lot of guys into battle and try to flank them.
The biggest disadvantage to entrenched units, other than not being able to
move without losing the protection, is that they'll also lose the protection
if they have to spin around. In other words, flank them so that they either
stay and get pounded, or turn to face you, ending the entrenchment.

It's imperative that if you have time to entrench while defending against an
attack, that you should keep your guys still. Don't move them so that they
can entrench. If you manage to do so, they'll dig and dig until the trench
becomes available. Keep them still and you'll have a defensive advantage. So
if you're in a defending scenario, try delaying the enemy attack so that you
have time to entrench. You can try sending skirmishers to slow the enemy
down, so that you have enough time to dig. This happens automatically, so you
won't need to use any commands.

=============================================================================

Covered Terrain

When fighting or walking through woods, boulders, and other covered terrain,
several special things happen. First of all, if fired upon, you will take
less casualties than normal, and you'll gain extra morale. Secondly, if
artillery is firing on you, it will not do very much damage, especially if
you are in a forest. You also move more slowly than normal through woods,
rocks, and marshes. You however, don't gain any bonuses while being in
marshes, so they should be avoided. A battle in the woods between two
regiments will cancel out the bonuses, so you need a way to take advantage of
this unique terrain. Wheatfields aren't really covered terrain, but if you
stand still, the enemy will have a tough time seeing you. That goes for them
as well, so approach a wheatfield with care.

One good way is to place your men on the edge of the woods/rocks. Therefore,
you can fire across grassy areas on your enemy, while you still have the
terrain bonus. Another idea is to flank the enemy by using the woods, which
will give you protection and you'll rout the enemy. Be very careful if you
are in open ground against an enemy in the woods. Normally, you too should
head into the covered terrain, or you can try to flank the enemy. Covered
terrain can be your best friend or your worst nightmare.

=============================================================================

Spreading Out

A line should never, ever be grouped too tightly. If that happens, it'll be
difficult to win the battle. Spread out your line, while still getting the
morale bonus of having a regiment next to your, and DO NOT create a large
hole in the line. So basically, what you want to do, is spread out your guys
enough so that they can maneuver well, but at the same time, keeping them
tight enough so that a large hole is not created in the line.

When spread out, your line can maneuver well, deliver maximum firepower, and
they won't accidentally block the fire of friendly regiments. What do you do
if you think you are too tightly bunched together? The smartest idea is
probably to issue a brigade command for Battle Lines, but then use the Don't
Stop command so that your men will not stop to fire on the enemy. If you
don't have a brigade, you can have the regiments that are too close fall back
(not recommended), retreat, or you can just put them in skirmish lines at
double quick and pull them out of there.

=============================================================================

Morale

The morale of your men is vital to your success. Morale depends on a great
number of factors, which combined make up your morale bar. These factors are
experience of troops, presence of a commander, covered terrain, having a
regiment next to your and/or behind you, and more. If you have a lot of
morale, your regiment will be difficult to rout. When the morale is low and
battle stress accumulates, your regiment is easy to rout. That's why you
should always keep men in top condition.

Several factors can destroy your morale and increase battle stress. One is
moving in skirmish lines, which will slowly deplete your morale. Moving at
Double Quick will do the exact same thing. Of course, being under fire in a
battle will surely hurt some of your morale. When your flank is attacked,
your morale will die very quickly, and you'll be routed with ease. Keep your
morale high if you want to win the battle.

=============================================================================

Reserves and Reinforcements

First off, I need to clarify. RESERVES refers to regiments that you keep
behind your battling men, that are used mostly to send in when a regiment is
retreating/routed. REINFORCEMENTS refers to troops that come into the
battlefield, pretty much out of nowhere. You have no control as for when they
come in, but when they do, take full advantage of them. Anyway...

Reserves are amazingly useful for your line. Keep them behind your main line,
and position at least some of them on the flanks of your line. That is where
they'll be most needed, especially if the enemy decides to try to attack your
flank. So make sure you put some there, or else you run the risk of getting
flanked. Another more obvious use for them is for replacing tired/stressed
out regiments. If one of your regiments is taking a beating and needs to get
out of the fighting, have them fall back or retreat, and send in a fresh
reserve unit to plug in the hole. This can quickly give you an advantage,
especially if the enemy does not have reserves of its own. When you have your
unit retreat or fall back, immediately place it pretty far behind your
battling line, and make an officer Rally it. You can then put that regiment
back behind the main line so that they themselves become reserves. This
strategy can help you outlast the enemy.

But what if the enemy has reserves of its own? One strategy mentioned before
for making holes was the "concentrate firepower" method in which you
concentrate your firepower on one regiment around the middle (with both
artillery and regiments of your own) in order to quickly rout it and make a
hole in the line. If the enemy plugs in reserves, you can now target the
reserves with the same strategy. Hopefully, this can allow you to rout
several regiments, and the enemy reserves will be crippled. You can now
proceed to expose the hole and flank the now divided line.

Now onto the reinforcements that you might receive any time during the
battle. If you hear, "Sir, reinforcements are coming up!" you know that some
reinforcements have arrived. They almost always appear on the edge of the
map, so you should track them down and find them first, before anything else.
After that, put them in a formation where they can quickly move to another
location. You can do lots of things with reinforcements, but you have to use
them wisely, since there is sure to be several places where they are needed.

Now, one simple strategy is to divide the brigade(s) you receive into
regiments and send the regiments to all the scattered areas that need the
extra men. This strategy is actually pretty good because it covers all your
needs at once. Unfortunately, this could limit each location to receiving
just one or two regiments, and that can't really help you too much. Another
strategy is to send in whole brigades to needed areas. This works especially
well if you have one area in dire need of lots of more men, or if you don't
have many troubled areas. But if you do, the men will only go to one place,
which cuts off the other areas that need the men.

So, if the situation is that several areas need help, try a compromise.
Divide brigade(s) in half, and send in 3-4 regiments to the areas that need
help the MOST. Don't foolishly spend reinforcements on safe areas. Send them
into battle, or have them become reserves for one of your lines. Also, if you
were considering a major offensive strike, and you receive reinforcements,
wait for them to arrive before going out. They may be the difference between
victory and defeat. With the extra men to bolster your attack force, victory
seems much more likely.

=============================================================================

Regiment Information

Not all regiments are equal. They differ in the size, which is the amount of
men they have, and the experience, which basically determines some of the
morale they get. First off, bigger regiments have more men, obviously, so
when you send them in to battle, make sure you pick good targets for them.
Smaller regiments are more vulnerable, so be a little more careful with them.
Now, as for experience, the more experienced a unit is, the more morale it
has. Green troops are pretty much the worst, so do anything you can to
increase the morale they have. Veteran troops are excellent, so they're great
while in battle. Use less experienced troops when under certain conditions
(covered terrain, etc.) where they gain more morale, so that they won't be
routed so quickly.

=============================================================================

(More tactics coming soon)

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---------------------------------
- 6. Frequently Asked Questions -
---------------------------------

Q. How do you make enemies surrender?

A. This is not too complicated. Basically, when you completely surround a
regiment, it will have nowhere to run when it's routed. Therefore it will
give up instead of retreating and surrender. For every man that surrenders, a
number will be added to your point total equivalent to half of the number of
men in the regiment(s) that surrendered.

*****************************************************************************

Q. Why are my men retreating? I don't want them to!

A. Your men were probably routed. They were under heavy fire by the enemy and
their battle stress got higher and higher until they could not take it any
more. They are now routed, and they need to find a quiet place to recover
before they can fight again. They won't listen to any commands that you
order.

*****************************************************************************

Q. Why isn't my artillery firing?

A. When in moving mode, artillery cannot and will not move. You have to issue
a command to mount the artillery before it can begin firing on the enemy.

*****************************************************************************

Q. The enemy is charging? What should I do?

A. There are several methods to dealing with charging regiments. One good one
is having a Napoleon battery or two just behind your line firing in the
Regiment's face. This will rout it quickly. If you don't have artillery
there, try using the fall back command. This will increase the distance the
chargers will have to run, thereby increasing their battle stress.

*****************************************************************************

Q. Why are my men moving so slowly?

A. They're probably navigating through difficult terrain. When moving through
forests, swamps, rocks, boulders, and houses, regiments don't move as fast as
they do on normal grass.

*****************************************************************************

Q. How do I take control of a hill the enemy is on?

A. Here's a good question. One method is to have a few regiments distract the
defenders by launching a frontal assault while you send in a couple more to
attack the flank. This will rout some of the regiments and make the others
easier to deal with. If the hill is small, try surrounding it and moving in
on the defending regiments. If you rout some, they'll be forced to surrender,
giving you control of the hill. Or you could recklessly throw in regiment
after regiment until you take control of the hill. Bloody, but it actually
works pretty well.

*****************************************************************************

Q. How do I capture artillery?

A. The simplest way is to surround a battery and fire at it. It'll have no
where to run, and it'll have to surrender. Sometimes when you charge at
artillery and make it there, you might capture it. You could either rout it,
which is more likely, but sometimes you will capture it.

*****************************************************************************

Q. Ahhh! I just checked the point screen and the enemy has way more than me?
Help!

A. Um, maybe it's because the enemy holds all the key locations that give you
points. Try launching attacks that will give you control of the key
locations, giving you more points. Or maybe you're getting crushed.

*****************************************************************************

Q. How does this point system work anyway?

A. (Sighs) It's a combination of men killed and control of key locations. If
you have enough key locations, you'll usually win, unless the enemy has way
more kills than you do. Kills only matter so much. In a real life battle,
whoever has control of key regions, like a hill for example, will win the
battle. That's why the locations count so much toward your total. Depending
on how many points you and your enemy have at the battle, you'll get either a
marginal win, a fairly decisive win, or a decisive win.

*****************************************************************************

Q. I heard that reinforcements are coming! Where?

A. Usually reinforcements show up on the edges of the battlefield. Take some
time to locate them, or use one of the F buttons at the top of your keyboard
(I forget which one :P) so that you find them. Then send them to an area that
you need more men.
-----------------------------------------------------------------------------

--------------------------
- 7. Contact Information -
--------------------------

-----------------------------------------------------------------------------

Have a question about the Guide? A question about Gettysburg! in General?
Well, you've come to the right section. Here is how to contact me.

*****************************************************************************

What I will accept:
Questions about this game that are not covered by this Strategy Guide
Comments on the Guide
Criticism on the Guide (as long as you don't flame me)
Stuff to add on (and I'll add you to the credits)
Corrections that need to be made (hey, I know I make mistakes!)
Suggestions for new sections or other stuff like that.

*****************************************************************************

What I will NOT accept:
Spam mail- I don't want it. Too bad. (Deletes some Spam mail)
Hate mail- I don't mind criticism, but if you flame me, I won't respond.
Questions about other games- Unless I decide to write a FAQ for them in the
future.
Questions already covered on the Guide- I don't like repeating myself.

*****************************************************************************

Email:
Thelinebacker531@aol.com

*****************************************************************************

AOL Instant Messenger:
Thelinebacker531

*****************************************************************************

I don't have any other Instant Messengers. Sorry. But if I get one, I'll post
the IM name here.

-----------------------------------------------------------------------------

--------------
- 8. Credits -
--------------

Thank you to the following people for whatever reason...

My Uncle- He bought me this game and made me very happy

Sid Meier- His ideas in the game were pure genius. This man is a genius.

Other FAQ writers- For providing inspiration for me.

CJayC- For putting up the precious few FAQs and guides I've written.

Myself- For writing this.

And most importantly, you for taking the time to read this. Thank you.