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'True Ground SR1' - Scenarios & OOBs

5 months 2 weeks ago - 5 months 2 weeks ago #61 by RebBugler

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  • Jolly wrote: GB2-09

    OUCH!
    I got bitten hard by this one. I found it not so easy to take the little round top in the firsat place, due the Union defensive postition, so I never reached the score that triggers the next phase. Instead, when I DID manage to occupy the Little Round Tops, I was set upon by huge Union forces, although I ALMOST managed to hang in there for a draw!

    David(jolly)


    Alright...Feedback.

    My approach was to mass most of my forces due west of the objective, the Union right flank, then bull-rushed (attackmarch run) the objective. From that elevation, with the objective activated, you then have the high ground advantage to decimate Vincent's troops in the vicinity. On the Union left flank I just moved the Alabama 15th in close, unTC'd Oates, gave him attack orders, and he kicked butt. Within minutes Vincent's brigade was toast and I had time to prepare my defenses for what was to come, horde after horde of blue devils, some red.

    Hope this helps, too many defeats can be frustrating, maybe this set of tactics can bump your score, and eventually result in a colorized End Pict.:)

    Some will say my tactics explained are gamey. Maybe so, but history taught us that attacking along the whole line at once would result in failure, probably like your defeat. Besides, en mass all out attacks were not unheard of. They just took veteran troops that followed orders, with their stubbornly brave officers leading the way.

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    5 months 2 weeks ago #62 by Jolly

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  • Thanks for that Reb.
    I'n not sure how you managed to move most of you forces to the Union right - It's hard to get them to do much without them wondering off, or engaging, even when I TC them they still do their own thing! Also it's just a few minutes before the huge Union support starts arriving (their artillery already ariving on the right when the game begins).
    It's most likely I'm missing a trick or two here - just got to figure out what!
    It's fun trying. :)

    David(jolly)
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    5 months 2 weeks ago - 5 months 2 weeks ago #63 by RebBugler

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  • Jolly wrote: Thanks for that Reb.
    I'n not sure how you managed to move most of you forces to the Union right - It's hard to get them to do much without them wondering off, or engaging, even when I TC them they still do their own thing! Also it's just a few minutes before the huge Union support starts arriving (their artillery already ariving on the right when the game begins).
    It's most likely I'm missing a trick or two here - just got to figure out what!
    It's fun trying. :)

    David(jolly)


    Glad you're being entertained, but now it's time to get serious, and kick some butt.:evil:

    This initial strategy worked for me:
    - Detach the 47th and 15th Alabama
    - Move Sheffield just past Bennings middle just east of the Plum Run, attackmarch, form column
    - Run Benning east toward the objective, halt Benning just out of musket range, form column
    - TC Jones of Benning's brigade, run Jones to the middle of the Union battery's position, or close to, attackmarch, form column
    - Now it's all about timing and execution. When the bulk of Benning's brigade is in column run Benning to beyond the objective about 50 yards, attackmarch, form column. Followup with Sheffield's brigade. Run the brigades when near the crest. When Jones's regiment is in canister range select Jones and hit run, then charge and capture guns when distance allows. After the guns are silenced form a regiment line, attackmarch, run, to delay the incoming reinforcements from the northeast. Once you command the objective with your mob, TC and move each officer in position first, then form your regimental lines to slowly steamroll down Vincent's line. Start setting up your defences for the blue horde coming from the northeast.
    - Don't force the 47th and 15th Alabama on the left until the Rebel steamroller engages the Federals there, mainly keep the 47th in reserve, and fresh, for the defensive fight to come.

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    5 months 2 weeks ago - 5 months 1 week ago #64 by RebBugler

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  • GB2-05_July2-Devil's Den, 1st Texas, First to Glory (C-Regt)

    Length of Play: 30 minutes

    Command: Colonel Philip Work, commanding the 1st Texas Regiment

    Situation: After a perilous journey through cannon and long range musket fire, before you lies the foreboding Federal position at Devil's Den, a rocky ridge strewn with and characterized by a wall of massive boulders. Your Texans have been itching for a fight, and now it's here. They fix bayonettes with your first order, and wait anxiously for their next. For now, the fight must begin...The fight for this Devil's Den, and a chance for glory.

    Mission: Help secure Devil's Den

    Forces Available:
    Colonel Philip Work commanding the 1st Texas Regiment, Robertson's Brigade, Hood's Division, I Corps, Army of Northern Virginia under Lieutenant General James Longstreet

    1st Texas Regiment, Colonel Philip Work
    Company A 'Marion Rifles'
    Company B 'Livingston Guards'
    Company C 'Star Rifles'
    Company D 'Marshall Guards'
    Company E 'Reagan Guards'
    Company F 'Texas Guards'
    Company G 'Crockett Southrons'
    Company H 'Texas Invincibles'
    Company I 'Lone Star Rifles'
    Company K 'Sumter Light Infantry'

    Regiment strength: 427 troops and officers
    ________________________________________________________________

    One second left...One company captured, one routed, had to retire three, but still the Texans prevailed, if just barely...


    The 'Veteran' strength of the 1st Texas alone will almost insure a victory for decent or gamey type play. However, swift and precise movements along with overall troop management and oversight are necessary for a Major Victory.


    GB2-05_July2-Devil's Den, 1st Texas, The Dirty Dozen (C-Regt)
    This is an additional GB2-05 scenario included with this update that adds two companies (hence, The Dirty Dozen) to the 1st Texas for historical accuracy. So, for the historical purists out there, here's a more accurate version. For me, it's the tougher version to succeed with, shown by this, my best effort to date...

    Got in another play after this write-up and managed a 3011 MV score, so, 'The Dirty Dozen' is winnable. Still, it is tougher due to the simple fact that smaller units rout faster than larger units, and routs cost dearly in points and battle strength.


    ***Historical Information***

    1st Texas, Devil's Den
    ...The 1st Texas Infantry moved up toward the triangular field and as soon as they were in the open started receiving artillery fire from Smith's battery on Houck's Ridge. The Texans continued moving until they reached a stone wall at the base of the triangular field. The 1st Texas found some safety behind this stone wall because the guns of Smith's battery could not depress far enough to fire on them. The troops formed two lines behind the wall with the front line kneeling behind the wall and the back line standing behind them.

    The first rush at the enemy made it within fifty yards of Smith's battery but was quickly repelled by the 124th New York Volunteer Infantry Regiment and Ward's Brigade. Next the Texans regrouped and pushed slowly forward a few feet at a time but they were once again repelled by the artillery atop the ridge and the 124th New York. The 124th charged into the line of the 1st Texas and drove them back down the rocky slope. The 1st Texas infantry fell back to the southwest wall of the triangular field and held their ground here. As the New Yorkers charged through the open terrain and got within one hundred feet of the wall, the Texans opened fire and “dropped nearly one-quarter of them in their tracks”. The 124th of New York surged forward once again but they had gone as far as they could go because Brigadier General Henry Benning's Brigade had arrived to support the tired Texans.

    The 1st Texas had managed to hold their ground long enough for reinforcements to arrive and it paid off for them greatly. The Confederates had captured the four guns of Smith's battery and took between one hundred forty and two hundred prisoners from their victory.
    (More Details included in the Scenario Intro)

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    Last edit: 5 months 1 week ago by RebBugler.
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    5 months 2 weeks ago - 5 months 1 week ago #65 by RebBugler

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  • GB2-04_July2-Into the Slaughter Pen, the 40th NY (U-Regt)

    Length of Play: 30 minutes

    Command: Colonel Thomas Egan's 40th New York, 'The Mozart Regiment'

    Situation: You've just moved from your reserve position west of the wheat field to this ridge overlooking a battle in the making. With enemy troops moving into position you receive your battle orders...Advance and delay the enemy at all costs. With these orders your regiment will join the fight, and fight they will, for we are 'The Mozart Regiment', duty bound.

    Mission: Support the left flank of the Union position at Devil's Den

    Gameplay:
    The Slaughter Pen objective is worth 1500 points, 15 waypoints at 100 points per, with each numbered thus showing activation progress. Fairer than a single waypoint because enemy breakthroughs will only delay the points, not start a new 15 minute waypoint once reactivated.
    A message will arrive once waypoint 15 is captured. At this point you have the option to withdraw or continue fighting, but no more objective points will be available.

    Forces Available:
    Colonel Thomas Egan, commanding the 40th New York Regiment, Colonel Phillippe de Trobriand, Third Brigade, Major General David B. Birney, First Division, III Corps, Army of the Potomac, under Major General Daniel E Sickles

    Regiment strength: 432 troops and officers
    ________________________________________________________________

    Fast Forward (+= Key) Warning...
    I've found that fast forwarding your regiment to the objective is a handy time saver for repeat plays. However, I've also found that if fast forwarding continues once engagement kicks in, the scripting can go awry and send unbeatable odds at the objective. This is in no way scripted, it's a glitch caused by fast forwarding when a lot of scripting is going on, enemy attack sequences, etc.

    One second left...
    Managed to escape the 'Slaughter Pen' relatively unscathed as Devil's Den was being overrun by the Rebels.


    Historically, the 'Mozart Regiment' charged the advancing Rebels seven times in the 'Slaughter Pen' fight. That's about how many times charges will be necessary in order to capture or rout enough Rebel units to score a Major Victory.

    ***Historical Information***

    The 40th New York played a critical role in the defense of the Federal left flank during the second day at Gettysburg, delaying the approach of Law's Division to Little Round Top. Below Devil's Den, the men of the 40th New York were called upon to delay at all costs elements of Benning's Georgia brigade and Law's Alabama brigade, as Confederates began forcing back Hobart Ward's 2nd Brigade of the Third Corps. The 40th New York charged seven times down the course of Plum Run, into the boulders of Devil's Den and the Slaughter Pen.


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    5 months 1 week ago #66 by Jolly

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  • Again, no colour end pic for me!
    And again a case of not securing the main objective quick enough.
    Once secured I'm OK, but too much time has gone to get a MV.
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    5 months 1 week ago #67 by RebBugler

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  • Jolly wrote: Again, no colour end pic for me!
    And again a case of not securing the main objective quick enough.
    Once secured I'm OK, but too much time has gone to get a MV.


    And, if you approach the objective too soon, you'll invite the 40th NY to blow off the Slaughter Pen and come your way. I'm betting you'll find the right MV formula...took me a while, quite a while in fact.

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    5 months 1 week ago - 5 months 1 week ago #68 by RebBugler

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  • Update version 1.44 (May 16, 2020)

    - Scenario GB2-08 added
    - Scenarios previously numbered 05-08 are now re-numbered to 04-07. This change was made to group the three Little Round Top scenarios together.

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    5 months 1 week ago - 5 months 1 week ago #69 by RebBugler

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  • GB2-08_July2-LRT, Chamberlain's 20th Maine (U-Regt)

    Length of Play: 40 minutes

    Command: Colonel Joshua Chamberlain's 20th Maine Regiment

    Situation: As your regiment came over the crest of this little round top, we could see the fight along the rocky ridge across the valley to the west just getting underway. We also saw southern troops moving to the large wooded hill to our south, only stopping briefly to fire volleys at our withdrawing sharpshooter pickets. Now that fight across the valley is raging, and Confederate flags have begun to appear along the woodline. By all appearances the battle will be coming our way soon, and probably on two fronts, west and south.

    Mission: Defend and hold the brigade's left flank, then attack the Rebel rally point in the valley.

    Gameplay:
    The first objective is worth 1500 points, 100 points per minute. For capturing the second objective offensive movements will be necessary, as they were historically with Chamberlain's famous charge.
    Shortly after the first objective's points are captured, a second set of objectives will begin to appear. Chamberlain's Regiment MUST have a minimum of 200 troops to activate and capture the initial US objective...a Scout message will arrive and relate more info.

    Forces Available:
    Colonel Joshua Chamberlain's 20th Maine Regiment, Colonel Strong Vincent, commanding the Third Brigade, Brigadier General James Barnes, First Division, V Corps, Army of the Potomac, under Major General George Sykes

    20th Maine Regiment, Colonel Joshua Chamberlain

    Attached from Brigadier General John H. Ward's Brigade:
    2nd U.S. Sharpshooters (2 Companies), Major Homer Stoughton

    Regiment strength: 467 troops and officers
    ________________________________________________________________

    Undeniably the most famous fight, led by the most revered hero, of the three days battle at Gettysburg.

    Historically the 20th Maine was not involved in the first Rebel attack. However, you have the choice to engage or not. Just know that within ten minutes you'll need fresh troops to fend off direct attacks on your position.

    You'll need to resupply your sharpshooters before you enter the valley for your attack. The supply wagon near your first objective will provide your ammo needs...Move those units to its location.
    ________________________________________________________________

    One second left...
    Three companies routed, one retired, still able to prevail...


    No scripted variants, no scripted 'bull rushes', the AI will provide for a different fight every time. Some impossible to win, some winnable...Like this one.


    Tried to replicate or improve on that MV the next day and the AI once again humbled me with this Draw. Again touting the AI's unpredictability. Got to at least show off the non-colorized version of the End Screen pict...Probably the best blend yet with the newspaper background.

    ***Biographical Information***

    Joshua Lawrence Chamberlain

    Gained fame and acclaim on the Second Day (July 2, 1863) at Gettysburg when he commanded the 20th Maine in its famous defense of Little Round Top. His unit, posted as left flank of the Union Army, fended off repeated Confederate attacks throughout the day, and broke the Confederate lines by a bayonet charge ordered and led by Colonel Chamberlain. His actions on that day earned him a Medal of Honor.


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    5 months 1 week ago #70 by Jolly

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  • This is a least an improvement ;)
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    5 months 5 days ago #71 by Jolly

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  • A not too shoddy first attempt victory (but no cigar!).
    A case of defending the first objective without suffering too many casualties. It does get a bit hard to shift them after that to the next objective, they are a bit weary!


    David(jolly)
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    5 months 5 days ago #72 by RebBugler

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  • Jolly wrote: A not too shoddy first attempt victory (but no cigar!).
    A case of defending the first objective without suffering too many casualties. It does get a bit hard to shift them after that to the next objective, they are a bit weary!



    David(jolly)


    For the first attempt that is an exceptional score, at least compared to my play-testing. Took me several attempts before I scored a victory, and then just barely. Took me at least a couple more plays before the MV I posted to happen. The main snag with this scenario is to maintain enough troops, well over the minimum of 200, to eventually activate and hold the second objective long enough to reach the MV bar.

    Good Generalin' Sir!:)

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    5 months 4 days ago #73 by Jolly

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  • Thats mighty fine praise indeed - thanks Reb.
    Instead of charging the Confederate's regrouping position, I managed to occupy it and hold it to the end.
    Maybe I got lucky!

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    5 months 4 days ago #74 by RebBugler

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  • Jolly wrote: Thats mighty fine praise indeed - thanks Reb.
    Instead of charging the Confederate's regrouping position, I managed to occupy it and hold it to the end.
    Maybe I got lucky!

    David(jolly)


    Deservedly so, you earned it. Still, which cards the enemy AI plays is always a factor, but not always a deciding factor.

    Unfortunately Chamberlain's charge is tough to pull off. The player has the option to charge the retreating Rebels, but as you noted before, fatigued and depleted troops don't charge well. Better to wait for your friendlies to wade in first, then support them as they do the charging.:whistle:

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    5 months 3 days ago #75 by Jolly

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  • That's exactly what I did! :)
    I noticed support coming and took advantage of that,

    Great 'little' scenario.

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    5 months 1 day ago #76 by Jolly

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  • Hoorah! Glorious colour!

    Another very close call - Seemed like it was all going so well, then the objective goes with about ten minutes left, and still short of about 200 points to win. What to do?

    I figured maybe best to go for some weaker looking positions to the left of the rebel assault on Little Round Top.



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    5 months 1 day ago #77 by RebBugler

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  • Jolly wrote: Hoorah! Glorious colour!

    Another very close call - Seemed like it was all going so well, then the objective goes with about ten minutes left, and still short of about 200 points to win. What to do?

    I figured maybe best to go for some weaker looking positions to the left of the rebel assault on Little Round Top.
    David)jolly)


    Yeah, this one's MV demands include charging and routing some enemy units. Trading musket volleys alone won't get you there given the time allowed.

    Congrats on your colorized win!

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    4 months 3 weeks ago - 4 months 3 weeks ago #78 by RebBugler

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  • Update version 1.46 May 29, 2020
    - Addition of scenario GB2-03
    - Eliminated the ‘End Screens’ graphics of scenarios 04-10 to reduce this mod’s bulk for attachment purposes.
    - Make sure to download and install the latest update of 'True Ground' - Devil's Den Map - "The Big Picture" , Version 2.1 Update - May 21, 2020. It includes the ‘End Screens’ graphics of scenarios 04-10. Without this update, any scenarios listed above that are played will crash the game upon End Game.

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    4 months 3 weeks ago #79 by RebBugler

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  • GB2-03_July2-3rd Arkansas, Thru the Rose Woods (C-Regt)

    Length of Play: 45 minutes

    Command: Colonel Van Manning, commanding the 3rd Arkansas Regiment

    Situation: After marching in circles most of the afternoon to deceive the enemy of our intentions we have finally arrived at our destination. As previously ordered, we are about to move forward with our division stepping off en echelon. Our position in the division line will lead us through several fields then into some dense woods. Enemy cannons roaring at the edge of those woods will definitely have infantry support. But first, we must deal with some pesky skirmishers in our way to the real fight...The fight waiting in the Rose Woods.

    Mission: Secure all objectives as you fight through the Rose Woods.

    Gameplay: Available objective point total 2700, so 300 engagement points are also necessary for a Major Victory. A minimum of 200 troops are required to activate all objectives.

    Forces Available:
    Colonel Van Manning, commanding the 3rd Arkansas Regiment, Robertson's Brigade, Hood's Division, I Corps, Army of Northern Virginia under Lieutenant General James Longstreet

    3rd Arkansas Regiment, Colonel Van Manning
    Company A 'Arkansas Travelers'
    Company B 'Berlin Beauregards'
    Company C 'Confederate Stars'
    Company D 'Selma Rifles'
    Company E 'Champagnolle Guards'
    Company F 'Hot Spring Hornets'
    Company G 'Three Creeks Rifles'
    Company H 'Orphan Company'
    Company I 'Tulip Rifles'
    Company K 'Ashley Volunteers'

    Regiment strength: 478 troops and officers
    ________________________________________________________________

    The Third Arkansas Regiment was the first Confederate regiment of Lee's en echelon attack the second day of Gettysburg to enter the battle and begin the fighting...Of what would become the most intense three hour fight of the Battle of Gettysburg.

    One second left...
    Barely hung on, another hit from one of Smith's guns, in the background near the Union regiment in line, and my MV would have been a goner.


    This one took a while to develop, much testing and tweaking to make it historic, competitive, and winnable, hopefully translating to immersive fun...which was for me, eventually.:)


    ***Biographical Information***

    The 3rd Arkansas Regiment was formed in June 1861. They were the first long-term regiment from Arkansas, enlisted to serve "for three years or the war." Arriving in the east in the summer of 1861 the 3rd compiled an impressive battle record. In the fall of 1862 the regiment was reassigned to the famed Texas Brigade. Colonel Vannoy Manning, an Arkansas lawyer and one of the founders of the regiment, commanded the 3rd at Gettysburg.

    On July 1863 the Texas Brigade was part of the first wave of Longstreet's attack on the Union Left. The 3rd Arkansas formed in the woods on Warfield Ridge just north of the Emmitsburg Road. Moving across the road they headed toward Rose woods and an unseen Union line. Moving uphill after crossing Rose Run the westerners discovered the Union line. Three Union regiments, the 86th NY, the 20th Indiana, and the 99th Pa. crested the wooded hill and poured out a devastating volley. Near the center of the 3rd's line a large rock formation provided as both an obstacle and a relief. Manning advanced, retreated and advanced again to the ledge. For at least an hour the 3rd Arkansas engaged in a desperate fire fight in the Rose woods.

    Outnumbered severely and fighting uphill the Arkansans took nearly 40% casualties before the Union regiments could be pushed off the Ridge. While directing the advance Manning was struck in the face by shrapnel near the rock formation that now bears his name. He returned to lead his regiment who stayed on indeed, "for the war" until only 150 men surrendered at Appomattox.


    Here we see the 3rd Arkansas at the ledge at about the midpoint of the battle. Colonel Manning is in the center directing the advance. The Union forces in the smoky distance are the 20th Indiana and the 86th New York. These units took over 250 casualties from their 650 men who fought that day in Rose Woods.

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    4 months 3 weeks ago #80 by Jolly

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  • A fantastic scenario Reb, one that continues to surprise all the way through.
    Each time you think 'all is lost'. along come the AI support, just when and where you need them.
    Also I managed a MV on the first run! :)



    Cheers,

    David(jolly)
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    4 months 3 weeks ago #81 by RebBugler

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  • Jolly wrote: A fantastic scenario Reb, one that continues to surprise all the way through.
    Each time you think 'all is lost'. along come the AI support, just when and where you need them.
    Also I managed a MV on the first run! :)

    Cheers,

    David(jolly)


    First off, cool, glad this one entertained you thoroughly, or at least by the tone of your post it appears as so.
    Second, darn it, you're not supposed to win the first round. You obviously found a flaw in my master plan to frustrate first-time attempts. Or...
    Third, you're just getting better at kickin' butt.

    Congrats and thanks for the kudos...:)

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    4 months 3 weeks ago #82 by Jolly

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  • Yep, I was indeed entertained by this one Reb!
    I do enjoy these smaller command scenarios - they can become epic as things unfold - you really do have to look after your men.

    Please, please don't be tempted to make them any harder though. :)
    My nerves could not take it! ;)

    Thanks for the entertainment,

    David(jolly)
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    4 months 3 weeks ago - 4 months 3 weeks ago #83 by RebBugler

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  • Update version 1.48 (June 3, 2020)

    - Scenario GB2-01 added
    - Edited the beginning time of all the Devil's Den scenarios. Approximately a half hour later, this is a more accurate time span adjustment for historic accuracy. This will not affect these scenarios play-ability wise.

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    4 months 3 weeks ago #84 by RebBugler

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  • GB2-01_July2-First Strike, Rose Farm & Stony Hill (U-Div)

    Length of Play: 30 minutes

    Command: Major General David B. Birney's 1st Division

    Situation: The half hour Rebel cannonade has ceased, and as predicted, the Rebel assault has begun. For the last few minutes we've watched as the gray lines to our south have pushed east, scattering our picket lines in their wake. And now, a gray wave is approaching our position. This doesn't bode well, for our ranks have been depleted as we've been called upon to send units to support more vulnerable areas of our corps' position. Reinforcements are promised, but will they arrive soon enough to save us from the Rebel tide about to submerge our ground, and us with it?

    Forces Available:
    Major General David B. Birney, commanding the First Division, III Corps, Army of the Potomac, under Major General Daniel E Sickles

    Third Brigade, Colonel Phillippe de Trobriand
    17th Maine Regiment, Lt. Colonel Charles Merrill
    3rd Michigan Regiment, Colonel Byron Pierce
    5th Michigan Regiment, Lt. Colonel John Pulford

    Attached from:
    Second Division / Third Corps, Brig Gen Andrew A Humphreys

    Third Brigade, Colonel George C Burling
    5th New Jersey Regiment, Colonel William J. Sewell
    8th New Jersey Regiment, Colonel John Ramsey
    115th Pennsylvania Regiment, Major John Dunne

    Attached from:
    First Division / Fifth Corps, Brig Gen James Barnes

    First Brigade, Colonel William S Tilton
    18th Massachusetts Regiment, Colonel Joseph Hayes
    22nd Massachusetts Regiment, Lt Colonel Thomas Sherwin Jr.
    1st Michigan Regiment, Colonel Ira C. Abbott
    118th Pennsylvania Regiment, Colonel James Gwyn

    Second Brigade, Colonel Jacob B Sweitzer
    32nd Massachusetts Regiment, Colonel George Lincoln Prescott
    4th Michigan Regiment, Colonel Harrison H. Jeffords
    62nd Pennsylvania Regiment, Lt Colonel James C. Hull

    Division strength: 2979 troops and officers
    ________________________________________________________________

    We begin this scenario series with a "...And the Cavalry Saved the Day" type battle. The "Cavalry" represented by Barnes's Division arriving just in the nick of time to "Save the Day", but with infantry.

    One second left...
    Not only do all objectives need to be maintained, but also depleted companies need to be spotted and removed from the action before routing.


    A close Major Victory by any standards, one more routed unit and this attempt would have been voided, then, another replay, and so on. All scenarios in this series will be announced and introduced with Major Victory posts. Due to the difficulty level of these scenarios, they won't be released until MV End Screens demonstrate they are winnable.

    ***Biographical Information***

    Promoted to Major General on May 20 1863, Birney arrived at Gettysburg with 2 brigades and went into position along Cemetery Ridge, but was ordered to hold the front from the Peach Orchard to Little Round Top with too few men. This front was decimated and with General Sickles being wounded, Birney was put in command as the Peach Orchard was being overrun, soon to be replaced by Major General Winfield Hancock. Birney's health began to deteriorate in the summer of 1864 and he died on October 18th of that year.


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    4 months 2 weeks ago #85 by Jolly

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  • Another great scenario Reb.
    I was sure I was heading for another MV on the first attempt, alas, it was not to be ! ;)
    I lost the left position early on for a few minutes. That and casualties eventually took it's toll.


    I'll start this one again. ;)

    David(jolly)
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    4 months 2 weeks ago - 4 months 2 weeks ago #86 by RebBugler

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  • Jolly wrote: Another great scenario Reb.
    I was sure I was heading for another MV on the first attempt, alas, it was not to be ! ;)
    I lost the left position early on for a few minutes. That and casualties eventually took it's toll.

    I'll start this one again. ;)

    David(jolly)


    Since this scenario will be the first try for most newcomers checking out 'True Ground', your approval means a lot, much appreciated!

    Yeah, this scenario feels easy until your objectives start turning off, then it's scramble time to fortify those weak areas. I don't think anyone can predict those areas on the initial run, making a second run almost a given. Although not in grog territory, the scoring is tight with this one, and any missed objective points are hard to make up.

    Thanks for the Report :)

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    4 months 2 weeks ago - 4 months 2 weeks ago #87 by RebBugler

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  • GB2-02_July2-Stony Hill II Enter Kershaw's Carolinians (C-Brig)

    Length of Play: 40 minutes

    Command: Brigadier General Joseph B. Kershaw, commanding Kershaw's Brigade

    Situation: As we emerge from the safety of the wood line we see a battle in development. To our right most of our division is moving forward and so far has only dealt with skirmishers. To our left is a wall of enemy troops and artillery at the ready for battle, the artillery already finding our range. And to our front lies our objective, a stony hill still cloaked in smoke from a recent firefight. Hidden in the woods surrounding this stony hill the enemy awaits, and it's confident, for its already repulsed a Rebel strike.

    Mission: Capture Stony Hill by securing all its objectives.

    Gameplay: Objective points available total 2500. Make sure that officers under your command secure the objective points as 'friendlies' can activate and steal those points. You will gain some advantages if Sweitzer, guarding the Stony Hill Objective, is reduced to a grade of -300. Notification of these events will come via a Scout Message.

    Forces Available:
    Brig Gen Joseph B Kershaw, commanding Kershaw's Brigade, McLaws's Division, I Corps, Army of Northern Virginia under Lieutenant General James Longstreet

    Kershaw's Brigade, Brig Gen Joseph B Kershaw
    2nd SC 'Palmetto' Regiment, Colonel John D. Kennedy
    3rd South Carolina Regiment, Colonel Daniel C. Mooney
    7th South Carolina Regiment, Colonel David Wyatt Aiken
    8th South Carolina Regiment, Colonel John W. Henagan
    15th South Carolina Regiment, Colonel William DeSaussure
    3rd SC Battalion 'James' Regiment, Lt Colonel William G. Rice

    Brigade strength: 2190 troops and officers
    ________________________________________________________________

    Historically set up, but the objectives don't require historical gameplay, that is, attacking the Union artillery line along Wheatfield Road. Instead, you'll need Kershaw's full brigade to expel the enemy at Stony Hill, because, Barnes won't withdraw his division early as per historical events. Still, you can force Sweitzer's brigade to withdraw once Sweitzer's grade is reduced to -300 (FailCheck command).

    The Devil's Den fight concluded as this Stony Hill fight was underway. This conclusion was not depicted in this scenario because of performance concerns. Still, you'll receive support from Benning and Robertson's brigades if the Sweitzer FailCheck triggers.

    One second left...
    This one went down to the wire, got the final points from the last objective with 20 seconds left.


    A satisfying Major Victory, definitely felt I earned it.


    Since this play I made some minor changes and have learned how to kick butt with this scenario. My last run yesterday was a MV jewel, boasting of a 3941 landslide win...Finally got to Winslow's guns. :evil:

    ***Historical Information***

    At Gettysburg...
    Sometime after 5:00 p.m. of July 2, 1863 the soldiers of Kershaw's Brigade leaped a stone wall and headed toward their destiny. The brigade soon split with the left wing (8th, 3rd Battalion and 2nd) turning left in an unsuccessful attempt to silence the cannon along the Wheatfield Road. The 3rd and 7th continued straight across the Rose Farm to the Stony Hill. Shortly after the fighting began for a second time at Stony Hill, General Barnes withdrew his two brigades from the fight. A highly controversial decision, as it resulted in the remaining Federal troops having to retreat or be overwhelmed, thus conceding Stoney Hill to the Confederates.

    Soon after, a Federal counterattack by General John Caldwell's division forced the 3rd and 7th back as well as the 15th which had come up on the far right. The timely arrival of General Wofford's Brigade on the Wheatfield Road picked up the 2nd and possibly some of the 8th as they advanced all the way to the base of Little Round Top. Some of Wofford's men actually went up the slope before another Union counter thrust pushed them back to the Rose Farm. It had been a phenomenal day for the South Carolinians.

    General James Longstreet described the actions of his corps of which Kershaw's Brigade belonged as the best four hours of fighting during the war. The brigade suffered 650 casualties, their longest casualty list of the war including Colonel William DeSaussure of the 15th South Carolina.


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    4 months 2 weeks ago #88 by Jolly

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  • Very close on the second try - about 20 seconds away from a coveted MV :)



    David(jolly)
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    4 months 1 week ago #89 by Jolly

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  • My first attempt on this scenario was a mere 'victory', but I thought I'd got it figured for the second attempt. Sweep right and sweep up the VP's. That seemed to go very well until the 'final' objective. With about 10 mins to go I was all set, The enemy was retreating and I was holding the objective.
    Alas the enemy then did an unexpected about turn and came back at me, taking back the objective and driving me out, which killed the score somewhat!



    Exciting stuff!

    David(jolly)
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    4 months 1 week ago - 4 months 1 week ago #90 by RebBugler

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  • Jolly wrote: My first attempt on this scenario was a mere 'victory', but I thought I'd got it figured for the second attempt. Sweep right and sweep up the VP's. That seemed to go very well until the 'final' objective. With about 10 mins to go I was all set, The enemy was retreating and I was holding the objective.
    Alas the enemy then did an unexpected about turn and came back at me, taking back the objective and driving me out, which killed the score somewhat!



    Exciting stuff!

    David(jolly)


    Getting a victory on the first attempt is a feat in itself. Ya gotta first learn to avoid leaving the cover of the woods or the Union artillery will chew your troops up pronto. Even the edges of the woods are lethal. Never thought about the feint being created by the 'failcheck' retreat trigger of Sweister's brigade, but indeed it is, glad you pointed that out. I was more creative than I thought. :whistle:

    Thanks for the report, along with the kudos :)

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