Antietam - Full Battle - Union

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
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Little Powell
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Antietam - Full Battle - Union

Post by Little Powell »

Here's a little present to commemorate the 154th anniversary of The Battle of Antietam.

This is the full, 11 hour Battle of Antietam from the Union perspective.

Date: 17 September 1862
Time: 5:45 AM
Location: Sharpsburg, Maryland

After your glorious route of the Confederate forces at South Mountain three days ago, your Army of the Potomac is re-organized and ready to deliver the final crushing blow to the Confederate cause. Robert E. Lee's Army of Northern Virginia is dug in to the hills before you. With his back to Potomac River he has nowhere to run.

You are the Army Commander--the plan of attack is completely up to you. There are no pre-determined objective locations. All points must be scored by combat. Will Lee stand firm and receive your attack? Or will he go on the counter-offensive? All troops of the Army are at your immediate disposal. Use them wisely to crush Lee's Army of Northern Virginia!

Download Link

Unzip to your Mods folder, enable in game, enjoy.
Last edited by Little Powell on Sat Sep 17, 2016 3:38 am, edited 1 time in total.
DarkRob
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Re: Antietam - Full Battle - Union

Post by DarkRob »

Hey the scenario looks great. One thing though. When I start the scenario every single union commander is on take charge from AI. All of them, every corps commander, division commander, brigade commander and artillery commander. Am I really supposed to go through and take all the brigade and artillery commanders off of take charge? Ideally only McClellan and the corps commanders would start on take charge. Getting an army of this size moving would be really ponderous with everyone on take charge from AI.
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Little Powell
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Re: Antietam - Full Battle - Union

Post by Little Powell »

Hi DarkRob - The reason for this (and why I do this on all my big scenarios) is to make it easier for the player to manage his troops. If all commanders started with TC off, then they would start sending orders to their subordinates, troops would start moving all over the map, and it would become a micromanagement nightmare to get them back under control.
the reb
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Re: Antietam - Full Battle - Union

Post by the reb »

Glad I checked in....can't wait to check it out...not a Union fan though....
Last edited by the reb on Tue Sep 27, 2016 2:05 am, edited 1 time in total.
Reason: More information
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Little Powell
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Re: Antietam - Full Battle - Union

Post by Little Powell »

Union fan though....
Never would have guessed it, reb. ;)

Hope you enjoy the scenario!

For those who have manged to finish the scenario, let's get some score reports. Don't be shy. :)
Last edited by Little Powell on Tue Sep 27, 2016 4:12 pm, edited 1 time in total.
the reb
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Re: Antietam - Full Battle - Union

Post by the reb »

Hey Little Powell....I changed CMDLVL 1 to 2 so I could control the Reb Army. Now will that affect how the Union Army will respond? Does the AI now control the Union Army like in Sandbox? Is there something I need to change to get the Union Army to respond?

By the way....great work and any work is appreiated....
thanks
the reb
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Little Powell
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Re: Antietam - Full Battle - Union

Post by Little Powell »

If you want the other side to act like the AI does in Sandbox, you can turn on Strategic AI.

In the scenario INI, add the line at the INIT section:

StrategicAI=1

But why not just play AN17? :)
the reb
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Re: Antietam - Full Battle - Union

Post by the reb »

I was just trying to learn how the game setup is arranged and how things can be altered. I noticed the similarity in AN17, I just wanted to see if this one was different.....

Thanks though.... :)
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