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Antietam - Full Battle - Union

Posted: Sat Sep 17, 2016 3:37 am
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.

Re: Antietam - Full Battle - Union

Posted: Sun Sep 18, 2016 5:23 am
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.

Re: Antietam - Full Battle - Union

Posted: Sun Sep 18, 2016 4:27 pm
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.

Re: Antietam - Full Battle - Union

Posted: Tue Sep 27, 2016 1:57 am
by the reb
Glad I checked in....can't wait to check it out...not a Union fan though....

Re: Antietam - Full Battle - Union

Posted: Tue Sep 27, 2016 3:53 pm
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. :)

Re: Antietam - Full Battle - Union

Posted: Tue Sep 27, 2016 8:07 pm
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

Re: Antietam - Full Battle - Union

Posted: Wed Sep 28, 2016 12:31 am
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? :)

Re: Antietam - Full Battle - Union

Posted: Fri Sep 30, 2016 5:47 pm
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.... :)