FAQ/Strategy Guide - Guide for Gettysburg!

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Gettysburg!: A FAQ/Strategy Guide by dark33
Version Number: 0.7
Date Last Updated: 5/14/01



This document is 100% copyright dark33 (2001). It may not be used on anywhere 
but the following sites without my consent.


If you want to use this walkthrough on your site, ASK ME FIRST! My email 
address is ([email protected]) DO NOT USE ANY PORTIONS OF THIS 
DOCUMENT ANYWHERE but the specified sites. Do not use any sections of this 
for your own walkthrough. Again, do not use this on your site or anywhere 
else without my permission. And finally, again, don't take anything from this 
and use it anywhere else. Doing so is plagiarism, and is not cool.

Unless I really think your site is spectacular, I doubt I'll put this on your 
site. But I guess it doesn't hurt to try. But don't take this without my 
permission...or else...I'll find out...


2. Table of Contents:

Mostly, this Guide is about Battle Tactics, which is why I'll devide 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

Note: This is not final, of course. I'll most definitely add things to the 


3. Revision History

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. 

4. Introduction

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 

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


Scenario that is the most fun

The First Day- as the South


Stupidest Scenario

The first one, as whoever


Easiest scenario

Pickett's Charge as the North


Quick Way to Commit Suicide

Pickett's Charge as the South

5. Battle Tactics

A. The Regiment

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.


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.


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.


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.


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.


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.


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.


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.


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. 


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.


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...


B. The Brigade

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 


2. Brigade Formations

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


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.


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.


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.


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. 


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, 


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.


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.


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.


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. 


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 


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.


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.


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 


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 



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 


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.


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.


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 


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 

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.



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.

(plenty of more coming soon)


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 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? 

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.


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 
Questions already covered on the Guide- I don't like repeating myself.


[email protected]


AOL Instant Messenger:


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.

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