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 ----------------------------------------------------------------------------- 1. COPYRIGHT INFORMATION This document is 100% copyright dark33 (2001). It may not be used on anywhere but the following sites without my consent. www.gamefaqs.com www.neoseeker.com 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 table. ----------------------------------------------------------------------------- 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 game. 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 formations. ============================================================================= 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, though. ============================================================================= 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 commander. ============================================================================= 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 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! ============================================================================= 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... ============================================================================= 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 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. (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? 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. ----------------------------------------------------------------------------- 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: [email protected] ***************************************************************************** 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.