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Antietam - Full Battle - Union

5 years 4 weeks ago - 5 years 4 weeks ago #1 by Little Powell

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  • 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 edit: 5 years 4 weeks ago by Little Powell.
    The following user(s) said Thank You: JC Edwards, garyknowz, RDBoles, Chamberlain, Davinci, Zeke, Michael Slaunwhite, Grog, KG_Soldier, Keat and 7 other people also said thanks.

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    5 years 3 weeks ago #2 by DarkRob

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  • 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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    5 years 3 weeks ago #3 by Little Powell

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  • 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 following user(s) said Thank You: JC Edwards, Saddletank

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    5 years 2 weeks ago - 5 years 2 weeks ago #4 by the reb

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  • Glad I checked in....can't wait to check it out...not a Union fan though....
    Last edit: 5 years 2 weeks ago by the reb. Reason: More information

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    5 years 2 weeks ago - 5 years 2 weeks ago #5 by Little Powell

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  • 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 edit: 5 years 2 weeks ago by Little Powell.

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    5 years 2 weeks ago #6 by the reb

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  • 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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    5 years 2 weeks ago #7 by Little Powell

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  • 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? :)

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    5 years 2 weeks ago #8 by the reb

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  • 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.... :)
    The following user(s) said Thank You: Little Powell

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