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    FAQ/Strategy Guide by Dark33

    Version: 1.0 | Updated: 05/23/01 | Search Guide | Bookmark Guide

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    Gettysburg!: A FAQ/Strategy Guide by dark33
    Version Number: 1.0
    Date Last Updated: 5/23/01
    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 (thelinebacker531@aol.com) DO NOT USE ANY PORTIONS OF THIS 
    DOCUMENT ANYWHERE but the specified sites. Do not use any sections of this 
    for your own walkthrough, but you can ask for this with permission. (See 
    Contact Information near the end) Taking stuff without permission is 
    plagiarism, and is not cool.
    Unless I really think your site is good, I probably won't put this on your 
    site, but it doesn't hurt to try. As long as you don't take this without my 
    permission, I'll be happy, and quite possibly say yes, unless your site is a 
    miserable, embarrassing, pathetic train wreck!
    - 2. Table of Contents -
    Mostly, this Guide is about Battle Tactics, which is why I'll divide 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
    - 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. 
    5/17/2001-  6:00PM  Added more to the tips/advice section, and the art on 
    5/21/2001-  11:00AM  Added a little more to tips/advice, and tried to make it 
    look better...
    5/23/2001-  2:50PM  Finished up quite a bit of the Tips/Advice Section.
    - 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 -
    In this section, we'll explore lots of battle tactics to make sure that you 
    are ready to achieve victory.
    - 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.
    When defending a key location, little things can make a big difference. 
    Entrenchment is definitely one of those things. If you keep a regiment 
    absolutely still (not moving or changing formation), it will automatically 
    begin digging a trench. Of course, you won't be able to see it, but it is 
    happening. Eventually, you should see a brown line in front of the regiment. 
    That will indicate that your regiment is slightly entrenched.
    When entrenched, a regiment will not sustain as many casualties as a normal 
    regiment. Since they are entrenched, moving them will no longer give you that 
    bonus. There are 3 levels of entrenchment, and as you increase in levels, 
    your protection becomes better and better. It's very nice to have a fully 
    entrenched brigade defending a key area, making it much harder for a unit to 
    hurt them. Even better, use covered terrain and position yourself on a key 
    hill and it'll be impossible to defeat your brigade. Fully entrenched 
    defenders are extremely difficult to overrun, and if you are facing some, 
    your best hope is to pour a lot of guys into battle and try to flank them. 
    The biggest disadvantage to entrenched units, other than not being able to 
    move without losing the protection, is that they'll also lose the protection 
    if they have to spin around. In other words, flank them so that they either 
    stay and get pounded, or turn to face you, ending the entrenchment. 
    It's imperative that if you have time to entrench while defending against an 
    attack, that you should keep your guys still. Don't move them so that they 
    can entrench. If you manage to do so, they'll dig and dig until the trench 
    becomes available. Keep them still and you'll have a defensive advantage. So 
    if you're in a defending scenario, try delaying the enemy attack so that you 
    have time to entrench. You can try sending skirmishers to slow the enemy 
    down, so that you have enough time to dig. This happens automatically, so you 
    won't need to use any commands.
    Covered Terrain
    When fighting or walking through woods, boulders, and other covered terrain, 
    several special things happen. First of all, if fired upon, you will take 
    less casualties than normal, and you'll gain extra morale. Secondly, if 
    artillery is firing on you, it will not do very much damage, especially if 
    you are in a forest. You also move more slowly than normal through woods, 
    rocks, and marshes. You however, don't gain any bonuses while being in 
    marshes, so they should be avoided. A battle in the woods between two 
    regiments will cancel out the bonuses, so you need a way to take advantage of 
    this unique terrain. Wheatfields aren't really covered terrain, but if you 
    stand still, the enemy will have a tough time seeing you. That goes for them 
    as well, so approach a wheatfield with care.
    One good way is to place your men on the edge of the woods/rocks. Therefore, 
    you can fire across grassy areas on your enemy, while you still have the 
    terrain bonus. Another idea is to flank the enemy by using the woods, which 
    will give you protection and you'll rout the enemy. Be very careful if you 
    are in open ground against an enemy in the woods. Normally, you too should 
    head into the covered terrain, or you can try to flank the enemy. Covered 
    terrain can be your best friend or your worst nightmare.
    Spreading Out
    A line should never, ever be grouped too tightly. If that happens, it'll be 
    difficult to win the battle. Spread out your line, while still getting the 
    morale bonus of having a regiment next to your, and DO NOT create a large 
    hole in the line. So basically, what you want to do, is spread out your guys 
    enough so that they can maneuver well, but at the same time, keeping them 
    tight enough so that a large hole is not created in the line.
    When spread out, your line can maneuver well, deliver maximum firepower, and 
    they won't accidentally block the fire of friendly regiments. What do you do 
    if you think you are too tightly bunched together? The smartest idea is 
    probably to issue a brigade command for Battle Lines, but then use the Don't 
    Stop command so that your men will not stop to fire on the enemy. If you 
    don't have a brigade, you can have the regiments that are too close fall back 
    (not recommended), retreat, or you can just put them in skirmish lines at 
    double quick and pull them out of there. 
    The morale of your men is vital to your success. Morale depends on a great 
    number of factors, which combined make up your morale bar. These factors are 
    experience of troops, presence of a commander, covered terrain, having a 
    regiment next to your and/or behind you, and more. If you have a lot of 
    morale, your regiment will be difficult to rout. When the morale is low and 
    battle stress accumulates, your regiment is easy to rout. That's why you 
    should always keep men in top condition.
    Several factors can destroy your morale and increase battle stress. One is 
    moving in skirmish lines, which will slowly deplete your morale. Moving at 
    Double Quick will do the exact same thing. Of course, being under fire in a 
    battle will surely hurt some of your morale. When your flank is attacked, 
    your morale will die very quickly, and you'll be routed with ease. Keep your 
    morale high if you want to win the battle.
    Reserves and Reinforcements
    First off, I need to clarify. RESERVES refers to regiments that you keep 
    behind your battling men, that are used mostly to send in when a regiment is 
    retreating/routed. REINFORCEMENTS refers to troops that come into the 
    battlefield, pretty much out of nowhere. You have no control as for when they 
    come in, but when they do, take full advantage of them. Anyway...
    Reserves are amazingly useful for your line. Keep them behind your main line, 
    and position at least some of them on the flanks of your line. That is where 
    they'll be most needed, especially if the enemy decides to try to attack your 
    flank. So make sure you put some there, or else you run the risk of getting 
    flanked. Another more obvious use for them is for replacing tired/stressed 
    out regiments. If one of your regiments is taking a beating and needs to get 
    out of the fighting, have them fall back or retreat, and send in a fresh 
    reserve unit to plug in the hole. This can quickly give you an advantage, 
    especially if the enemy does not have reserves of its own. When you have your 
    unit retreat or fall back, immediately place it pretty far behind your 
    battling line, and make an officer Rally it. You can then put that regiment 
    back behind the main line so that they themselves become reserves. This 
    strategy can help you outlast the enemy. 
    But what if the enemy has reserves of its own? One strategy mentioned before 
    for making holes was the "concentrate firepower" method in which you 
    concentrate your firepower on one regiment around the middle (with both 
    artillery and regiments of your own) in order to quickly rout it and make a 
    hole in the line. If the enemy plugs in reserves, you can now target the 
    reserves with the same strategy. Hopefully, this can allow you to rout 
    several regiments, and the enemy reserves will be crippled. You can now 
    proceed to expose the hole and flank the now divided line.
    Now onto the reinforcements that you might receive any time during the 
    battle. If you hear, "Sir, reinforcements are coming up!" you know that some 
    reinforcements have arrived. They almost always appear on the edge of the 
    map, so you should track them down and find them first, before anything else. 
    After that, put them in a formation where they can quickly move to another 
    location. You can do lots of things with reinforcements, but you have to use 
    them wisely, since there is sure to be several places where they are needed.
    Now, one simple strategy is to divide the brigade(s) you receive into 
    regiments and send the regiments to all the scattered areas that need the 
    extra men. This strategy is actually pretty good because it covers all your 
    needs at once. Unfortunately, this could limit each location to receiving 
    just one or two regiments, and that can't really help you too much. Another 
    strategy is to send in whole brigades to needed areas. This works especially 
    well if you have one area in dire need of lots of more men, or if you don't 
    have many troubled areas. But if you do, the men will only go to one place, 
    which cuts off the other areas that need the men. 
    So, if the situation is that several areas need help, try a compromise. 
    Divide brigade(s) in half, and send in 3-4 regiments to the areas that need 
    help the MOST. Don't foolishly spend reinforcements on safe areas. Send them 
    into battle, or have them become reserves for one of your lines. Also, if you 
    were considering a major offensive strike, and you receive reinforcements, 
    wait for them to arrive before going out. They may be the difference between 
    victory and defeat. With the extra men to bolster your attack force, victory 
    seems much more likely.
    Regiment Information
    Not all regiments are equal. They differ in the size, which is the amount of 
    men they have, and the experience, which basically determines some of the 
    morale they get. First off, bigger regiments have more men, obviously, so 
    when you send them in to battle, make sure you pick good targets for them. 
    Smaller regiments are more vulnerable, so be a little more careful with them. 
    Now, as for experience, the more experienced a unit is, the more morale it 
    has. Green troops are pretty much the worst, so do anything you can to 
    increase the morale they have. Veteran troops are excellent, so they're great 
    while in battle. Use less experienced troops when under certain conditions 
    (covered terrain, etc.) where they gain more morale, so that they won't be 
    routed so quickly.
    (More tactics 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 probably 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 
    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.
    Q. I heard that reinforcements are coming! Where?
    A. Usually reinforcements show up on the edges of the battlefield. Take some 
    time to locate them, or use one of the F buttons at the top of your keyboard 
    (I forget which one :P) so that you find them. Then send them to an area that 
    you need more men.
    - 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.
    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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