game manual - Civil War Generals 2 Download, CWG2

game manual - Civil War Generals 2 Download, CWG2
Peter Haffenreffer
Doug Gonya
Steve Grammont
Dean Lawson
David LeCompte
Brian Reilly
Patrick Doane
Mark Emmert
Andrea Muzeroll
Peter Crafts
Chris Beatrice
Chris Clark
Keith Zizza
Ed Saltzman
Forrest Walker
Ken Parker
Ken Parker
Eniola Oluwole
Greg Sheppard
Andy M. Santom
John McAuley
Aylissa McIntosh
Terence Clarey
Eniola Oluwole
Hans Wang
CP McBee
Keenan Davis
Jay Wertz &
Mort Künstler
Doug Gonya
Doug Sawan
Gordon Calhoun
Robin Muir
Keith Charles
Mike Rosenbaum
Based on the original R.E.Lee: Civil War General game
design of Jeff Fiske.
Special thanks to Glenn Oliver, Steve Serafino, and
Darrin Horbal for their invaluable support and
Smacker Video Technology. Copyright © 1994 by
Invisible, Inc. d.b.a. RAD Software.
Part 1: Introduction . . . . . . . . . . . . . . . . . . . . .6
Game Overview . . . . . . . . . . . . . . . . . . . . . .7
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Game Options & Multiplayer Features . . . . .10
Installation and Loading . . . . . . . . . . . . . . . .11
Multimedia History . . . . . . . . . . . . . . . . . . . .12
Where Do I Start? . . . . . . . . . . . . . . . . . . . . .13
Game Time and Interface . . . . . . . . . . . . . . .14
Menu Items . . . . . . . . . . . . . . . . . . . . . . . . .16
Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Part II: Reference Section . . . . . . . . . . . . . . . . .38
Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . .38
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
The Information Panel . . . . . . . . . . . . . . . . . .62
Displays . . . . . . . . . . . . . . . . . . . . . . . . . .62
Number of Men . . . . . . . . . . . . . . . . . . . .64
Movement Points . . . . . . . . . . . . . . . . . . .66
Supply . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Firepower . . . . . . . . . . . . . . . . . . . . . . . . .69
Unit Organization . . . . . . . . . . . . . . . . . . .70
Unit Health . . . . . . . . . . . . . . . . . . . . . . .72
Morale . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Unit Quality . . . . . . . . . . . . . . . . . . . . . . .75
Experience . . . . . . . . . . . . . . . . . . . . . . . .76
Weapon Type . . . . . . . . . . . . . . . . . . . . . .77
Division Commanders & Unit Leaders . . . . .78
How to Reassign & Dismiss Leaders . . . .80
Leader Ratings . . . . . . . . . . . . . . . . . . . . .81
Special Orders . . . . . . . . . . . . . . . . . . . . . . . .83
Movement and Terrain . . . . . . . . . . . . . . . . . .87
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Height . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Zone of Control . . . . . . . . . . . . . . . . . . . .92
Stacking Units . . . . . . . . . . . . . . . . . . . . .93
Visibility . . . . . . . . . . . . . . . . . . . . . . . . .93
Line of Sight . . . . . . . . . . . . . . . . . . . . . .94
Line of Fire . . . . . . . . . . . . . . . . . . . . . . .94
Hexes . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Zoom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Basic Structure of an Engagement . . . . . .97
Artillery Attacks . . . . . . . . . . . . . . . . . . . .98
Indirect Fire . . . . . . . . . . . . . . . . . . . . . . .99
Coordinated Attacks . . . . . . . . . . . . . . . . .100
Rear Attacks . . . . . . . . . . . . . . . . . . . . . . .100
Charges . . . . . . . . . . . . . . . . . . . . . . . . . .101
Multiple Unit Attacks . . . . . . . . . . . . . . . .102
Surprise Attacks . . . . . . . . . . . . . . . . . . . .102
Specialist Attacks . . . . . . . . . . . . . . . . . . .102
Voluntary Retreats & Exits . . . . . . . . . . . .102
Routed Units . . . . . . . . . . . . . . . . . . . . . .103
Video Clips . . . . . . . . . . . . . . . . . . . . . . .104
Dawn, Dusk, and Night Turns . . . . . . . . .105
Reinforcements . . . . . . . . . . . . . . . . . . . .105
Play Level . . . . . . . . . . . . . . . . . . . . . . . .106
After Combat Report . . . . . . . . . . . . . . . .107
Winning the Game . . . . . . . . . . . . . . . . . .108
Weapons & Ammunition . . . . . . . . . . . . . 110
The Command Tents . . . . . . . . . . . . . . . . . . 114
The Campaign Game . . . . . . . . . . . . . . . . . . 116
Scenario Editor . . . . . . . . . . . . . . . . . . . . . . . 122
Part 3: Appendix . . . . . . . . . . . . . . . . . . . . . . . 133
Historical Considerations . . . . . . . . . . . . . . . 133
Strategy Hints & Tips . . . . . . . . . . . . . . . . . . 134
Multiplayer Games . . . . . . . . . . . . . . . . . . . . 137
Customer Service Support & Sales . . . . . . . . 141
Technical Tips . . . . . . . . . . . . . . . . . . . . . . . 144
Technical Support . . . . . . . . . . . . . . . . . . . . . 145
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
"Neither party expected for the war the magnitude or the
duration which it has already attained…the prayers of both
could not be answered."
-Abraham Lincoln, second inaugural address, 1865
The United States never officially declared war on the
Confederate states. At first, President Lincoln referred to
it as an insurrection. The Confederates did pass an act in
1861 that recognized the existence of war between the two
sides, but they too never came out with a declaration of
war. Neither side thought the other to be entirely serious,
expecting a compromise would soon be reached. When the
war began, the typical soldier had little idea of what he was
getting into, signing up in pursuit of adventure and prestige. Poorly trained and lacking discipline, it was more
than likely that he had never fired a weapon. His main concern at the start of the war was the fear that it would be over
before he had a chance to fight.
Hard lessons would be learned as the conflict progressed.
New weapons could accurately fire as much as ten times as
far as previous weaponry, a factor that combat tactics did
not take into account until many lives had been lost. Those
unfortunate enough to be wounded in battle were lucky if
the doctors rinsed their instruments between surgeries.
Hundreds of thousands of lives, more than the total losses
on the battlefield, were claimed by typhoid, dysentery, and
What had started as a regional conflict soon transformed
into a full scale war. The North and South had not seen eye
to eye for some time, but it wasn't until now that they each
came to realize just how strongly they felt about the moral
and economic issues behind the struggle.
Compromises no longer sufficed to appease the strife
between the states. Fighting to stop the expanding Union
from disintegrating, the North was also taking an important
stand against slavery. They had larger armies and greater
firepower on their side as well as a willingness to throw
their economic weight behind the effort. The South was
fighting for the independence and freedom they thought
America stood for. Their aristocratic way of life was at
stake, and thus their men had personal motivation to succeed. Both sides were stubborn, choosing to fight rather
than to yield.
Game Overview
You control one of the great generals of the civil war and
can choose which side to take. Do you want to try and realize the Southern dream of independence, or would you
rather see if you can improve on the North's success? The
fate of a nation is in your hands.
'What was civil war combat really like?' you may ask.
this question. It is the most comprehensive simulation of
the civil war ever made. While you have the ability to alter
history, don't think that it will be easy. The results of every
battle impact the way the rest of the game plays, history be
damned. If you suffer a demoralizing defeat, your troops
might be too disheartened to fight in the next skirmish.
Lead the Confederates shrewdly and you could wind up in
control of the nation's capitol. Mismanage the North and
the United States will fall into rebel hands.
There is a lot to think about. Your army consists of a dozen
different types of units, each with its own strengths and
weaknesses on the battlefield. As the commander, every
unit will look to you for instructions. Decisions cannot be
made lightly. Recklessly direct your troops on long marches and you will soon discover the limits of human
endurance. Leaving key positions open will run the risk of
enemy occupation. With concerns like these, it is easy to
forget about the more basic elements of battle such as terrain and weaponry.
Most players will want to start out with one of the individual battles in the game. At the end of the battle, you will
be informed which side has emerged victorious, often an
ambiguous judgement due to the subtleties of Civil War
combat. Simply finishing a conflict with less casualties is
not enough if you ignore strategic positions or allow the
health of your men to deteriorate.
The more adventurous player might prefer to jump right
into a full campaign game. A campaign is made up of a
series of battles that share the same objective. To win a full
campaign, you must successfully guide your men through
each of the battles without losing sight of your objectives.
Not every battle must be won to achieve overall victory,
but losing a battle will certainly make it more of a challenge. Only the most diligent will succeed.
tactical battles. Each scenario, or battle, has specific goals
that require strategic considerations. All scenarios share
some common goals. You always want to inflict as many
casualties as possible on your enemy while keeping your
casualties to a minimum. Forcing enemy units from their
positions is another universal objective that is a benefit in
all scenarios. Other strategic objectives are specific to
individual battles. These are sometimes represented by
special victory point positions on the battlefield or by
awards and penalties for exiting the map at certain locations.
When playing a series of battles found in a Campaign
game, different factors determine the overall victory of the
campaign. The outcome of one battle will influence the
strength and status of your men in subsequent battles. The
victory level achieved in a battle determines which battle is
to be fought next and what condition your army will be in
as the battle commences. Casualties suffered will carry
over to the rest of the campaign, as will the experience that
your men gain. If you destroy enemy units, the captured
supplies and ammunition can be traded in to upgrade the
weapons that you currently own. Your troops will then
start the next scenario with improved weapons and, as a
result, be better situated to win the battle.
You must keep these concepts in mind when playing CIVIL
WAR GENERALS 2, particularly in a campaign. Forcing the
enemy to retreat or surrender can be just as important as
inflicting numerous casualties, though killing enemy leaders has an especially devastating effect on enemy morale.
A good leader can accomplish these things without forgetting the importance of maintaining the health and fighting
spirit of his own men. Through careful planning, the spoils
of victory will surely be yours.
Game Options & Multiplayer Features
Installation and Loading
CIVIL WAR GENERALS 2 allows for several styles of play. If
The installation program gives you three options: a small
installation, which copies the minimum files necessary, a
medium installation, and a maximum installation, which
copies all the game files to your hard drive. These option
you choose will influence how well the game will perform.
The small and medium installations will require the game
to read files from the CD-ROM during a game. A maximum install will copy all game files to your hard drive, but
for copy protection it will still require you to start the game
with the disc in your CD-ROM drive. The maximum installation will help to improve performance on most systems.
you crave historical accuracy, you can play one of the
Historical Battles or begin one of the campaigns.
Depending on your success, whether or not you repeated or
redirected the course of history, the next battle may also be
“historically” accurate or it may present you with a scenario based on the outcome of the previous battle. If you
have ever wondered what might have happened if a campaign had followed a different course, there are the
Alternate Battles that take some liberties with the facts to
present "what if…" scenarios.
You can play any of five different types of multiplayer
games. Play a 'hotseat' game against a friend (or an enemy)
on a single computer, or use a modem line or serial cable
to connect two computers and battle it out. If your office
has an internal network (IPX), you can challenge a coworker to go to war with you (after business hours, of
course). You can also play CIVIL WAR GENERALS 2 with a
connection over the Internet to Sierra's Internet Gaming
Service (SIGS) for free. For details on how to set up multiplayer games, consult page 137 of this manual.
A powerful scenario editor has also been included so that
players can create their own personalized battles. You can
design a battle based on a real civil war map or you can
pretend that your own backyard was a wartime battlefield
by recreating your neighborhood. A vast array of terrain
types are at your fingertips, from sunken roads and swamps
to rocky knolls and pontoon bridges. These creations can
be distributed to friends and over the Internet for multiplayer games or they can be played against the computer.
Instructions for using the scenario editor can be found on
page 122.
Windows 95 Installation:
Insert the CIVIL WAR GENERALS 2 CD into your CD-ROM
drive. If the Autoplay option on your computer is enabled,
a panel will automatically appear on your screen. Click on
the install button and follow the onscreen instructions. If
the Autoplay feature on your computer is not activated,
open the My Computer folder on your desktop and select
the drive letter that corresponds to your CD-ROM drive.
Double click on the Setup icon in the window that appears
and follow the onscreen instructions to complete the installation.
Windows 3.1 Installation:
With the game CD in your drive, select Run from the File
menu in the Program Manager. Type D:\Setup.exe (D indicates the letter that corresponds to your CD-ROM drive).
Follow the onscreen instructions to complete the setup
To play the game once it has been installed, you must first
insert the game CD. If your computer supports AutoPlay,
you will be presented with a screen where you can simply
click on a Play Civil War Generals 2 button. You can also
access the directory on your hard drive where you have
installed the game and double-click on CWG2.exe.
Multimedia History
Take advantage of our extensive research by checking out
the complete multimedia history of the Civil War included
on the disc. After you have installed the game, double
click on the History icon in the game directory to launch
the supplement. There is also a button on the autoplay
screen that launches the history supplement.
The interface for the supplement is so simple that it
requires little explanation. The brass buttons at the bottom
of the screen allow you to access the main topics as do the
images on the main screen. Once you have selected a
topic, the right arrow advances you through it, or, when
you reach the end of a topic, on to the next topic. Click on
the left arrow to go back to the previous screen you were
viewing. When you see the Ear icon next to the left arrow,
it signifies that a sound clip is associated with the current
topic. Blue text can be clicked on to link to a more detailed
discussion of the subject at hand. The Help button also
provides instructions for using the multimedia supplement.
Selecting Options allows you to view the credits and bibliography, adjust or turn off the sound, or exit the program.
If you experience poor sound quality, try turning the sound
within the program all the way up and then adjust the volume level on your computer. Turning the sound off completely should permit the program to run more quickly.
Where Do I Start?
We recommend that you begin by watching a short video
that will introduce the game's interface. Find the directory
where you installed the game and double click on the file
called “HowTo.avi.” A minute long video will then play
that demonstrates the basics of movement within the game.
While most people want to get into the action right away, it
will be less confusing if you take at least the first of the two
tutorials we have provided. The tutorials begin on page 24
of the manual and will show you the fundamentals of
gameplay. The first tutorial also takes you step by step
through your first battle, introducing some of the basic
strategies of CIVIL WAR GENERALS 2. Part II of the tutorial
covers what needs to be done between the battles of a campaign game and thus should be consulted before embarking
on your first campaign.
Once you are done with the tutorial, play the game for a
while to get a feel for the controls and gameplay. When
you have questions about a particular part of the game,
refer to this manual for more detailed information and
strategy. You can also consult the on-line help by choosing
Help from the menu bar at the top of the screen.
Finally, there is a Readme file on the CD that can be
accessed by double clicking on the icon in the game's
directory. It contains any late breaking developments that
popped up after this book went to press.
Game Time and Interface
Gameplay in CIVIL WAR GENERALS 2 progresses in turns,
each of which usually represents a half hour of battle. The
length of night turns will vary, and turns taking place at
dusk or dawn last for an hour. If a daytime battle lasted six
hours, the game would take twelve turns, and so on. One
turn consists of both a Confederate and a Union turn. The
side that moves first will depend on which scenario is
being played.
The maps in CIVIL WAR GENERALS 2 are made up of hundreds
of hexagons, each of which portrays an area about 200
yards across. With a few exceptions, only one unit may
occupy a particular hex at a time.
Each unit occupies
a single hexagonal
position or “hex.”
When this manual tells you to "click on" or "select" something, we mean for you to click once with the left mouse
button unless the instructions specify otherwise. However,
to select a unit (even an enemy unit), right click on that
unit. Look at the information panel to see what information is available about that unit. If more than one unit happens to occupy a hex, right click on the unit to toggle
between the two.
ly than scrolling permits, click on the overview map to
change your view.
Activating the Zoom Mode fits four times as much of the
battlefield onto the screen while you play. Press the Zoom
button on the information panel, choose Zoom from the
Display menu, or press the ‘Z’ key to enter Zoom Mode.
Nearly every function in the game can be accessed either
through mouse clicks on buttons and hotspots, through
items on the menu bar, or by pressing a certain key on the
keyboard. The keyboard shortcuts are listed next to the
appropriate menu item. To conserve screen space, the
menu can be toggled on and off by pressing either the
Menu button on the status bar or ‘M’ on the keyboard.
Main map
Zoom button
Overview map
Confederate information will appear on the left side of the
bar while Union information is on the right. You can also
simply place the cursor over a battlefield element (without
clicking) to see information displayed in the text window.
With a unit selected, click on the desired location to move
the unit, provided it has enough movement points. When
you move to a hex occupied by your opponent, your troops
will receive orders to attack. Understandably, the game
will not let you move enemy units around the battlefield.
The Overview Map shows an bird’s eye view of the entire
battlefield with your current main view highlighted with a
white frame. If you need to move to the action more quick-
Confederate information Text window Union information
The Menu button
The menu bar can be displayed or hidden by pressing the
Menu button on the control panel or by pressing the ‘M’
key on the keyboard. When a checkmark appears next to
an item, it indicates that the option is currently selected and
active. Keyboard shortcuts listed on the drop down menus
make it easier to access frequently used controls. When a
report is to be displayed on a hex containing two units, a
separate value will be shown for each unit.
New begins a new game.
Save Game saves the current game. When you select
this option, the game will be saved to the last save file
selected for loading or saving. If the current battle has not
been loaded or saved before, Save Game will function like
Save As. Remember, you can only save a game during
your turn.
Play Level lets you set the level of difficulty by selecting
Beginner, Intermediate, or Advanced. See page 106 for
more information about difficulty settings.
Full Visibility can be turned on to reveal all enemy units
on the map. When Full Visibility is turned off, Line of
Sight will determine which enemy units are visible.
Line of Sight governs whether terrain will obstruct your
units’ view. When on, things like hills and forests may
block part of a unit’s sighting range and prevent them from
seeing enemy units. If Line of Sight is turned off, your
units can see all enemy units within their spotting range,
regardless of obstructions.
Line of Fire only affects units with ranged weapons.
With this setting turned on, artillery and naval units cannot
fire at an enemy if there is an obstruction in the way.
Ranged weapons can fire at any enemy unit when Line of
Fire is off, provided that the enemy is close enough.
Save As opens a panel that allows you to either enter a
new name for your game to be saved under or select a previously saved game to overwrite.
Video Clips activates or deactivates the live action clips
saved games. Select one from the list and choose Load to
restore that game. Saved Multiplayer games must be
loaded after the connection to your opponent is made.
that play during combat sequences. While the clips are
turned on, you can end an individual clip by clicking the
mouse. Turning off the video clips will make the game
play more quickly. However, if you turn the video clips
off, you will not gain the insight that the clips provide as
they illustrate the sequence of events in the battle.
Options opens the Options Panel (see next section). You
Sound Effects lets you control the ambient sounds that
also have access to the Options Panel from the Battle and
Campaign Selection Screen since some options can only be
set prior to play.
play in the background.
Load Saved Game will display a list of previously
Music lets you select whether you will listen to Union
music, Confederate music, or allow the computer to make
Random selections. You may also turn off the game music.
Auto Select Next Unit automatically selects a new unit
Change Formation lets you switch the formation of
when the current unit has expended all of its movement
the current unit. This is not available if a unit has only one
formation, does not have sufficient movement points, or is
on terrain that prevents formation changes.
Show After Combat Report determines whether or
not you will see the panel that appears after an encounter.
The After Combat Report lists the gains and losses experienced by each side.
Get Next/Previous Unit selects either the next or previous unit awaiting orders in the current player’s army.
Center on Current Unit adjusts the main map view to
Set Speed Controls brings up a window that lets you
End Turn button
change the scrolling and movement speeds.
center on the currently selected unit. This is useful for
when you forget which unit you have selected and do not
want to search the map.
Auto Resolution is useful if you normally run your
Undo button
computer at high resolutions. Turn on this setting to have
the game automatically change your screen resolution to
640x480 when the game is launched. When you quit the
game, Auto Resolution will then change your resolution
back to what it was before you began playing.
Skip Unit lets you skip the currently selected unit for the
remainder of the turn. You can still select this unit manually, but it will no longer be selected with the Get Next Unit
and Get Previous Unit commands.
Reassign Division Commanders (Next Turn) dis-
Dig In button
Rest & Resupply
plays a screen that allows you to assign each of your division commanders to new units at the start of the next turn.
End Turn ends the current player turn.
Chat Mode is only available in Multiplayer Games. It
Undo Move retracts the most recent move or formation
lets you send messages to and receive messages from your
change. This will not be available if the most recent action
was an attack or a movement that revealed a previously
hidden enemy unit.
Dig In orders the currently selected unit to set up fortifications at their present location. This command is only
available if the currently selected unit has the ability to Dig
In and is on the right sort of terrain. Engineers can be
ordered to build and destroy structures with this command.
Rest and Resupply Current Unit directs the currently selected unit to spend the turn resting and lets you decide
what quantity of supplies to send them.
Grid toggles the main map’s hexagonal grid overlay on
and off.
Overview Map displays and hides the small map.
Show Movement/Line of Fire Range displays the
movement range for all units that do not have a ranged
attack by greying out the hexes that cannot be moved to
during the current turn. Limbered Artillery units will first
display movement range, then, with an additional right
click on the unit, display the firing range the unit would
have if it were unlimbered. When an artillery unit is
already unlimbered, only the attack range will be displayed. Naval units first show their attack range, displaying their movement range with another right click.
Show LOF displays a Line of Fire radius of up to 15
Times Defended when activated will show which
enemy units have been attacked during the current turn. A
number will be displayed next to the enemy unit indicating
how many times it has been attacked.
Zoom when activated, increases the amount of the battlefield that you can view at once.
hexes from any empty hex that is right clicked. This is
very useful when deciding where to post artillery units.
Show LOS Path examines the path between the cur-
Command Tent displays the Command Tent screen
rently selected unit and any hex that is left clicked. It permits you to see exactly which hexes block the Line of Sight
or Line of Fire between the two positions.
Show Ready Units highlights all units that still have
movement points available on the Overview Map.
Show Fleeing Units shows the locations of all units
that have been routed on the Overview Map.
which gives you access to a number of other useful reports.
Move the cursor over the various elements of the
Command Tent screen to find out what actions can be
Casualty Report displays a screen which details the
number of men and leaders that were killed or wounded,
deserted or surrendered, as well as how many victory
points and supplies each side has captured. This report is
automatically displayed at the end of a battle.
Show Low Supplied Units indicates, on the Overview
Map, the locations of all units that are running low on supplies. Any unit with less than half of their full supply level
will be highlighted.
Reinforcement Report brings up a screen that tells
Show Corps Commander highlights the location of
Objectives Report displays the letter that you read at
all friendly Corps and Division Commanders on the
Overview Map.
the start of the battle in case you need to jog your memory.
Show Reinforcement Areas indicates locations on
the Overview Map where friendly reinforcements will
you when and where you can expect reinforcements to
Order of Battle lets you view the command structure
of your army. This is particularly useful when reassigning a leader.
Show Victory Point Hexes highlights, on the
Overview Map, all locations that can be controlled to gain
victory points.
Zoom button
Command Tent
Terrain Height shows the level of elevation for each
Labels displays text that identifies some of the features on
the map. This includes things like the names of roads,
hills, forts, and towns.
Toggle Hex Numbers displays the consecutive numbers that are assigned to each hex, starting at zero and
counting up. This can be useful when you are using the
editor to design a level or if you are trying to keep track of
exactly where you have moved your units.
Victory Points shows small numbers and flags on each
hex that possesses Victory Points. If the number is positive
and on top of a Union flag, it means that the North will gain
victory points if it controls the position. If on a
Confederate flag, the South will gain points. The bottom
flag shows which side currently controls and gains points
for the hex.
Unit Morale Level displays the morale rating for every
visible unit on the battlefield.
Unit Firepower Level displays the firepower rating for
every visible unit on the battlefield.
Movement Max displays a small number next to every
unit that tells you what their maximum range is with a full
supply of movement points available.
Movement Left displays a small number next to each
hex on the map.
EDITOR (This menu only appears while in the editor.)
Scenario Dialog displays a window that lets you load,
save, or create a new scenario and define the global parameters for it.
Unit Organization Dialog displays a panel that
explains your army’s structure and allows it to be modified.
Random Woods adds trees and forests to your map at
random locations.
Clear All Terrain Mods will remove any Terrain
Modifiers (things like fords, morale boosts, and hindrances
to movement) that have been placed on the current map
while using the editor.
unit telling you how much movement each unit has left.
Natural/Prepared Cover displays the amount of nat-
ural or prepared cover that the selected unit in its current
formation will receive in every hex on the battlefield. The
greater the number, the more cover the position provides.
Contents displays a window with all the various topics
Terrain Morale Boost displays which hexes carry an
Search lets you enter a particular topic to search for.
automatic bonus when occupied. A unit receives the
morale bonus as long as they remain in the hex. Rocky
knolls, walls, and forts possess the biggest boosts to morale
since they provide the most cover.
addressed in the on-line help file.
About provides version and copyright information for
Taking a few minutes to complete this tutorial will introduce you to the most basic elements of gameplay. Though
only a few minutes, the time you spend now will save you
a lot more time later on in the game. Moving step by step
through a small battle, the tutorial demonstrates several different kinds of attacks, familiarizes you with the various
unit types, and teaches you a few of the elements that make
up combat.
Launching the tutorial is as easy as loading a saved game.
When you get to the main screen, you will have a handful
of options at your fingertips. Here, you can start a brand
new campaign, begin an individual battle, enter the editor,
or load a previously saved game. Choose Load Saved
Game and, from the setup screen, select “tutor1.” This will
launch a game that one of our dedicated testers created for
demonstration purposes. Your men are fully equipped and
ready for combat.
The computer player may not behave as suggested in this
tutorial. This is because the artificial intelligence created
by our programmers makes the computer an unpredictable
opponent. You may get attacked at times when you do not
expect an encounter. While this makes the gameplay more
exciting, it also makes it impossible to write a tutorial that
precisely documents the computer player’s actions. Expect
the unexpected, for it is all part of the learning experience.
You will play the Confederates and take the first turn of the
encounter. A message will appear when the game begins
telling you to prepare to issue orders. Click on the OK button to close this message and your map will center on one
of your units. The unit that is selected will have a white
border around its hex while the rest of your units will have
a blue border. Below the main map at the bottom of the
screen is the information panel. This allows you to access
information about each unit on the battlefield and to issue
orders to your units. You can scroll around the map by
moving the cursor just over the edge of the screen. Take a
moment to survey the rest of the map to see the terrain features and the enemy units that you will be fighting against.
You can see the names of some of the key locations on the
map. Labels can be turned on and off with the Labels
option from the Reports menu. Before you can access the
menu items, you need to activate the menu bar by pressing
the Menu button found at the bottom of the information
panel. The menu bar can be turned on and off in this way
so that you can conserve space for the map when you are
not using the menu. Once you have activated the labels,
you will discover that the city the Union has occupied is
Information about the currently selected unit, outlined in
white, is always displayed on the information panel.
Confederate information is shown on the left, Union on the
right. Move the mouse over the graphical unit information
display and watch the text window at the bottom of the
panel. Each feature that the pointer passes over will be
identified. Notice the pictures of the unit’s organization,
health, and morale. These pictures show you, at a glance,
the condition of the selected unit. Consult the Quick
Reference Card that was included with the game package
to see all the pictures that will show the various degrees of
a unit’s organization, health, and morale.
Graphical Unit information display
Tricolor Bar
The Menu button
The Corps HQ is the unit currently selected. The first thing
you need to do is to get the Corps HQ established, which
will allow it to better aid your other troops. First, you will
want to move the unit to a more advantageous location.
Notice that hexes appearing a certain distance away from
the Corps HQ unit are shaded. This indicates that they are
out of the range that the unit can move to in one turn. Left
click on one of the clear hexes at the edge of the hill, found
to the unit’s right, to move it.
northeast of the clump of trees near where the unit began
the turn. This will move the Specialists close enough to the
enemy in Kernstown to attack next turn.
After the Corps HQ has moved, all of their movement
points will have been expended. You will establish them
next turn when their movement points are replenished. At
this time, there will no longer be a border around the Corps
HQ’s position since they cannot perform any more activities until the next turn. When a unit has used all of its
movement points, or cannot perform any actions with the
movement points it has left, the next unit will be selected
for you automatically. Therefore, if you follow this tutorial correctly, the unit that is being described should always
be the one selected on your screen. You can also manually select a different unit by right clicking on them or by
using the Get Next Unit command from the Game Controls
The Infantry is the last unit that you will direct this turn.
Move them to the position just south of the city, adjacent to
the enemy. Press the Change Formations button once they
are there to get them ready for combat.
Your Artillery unit will be selected once the Corps HQ has
finished moving. The Artillery is in a good position where
it is, but it cannot fire while in its current formation. With
the Artillery unit selected, press the Change Formations
button, found on the information panel. This will unlimber
the Artillery and prepare them for combat. The Artillery
will still have some movement points left, but not enough
to attack. You will need to wait for the next turn to attack.
Press the ‘S’ key on the keyboard to skip the artillery unit
for the remainder of the turn.
The unit that will be selected next is a Specialist unit,
sharpshooters who snipe at an enemy from a safe distance.
Move them into a position that will leave them ready to
attack during the second turn by left clicking on the hex
The Cavalry unit will now be selected. You should move
them so that they can also attack the enemy on the next
turn. Move the Cavalry to the hex just north of the grey
building. They should now be to the right of the Specialists
with one hex inbetween them.
You have now issued orders to every one of your units on
the battlefield. Virtually all of your men are ready to
launch attacks against the enemy unit in Kernstown. Press
the End Turn button in the lower right of the information
panel. This will end your current turn and you will see the
enemy taking a turn. It is possible that the enemy will
attack you at this point, either with their Artillery unit or
their Infantry. You may even get attacked by both units in
the same turn. Do not let this discourage you, for you still
have the manpower advantage over the Union forces.
Once the enemy turn is completed, you will get a message
telling you to prepare to issue orders for turn number two.
Click the OK button to clear this message and begin your
second turn.
Again, the Corps HQ will be the selected unit to start off.
Click the Change Formations button to have them establish themselves. They will now appear as two leaders discussing battle plans over a map. Once established, all of
your units will receive a leadership boost.
Use the Get Next Unit command to select the Artillery unit.
When planning to attack an enemy unit, it is often a good
idea to weaken them with an artillery or other ranged
End Turn button
attack before sending in Infantry or Cavalry units. To
order the Artillery unit to attack the enemy Infantry in
Kernstown (if they have not moved), simply left click on
the enemy hex while your Artillery is selected. You will
see an explosion over the enemy unit, indicating that you
have attacked it. Video clips will play to illustrate the
sequence of activities in the encounter. The video clips are
followed by a Casualty report that breaks down the gains
and losses for each side during the fighting. You will
notice that all of the numbers in the attacker column are
zero except for the Morale rating. This is because the
defending unit cannot return the Artillery’s fire as it does
another battle represented with video clips. The Casualty
report will then appear to let you know how successful the
Specialists were at damaging the enemy. The Specialists
should still have a few movement points left, enough to
move them to safer ground. Left click on the hex south of
their current position. This should expend the remainder of
their movement points and the Cavalry unit will automatically be selected.
With the Cavalry unit selected, left click on the enemy
Infantry in or near Kernstown. The Cavalry will ride into
the city and attack the Union forces. If the Cavalry has
enough movement points left over at the end of the
encounter, move them away from the enemy. It is often a
good policy to move your units away from the enemy after
an attack if there are movement points remaining. Doing
so makes it more difficult for the enemy to attack the unit
when your turn is finished.
There is still one unit left with which you can attack, the
Infantry. Select the Infantry unit and click on the enemy’s
hex. Your men will enter the enemy’s position and attempt
to drive them away. By now you have surely done a fair
amount of damage to the enemy unit. You too may have
received some damage from the skirmish. Notice the
changes in health, morale, organization, and firepower to
each side.
not have a ranged attack. Your army, on the other hand,
receives a boost in morale since you successfully damaged
the enemy and took no losses.
Click OK to close this report. Your Specialists should now
be selected since Artillery units use all of their movement
points when attacking an enemy. The Specialists have the
ability to move close to an enemy, snipe at them, and then
retreat to safer ground. As with the artillery attack, the
defender cannot return fire. Left click on the enemy in
Kernstown while the Specialists are selected. They will
move to a hex adjacent to the enemy and you will see
Press the End Turn button when you have finished observing the statistics. The computer will now move, quite possibly attacking your units. When it is your turn again, see
if you can position your men so that one unit is in front of
the enemy unit and another is on the opposite side. Attack
with either one first, then order the other unit to attack. A
message will appear that alerts the defender to expect
severe casualties. This is because you have launched a rear
attack. These are far more devastating to a unit than a single attack or even multiple attacks from different sides.
When a rear attack occurs, it catches the defender off
guard as they have only just been attacked from the other
After especially
fierce engagements, dead soldiers may remain
on the battlefield
where the fight
took place.
Rear attack
First attack
The Charge
side and are still turned around. Remember that a single
daytime turn in the game only represents a half hour, so to
be attacked from two opposite positions in the same turn
can be devastating.
If you successfully continue to attack the same unit, eventually they will be forced to retreat, vacating the hex that
they occupied. You have already won a small victory when
this occurs, but you should exploit the enemy’s weakened
state. Continue attacking the unit even if it means pursuing the enemy around the map. You can also use a Charge
to attack an enemy that you have an advantage over. To do
this, simply press the Charge button before ordering your
unit to attack. If your men are confident enough, they will
Charge. Otherwise, they will inform you that they will not
undertake such a risky maneuver. You have the option to
pay a personal visit to a unit to try to convince them to
charge if they are reluctant. Charges are only wise if you
have a significant combat advantage (better morale, firepower, etc.) or if your unit outnumbers the enemy by a significant margin.
Continue to experiment and familiarize yourself with the
game. When you have completed the sixth and final turn
of the tutorial, you will be shown the results of the battle on
the Victory Screen. The relative changes to both armies are
displayed as well as an overall battle resolution. This will
not simply be which side won since the ambiguities of
Civil War combat made this kind of distinction difficult.
Rather, there are levels of victory, major victories, minor
victories, and even draws.
You have now experienced a number of different varieties
of attack and are prepared to begin your first real battle.
Part II of this tutorial only relates to campaign games. It
will begin in a campaign game that is already in progress,
just after the end of a battle. Part II takes you step by step
through the process of purchasing new weapons for your
units. We recommend that you play several individual
games before tackling a full campaign game.
This tutorial illustrates what happens between battles during campaign games. Abort any games in progress and
choose New from the File menu. From the Options that
appear, select Load Saved Game and double click on
"tutor2" from the list that appears.
This save begins just after the first battle of a campaign
game. A brief animation will play, followed by the appearance of the Casualty Report, which lists the dead, wounded, and other vital factors of the recent battle. The outcome
of the battle is displayed at the bottom of the screen. When
you have finished viewing this screen, click on the done
button on the bottom right-hand side of the screen.
The Field Hospital Recovery Report will now appear. Unit
leaders and Corps Commanders may have been wounded
in battle. Depending on their injuries, some leaders may be
able to rejoin their troops, while others will become disabled veterans. This report displays which leaders have
been wounded in the previous battle, along with their
updated status. Again, select the done button to move on
to the next screen when you are finished with the report.
Following this, you will be taken to the Weapons Purchase
screen. Here you are able to review your units, dismiss
leaders, and purchase some new weapons for your men.
Unit information is displayed at the bottom of the screen.
You can find out the structure of your army by observing
the leader portraits at the lower left of the screen. The first
portrait shows the leader of the corps you are looking at,
the second shows the leader of the current division, and the
third portrait is the leader of the currently selected unit.
Click on the up and down arrows next to each portrait to
move through the various branches of your army. To narrow the scope of which unit information is displayed, click
on one of the four Unit type buttons above the portraits.
The Unit type buttons limit the display to show only
infantry, cavalry, artillery, or specialist units. Corps HQ,
engineers, scouts, heavy artillery, and naval units cannot
receive weapon upgrades.
Let's pretend that you are unhappy with a leader's performance. First, select an Infantry unit. While you may now
dismiss this leader, there is no way of knowing whether or
not his replacement will be an improvement. To dismiss the
leader of the selected unit, click the Dismiss button found
just below the unit leader’s portrait., and confirm your dismissal. A new leader will then appear in the portrait window.
You will now want to outfit the selected Infantry unit with
some new weapons. Between battles, new weapons may
be purchased for any unit, provided that you have enough
army supply points.
To the right side of the information panel is the Purchase
Selected Weapon button. The number beneath it tells the
cost of equipping the selected unit with the selected
weapon. Army Supply points provide the currency with
which you will purchase weapons. Click on a few weapon
boxes to compare their army supply costs.
Whenever you purchase new weapons, the selected unit's
previous weapons are sold back to the armory. If the
selected weapon is more expensive than the unit's current
weapon, the cost number beneath the Purchase Selected
Weapon button will be red, indicating that a purchase will
Weapons Purchase screen
Available weapons
The main part of the Weapons Purchase screen displays a
variety of weapons that can be purchased for your units.
The weapon highlighted with a red frame is the one currently being used by the selected unit. A white frame indicates which weapon is selected. Each weapon box contains
the name of the weapon, the price per individual weapon,
the full supply cost, and the Weapon Power and Hand-toHand ratings. The bullet icons in each weapon box show
the number of rounds of ammunition that make up a full
supply. A large bullet denotes 5 rounds, while small bullets each represent 1 round.
Weapon Power
Hand-to-Hand rating
Price per weapon
Price per man for
full supply
Full supply (8 rounds)
Unit type buttons
Leader portraits
Unit information
Purchase Selected Weapon button
Your army supply
Full supply cost for selected
weapon, selected unit
reduce your Army Supply. When this number is green, it
indicates that the selected weapon is cheaper than the current weapon, thus the purchase will add to your Army
The number beneath the wagon displays your current
Army Supply. It is important to know how much a weapon
will cost you each time you need to resupply your men.
The cost for fully supplying all of the men in the current
unit with ammunition for the selected weapon is shown
beneath the soldier's ammunition pack. Each weapon
comes with a full supply of ammunition, consisting of a
certain number of rounds. A round is the amount the unit
uses to fire once in battle.
Choose a new improved weapon for your selected unit.
The new weapon should have at least one rating that is
higher than the rating of the unit's current weapon, but keep
in mind how many army supply points you have available.
To make the purchase, select the weapon and click on the
Purchase Selected Weapon button. You may purchase new
weapons for as many units as you like.
There are two ways to switch units on the Weapon
Purchase Screen.
1) Use the Unit type buttons above the leader portrait.
There are four Unit type buttons and each one limits the
units that you can view to the specified variety of unit.
Infantry, Cavalry, Artillery, and Specialists each have their
own button. All the other units in the game have weapons
that cannot be upgraded.
2) You can use the up and down arrows next to each individual portrait to move through the different branches of
your army. The portrait on the far left displays your Corps
leaders. The middle portrait shows the Division leaders,
and the last portrait displays the leaders of the individual
units. Therefore, when a particular Corps leader is shown,
only those leaders and units that fall under his command
will be shown.
Some weapons may only be used by a particular type of
unit, so not all weapons will be available for each unit.
Your weapon purchases do not take effect until you click
on the done button. Once you are finished dismissing leaders and purchasing weapons, click on Done to continue the
game. At this point, the next battle of the campaign will
Maximum range
Power rating
The graphic unit information display, with its pictures and
bars, should provide adequate information for any game
situation. Some players, however, may wish to view unit
information in greater detail.
For these players, CIVIL WAR GENERALS 2 includes a
detailed information display. To view the detailed information display for any unit, click directly on the graphic
information display, or left-click on a selected unit on the
Weapon Power
Hand-to-Hand rating
Detailed unit information display (for Artillery)
Advanced players may also click directly on any leader
portrait to access detailed information about that leader.
The leader information display will show the leader's influence, organization, loyalty, and health ratings. The numbers to the right of the black numbers indicate what kind of
benefits, if any, the leader is receiving from his nearby
superior officers. For more information about all of these
ratings, see Division Commanders and Unit Leaders on
page 78.
Detailed unit information display
The detailed display shows ratings specific to the selected
unit: organization, health, morale, quality, experience,
number of men (original and current), movement points,
supply, and firepower, as well as the unit's weapon ratings.
For more information about unit ratings, see The
Information Panel, beginning on page 62.
Leader information display
For an Artillery unit, the detailed information display is
identical to the other unit types, except that the weapon
portion will show the cannon's maximum range and power
rating (which influence the unit's firepower).
The Bull Run Campaign
The Civil War started with the Confederate attack on Fort
Sumter on April 12, 1861, yet three months later there had
still been no major battles fought. In July the North learned
that Southern forces, under General Beauregard, were
encamped only 25 miles from Washington at Manassas
Junction. In order to clear away this threat to the Northern
capital, the poorly armed and trained forces under General
McDowell were ordered to carry out an attack.
The Valley Campaign
Major General 'Stonewall' Jackson took over command of
the southern forces in the Shenandoah Valley at the end of
1861. His main concern was to prevent the Union from
overrunning the valley, an ideal passage that would allow
the enemy to move south into the heart of Confederate territory. By posing a potential threat to the northern capital
he might also succeed in diverting northern attention away
from southern targets.
The Shenandoah Valley was the breadbasket of the South.
Without it her soldiers and citizens would have a tough
time feeding themselves. Both sides knew this, so the
North sent a force under General Banks in the Spring of
1862 to seize control of this fertile area.
Thanks to spies in Washington, the South found out about
the move and rushed General J.E. Johnston's 11,000 men to
help repulse the attack. After a brief skirmish at
Blackburn's Ford on July 18th, both sides knew the first big
battle was near. Both sides also thought that this one battle might decide the war and bring it to a quick end.
The First Battle of Bull Run opened up with a Union
artillery bombardment in the early hours of July 21st. The
battle did not go well for either side, but by the end of the
day the Union forces had been clearly defeated, with many
of them running from the battlefield. The first major battle
of the Civil War gave the South a taste of victory, while the
North was made painfully aware that it was ill prepared for
large scale military action. Both sides were wrong about
one thing, however, the war was not to be decided by a single battle.
Southern General Lee relied upon General Jackson and his
Stonewall Brigade to keep the valley in Confederate hands.
With his small force, never numbering more than 17,000,
he managed to do just that. In a brilliant campaign of tactics, maneuver, and concentration of force, Jackson managed to best the Union forces.
Although the Northern forces numbered some 33,000
troops, Jackson always seemed to be where the Union least
expected him, and in greater numbers than they. He utilized the cover of the Massanutten mountains to his advantage and kept on the move, sometimes marching his men as
far as thirty five miles in a single day. His victories at
McDowell, Port Republic, Cross Keyes, and Wincester elevated Jackson to legendary status. Jackson's stature is well
deserved, since his efforts kept the vital Shenandoah in
Confederate hands for another two years.
The Peninsula Campaign
On February 22, 1862 President Lincoln issued General
War Order No. 1. It ordered the North's Army of the
Potomac, under its creator General McClellan, to march on
Confederate forces located less than 30 miles from
Washington. Although Lincoln wanted to march on this
concentration at Centerville, McClellan convinced him to
instead allow a drive on Richmond.
The campaign started with McClellan's 100,000 man army
travelling by ship to a point 70 miles from Richmond.
After finding his reinforcements were tied up by Jackson in
the Shenandoah valley, McClellan lost confidence and
stalled for time. Eventually he marched forward, but an
overly cautious attitude lead him to sit opposite a mere
13,000 Confederates at Yorktown, which he believed were
many times that number. In short, a huge Union army went
far to go nowhere, while only the thinnest of defenses were
inbetween it and Richmond.
McClellan's hesitancy allowed Confederate General Lee to
amass an additional 60,000 men to oppose the Union force.
Finally, on May 3rd McClellan went on the offensive only
to find that Yorktown had been abandoned by the South in
favor of better positions further to the rear. The next four
months would see McClellan hesitate more and more as his
troops got closer and closer to Richmond. The delays provided the South with too much freedom of action, which
General Lee exploited to begin a counter offensive at the
end of June. In this way Richmond was saved and Lee was
in an excellent position to exert pressure on the North.
Lee’s First Invasion
Lee’s Second Invasion
After the debacle at the gates of Richmond, the North
decided to combine General McClellan's 90,000 men with
the 50,000 troops of General Pope near Washington.
Southern General Lee knew that once this command was
created, he would have a tough time dealing with it since it
was nearly three times as large as his own. Therefore, he
ordered his army to seek out and intercept Pope before
McClellan could join him.
After yet another change in command, the Union's Army of
the Potomac was again ready for offensive action in the
Spring of 1863. The new commander, General “Fighting
Joe” Hooker, left a holding force to keep General Lee occupied at Fredericksburg while his main force went around to
take Lee in the rear.
The main engagement was fought at Manassas (also known
as Second Bull Run) and Pope’s army was massively
defeated. Although the North still managed to consolidate
its troops, they did so only after Pope lost 16,000 men and
retreated to Washington. Lee sensed the time was right for
a march into Maryland, but was forced to abandon the push
after narrowly avoiding destruction in the bloody battle of
Lincoln, seeing that Lee was badly mauled and on the run,
relieved McClellan of command and replaced him with
General Burnside (considered the most incompetent general of the North after the war), who was instructed to once
again march on Richmond. Burnside bungled his advance
into Virginia by walking right into Lee's carefully constructed defenses at Fredericksburg. After suffering horrendous casualties, the Union army retreated from
Fredricksburg, received a new commander, and spent the
winter licking its wounds.
At the last moment, Lee reacted to the move, swung his
forces around, and soundly defeated Hooker at
Chancellorsville. Although a brilliant and huge success for
Lee, he paid a high price when he lost one of his best commanders, General “Stonewall” Jackson, to friendly fire.
While the main part of the Army of the Potomac was being
defeated at Chancellorsville, the holding force in front of
Fredericksburg, under General Sedgwick, launched a relief
attack upon Lee's thin defenses. The initial attack was a
success, but it was quickly beaten back after Lee wheeled
his main force north again to face the new threat. In the
end, the Army of the Potomac was again totally defeated.
Lee decided to go on the offensive for a second time.
However, the Army of the Potomac had reformed, with yet
another commander at its head; General Meade. After a
lengthy parallel march into Pennsylvania, the two armies
finally came together to fight the largest battle ever fought
on US soil. In the small town of Gettysburg the 165,000
troops of North and South fought for three days losing a
total of 50,000 men combined. With the loss of almost a
third of his army, and facing a foe of growing strength, Lee
had no choice but to retreat and give up his attempts to
invade the North.
The Wilderness Campaign
On May 4, 1864 General Grant, now in command of all
Union armed forces, set out to take Richmond Virginia.
His plan was to march his 115,000 well equipped men
through the Virginia Wilderness and do battle with
Confederate General Lee on open ground on the other side
of the large wooded area. Since his army was in no shape
for an open battle, Lee decided his exhausted 66,000 man
army's only chance of survival was to ambush the Federals
while they advanced through the forest.
All through the day of May 5th, a confused and bloody battle was waged amongst the trees, with neither side gaining
much ground. The next day the Confederates launched a
counter attack which was gradually beaten back, eventually turning into a general retreat. The Southern forces rallied when General Longstreet's corps arrived and went on
the attack. This attack too faded when the exhausted southerners saw their beloved General Longstreet carried
wounded from the battlefield.
A second full day of fighting was much the same as before,
with large casualties for both sides, yet neither one gained
much ground. Grant thought the time was right to bypass
Lee and resume the march to Richmond. Although Lee
was smart enough to anticipate this move, thus getting back
into Grant's path at Spotsylvania, he had lost a good part of
his army in the Wilderness. Though the North had lost
about 14,000 men to Lee's 7,750, Lee could ill afford the
losses as Grant closed in on Richmond.
The Western Theater
The North realized that to beat the South, they had to occupy it. One of the best ways to do this was to split the South
in half by controlling the Mississippi. In March of 1862
General Grant's Army of the Mississippi established itself
on the western bank of the Tennessee River in order to prepare for a major push into the South.
While Grant was waiting for reinforcements, the South saw
an opportunity to attack and, hopefully, push Grant back
across the Tennessee River. Confederate General A.S.
Johnston assembled an army of 40,000 strong to wipe out
Grant's 33,000 troops before they could be reinforced.
Early on the morning of April 6, Johnston drove his army
into the sleeping camps of the Union force. Confused and
initially outnumbered, the Union troops routed and
streamed back towards their main camp at Pittsburgh
Landing. Northern General Sherman, however, rallied his
troops and greatly slowed the progress of the Southern
forces. The Confederates still continued their advance during the day until, in the early evening, Union reinforcements, gunboats, and artillery ground them to a halt.
Throughout the night Union forces were brought over the
Tennessee River, reinforcing Grant's command with
General Buell's 25,000 fresh troops. The next morning
Grant mounted a counter offensive which swept the
Confederate troops all the way back to Corinth. The battle
was a disaster for both sides, with total losses of nearly
50,000 troops. The South was in worse shape due to its
higher percentage of loss and the fact that Grant was now
firmly established in Southern territory, a position that
would allow him to start his campaign to seize the
Mississippi and split the Confederacy.
The Vicksburg Campaign
The Tennessee Valley Campaign
After the success of Shiloh, General Grant was in position
to start his assault into the heart of the South. His main
objective was the city of Vicksburg, which commanded the
heights above the Mississippi and linked the western and
eastern halves of the Confederacy together. However,
Grant had to halt his attack for the winter after suffering
supply problems and losses during in the Fall of 1862.
In the summer of 1863 the Union decided that it was time
to take Tennessee from the Confederate States of America.
To do this they dispatched General Rosecrans' Army of the
Cumberland to push Confederate General Bragg's Army of
Tennessee out of the state. The seizure of Tennessee would
give the North the ability to invade the heart of the South.
In the Spring of 1863 Grant was again frustrated when he
unsuccessfully tried to take Vicksburg by a direct attack
from the north. Instead of trying the same thing twice,
Grant hatched a brilliant plan that had his forces sweep
west, then south, east again, and come at Vicksburg from
the southeast. To do this he needed to get his troops across
the Mississippi using Admiral Porter's fleet. For this to
happen, Porter had to make his famous dash under the guns
of Vicksburg in order to meet Grant south of the city.
The Union army then fought a brilliant campaign against
the ill prepared Confederate forces. Grant abandoned his
supply lines, cutting across Mississippi and seizing its capital, Jackson, thereby blocking Vicksburg from reinforcement. Grant then turned west to set about taking
Vicksburg. Although the Southern forces under Pemberton
numbered only 30,000 to Grant's 50,000, Vicksburg's
defenses were well prepared with forts all around the city.
The campaign started to produce results for the North with
the brilliant seizure of Chattanooga, an important rail hub.
But the North quickly had its fortunes reversed when it was
badly beaten in the battle of Chickamauga. In this battle
the North lost nearly half of its entire force and retreated in
disorder, back into Chattanooga, where it remained
besieged by General Bragg for months.
In October General Grant was put in charge of the Union
forces. While still in the process of a lengthy reorganization, Grant was compelled to attack Bragg before he was
fully ready. Although the Confederate ring around the city
was tight, Grant now had the numerical edge. Through a
series of brilliant moves, bravery, and Confederate blundering, the Northern forces seized the high ground at
Missionary Ridge and broke the siege. Although casualties
were relatively light for both sides (about 6,000 each), the
Union forces were now free to resume offensive action in
After two quick, unsuccessful assaults, Grant's forces commenced a lengthy 43 day siege. The siege ended with the
surrender of the tired, starving Confederate forces on July
4th. Thus the South became two halves of a whole, split by
the North's control of the Mississippi River.
The Atlanta Campaign
Three Union Armies, numbering 100,000 men under the
commanded of General Sherman, were dispatched by
General Grant to take one of the Confederacy's last major
industrial centers: Atlanta. Opposing Sherman's drive was
Confederate General J.E. Johnston with a smaller, but
capable, army of 62,000 men.
Johnston knew he could not win a pitched battle against
Sherman, so he played for time by conducting a skillful
fighting withdrawal towards Atlanta. The battles of Resaca
and Kennesaw Mountain served their purpose by slowing
down the Northern forces, while keeping the Confederate
forces intact.
A change in plan came when Confederate President Davis,
rejecting Johnston's policy of gradual retreat, replaced him
with General Hood. The new commander immediately
went on the offensive at Peachtree Creek, which started out
well enough, but ended with huge losses of men and material and an eventual retreat into Atlanta itself. After a last
ditched Confederate attack on Jonesboro, Hood had no
option other than to surrender. Thus Atlanta fell to
Sherman on August 31st, 1864, finishing off the South's
ability to defend its interior. The stage was set for
Sherman's famous March to the Sea.
The most basic and common of all soldiers during
the Civil War was the infantryman. Each member
of the infantry carried a rifle and a supply of
ammunition along with food and other personal
supplies. They spent a lot of their time marching from
place to place, sometimes more than 30 miles a day.
The way Infantry units will look on the screen varies
depending on their size. Small units are shown as three
men, medium as five, and large as seven.
Marching formation
Combat formation
Infantry in CIVIL WAR GENERALS 2 have one formation for
marching and another for combat. It is important to move
the infantry while they are in marching formation to avoid
the unnecessary loss of organization and health that occurs
when trying to move in combat formation. Improper formation also limits the range of movement available to the
unit since they are more efficient when in the right grouping for marching.
When not in motion, the defensive abilities of the Infantry
are better served when in combat formation. Changing for-
mations costs movement points and, when done excessively, can hurt the unit's organization. Still, when a unit is
close to the enemy, it is best to have them ready for combat as they will be less vulnerable if attacked and more prepared for offensive measures. If you give the order to
attack when an Infantry unit is in marching formation, they
will automatically get into combat formation before attacking the enemy. Infantry units must also be in combat formation before they can Dig In (see page 83 for more information on Digging In).
An Infantry unit can see a range of four hexes in any direction from its position. When Line of Sight is turned on,
obstructions will block what the units can see around them.
Their firepower depends on what type of weapons are carried. Weapon Power is a measure of how effective a
weapon is when fired, and the Hand-to-Hand rating measures how effective it is in a melee attack. See page 110 for
more information on weapons and their ratings.
Infantry can be ordered to Charge an enemy from either
formation, but, as with a normal attack, they have to use
movement points to change into combat formation if given
the order from a marching formation. The charge will only
occur if morale is high within the unit, its leader has a high
loyalty rating, and the unit has enough of a combat advantage. See page 101 for more information on Charges.
A very useful addition to any army, Engineer units
can be used to build pontoon bridges and abatis.
They can also be ordered to destroy the same
enemy structures as well as enemy forts.
Additionally, engineers are the only units that can cross a
river at any point.
Engineers have two formations, but, they only come in one
size. When Engineers are in marching formation, they can
move freely around the map. They must change to work-
ing formation, however, before building or destroying any
structures. Engineers are unable to move while in working
Engineers will defend themselves but may not initiate an
attack. Their talents lie elsewhere, so it is advisable to keep
them away from combat and hold them in reserve for
future tasks.
Engineers in
Engineers in
To have your Engineers build or destroy a structure, you
simply issue the Dig In command. If the Engineers are on
terrain that can be built on or has structures that can be
destroyed, they will automatically change the terrain.
When an Engineer is on any kind of terrain except for
trees, cities, forts, rivers, and swamps, an abatis will be
built (or removed if an abatis already occupies the space).
If you tell them to Dig In while they are on a hex with a
fort, they will ruin the fort. When on a river, they will build
a pontoon bridge or, if a bridge already exists, destroy it.
Building a pontoon bridge expends all of the equipment
carried by the Engineer. Therefore, to build a pontoon
bridge, you must first march an Engineer unit to the point
on a river where you want to build the bridge. On the next
turn you give the order to change formations, and on the
turn after that you instruct them to Dig In. After building
the bridge, an Engineer unit is worn out and no longer useful to the army and is removed from the battlefield. Unlike
bridge construction, there is no limit to the number of
abatis or forts that an Engineer can build or destroy.
The Corps HQ has one size and two formations,
mounted and established. When mounted, they
can be seen on the map riding a horse and wearing
a distinctive blue or red shirt. Once the Corps HQ
establishes itself, they confer over a map table.
Headquarters prefers directing their men to actual fighting
and thus only carry pistols and swords. They have a good
spotting range (six hexes) which makes them good at
scouting enemy positions. Though they can defend themselves, Corps HQ may not initiate an attack and always
retreat from an enemy if attacked. You can have Corps HQ
units Dig In which improves their defenses.
Subordinate leaders in the same corps that fall within a
three hex radius of the Corps HQ will receive benefits
depending on what formation the HQ is in. The subordinate leader’s unit will also be influenced as a result of the
benefits he receives. Leaders within an eight hex radius of
their corps commander receive half of the normal benefit.
When the HQ is established, nearby units belonging to subordinate leaders will experience an improvement in organization, firepower, and loyalty to the cause. When HQ is
mounted, units only receive the boost to their organization
ratings. To see the amount of benefits that a unit’s leader
is receiving due to the proximity to a superior officer, toggle the leader display on the information panel. This can
be accomplished by clicking directly on the leader display.
Bonuses appear as a green number next to the statistics,
and detrimental influences are shown in red. See page 62
for more information about the leader display.
Another important feature of the Corps HQ is their ability
to rally a routed unit. When a unit is routed, it will move
towards its nearest Corps HQ to recuperate. If the contact
with a leader does not successfully rally the group, the unit
moves to a nearby Supply Source to flee the battlefield.
An agricultural way of life gave the South one of
their few wartime advantages; greater experience
on horseback. Cavalry units are fast and have a
sizeable range of movement which makes them an
ideal candidate for scouting and creating diversions. They
carry better shoulder arms than the Infantry, but generally
have fewer men and thus cannot inflict the same amount of
damage in a single encounter.
Mounted Corps
Corps HQ
Cavalry units can see up to six hexes around their position,
except when Line of Sight is on and their view is obstructed. They have different appearances on the battlefield
depending on their size and formation.
Mounted and dismounted are the two formations that a
Cavalry unit can assume, and they are the only type of unit
that can attack in both formations. Movies often show the
cavalry swooping across the battlefield on their horses with
great success, but the reality of the situation was quite the
opposite. They obviously could move a lot farther when on
horseback, but in combat this formation only served to
make them bigger targets for the enemy. Therefore you
should have your Cavalry units dismount when involved
with an attack unless they outnumber the enemy by a significant margin.
Cavalry functions much like the infantry when dismounted, having the ability to Dig In, but they can Charge and
attack from either formation. A mounted charge will cause
much more damage to the enemy than a dismounted
charge, but the Cavalry unit itself will take more damage
when mounted unless it is a surprise or rear attack or the
enemy unit is routed. When resting or defending, Cavalry
units should always dismount first and, if threatened, Dig
Scouts are small units that play an important role
in locating your enemy. They move quickly
around the map on horseback and can see greater
distances than any other kind of unit. While they
have a lot of movement points available to them, they cannot initiate an attack. They can defend themselves against
an attack, but combat is not what they were trained for and
they will prove to be poor fighters. Scouts carry shoulder
arms and have only one formation.
Scout unit
Specialists are the most proficient sharpshooters
around, as well as being efficient scouts. Thanks
to their exceptional skills, they have been hand
picked from the rest of the army and grouped
together in small units. Specialist units, like Engineers,
only have one formation and are all approximately the
same size. As a result, their appearance on the battlefield
does not change.
Outstanding scouting abilities allow Specialists to see enemies that fall within a five hex range. When attacking, a
Specialist unit does not enter the same hex as the enemy,
instead ‘sniping’ from an adjacent hex with long range
rifles. If the enemy retreats, the attacking Specialist group
will not advance into the position, unlike infantry and cavalry.
One of the most beneficial things about using Specialists is
the fact that an enemy unit cannot return fire when
attacked. This is because the Specialists are so good at hiding their location from the enemy that it is unclear where
the shots originated. They are also more likely to kill or
wound an enemy leader than any other type of unit.
Specialists cannot be ordered to Charge as it would not utilize their unique talents.
Invaluable assets due to their ability to attack from
afar, Artillery units can prime an enemy for an
attack, or even win an encounter singlehandedly.
Power and effectiveness will vary with their distance from the enemy and the variety of cannon used.
Artillery units move while they are limbered and attack
while unlimbered. These units cannot travel while unlimbered since the preparations that get a cannon ready to
attack involve unhitching it from the horses that move it.
Likewise, when on wheels, an Artillery unit is incapable of
firing as it lacks the proper stability and would certainly
spook the horses. As with other units, the appearance of
the Artillery will reflect its size and formation.
ammunition that can be utilized, chosen by the unit based
on the the type of cannon and the distance from the target.
Since the crew selects the ammunition best suited for the
task at hand, all you need to worry about is choosing which
enemy units to attack. The closer the target, the greater the
damage a selected Artillery unit can inflict. To find out
what the firepower of an Artillery unit will be against different enemies, simply right click on the enemy you are
thinking of targeting and check their firepower rating.
The range of a selected Artillery unit is displayed visually
on the map when the movement range setting is chosen
from the display menu. If the unit is unlimbered, the hexes
that cannot be seen or are out of range will be greyed out.
When an Artillery unit is limbered, selecting it will grey
out the hexes that it cannot move to. Right click on the
same limbered unit to see what its attack range would be
were it unlimbered at the same location.
A single cannon requires a crew of nine men to operate it.
Each man has been specially trained so that they can move,
load, aim, and fire the cannon. Though only one cannon is
displayed on the map, an artillery unit can contain many
cannons. Since there are nine men to each cannon, an
artillery unit that has 90 men has 10 cannons. A cannon
will cease to function after half of its crew is killed or
Changing artillery formation cannot take place in the same
turn as an attack. Attacks require all of a cannon's movement points, so if some have already been spent to change
formation, the attack must wait for the next round.
Artillery units can only see an area of four hexes from their
position. Their attack range is greater, depending on the
type of cannon being used. Each of the different cannons
in the game has its own individual range and destructive
power. Additionally, there are four different kinds of
Attacks usually cannot be launched if the Artillery unit
does not have a clear Line of Fire. As a general rule, an
enemy shielded by an obstruction like a ridge cannot be
attacked (see page 94 for more information on Line of
Fire). The exception to this rule is when Artillery units are
equipped with howitzers or mortars; then they may use
indirect fire to shoot at their targets. For more information
about indirect fire, see page 99.
Stacking an Infantry unit in the same hex as an Artillery
unit is a good defensive measure. Men in Artillery units do
not carry any additional weapons and, as a result, are more
vulnerable to an attack. The men are so loyal to their guns
that most would prefer being killed to retreating. Since
these units are amongst the most expensive to outfit and
replace, it is wise to protect them well. To stack Infantry
and Artillery units, simply move one unit into the hex occupied by the other. It is far more difficult to successfully
attack or capture a position with this kind of extra defense
than when the Artillery is on its own. See also Stacking
Units on page 93.
Horse Artillery units function just like regular
artillery except that their range of movement is
greater. This is because the cannons used by the
Horse Artillery are lighter than those used by the
Artillery. Everyone in a Horse Artillery unit is mounted
while a regular Artillery unit only has enough horses to pull
the cannon. They use the same kinds of ammunition as a
regular artillery unit.
Only found in forts, these massive artillery units
are equipped with extremely large siege cannons
and are capable of firing very long distances.
Their size allows them to dominate any area that
falls within their field of fire. Heavy Artillery units are
immobile due to their weight and bulk, and as a result can
never retreat or rout. Heavy Artillery only has one formation since they cannot move, but they do come in three different sizes.
There are three different sizes of Horse Artillery and two
formations, limbered and unlimbered, depending on
whether they are moving or firing. Formation change and
attack costs for a Horse Artillery unit are only half those for
a normal Artillery unit. This gives the Horse Artillery the
distinct advantage of being able to move, change formation, and attack in the same turn.
Another type of artillery unit, Siege Mortars use
short barreled cannons that fire shells at high trajectories. The velocity that the shells are fired at
is low, but the angle of the shot gives Mortar units
very good range. These weapons can therefore inflict a lot
of damage on a distant enemy but are virtually useless at
close range.
Siege Mortars have a limbered and an unlimbered formation, moving while limbered and attacking while unlimbered. These units need all of their movement points to
fire, and their weight makes them difficult to move. As a
result, Siege Mortars cannot retreat or rout, and will
instead be captured or destroyed if attacked.
Siege Mortar units come in three sizes and they always fire
indirectly (see page 99). This makes it possible to accidentally strike a friendly unit when firing at an enemy.
Their accuracy is greatly improved when they can see their
target, even though they cannot aim directly at it.
Only available to the Union, these square rigged
ships are what people usually think of when it
comes to nautical battles in the Civil War period.
They are very fast (by 19th century standards) and
are mainly used to escort other ships and to patrol an area.
Due to their size, a Frigate can only enter or occupy a hex
that is entirely water.
Frigates are like other naval units in that they have one
formation and one size. Each Frigate unit represents a single vessel on the map. They can attack other naval units
and land units that fall within their range, using immense
artillery pieces that dwarf those used by Artillery and even
Heavy Artillery units.
Used in shallow waters, these ships are smaller
and less heavily armed than the impressive
Frigates. They are, however, more agile and can
be maneuvered closer to shore. Gunboats can
occupy a coastal hex if it is predominantly water.
Since Gunboats use large artillery pieces, they have a
ranged attack and can strike a land based unit from the
water if they are near enough to shore. If the Gunboat is
equipped with howitzers, it will make indirect fire attacks.
Naval units may only be attacked by units with ranged
attack abilities, therefore they only get attacked by other
naval units and certain land units.
Gunboats only come in one size and formation and they
can move and attack in the same turn. This is an advantage
that most land based units do not have and it keeps
Gunboats and other naval units primed to make an attack.
These vessels are similar to the regular Gunboats
except for the fact that they are armed with mortars rather than cannons. Like Gunboats, Mortar
Gunboats can be positioned in a coastal hex provided it is mainly water and unoccupied.
Mortar Gunboats may only be hit with a ranged attack and
can only shell land units that fall within their range. Since
they are only equipped with mortars, they will always use
indirect fire. They have just one size and formation and
can therefore move and attack in the same turn.
Mortar gunboat
The Information Panel displays data about virtually every
detail in a battle, from the middle initial of a leader's name
to the number of bullets an enemy unit has remaining. This
is the interface you will use to monitor and control much of
the action in the game. The information for the
Confederates will be displayed on the left of the panel, the
Union's information on the right. Brass buttons that issue
specific commands reside at the bottom of the information
Leader Display
The Leader
Display toggled
to show details
To the left of each side’s information display is a portrait.
This is the leader of the unit that is selected. The number
of crossed swords next to the portrait represents a rating of
his overall quality. This rating is broken down into four
categories, Influence, Organization, Loyalty, and Health.
Click directly on the portrait to view the detailed Leader
Display (see page 81 for more information about these categories). A graphical representation of how many engagements have been fought during the course of a battle, provided that any have been fought at all, is also displayed. A
small bullet hole signifies that one engagement has been
fought, and a large bullet hole represents five engagements.
The more engagements fought in a battle, the greater the
chance that the leader’s abilities and the unit’s experience
will improve between battles in a campaign.
The leader’s abilities are also found on the toggled leader
display. The numbers to the left, displayed in black, are the
leader’s current levels of ability, including all benefits from
nearby superiors. The numbers to the right show the exact
value of the benefits the leader is receiving, displayed in
green if positive and red if negative.
Status Bar
Unit type
# Effective
Graphic unit information display
Unit Display
The unit window, found to the right of the leader portrait,
gives information about the soldiers in a particular unit. It
can display this information either with text or graphics
that illustrate the organization, health, and morale ratings.
Toggle between these two displays by left clicking on the
unit window or on a particular unit on the battlefield. The
pictures on the graphical display change as the ratings fluctuate. For example, if the unit's morale drops from full to
medium, and then to low, the soldier in the picture begins
with his hands on his hips, looking eager to fight, then puts
a hand up to his brow with a dejected appearance, and
finally can be seen running away. For a guide to all the pictures and what they represent, see the Quick Reference
Card included with the game package.
The unit window also tells you what movement points,
firepower, and supplies are left to the unit, as well as what
type of unit it is and how many able bodied men remain.
Look at the detailed information display to find out the precise value of each rating. The following section explains
the ratings in greater detail.
Original # of men
Weapon info
# of men alive
Detailed unit information display
Number of Men
There are three different statistics by which you can gauge
the size of a unit. With the graphic unit information display
visible, you will see the number of effective fighting men in
the unit. This number appears below the picture on the far
right of the window and represents how many healthy,
organized men you have on the firing line.
of the original men who are now dead. For example, if a
unit started out with 1,000 men and 100 have been killed,
then the top ten percent of the bar would be darkened. The
middle section represents the percentage difference
between living and effective men. The larger the shaded
part in the middle section of the bar, the more stragglers,
sick, and wounded are in the unit. By allowing the unit to
rest, the men will recover and be able to fight effectively.
The bottom part of the bar shows what percent of the original men are currently effective. These are the only soldiers who actually fight with the unit and add to its firepower.
If you look at the detailed unit information display (simply
click on the graphical display to toggle between the two),
next to the label "#MEN," you will see two numbers with
a right facing arrow between them. The first is the total
number of men the unit started the current battle with, the
second is how many are still alive. When there is a big gap
between the two numbers, it indicates that you have taken
substantial losses during battle, and, as a result, the morale
of the men who are still alive will suffer.
The second number, how many men are still alive, is not
the same as the number of effective fighting men found on
the graphical display. Just because your men are clinging
to life does not mean that they will join in the fighting. You
might have a lot of men too badly wounded, sick, straggling far behind, or too fearful to participate in an
encounter. When the unit's health and organization are low,
you will notice a large discrepancy between the number of
living versus effective men.
A tricolored bar on the graphical unit display gives you a
quick breakdown of the condition of a unit. The total
height of the bar represents the size of the unit when it
began the battle. The top section of the bar is the percent
To change the
name of any unit
or leader (even
an enemy), click
directly on the
name and type in
a new name in
the window that
Movement Points
Unit Supply
At the start of every turn, all the units
under your command receive a fresh
supply of movement points. The type
of unit will determine how far it can
move. For example, a Cavalry unit is
able to travel much farther on horseback than an Artillery
unit can while lugging a heavy cannon. Movement points
are not only expended when a unit moves, they also measure the amount of activity that a unit can participate in
during a single turn. When a unit attacks, digs in, changes
formation, and even when it rests, movement points are
A unit's supply is the cache of ammunition it carries. The information
panel informs you how many rounds
the selected unit is equipped with.
On the graphical display, the bullets
to the left side of the unit window represent the number of
rounds remaining; a large bullet equals five rounds and a
small bullet equals one. The image above shows that the
unit is carrying eight rounds of ammunition. The text display gives this number next to the "SP" label. A round is
not a fixed number of shells, but instead the amount of
ammunition that a unit's weapons can fire during a half
hour period. Some weapons are capable of a greater firing
rate and will thus discharge more shots per volley. For
example, an Enfield rifle cannot fire as rapidly as the more
advanced Henry Repeater. Therefore, the Enfield will
cause less damage, but, on the plus side, it is cheaper to
resupply than the Henry since it uses less ammunition per
Terrain types affect the range of movement your men have
since some terrain uses up more movement points than others. In general, roads provide the most effective way to
move troops around. The cost in movement points for
travelling on a road remains the same regardless of what
type of terrain the road passes through, assuming the unit is
in movement formation. The only exception to this is
when travelling up a hill. For every height change, there is
an added cost of one movement point. The maximum
height change that can occur between two adjacent hexes is
two, which would result in a cost of two movement points.
When in combat formation, a road provides no benefits for
movement, allowing the underlying terrain to exact the
movement cost on the unit.
Fewer movement points are expended if units assume the
formation appropriate to the task at hand. Greater distances can be covered if, for example, the cavalry is mounted and the infantry is in marching formation. Artillery
units cannot move while unlimbered or fire while limbered.
Each time a unit attacks or defends a position, it uses one
round of ammunition. When attacked repeatedly during
the same turn, a unit will fire a round every time it has to
defend itself until it runs out of supplies, at which time it
will lose its ability to defend or attack. If a charge is
involved, two rounds are expended by each side.
A retreating unit leaves behind two rounds of ammunition
in the haste of their departure. The winning player gains
the equivalent amount of Army Supply points (described in
the next section) when moving into the position. In the
case of a rout, the victor claims all the ammunition carried
by the routed unit, again in the form of Army Supply points
(see page 103 for information on routs). A unit that is
destroyed, either through combat or by routing off the map,
gives the weapons carried by the casualties to the enemy.
Additionally, some of the weapons of the survivors also go
to the enemy since the men flung down their guns in order
Causing an enemy
unit to retreat,
rout, or surrender
will ensure a high
Army Supply.
Rest & Resupply
Dig In button
to run faster. Units who surrender lose not only their
weapons, but also the supplies that they carry. Captured
weapons are not converted into Army Supply points for the
victor until the end of the battle since this is when they are
deposited at the headquarters. The value of all captured
weapons is displayed on the Casualty Report screen.
Units that are running low on supplies should be ordered to
Rest & Resupply before they find themselves in a skirmish.
The Dig In command also gives you the opportunity to
resupply a unit.
Any remaining Army Supply points at the end of a battle are
added to the value of the weapons captured. This total is
what a player will get to spend on new weapons between
the battles of a Full Campaign game. Enemy supplies that
are captured during a battle are converted into Army
Supply points. The total value of the captured supplies is
equal to the gain in your Army Supply. The exact value of
ammunition will vary depending on what weapon it is used
for and the amount of supplies captured will depend on the
size of the enemy unit. See page 117 for more information
about upgrading weapons.
Army Supply
As the general of an entire army, you have access to a great
deal of "petty cash" in the form of Army Supply points.
Not only do you start out with a lump sum of these points
at the start of each battle, you may also earn more points
during the course of the fighting. You inherit all of an
enemy unit's supply points whenever you win an engagement by routing the enemy or by causing the enemy to surrender. If an enemy is forced to retreat, two supply points
will be captured. Army supply points are the currency that
you use to buy new weapons for your men or to simply
resupply them with ammunition.
The effectiveness of a unit during
combat is given a measurable value
known as firepower, found under the
Unit Supply icon on the Unit information display. When looking at the
detailed display, the firepower rating is located next to the
label "FP." This is the best way to quickly judge your men
and see how they stack up against another unit on the battlefield. The greater the firepower, the more casualties a
unit will be able to inflict during an engagement.
Firepower ratings are determined by combining the various
factors affecting combat performance, such as health,
morale, organization, number of effective men, leader
influence, weapon type, and the terrain on which the unit is
When a turn ends, you will automatically be asked if you
would like to resupply the units that did not use any of their
movement points. The values listed next to the various
supply amounts correspond to how many army supply
points the transaction will cost you. Simply choose the
amount that you think your men require and click on OK.
These same supply choices will pop up when you give a
unit the individual order to Rest and Resupply during a
turn. The order to Dig In also allows you the opportunity
to send more supplies while a particular unit is in the
process of fortifying their location. See the Special Orders
section on page 83 for more details.
Because firepower is made up of so many elements, its
value will fluctuate throughout the game. For instance,
cavalry firepower is changed by dismounting, while
artillery firepower depends on how far away its target lies.
The better a unit’s
organization is,
the higher its
morale and firepower will be.
A well organized
unit is more
effective in
Unit Organization
Organization is also rated on a scale
from 0 to 99. It is listed after the
abbreviation “ORG” on the detailed
display and is represented by the first
soldier on the graphic display. In some ways, organization
measures the success of a unit's leadership; the better organized a unit is, the more effective it will be at carrying out
orders. This rating should not be confused with the leader
organization rating (discussed on page 81), which is an
entirely independent measurement. A unit's current level
of organization fluctuates with every action it takes. A
leader's organization rating is a measure of his personal
ability. Although leader ratings may be modified during a
battle by the presence of nearby superior officers, they only
change permanently between battles in a campaign game.
An organized unit is far more effective in combat and will
have a higher morale than a poorly organized one. The
lower this rating gets, the smaller the percentage of men
who will actually participate in an engagement. Excessive
marching will leave many men straggling behind on the
road. Combat will also separate men from their unit, but
there is less of an organizational cost than for movement.
The amount that unit organization suffers during combat
depends on the severity of the situation. An entrenched
unit is less vulnerable than one that has not been ordered to
Dig In. When involved in a rear attack or a charge, organization will be reduced more than in a normal attack from
the front.
Terrain contributes to the organization of your men.
Troops prefer to march on roads or at least on grassy areas.
Avoiding travel across forests, swamps, or rocky patches
will help to keep your men organized. Nighttime is another period when you should refrain from movement. Your
men will become cranky and poorly organized if they do
not get the sleep that they deserve.
When a unit’s organization drops below a certain point, it
will not accept any movement orders. If this occurs you
will no longer be able to get the unit to do much of anything and can only order them to rest or to make a voluntary retreat. This option will appear automatically when
the disorganized unit is issued a command and can prevent
the unit from becoming completely immobilized. You cannot choose where the unit retreats to as a clear destination
would be far too organized for such a confused unit.
Generally they start out moving towards their headquarters
and then on to the nearest friendly Supply Source. For
more information on voluntary retreats, see page 102.
The only way to regain lost organization within a unit is to
let it rest. When a unit rests, the commanding officer tries
to gather up all the stragglers. As more men return to their
posts, the overall organization of the unit increases.
Entrenching a unit through the Dig In command also helps
to increase organization, but not to the extent of merely
resting. A routed unit regains its organization very slowly,
which explains why they usually require a visit from the
general to be rallied.
At the Intermediate and Advanced difficulty settings,
movement has a noticeable affect on organization. Avoid
marching your troops around without a clear objective, and
whenever possible, get the unit into the proper formation
for movement. Of course, even formation changes, when
done too frequently, can have a negative impact on unit
Moving a unit on
rugged terrain, or
while in combat
formation can
seriously reduce
its organization
Unit Health
Over half of all deaths in the civil war
were not even related to combat.
Most were due to the diseases and
infections that ran rampant amongst
the soldiers, often caused by medieval medical practices or
a lack of treatment at all. Fortunately, these concerns will
not be yours in Civil War Generals 2. This does not mean
that you will suffer half as many casualties for there are
still plenty of things that can ruin your men's health.
The health rating, designated by "HLTH" on the detailed
information display, is displayed graphically on the unit
information window. The soldier second from the left will
keep you updated as to the health of the unit, growing more
and more decrepit looking as the health level decreases.
The health of your men will be impacted the most when
they are involved in combat, regardless of whether they
attack or defend. After almost any engagement, your unit
will have some dead and wounded, resulting in a reduction
of its health relative to the strength of the enemy and the
number of men on each side. When a unit has a high health
rating, the difference between the actual and effective number of men will be small as most of the men are still ready
and able to fight. Low health will lead to a big difference
between the two numbers since many soldiers will be too
sick or injured to fight. Like organization, health has a
serious effect on the firepower and morale of your men.
Movement has a negative influence on health unless you
are playing at the Beginner difficulty level, so you should
avoid needlessly maneuvering your men. Changing formations often lowers your health as well, and it is always
advisable to travel on roads or grass and keep nighttime
activity to a minimum.
The only way to improve a unit's deteriorating health is to
allow it to rest. For every turn a unit rests, it will regain
some of the health is has lost. Resting near its Corps HQ
increases the benefits of rest. Ordering a unit to Dig In also
improves health, but to a lesser degree than pure rest.
Unit Morale
Keeping your men in good spirits is
one of the most demanding jobs asked
of a general. A great many outside
influences can change a unit's morale,
so maintaining a high level of morale can be quite a tricky
undertaking. It cannot be stressed enough how important
morale is since it is the primary influence on the ability of
your troops to move and fight.
All units receive a morale rating that ranges from 0 to 99.
The detailed unit information display lists the morale rating
next to the abbreviation "MOR." On the graphical display,
morale is represented by the third soldier on the window.
When this soldier is standing at attention, the unit's morale
is high. If the soldier clutches his belt or hangs his head,
morale is slipping and the unit will be at greater risk in an
engagement. A soldier that can be seen running away indicates that the morale of the unit is dangerously low and
steps should be taken to make it improve.
High morale makes men forget about the risks they are taking and thus increases their firepower and effectiveness. A
charge, for example, cannot be ordered unless the unit has
a very good morale rating. Your men do not want to run
blindly at the enemy unless they have a lot of confidence in
their ability to win. The lower the morale, the more likely
it will be that the unit will surrender, retreat, or even refuse
to fight in the first place.
In general, any movement, attacks, charges, or defensive
measures are only carried out after morale has been
checked to confirm that the unit can perform the desired
action. When this check fails, you will learn of a stubborn
refusal to carry out your orders. In this situation, if the unit
Experience, leader
influence, quality,
unit health, organization, weapons,
terrain height, and
casualties all have
an impact on a
unit’s morale.
is attacked, it will be likely to retreat, flee, or surrender.
The factors below are used in determining a unit's morale:
health (better health, higher morale).
organization (better organization, higher morale).
experience (more experience, higher morale).
leader influence (more influence, higher morale).
quality (higher quality, higher morale).
weapon used (better weapon, higher morale).
terrain (elevation and good cover, higher morale).
casualties (large losses, lower morale).
movement (excessive or at night, lower morale)
When a unit makes a successful attack, it will experience a
corresponding increase in its morale. An even greater
morale boost is gained when an enemy leader is killed or if
an enemy is routed or forced to surrender. Likewise, when
a unit suffers these losses, its morale will drop.
There are morale boosts and penalties for nearly every
action in the game. These affect other units in the army
based on command structure. For instance, if a division
leader is killed or his unit is routed, all brigades within that
division will be disheartened. Other units in the same
corps will also be upset, but to a lesser extent.
Army Morale
In addition to the individual measures of morale, there is an
overall rating that encompasses an entire army. Army
Morale is affected both positively and negatively by casualties and capturing positions.
While Army Morale does not play a direct role in determining the victor of a battle, it can be a benefit during battle in two ways:
The Charge button
Charge: Charges are special attacks that can devastate an
opponent. Only Infantry units in combat formation and
Cavalry units may charge. Units that cannot charge will
not have a charge button on the information panel. To
order a charge, all you have to do is click on the Charge
button before launching an attack. To use this attack, a unit
must have a sufficiently high morale rating. Sometimes,
when the morale level is just below the amount required for
a charge, Army Morale points can be "spent" to make up
the difference. This usually means that you, the general,
will pay the unit in question a special visit in order to unify
and inspire them.
Rally: If you do not pay close attention to a unit's morale
and it gets too low, the unit will be routed when it is
attacked. The soldiers will panic and run to a safer position, ignoring any orders you give them. Occasionally a
unit will compose itself with no outside help and rejoin the
fight. Other times you will need to use some of your Army
Morale points to rally a unit to the cause. This means
another visit from you to lift their spirits and to stop their
flight. To attempt to rally a unit, select it and press the
Rally button. Sometimes a unit will be so badly shaken
that it will require more than one visit from the general
before it regains the ability to fight. If you fail to rally a
routed unit, and it does not recover on its own, the unit will
eventually leave the battlefield at a Supply Source location.
It will then be lost for the remainder of the current battle
and detract from the number of victory points you receive.
Unit Quality
The quality of a single soldier is constant throughout a
game. He will display the same calibre of performance
come what may. The quality of an entire unit also remains
constant throughout each individual battle, but will change
between battles in a Campaign game. Unit quality can only
be found on the detailed information display.
When playing a Full Campaign game, new soldiers fill the
vacancies created by those who were killed during battles.
This replenishment of your units takes place between bat-
The Rally button
The quality of
Confederate reinforcements is likely
to drop as the war
tles, thus the unit quality rating is likely to change when
you start a new battle. If high quality soldiers were killed
in one battle, their replacements are usually less experienced and will receive lower ratings. The South will be
more greatly affected by this factor since they had fewer
men at the beginning of the war and therefore had to rely
on less competent recruits as the war dragged on.
Morale and firepower are affected by the quality of a unit.
When playing on one of the advanced levels, quality plays
a role in determining the effect that movement and combat
will have on health and organization.
Performance and experience go hand in hand. The more
combat experience a unit gathers, the better it will fight in
the next battle. Soldiers do not necessarily improve a certain amount per engagement, so the number of times a unit
enters into combat will not correspond directly with the
experience level.
Weapon Type
At the start of the game, all of your men have some sort of
weapon appropriate to their unit type. You can find out
what weapon a unit is carrying and its specific attributes on
the detailed unit information display. Each weapon has
specific strengths and weaknesses that vary according to
battle conditions. The attributes of every weapon are measured through Weapon Power and Hand-to-Hand ratings
(see page 110). For example, the shoulder arms carried by
the infantry, cavalry, engineers, scouts, and specialists
have good Hand-to Hand ratings at close range, but are no
match for the weapon power of the artillery. Between battles in a Full Campaign game you may use the value of captured weapons and remaining army supply points to purchase new weapons for your units.
As with quality, experience only changes between the battles of a Campaign game. If a unit does well over the
course of one battle, they will get a higher experience rating at the start of the next. You can see how much experience a group has on the detailed information display.
The more experience a unit has, the better its morale and
firepower. At the Intermediate and Advanced levels, the
more experience a unit has accumulated, the less movement and combat will detract from its health and organization.
Everyone in the game, except for the enemy, answers to
you, the commanding general of either the northern or
southern army. There are two different levels of combat
you can engage in; brigade and regimental. A typical
brigade is made up of four regiments, each of which theoretically contains 1,000 men. Three brigades then form a
division, and three divisions form a corps. As a result, the
brigade level of combat involves larger units and requires
more leaders.
In brigade level combat, your next in command is the corps
commander. He is in charge of a large part of your army
and can be seen on the map as a Corps HQ unit. A corps
commander has a lot of power and modifies the ratings of
both the men under his charge and subordinate leaders.
Units receive greater benefits from resting within three
hexes of a corps commander and have a better chance of
rallying when one is near. Leaders who come under a
corps commander's jurisdiction and are within three hexes
of the commander will have their ratings modified by the
commander. If the Corps HQ unit is in movement formation, only the organization of his subordinate leaders will
be modified. When the HQ unit is in established formation, influence and loyalty are affected in addition to organization. When the subordinate leader's unit is between
three and eight hexes away from the corps commander, the
effect of the modifications will be reduced by half.
You can find out just how much impact a corps commander has on another leader by looking at the detail side of the
leader's information panel. The statistics are followed by a
number that indicates the amount each statistic changed
due to the presence of the corps commander. If the number is red, the corps commander has a negative impact. A
green number means that his modifications are beneficial.
Division commanders are the next in command. They are
not an independent unit on the map like corps commanders, rather they can be assigned to a brigade within their
division. Division commanders boost the morale and firepower of the group being accompanied and have the ability to rally a routed unit with a great deal of success. When
a division commander is overseeing a unit, his presence
will be indicated by a gold star next to the unit. The division commander's ratings replace the ratings of the brigade
commander (described below) and his portrait will be the
one to appear on the leader information panel. Division
commanders may be reassigned to another unit during the
game as long as the unit is part of their division and within ten hexes of their current location. A division commander affects the statistics of all the leaders within their division provided that they are within a three hex radius. This
modification occurs regardless of the formation of the unit
the division commander is accompanying and is cumulative with the corps commander's modifications. Due to the
value of these leaders, it is advisable to protect the commander by avoiding unnecessary engagements with his
Finally, there are brigade commanders and regiment commanders. They are part of the unit under their control and
cannot be reassigned. When a higher authority is accompanying their unit, control is assumed by the visiting leader
for the duration of his stay. If a brigade commander is
killed in battle, the highest ranking leader of a regiment in
the brigade will be promoted and take over his job.
Since regimental games are made up of smaller units, the
player essentially takes on the role of corps commander,
though you will not appear as a unit on the map. This, in
turn, 'bumps' the function of other units down a level.
Therefore, in a regimental level battle, division commanders appear as HQ units on the map, brigade commanders
can be assigned to accompany a particular regiment, and
regiment commanders simply remain with their unit.
Move your Corps
around to maximize their strategic
value, but keep
them behind the
lines to minimize
their risk.
No matter which level a battle takes place on, brigade or
regimental, purchasing weapons always take place at the
brigade level. Regiments will be reabsorbed into the
brigades after you fight a regimental level battle so that
you can purchase weapons for the entire brigade at once.
This prevents weapons purchasing from becoming overly
complicated since some campaigns are made up of a combination of brigade and regimental battles.
are no restrictions as to what type of unit a division commander can be assigned to. Movement range shading will
cover the units that the commander cannot be assigned to.
You can find out where a unit fits into the army command
structure by looking at the text beneath the detailed unit
information display.
Just as good judgement is learned from experience, experience comes from a display of poor judgement. All of your
leaders will improve over time as they gain experience on
the battlefield. If they do not seem to be learning from
their mistakes, you have the ability to remove them from
their current positions.
Unit leaders may not be dismissed during the heat of combat; you must wait until the period between the battles of a
campaign game. When you get to the Weapons Purchase
screen, select the unit whose leader you want to dismiss
and click on the Dismiss button beneath his portrait. His
replacement will come from within the unit's ranks according to the chain of command for the unit. This new leader
will not have any ratings at first because he has yet to lead
the unit in a battle. You can only dismiss a unit's leader
once after a battle since, being a fair general, you want to
give your men a chance to prove themselves.
The only time you will be aware of an enemy division commander is when you engage his current unit. A gold star
will appear next to the enemy unit when it is attacked and
will remain until the completion of the battle or until the
enemy leader is killed or reassigned to another unit.
How To Reassign a Division Commander
Division commanders can only be reassigned at the beginning of a turn. When you feel the need to remove a commander from a particular unit, activate the Reassign
Division Commanders Next Turn option from the Game
Controls menu. At the start of your next turn you will be
asked which commanders you would like to reassign.
When this message comes up, you will see the location of
a commander on the battlefield map, marked by a large
gold star at the location of the unit he is currently with.
The message will show only one division commander at a
time, but you can look at all the commanders by using the
Next and Previous buttons. To assign a particular division
commander to a new unit, simply click on another unit on
the battlefield while he is selected. The unit must be a
member of the commander’s division and within a 10 hex
radius in order for the reassignment to take place. There
How to Dismiss a Unit Leader
A rating on a scale from one to ten, displayed in crossed
swords, can be found next to each leader portrait on the
information panel. This gives you a quick overview of
how well the leader is performing, the rating being an average of the three categories by which he is judged modified
by his current health. By clicking on the portrait, you can
see not only the breakdown of the ratings, but also how
many engagements he has been involved with in the course
of the current battle. This figure is displayed with bullet
hole icons, with each large bullet hole representing five
engagements and each small hole representing one. Above
the bullet holes are the figures that rate the quality of your
Bullet holes represent the number
of engagements
The following categories are based on a scale of 0 to 99:
Influence: Not all leaders have the power to affect the
performance of their men. This rating is a measure of how
well a leader can direct his troops in combat. Influence is
a determining factor on the battlefield since it can change
the firepower and morale of a unit.
Organization: It is hard to get anything accomplished
without being well organized. A disorganized leader’s men
will have problems trying to attack, defend, and even
move. As a result, sometimes a unit’s organization will
sink too low and a unit may find itself unable to do anything at all. When playing on the two harder levels of difficulty, a good leader organization rating can lessen the
negative effect that movement and combat will have on a
Loyalty: When troops are loyal to their leader, they will
follow his orders even if the situation looks desperate, particularly when defending against a charge. High loyalty
ratings are the lifeblood of morale and thus make a unit far
less likely to surrender or retreat and far more likely to
carry out a charge.
Once a leader’s
health drops below
60, his unit cannot
move or attack - it
may only defend.
Health: Your leaders may be tough as nails, but they are
not impervious to attack. Every leader has his own personal health rating that is separate from the rating for the
unit he is with. Whenever a unit is involved in a fight,
there is the possibility that the leader will be wounded or
even killed. If a wound is critical, it will take his health rating below 40 and he will be carried off to the hospital and
automatically replaced by the next in command. Of
course, if the wound is fatal he must also be replaced. If it
is a light wound (his health remains above 60) he can still
act as an effective leader. A serious wound (health rating
between 40 and 60) will bring up a message asking if you
would like to replace the leader. Electing to keep him in
charge will immobilize the entire unit, which will only be
able to defend its position for the remainder of the battle.
However, if the leader is good and the battle will soon end,
it may be wise to make sure this leader will be with his unit
for the next battle. In a Full Campaign game, wounded
leaders can recover between battles and will return to take
charge of their former unit through future engagements.
Recovery is not guaranteed. They may never fully regain
their health, sometimes dying or being forced into retirement as a disabled veteran.
Special Orders
Digging In
A common practice during the civil war, digging in
involved piling trees and dirt into walls, camouflaging a
position, and digging ditches and pits. Soldiers entrenched
themselves in this way to strengthen their defensive capabilities when they were in possession of an important
strategic position.
When you decide that it is time for a unit to Dig In, select
the unit and click on the Dig In button on the information
panel (or select Dig in from the Game Controls menu). In
order to follow your command, infantry must be in combat
formation, cavalry must dismount, and artillery must be
unlimbered. The unit needs to have enough movement
points and can only Dig In on the right kind of terrain.
Obviously some types of terrain are not suitable for digging in, including rivers, streams, cities, swamps, and
bridges, in which case the Dig In button cannot be accessed
and will be darkened.
Units spend the entire turn preparing their fortifications,
doing their best to utilize the natural defenses of the position. As they do this, they will receive a minor increase in
both health and organization and may be resupplied. When
a unit has become entrenched, a shovel icon will appear
Dig in button
next to their position on the battlefield. They will then be
considered entrenched for as long as they remain in that
position. Units cannot be ordered to Dig In again until they
move to a new position.
The special function button for engineers appears in the
same location as the Dig In button when an Engineer unit
is selected. See page 51 for more information on using
Rest & Resupply
Rest and
Resupply button
If soldiers are denied regular periods of rest and fresh supplies, they quickly lose their effectiveness and grow weary
and sick. When a unit is resting, its men regain the health
they lost during combat. Leaders will attempt to round up
stragglers and deserters, thus boosting the organization and
the effective size of the unit. Morale and firepower will
increase as a result of these improvements. More benefits
will be gained from resting if the unit is not in a combat
formation with the exception of the cavalry. They rest better when dismounted, as do their horses. Terrain also influences the benefits of rest. Towns and forts are the best
places to rest while swamps, rivers, and streams are the
worst. Additionally, any unit that rests within three hexes
of its Corps Commander will gain more organization and
health from resting.
Even a unit that is mentally and physically ready for battle
cannot do much damage without any bullets. The amount
of ammunition a unit has on hand is called their supply. It
is important to keep track of how much supply is left to
your units to prevent them from running out and losing
their ability to fight.
There are two ways to issue the Rest & Resupply command, either to all units who did not move during a turn, or
on an individual basis.
As a turn ends, all units that have used no movement points
will automatically be rested and resupplied. You have the
ability to choose how many Army Supply points to spend
on the provisions, but keep in mind that you will be sending the same amount of supplies to every unit. Normally
you will send full supplies to your men, but if you are running low on Army Supply points, you may want to opt for
half, quarter, or even none. If a unit is already fully supplied, you will have the option to oversupply the unit. The
men will get a morale boost when they have more ammunition than they need, and they will be able to fight for
longer periods of time without running out of supplies.
When you need more control over the amount of supplies
each unit is to get, you may give this command to individual units during a turn. The command will be eagerly carried out by your men provided that they still have all of
their movement points available. Simply click on the Rest
& Resupply button on the information panel while a unit is
selected, press the ‘R’ hotkey, or choose Rest Unit from the
Game Controls menu. Then, unless the unit is already
oversupplied, you will be given the list of different quantities of supplies to choose from. If two enemy units are
adjacent to your unit, only half supply can be chosen, and
when three enemies are present, no supplies can be sent.
Once the order has been given, the unit will spend the
remainder of the turn resting.
Changing Formations
It is always beneficial to get a unit into a formation appropriate to the task at hand. Not only does the wrong formation make your units less effective, it may also damage
their health and organization ratings.
To change formation, just click on the Change Formation
button on the information panel or press the ‘F’ key while
the unit is selected. With a couple of exceptions, changing
formations uses some, but not all, movement points. It is
always easier to move a unit when they are in the proper
formation, and you will find that the movement range may
even increase with a formation change, despite the loss of
some movement points. If an attack is ordered while in the
wrong formation, the unit automatically changes formation
before launching the attack. Terrain like bridges and
swamps will prevent any unit from switching formations.
If a unit is already in the proper formation to attack or has
only one formation, the terrain they are on will not prevent
an attack.
Infantry should be in marching formation while travelling,
and in combat formation by the time they encounter the
enemy. Artillery needs to be limbered to move and unlimbered to fire. Cavalry moves faster and attacks better when
mounted and rests and defends better when dismounted.
Engineers can only move while in marching formation and
can only build and destroy structures while in working formation. Specialists and all naval units have only one formation, so the change formations command does not apply
to them.
Undo button
Pressing the Undo button retracts the most recent move or
formation change. This button will not be available if the
most recent action was an attack or a movement that
revealed a previously hidden enemy unit.
One of the worst things a general can do is to tire out his
troops through unnecessary movement. They will quickly
grow weary of the marching and as a result will not be
nearly as effective on the battlefield. Let them rest whenever possible, especially after a skirmish. Plan ahead and
move your units wisely, keeping in mind the factors of terrain and formation as well as your strengths and the
enemy's weaknesses.
At the Beginner difficulty level, movement has no ill
effects on your troops. When you play at the higher difficulty levels, the negative effect movement has on your men
will be greater. Intermediate treats all units in the same
way, while the Advanced level includes factors like leader
organization, unit quality and experience. For more specific details on difficulty levels, see page 106.
At the start of each turn, units have a fresh supply of movement points at their disposal. The range of movement will
vary from unit to unit, and you can see a graphical display
of the range by selecting Show Movement Range from the
Display menu. This will grey out the parts of the map that
cannot be reached with the movement points available to
the selected unit. Right clicking on a limbered artillery
unit or on a naval unit will toggle this display between
movement range and Line of Fire. This allows you to find
out where the artillery can fire before taking the time to
Some units have two formations, one for combat and the
other for movement. Though it is possible to order a combat ready unit to move, the unit's health and organization
will suffer and the movement points expended will be far
greater than if the unit first gets into proper formation. In
general, if there is a chance of being attacked by a more
powerful enemy, keep your group in whatever combat formation it has. Whenever you need to move for more than
a few hexes, have the unit in movement formation. Of
course, some units, like artillery, cannot move at all unless
they are limbered for movement, while others have only
one formation and thus do not have movement limitations.
Crossing certain kinds of terrain, such as wooded areas,
hills, and swamps, will have a greater cost in movement
points than the more efficient methods of travel. Roads
and railroads take the least toll on the troops, and will usually get a unit to a desired location faster than taking a
treacherous shortcut. Keep in mind though that unless a
unit is in the proper formation to move, the advantages of
travelling on roads will be lost and the terrain that the road
is built on will be the one to affect your troops. Movement
from one location to an adjacent hex will only receive the
road’s movement point advantage if the road actually connects the two hexes.
When a unit has been badly battered, it will lose its resolve
and may be routed. If this happens, the men will ignore
your commands, instead fleeing to the nearest Corps HQ
unit and then to a nearby Supply Source. For more information on routed units, see page 103. If you act in time, a
voluntary retreat can be made which may save a unit from
being routed (see Voluntary Retreats on page 103).
By the time night falls, your men are ready for a well
earned rest. For this reason, moving units at night and at
dawn and dusk takes a drastic toll on the health and organization of your men. See Dawn, Dusk, & Night Turns on
page 105.
Other than sheer manpower, terrain can prove to be the
most important factor influencing the course of the battle.
The information panel displays data about the terrain occupied by a specific unit next to the unit information. An
icon gives a graphical "soldier's eye view" of the position,
which can be clicked on to obtain more details about the
terrain. You can find out the height, natural defenses, and
manmade cover of the position, useful information when
planning an attack or simply digging in.
Sometimes a location will give the soldiers occupying it a
sense of confidence, particularly when the position is highly elevated or contains many natural defensive features like
rocks and trees. Such positions boost your men's morale as
long as they continue to occupy the spot. To quickly find
out which locations provide such a boost, choose Terrain
Morale Boost from the Reports menu.
Roads are the most effective means of travel available as
crossing them requires the least movement points of any
terrain. They are completely exposed though and thus
leave your men vulnerable to attack. There are regular
sized minor roads as well as large major roads. Major
roads exact less health and organization costs from movement than minor roads.
Sunken roads are another efficient way to travel and
also provide good cover and a morale boost.
Towns are relatively easy to move troops into as long as
the unit is in movement formation. In movement formation, towns function as roads. But in non-movement formation, towns can be difficult and disruptive to move
through. Towns are the best place to rest troops, but they
are disruptive to both attackers and defenders in combat.
Grass is the most efficient non-road terrain type to move
Forests exact relatively high movement costs but provide
good cover. When an engagement is fought in a forest,
both sides are likely to suffer high health and organization
Railroad Lines are similar to roads, but they provide
better cover. When moving on railroads, units are assumed
to be walking along the rails, and not riding on trains.
Minor Road
Major Road
Sunken Road
Railroad Line
Railroad Line
Pontoon Bridge
River Ford
Rocky Knoll
Unfinished Railroad Lines exact slightly more
Swamps slow your men down and should be avoided
movement points than railroads, but offer more cover.
Rivers cannot be crossed without some kind of bridge or
an area shallow enough to negotiate on foot. Your men can
use a bridge, a pontoon bridge, or they can find a spot
where the river can be forded.
Bridges do not require any more movement points than
roads to cross and function the same way as roads. Morale
is temporarily reduced while a unit is on a bridge.
Pontoon bridges take longer to cross than regular
bridges and require more movement points. An engineer
can build a pontoon bridge by using the Dig In command
while he is situated on the appropriate hex. The only alternative to using a bridge to cross a river is to have your men
attempt to ford the river.
River fords are shallow points in a river that allow it to
be crossed. They take on different qualities on different
battlefields. Some battlefields have shallow rivers, which
are passable at any point (although such crossings will
carry a high movement point cost). Other rivers will allow
fords only at certain places. Some fords are visible on the
map, but others must be found by moving a unit along the
river and looking for the movement range extension. As
commander, one of your jobs will be to determine, as best
you can, the nature of a battlefield's rivers.
Except for engineers, units may not change formation or
Dig In while on any type of river crossing.
Streams raise the movement cost slightly higher than the
terrain that the stream runs through, at the same time
decreasing the amount of cover. A unit may not Dig In
while on a stream.
Rocky Knolls are rugged terrain. They will be difficult
for all types of units to move into, but they provide the best
cover and give an occupying unit a morale boost.
Stone walls provide good cover and frequently give
occupying units a morale boost. They can be linked
together to form long and effective fortifications.
whenever possible. The health and organization of your
men will suffer if you attempt to cross a swamp on foot.
Forts give a morale boost and provide the most cover of
any single terrain type. You must defend them well though
as enemy engineers can destroy them, causing them to
become ruined forts. Retreating from a fort also turns it
into a ruined fort.
Ruined forts still provide your men with a good amount
of cover, but are far easier to infiltrate than an intact fort.
Abatis are spiked wooden barricades built to keep an
enemy at bay. They are extremely costly to move across
and some of your men might even be killed in the process.
Go around them unless you have no other options.
There are two cover ratings for every position on the map,
natural cover and prepared cover. Ratings are accessed by
clicking on the terrain window found on the information
panel or by selecting these reports from the Reports menu.
The higher these numbers are for a position, the better the
defensive ability and firepower of a group located there.
Natural cover encompasses things like trees, rocks, ledges,
etc., and its rating is the first number next to "CVR" on the
terrain window. From the most exposed rating of -5, to the
highest protection of a 6 rating, natural cover will drastically affect the success of your units.
Prepared cover is the amount of protection a unit will gain
through Digging In to a position (see Digging In on page
83). When a unit does this, their defenses will increase
when attacked, based on the prepared cover rating of the
position, anywhere from 0 to 6. You can find out the prepared cover values for every hex on the map that the currently selected unit (in its current formation) would receive
if it were there by selecting Prepared Cover from the
Reports menu.
Stone Wall
Ruined Fort
Every position on the map has a specific height. There is
no limit to the height of the terrain. The height of any individual position can be checked by clicking on its terrain
window. To see the levels of the entire map at once, select
Terrain Height from the Reports menu.
Each height level represents a difference of 30 to 40 feet,
depending on which battle is being fought. The greater the
elevation of a position, the more advantageous it is to
defend. When attacking a location that has a lower height
level, the position on higher ground will always have an
advantage in that it can see more clearly than the lower
position. A height difference of one level gives a unit at the
higher elevated position 10 percent greater firepower while
the lower position’s firepower is reduced by the same percentage. In the rare instance that there are two levels of
difference, the firepower of the units involved will increase
or decrease by 40 percent, depending their position.
This unit cannot
move between two
enemies due to
their Zone of
Height will also influence a unit's willingness to participate
in an attack. If the unit is on high ground, the benefits of
the location instill confidence in the men and will increase
their desire to win. Launching an attack from a lower elevation than the target should only be undertaken as a last
resort and if you have a significant combat advantage.
Zone of Control
Specialists, unlimbered Artillery, and
combat ready Infantry and Cavalry
exert control over hexes adjacent to
their position. Enemy movement is
restricted through these areas. A unit
may never enter two consecutive
Zones of Control in the same turn
(unless it starts a turn in a Zone of
Control). Defensive lines can be
spaced apart with units occupying
every other hex since attackers will
not be able to march between two opposing units without
Stacking Units
A unit is able to move through one
other unit on the map, provided that
both units are on the same side. The
only time two units may actually
occupy the same hex is when one of
them is an Artillery unit. Infantry,
Cavalry, and Specialists may share the
same space as an Artillery unit, and vice versa. The one
exception to this rule is when it is one of the Heavy
Artillery units found inside a fort. These units cannot be
Two is the maximum number of units that may share a single hex at any given time. When this occurs, it is referred
to as stacking. Other units are not able to move through a
position that contains stacked units.
When two units are stacked, each right click on the position
will select one of the units. Left clicking toggles between
the graphic and the detailed information displayed for the
selected unit.
Guesswork was often employed by civil war commanders
to locate the enemy, due to a lack of more advanced methods. Incorrect guesses often proved to be disastrous, illustrating the strategic importance of knowing where your
enemy is hiding.
Thanks to technological developments, modern soldiers
expect, and even need, detailed maps and information concerning the enemy. CIVIL WAR GENERALS 2 gives you the
ability to customize your view in several ways. In addition
to being able to zoom your view in and out (press the Zoom
button on the Information panel, the ‘Z’ hotkey, or from the
Zoom item on the Display menu) you can also adjust which
enemy units you can see and how obstructions interfere
with attacks. These options, Full Visibility, Line of Sight,
and Line of Fire can be set from the Options menu.
Full Visibility
This option allows you to see all enemy units anywhere on
the map regardless of whether or not they have been spotted by one of your units. Toggle this setting off and you
will only be able to see enemies when spotted by a friendly unit.
friendly units. Enemy units will have a red outline when
they are selected. You can display a grid of hexes over the
entire map by activating Grid from the Display menu.
This setting lets you enlarge your view to see more of the
battlefield at once. Click on the Zoom button, select Zoom
from the Display menu, or hit the ‘Z’ key to activate and
deactivate Zoom mode.
Zoomed in view
Line of Sight
A defined area around your men, called spotting range,
represents the distance that your units can see. When the
Line of Sight setting is turned on, an obstruction like a hill
or a forest that blocks part of your unit’s spotting range will
prevent them from being able to see enemy units. Turn off
Line of Sight and your units will see any enemy unit that is
within their spotting range, regardless of the terrain. If full
visibility is turned on, the Line of Sight setting will cease
to be a factor as you will see every enemy unit on the map.
Line of Fire
Zoomed out view
Line of Fire determines which units can be targeted by
Artillery units. When this option is turned on, terrain may
prevent an Artillery unit from firing at an enemy even if it
lies within their range. Terrain obstructions like ridges that
come between a cannon and its target block any shot that is
fired. Turn Line of Fire off and artillery will be able to fire
straight through such obstructions to strike the enemy.
Hexes outline all of your units that still have enough movement points left to perform an action. This outline is white
for your currently selected unit and blue for all other
The Zoom button
Most of the focus of CIVIL WAR GENERALS 2 centers on one
thing: combat. Each battle consists of dozens or even hundreds of small engagements, all fought on a unit-to-unit
basis. Winning a single engagement is just one small step
towards overall victory.
Engagements commence when you order a unit to attack a
hex that is occupied by the enemy. If the target lies within
range of the attacking unit and your men have sufficient
morale and supplies and are in good health, the engagement will begin. When you attack with your infantry or
cavalry, they will advance into the enemy’s position and
attempt to capture it. Specialist forces snipe from an adjacent hex, and artillery units can attack from as many as 15
hexes away. The skirmish starts with your men moving to
the disputed position (if need be), followed by the explosion of combat.
Thanks to the reenactment footage included with Civil War
Generals 2, you can watch an engagement as it unfolds
through a sequence of video clips. These may be turned off
at any time during the game, depending on your preference. More information on these clips can be found on
page 104.
While the computer handles all the complex calculations, it
is a good idea to be familiar with the basic elements that
will decide the outcome of a battle. First and foremost is
the condition of your troops. If they are fatigued, outnumbered, spread too thin, or have suffered too many demoralizing defeats, your men will cease to be effective and may
not enter a fight at all. In addition, they require sufficient
ammunition and decent weapons in order to be able to
achieve victory. The caliber of your leaders is another crucial factor. If an inexperienced leader is in command or if
too many leaders have been lost in other engagements, the
men will lose respect for the position of authority and
morale will suffer as a result. Terrain is a determining factor that cannot be overlooked. Attacking a position with
higher elevation is a risky proposition at best, and units
located behind dense trees, rocky areas, or across a river
can be very difficult to approach. Once an engagement has
ended, the victorious unit will occupy the disputed position
and the loser will be forced to retreat, or, if the men are
thoroughly battered, they will surrender or rout.
After the skirmish ends, the loser vacates the position, an
information display details the casualties on each side, and
all the ratings of the units involved are immediately updated.
The following outline demonstrates a normal attack by an
infantry or cavalry unit. Precise elements of an engagement will vary because attacks can take many different
1. The attacking unit uses its available movement points to
move to the enemy unit and get into combat formation
(when required).
2. The attacking unit confirms a safe destination adjacent to
the enemy's position, in the event of a retreat. Engaging
the enemy with no escape route is very risky. If the attacking unit does not win, it will panic and rout.
3. If the attacking unit's morale and supply are sufficient-
ly high, it moves into the enemy's position, stops within
100 yards of the enemy, and prepares to fire.
4. The defending unit's morale and supply are checked. If
they are low, the defender will begin to retreat, rout, or surrender depending on its condition, and will not fire at full
strength. If the unit's ratings are adequate, then the defender fires the first volley of the engagement.
5. The attacking unit absorbs the volley: its organization,
health, and morale are adjusted, and its firepower is updated. When these ratings fall too low, the attacker begins to
retreat or rout and will not inflict much damage on the
6. If the attacking unit is still fit for combat, it fires. Its statistics are updated.
7. The defending unit absorbs the attack. If the defender's
morale is sufficiently high after the attack, it will hold its
position, and the attacker will leave (thus losing the
engagement). If the defender's morale drops too low, it
will either retreat, rout, or surrender, and the attacker will
remain in the disputed position (thus winning the engagement).
Artillery Attacks
Capable of launching ranged attacks from up to 15 hexes
away (depending on the type of cannon used), artillery
units are one of your most valuable resources. When
attacking a non-artillery unit, the defender cannot return
fire, suffering casualties and organization, health, and
morale damage from the bombardment.
If your target is another piece of artillery, a duel may occur.
The defender will then have an opportunity to return fire
after the initial barrage, usually with the result of both sides
taking damage. Some cannons have a greater range than
others, like rifled cannons, which can shoot farther than
smoothbores. If a target does not have enough range to
return fire, they will not be able to retaliate.
When a target contains both an artillery unit and a combat
unit crowded into the same position, your odds of inflicting
damage are greatly increased due to the "fish in a barrel"
effect. In these cases you will be asked to make a choice;
target both units and distribute the barrage evenly, or target
just the artillery and focus the attack on the cannons with a
small portion of the ammunition unavoidably hitting the
other unit.
Some units are capable of firing on a target even if they do
not have a clear line of fire. Having this ability is determined by the kind of weapon the unit is carrying. All units
that use mortars or howitzers can fire indirectly. Mortar
units and mortar gunboats come equipped with mortars and
artillery units may be outfitted with howitzers.
Indirect fire means that if an enemy unit is hidden by a
ridge or a forest, you can still attack by firing over the
obstruction. In some cases you may suspect that an enemy
is in a certain spot before you even see them. If you have
the resources available, you might want to attack the position and get a jump on the opposition. Left click on any
hex you want to target. If you strike a hidden enemy you
will be given a damage report, but you still will not be able
to see the unit on the map. Defending units get no cover
bonus for terrain when subjected to an indirect fire attack.
Walls cannot block shells falling from above. The accuracy of indirect fire is not very good, however, sometimes
striking hexes that are near the target, whether they be
friend or foe. Mortars always use indirect fire, greatly limiting their abilities at close ranges, but they do have
improved accuracy if the target is visible. Howitzers, on
the other hand, use direct fire if the target is within sight,
relying on indirect fire only when no clear line of fire is
Rear attack
First attack
Coordinated Attacks
One of the best ways to effectively defeat an enemy unit is
to coordinate your attack. Having several different units
gang up on a single enemy unit of a similar size will be far
more successful than an individual assault. Bear in mind
that each day turn lasts for only a half hour, so multiple
attacks that take place in a single turn strike in quick succession and can easily overwhelm the defender. In addition
to the combat damage, each attack reduces the defending
unit's firepower for the rest of the turn, weakening it considerably. To be sure that you are targeting the same unit,
select the group in question and access a display called
Times Defended from the Display menu. All non artillery
attacks will be shown in this report as long as the attacking
unit was at least 50 percent as large as the defender. There
also is a Times Defended explosion graphic that will appear
in the defender’s hex to indicate how many times it has
been attacked.
When your confidence in a unit's ability is high, you may employ the brutal
tactic of charging your opponent. It
requires great courage and skill on the part of the attacker,
so it should only be used when you have a significant combat advantage. Whereas a normal attack has troops
advance towards the enemy, opening fire at 100-200 yards,
a charge advances your men, fires a volley, and then continues to overrun the enemy line. The defender will usually retreat if his situation is hopeless, hoping to avoid the
bloodshed of hand-to-hand combat.
Rear Attacks
Closely related to a coordinated attack, a rear attack
involves launching two assaults on the same position in the
same turn, with the distinction being that the second comes
from the side directly opposite to the first. Unless a
defender has ratings that are considerably higher than those
of the attacker, it is likely to be devastated. As troops are
not trained or equipped to defend against such a tactic, it is
advisable to avoid getting into a position where you can be
attacked in this manner, while employing the rear attack
against your enemy whenever possible. Since the defender can only react with surprise to the second attack, the
aggressor fires first with the advantage of enhanced firepower while the defender's return fire will be at a greatly
decreased level.
To order a unit to charge, attack as usual with the Charge
button depressed. Only infantry units in line formation and
cavalry units can be ordered to charge. A charge mirrors
the structure of a normal attack with a few key exceptions:
* The attacker must have at least two rounds of ammunition before a charge can take place. One round is fired during the advance and another will be fired point blank upon
reaching the defender's line. In order to have a hope of surviving such an attack, the defender must also have at least
two rounds of ammunition at their disposal.
* Loyalty, morale, and organization ratings must be significantly higher than in a normal attack.
* Once the initial portion of the attack has been carried out,
the combatants enter into hand-to-hand combat. At this
time, each unit will suffer an amount of damage based on
the number and condition of the enemy as well as the handto-hand rating of the weapons involved. High morale is
crucial to withstanding this form of attack.
Combining a charge with an attack from the rear adds the
advantage of surprise to the sheer brute aggression of a
charge. When the opportunity presents itself, a rear charge
can be the most devastating attack of the battle.
Multiple Unit Attacks
Not to be confused with coordinated attacks, a multiple
unit attack is a situation where a single hex is occupied by
more than one defending unit. The effect of the attack acts
on the combined forces of both defenders, with each unit
taking a proportional amount of damage. Of course, both
defenders will also be able to return fire.
Surprise Attacks
If an Infantry or Artillery unit is attacked while in movement formation, the attacker will fire first. The defender,
caught unaware, returns fire with a firepower penalty for
being in the wrong formation.
Specialist Attacks
Specialist units, made up of sharpshooters, launch their
attacks from a hex that is adjacent to the enemy. High
quality rifles fitted with scopes give Specialists the ability
to snipe at an opponent from a great distance. Unlike
artillery, specialist forces cannot target two units that share
the same hex; they must specify which unit to attack.
Specialists are particularly skilled at killing enemy leaders
since they can fire accurately from a distance, and, being
beyond the range of enemy shoulder arms, defending units
do not get the opportunity to return fire.
Voluntary Retreats
Occasionally a unit will become too damaged to stay
together as a group. Unless the leader loyalty rating is very
good, when morale and organization drop below a certain
point, the unit becomes unable to move in an organized
fashion. Whenever you try to issue any orders to a unit in
such a predicament, a prompt will appear asking if you
want to issue the voluntary retreat command. This gives
you the ability to remove the unit from imminent danger,
but you cannot control the unit's movement. It will automatically head towards its commanding Headquarters unit.
If its Headquarters unit is not on the battlefield or it is
already adjacent to its Headquarters unit, the retreating unit
will move toward the nearest supply source hex. A supply
source hex is indicated on the map by a small covered
Voluntary Exits
There will be times when it is beneficial to leave the map
of your own free will at a supply source. Some scenarios
set the goal of leaving the battlefield as the main objective.
At other times, exiting the map may be the only way to
save yourself from complete destruction. In either case,
you will want to pay attention to the victory points
assigned to the supply sources. Select the option “victory
points” from the Reports menu to find out what the bonus
or penalty will be for each side at all the various supply
sources on the map.
Routed Units
Your men can only withstand so
much before they decide that the situation is hopeless and run for their
lives. When morale reaches a critical
level, usually after a humiliating
defeat, the unit will be routed. When
this occurs, the unit will rout toward
their commanding officer (the Headquarters unit under
whose command they fall). The morale rating gives some
warning, displaying a soldier running away when there is
danger of an approaching rout, but once you see soldiers
running on the battlefield map, it is too late to prevent the
rout. When a routed unit is near to a Corps HQ unit, they
have a better chance of pulling themselves together and
rejoining the fight. If this fails, they will keep moving
toward the nearest Supply Source and then off the battlefield.
Sometimes a routed unit will regain its composure without
your intervention, but it is more likely that you will need to
rally the unit. This requires a personal visit from you, the
general, and uses some of the accumulated Army Morale
points. A rally button for the routed unit appears on the
information panel in the same position as the charge button. Simply press this button to attempt to rally the unit.
Depending on the severity of the situation, rallying may
have to be repeated more than once to stop a unit from its
flight. When a unit leaves the battlefield entirely, having
made it to one of the supply sources, they will not appear
again during the current battle.
Video Clips
When the Video Clips option is toggled on from the
Options Panel, the events of the combat you are involved
with are shown through authentic battle reenactment
footage. These clips show specific unit and terrain types
and depict what transpired in the engagement, whether it be
a sniper attack, a retreat, or an artillery bombardment. If,
for example, a Confederate infantry unit launches a normal
attack on a Union infantry unit, you will see a clip of a
Union defensive volley, followed by a clip of a
Confederate offensive volley, possibly followed by a clip
of Union infantrymen retreating. This sequence of events
depicts what happened in the engagement and in what
order shots were fired. When the video clip screen disappears, the Confederate attacker will occupy the disputed
position. The sequence of clips will depend on the
sequence of events in the particular engagement.
Dawn, Dusk, and Night Turns
Everyone needs rest and relaxation sometime, even a war
hardened soldier. As the general, you can stay up all night
planning the next morning's battle if you like, but your men
need their beauty sleep before they face a full day of fighting. Tents and fires will let you know where your men
have set up camp for the night. It is advisable to let the
troops rest during the night turns, only moving them when
it is absolutely essential since any activity at night is far
more taxing than during the daytime. Engagements may
not be fought during the night, regardless of the proximity
of the enemy. Dawn and dusk are also good times to let
your men rest. They receive more benefits from resting
during these times than in the daytime, but still not as much
as at night. Units may attack at dawn and dusk, but they
will lose more health and organization than they would in
a daytime attack.
At 19:00 (7 p.m.), dusk arrives. It lasts for an hour yet only
comprises one turn in the game. Between 20:00 and 6:00
(8 p.m. - 6 a.m.) there will be only three turns, each one
representing just over three hours of the nighttime. Dawn
lasts from 6:00 to 7:00 (6 a.m. - 7 a.m.) and is also one turn.
Just when you are worried that the situation is completely
hopeless, the reinforcements arrive. Most reinforcements
appear on the battlefield at a Supply Source, although some
arrive at other locations on the battlefield. Supply sources
are favored mainly because they are hexes with roads leading onto the map. To find the location of these areas, select
Show Supply Sources from the Display menu.
It is also useful to periodically check the Reinforcements
Report in the Command Tent to find out when and where
the reinforcements are scheduled to arrive. The arrows at
the left of this screen allow you move through the different
units to see which troops are going to be arriving. Listed
are the unit type, unit name, number of men, and time of
arrival for each reinforcement unit. The arrows to the right
side of the screen allow you to select a particular time of
arrival to check. This way you can check on the time of
arrival of your reinforcements starting with the present and
work forward. Only units arriving in the near future are
included as the exact times for future reinforcements cannot be predicted. This report can be very useful to raise
your spirits when things are beginning to look bleak.
After Combat Report
When an engagement between two units ends, a screen
appears with a report detailing the results of the confrontation. This screen, the After Combat report, is useful as a
fast guide to determining the victor as it displays the losses and gains made during combat. Listed are firepower
losses, casualties, Army Morale changes, supply changes,
and leaders wounded and killed for each unit that was
involved in the fight. If two units share the same hex, the
report combines the numbers and displays them together.
Play Level
There are three difficulty levels available to you: Beginner,
Intermediate, and Advanced. The default setting is
Intermediate, but you can change this simply by selecting a
different level from the Options Panel.
When you are first getting familiar with the game, it is
most likely that you should play on the Beginner level. By
the time you are comfortable with CIVIL WAR GENERALS 2,
you will be ready for the increased challenge and greater
degree of realism on the Intermediate and Advanced levels.
As a Beginner, movement of troops expends only movement points, even in the middle of the night. The other levels address the fatigue and organizational issues associated
with moving troops around. At the Intermediate level,
health and organization ratings will be reduced uniformly,
regardless of the quality of the leader or the troops.
Playing at the Advanced level, the organization and health
of a unit are affected less severely if the leader is well organized and if the unit is made up of experienced soldiers.
The After Combat Report
On the off chance that you are not interested in seeing this
report at the end of each skirmish, the after combat report
can be deactivated from the Options menu.
It is also possible to view this report during an enemy turn.
This will enable you to find out the results of attacks
against your units. To see the report during enemy turns,
activate the After Combat report from the Options menu.
This will bring up a submenu with two choices: friendly
attacks and enemy attacks. Selecting enemy attacks will
display the report after an attack during the enemy turn.
Winning the Game
Many times during the civil war, it was not entirely clear
which side won a battle. Perhaps one side held more positions but the other took more prisoners. Or maybe one
army was poorly organized at the end of the battle while
the other had lower morale. Who would be called the victor?
An oversimplification would be to say that the army that
loses fewer men, retreats less often, and captures and holds
more positions is victorious. In reality, many more factors
than this contributed to the results of civil war battles. A
predominant factor, often overlooked in favor of comparing numbers, is morale. For example, if the North and
South both killed the same number of enemy soldiers in a
conflict, it is more likely that the Southern morale would
still get a boost as they were frequently outnumbered. The
Northern morale, on the other hand, would suffer a blow if
it took losses from a smaller enemy.
CIVIL WAR GENERALS 2 accepts these ambiguities and
includes them in the final resolutions of the battles by using
different levels of victory. It is possible that some battles
may even end in a draw if no clear advantage can be found.
The terms below represent the other five types of battle
Major Confederate Victory
Minor Confederate Victory
Minor Union Victory
Major Union Victory
The victory level achieved determines which battle is
fought next in a campaign. Battles normally conclude at
the predetermined time and date found on the Casualty
Report screen. Sometimes a battle will end early if one
side has no units left and has no reinforcements on the way.
When this happens, a weapons cost captured bonus will be
applied to the victor and a similar penalty applied to the
loser. After the final turn has been played, the Victory
Screen appears with the statistics for each side. The primary source that decides the outcome of a battle is the
number of victory points both sides have accumulated.
Often, the historical defender will start a battle with some
victory points, with more victory points added or subtracted based on each side’s overall battlefield performance.
Morale plays a big role in the calculation of victory points,
and each Army Morale point gained results in an additional victory point. Lose morale points and your victory
points will also diminish. The only time a decrease in
morale points does not result in a loss of victory points is
when you "spend" morale points to rally a routed unit or to
order a charge.
While some war simulations declare a winner based on the
capture of one particular hex, CIVIL WAR GENERALS 2 places
more importance on hard won positions. At the start of a
battle there will be certain hexes that produce more victory
points than the rest. These will grow in value throughout
the battle unless there are no enemy units nearby. That is,
if the entire battle winds up being fought on a distant part
of the map, victory hexes will maintain their original value.
The value of key positions in the thick of battle will
increase and hexes that are fought over repeatedly can
spontaneously become victory hexes.
Additional factors that affect total victory points include:
the number of casualties and wounded, how many men surrendered or were routed, the health and organization of
your men, the number of commanding officers killed, and
the amount of supplies captured. At any point during a battle you can see how many victory points you have by
selecting the Casualty Report from the Officer's Reports.
Every unit on the battlefield is armed with some sort of
weapon, whether it be a cannon, shoulder arm, or mortar.
In a full campaign game you can use your Army Supply
points between battles to purchase different weapons for
your men. Some units have access to more powerful and
specialized weapons with which to attack the enemy.
Infantry, Cavalry, Engineers and Specialists all carry
shoulder arms. The combat ratings of these guns, weapon
power and hand-to-hand, varies with the variety of shoulder arm being used. Both ratings are given on a scale of 0
to 99.
Weapon Power is a rating of the attack capabilities of a
weapon from a normal firing range. High weapon power
indicates an accurate and reliable weapon that can be
reloaded quickly.
Hand-to-Hand measures the effectiveness of the weapon at
close-range. This influences a unit's success when it
charges. During a charge, weapon power determines the
strength of the first barrage and hand-to-hand determines
the force with which the unit advances on the enemy line.
Weapon Power
Weapons have a substantial impact on a unit's effectiveness. Quality guns improve a unit's morale and are more
accurate than cheap, poorly made weapons. If a soldier has
a bad weapon, he knows it and will resent his superiors for
making him use it while his life is on the line.
There are five classes of shoulder arms:
Smoothbores: Unlike the more advanced rifle, a
smoothbore has no grooves inside the barrel of the gun and
as a result is not very accurate. These guns, designated by
the letters "SB" after the weapon name, have the lowest
Weapon Power but are fairly effective in Hand-to-Hand
Rifles: All groove-barreled guns that do not fall into the
carbine or repeater categories are called rifles. They are
identified by the letters "RF" following the weapon name.
One step up from the smoothbores, rifles do not excel in
either Weapon Power or Hand-to-Hand ratings.
Carbines: Designed for use while mounted, these shortbarreled and lightweight rifles have good Weapon Power
ratings but are poorly designed for Hand-to-Hand combat.
Repeaters: These firearms are the prized possessions of
the soldiers lucky enough to carry them. Repeaters can fire
more ammunition in a single turn than any other weapon.
As a result, they have excellent power and Hand-to-Hand
ratings but are costly to resupply.
Specialty Weapons: There are two kinds of specialty
weapons, target rifles and shotguns. Target rifles, designed
with a scope for sharpshooting, may only be used by specialist units. Their weapon power is unmatched, but they
are fairly useless at close ranges. Shotguns, carried exclusively by cavalry units, are the reverse of a target rifle.
Shotguns have very low Weapon Power ratings but are
deadly in Hand-to-Hand situations.
There are a variety of cannons to choose from in the game,
each of which is given ratings for Range (R), the measure
of the maximum number of hexes that a cannon can fire,
and Artillery Power (P), the power of the cannon at a range
of two hexes.
The amount of damage an Artillery unit can inflict is determined by the Artillery Power of the cannon at the specific
distance of the attack and by the total number of cannons
within the unit. To find out how many cannons a unit has,
divide the effective number of men by 9 (the number of
men required to operate a single cannon).
Rifles: A rifled cannon can only fire Canister and Solid
Shot, but it has a greater range than a smoothbore cannon.
The letters "RF" will follow the name of rifled cannons.
Smoothbores: Smoothbores are capable of using all different ammunition types. Though their range is more limited, they are more destructive than rifles in close-range
engagements. The letters "SB" will come after the name of
a smoothbore cannon.
Howitzers: Capable of both direct and indirect fire,
When you buy ammunition, you will usually get an assortment of types of ammunition. Your men will automatically load the appropriate type for each attack.
Artillery units use the following kinds of ammunition:
Grape Shot: designed to function like a large shotgun shell,
grape shot is a metal case filled with a cluster of small iron
balls that explodes upon being fired. This makes it very
effective at defending a position at close range, and it is
typically used against an enemy that enters an artillery hex.
Canister: similar to grape shot, canister ammunition has a
slightly lower range and utilizes smaller projectiles. It is a
metal cylinder packed with pellets that scatters after leaving the mouth of the cannon. Artillery crews use canister
if the target is one or less hexes away.
Case Shot: a shell packed with gunpowder and shrapnel,
case shot explodes in midair and thus has a greater range
than canister or grape shot. It is used on targets 4-6 hexes
away from the unit.
Solid Shot: a solid metal ball that has better range and accuracy than the other artillery ammunition, solid shot is much
the same as most people's idea of a traditional cannonball.
It inflicts minimal damage due to the relatively small area
it targets. Solid shot is always chosen for targets that are
over 7 hexes away.
Mortars: Mortars are a type of cannon that fire low
Siege Mortars and Mortar Gunboats both use large hollow
balls made of metal and filled with gunpowder, commonly
known as ‘shell.’ A fuse attached to the ball could be used
to time the explosion so that it inflicts the most damage.
velocity shells at a steep angle. The high trajectory greatly increases their range and makes them excellent at attacking over great distances.
Shoulder arms all use min’ee balls, small solid lead projectiles fired from the barrel of the gun.
Howitzers are otherwise similar to Smoothbores.
The Command
Tent button
At any point during the game, you can pause the action to
assess the battle from a statistical point of view. Click on
the Command Tent button on the control panel to enter the
tent where you can expect full reports from a number of
generals. Both the union and the confederate sides have
their own tent to consult. When you position the cursor
over the figures on the command tent screen, text will
appear at the bottom of the screen telling you which report
that general has prepared for you.
To refresh your memory as to your objectives, find the
Objectives Report. This summarizes the primary objectives of the battle and details the historical events that led
up to the conflict. Additionally, the generals in the tent
have their own opinions on how to handle the battle, and
will be happy to supply some strategic suggestions.
Union Command Tent
The Casualty Report lets you know how many men on
each side have been killed in the current battle.
Help is on the way, but how soon? There is no need to be
left in the dark wondering when your reinforcements are
going to arrive. The reinforcement report puts all the information at your fingertips and tells you exactly what time to
expect your comrades. More information regarding the
Reinforcement Report can be found on page 105.
When you are ready to return to the fray, find the Tactical
View to return to the game with the normal view.
The Strategic View will return you to the battle with a more
distant zoomed out view.
Confederate Command Tent
While multiplayer games and single battles are fun, the real
the full campaign game. There is a large variety of campaigns to choose from, each comprising a group of individual battles, such as the series of battles fought in the
Shenandoah Valley in late 1861 and the first half of 1862.
Winning an entire campaign is more difficult than winning
a single battle due to the fact that any losses you suffer in
one battle carry over to the next. Greater focus is therefore
necessary in order to keep your men healthy and in good
enough spirits so that they can continue to fight in as many
as 40 battles.
When a battle ends, you will notice that many units have an
increase in their experience rating. The more combat a unit
is involved with, the better its experience rating will get.
Heavy casualties usually nullify these improvements due to
the influx of unseasoned replacements. The quality rating
of a unit also goes down with the addition of reinforcements. When playing as the south, it is wise to keep in
mind that the number of men available is limited and, as a
result, less reinforcements will take over for the departed.
When the leader of a unit is killed or severely wounded in
the line of duty, he will be absent for the remainder of the
campaign. The loss of a leader can have a major impact on
an army as a whole.
There is a period of downtime between battles that allows
you to assess your men and buy them new weapons if you
can afford it. You can also take a look in on your wounded officers to see how they are recovering and make an
overall evaluation of your success of the most recent battle.
The Victory Screen is the first thing that you will see when
a battle ends. It informs you how many men were wounded, killed, missing, or surrendered, and which leaders were
replaced or killed. High casualty numbers alone may not
cause you to lose a battle, but it will certainly hurt your
chances of success in the next battle.
The death and retirement of top leaders can cripple an
already weak army. Most often, the calibre of the replacement is no match for that of the original leader. When a
wounded leader does recover, he will be able to rejoin his
men at the start of the next battle. To check the health of
your wounded leaders during the game, you can select the
Field Hospital Recovery Report from the Officer's Reports
menu. You will also be shown this report between battles.
The weapon purchase screen is the place to shop for new
and improved weapons. You can also dismiss specific
leaders from this screen if you are not satisfied with their
performance. The unit buttons near the bottom of the
screen allow you to select which variety of unit you would
like to display. Below this are leader portraits that allow
you to determine which part of your army you are observing. When you have found the unit that you want to adjust,
select it by clicking on its display. Once selected, you can
dismiss the leader or purchase new weapons. Replacement
of a dismissed leader is automatic; all you need to do is
press the Dismiss button and a new officer will be chosen
for you.
Between battles you are given choices as to which weapons
you would like to purchase for each particular unit. The
different types of weapons are listed along with their price
and combat statistics. For the most part you will be
upgrading the rifles and cannons for your infantry, cavalry,
specialist, and artillery units, purchasing new and
improved weapons as you can afford them. When you buy
a new weapon, you only pay the difference in cost between
the two as you receive credit for the old weapons.
The Weapons Purchase Screen displays a wide variety of
weapon types with prices and ratings listed next to them.
You can either buy a unit better weapons or downgrade the
ones they already own if you are short on funds. Suppose
you have planned a strategy that relies on your artillery
more than your other units. Cannons cost a pretty penny,
and you may come up a little short on Army Supply points.
While we do not recommend this as a common practice, in
this case you could trade in some of your rifles for cheaper models in order to gain the difference in Army Supply
points. Then, when you have enough points, you can buy
some top of the line cannons for the artillery.
units cannot upgrade weapons). The gun that your unit is
currently in possession of is outlined with red. A white
frame will appear when you select a different weapon for
the unit. You can click on different weapons to find out
what it will cost you before actually purchasing the weapon
(purchasing only takes place when you click again on the
The Weapons Purchase Screen
Use the up and down arrows next to the leader portraits to
step through the various branches of your army. The first
leader portrait shows you the leader of the corps you are
currently looking at. The second portrait is of the leader of
the particular division within that corps, and the third portrait shows you the leader of the currently selected unit. To
select a specific type of unit to be displayed, click on one
of the four unit type buttons to the left of the leader portrait.
In the lower right corner of the Weapons Purchase Screen
are three images with numbers beneath them. The first of
these is a picture of a wagon and shows the total number of
Army Supply points you have available to you. To the right
of this is the cost of buying the selected weapon for the
entire unit, and the last is the cost of supplying the entire
unit with ammunition for the weapon in question.
Shoulder arms or cannons are displayed when you shop for
weapons for your Infantry, Artillery, Heavy Artillery,
Cavalry, and Specialists (Corps HQ, Engineers, and naval
Corps leader
Unit Type buttons
Division leader
Weapon details
Unit leader
Purchase Weapon button). Under each gun are the statistics for Weapon Power (WP) and Hand-to-Hand (H-H),
basically long and short range strength. The cost of buying
the gun and the price of a full supply of ammunition are
also listed beneath the weapon. For more information on
shoulder arms and other weapons, see page 110.
Artillery units use cannons which are rated for their Power
(P) and Range (R). These categories measure the cannon's
firepower and maximum number of hexes it can shoot.
The power rating for a cannon is based on the damage they
can inflict from a position two hexes away. This value will
vary depending on how far you try to shoot.
Purchase Selected Weapon button
The cost of ammunition should be taken into consideration
when choosing a new weapon. Is the upgrade worth the
added expense of keeping your men supplied? Does the
increased firepower merit the purchase? The figure below
the image of a soldier putting a package of bullets into his
bag is the amount of army supply points spent each time
you want to resupply an entire unit that has completely run
out of ammunition. All weapons come with a full supply
of ammunition, but you are likely to use this up before the
battle even hits its stride.
Your army supply
Full supply cost for selected
weapon, selected unit
The cost of a weapon is the dollar value listed first underneath its picture. This is the cost for just one weapon, paid
for with Army Supply points. The figure next to the
weapon price is the cost of resupplying a single weapon
with a full supply of ammunition. To the right of this number are bullet icons that represents the number of rounds
that the weapon will have when fully supplied. A large
bullet equals five rounds and a small bullet equals one.
Highlighting the weapon you are interested in will show
you the total cost in the Weapon Price box, the one with a
picture of a soldier accepting a new gun. When you are
spending supply points to acquire the weapon, the price in
the Weapon Price box will be displayed in red. If you are
trading in weapons for cheaper models, the price will be
green, representing the amount of supply points you will
receive as a refund.
When you have made up your mind as to which weapon is
right for you, make sure that the correct unit has been
selected. Then click on the weapon you want and click on
the appropriately named Purchase Weapon button. The
transaction will be finalized when you click the Done button on the confirmation screen that appears. If you cannot
afford the weapon in the first place, a different message
will appear, telling you in no uncertain terms that your
credit is no good.
Weapon Power
Hand-to-Hand rating
Price per weapon
Price per man for
full supply
Full supply (8 rounds)
The Scenario Editor
While we have tried to include all of the war's pivotal battles in CIVIL WAR GENERALS 2, don't get upset if your
favorite is not available. Over 10,000 engagements were
fought during the five years that the war lasted, and we did
want to release the game before the turn of the century. For
this reason we thought it would be a good idea to append
our library of battles with a scenario editor. Suppose that
your favorite battle of the war is the Battle of Olustee in
Florida. Now, with the inclusion of an editor, you can
faithfully recreate this minor skirmish or create an entirely
fictional scenario.
To launch the editor, click on the Editor button from the
main menu. Once the editor has loaded, you will be looking at a window called Scenario Setup Screen. This is
where you will name your personal scenario, describe it,
and adjust settings like who goes first and how long the
battle lasts.
The first thing you will want to do is name your scenario.
At the top of the Scenario Setup Screen are three boxes.
The first of these is where you enter the name that will
appear on the Battle Selection Screen, the Full Scenario
Name box. The second box, Scenario File Name, is where
you tell the computer what to name the scenario, up to
eight characters. This is the name that will be assigned to
all of the files that are created when you save the scenario.
If you want to trade scenarios with a friend, all files that
have this name must be exchanged. The third box is where
you enter the name that will appear on the overview map in
the scenario.
Beneath these text boxes are three boxes that each let you
toggle between two options. You must decide which player will make the initial move by selecting either Union or
Confederate under the heading First Player. Your second
choice is whether you want to play with brigades or regiments, in other words, do you want units that are large or
small in size. One thousand men make up a regiment, and
a brigade consists of about four regiments. It is important
to note that changing this setting after having placed units
on the map will clear the map of all units. The last of these
three boxes asks you what category your level should fall
under, Historical or Alternate. This will only affect where
the battle gets displayed on the Battle Selection Screen; the
game does not punish you for labeling a fictional game
Historical or vice versa.
To the right of these boxes are three buttons, Commanders,
Description, and Full Description:
Click on the Commanders button and a panel will pop up
that allows you to decide who will be in charge. Scroll
through the array of generals available to you by clicking
the arrow buttons beneath each portrait. Once you have
made your decision, click on the Confirm button in the
lower right of this panel. You also have the opportunity to
name your army commanders for the battle. These names
will appear on the full description screen (see below).
The Description button lets you type in a short text
description of the scenario (only four or five lines) that will
appear on the Battle Selection Screen when the it is highlighted. This helps players remember what a particular battle is like, and is especially useful when trading them with
other people.
The Full Description button allows you to go into more
depth about the scenario. There is no limit to how much
text can be entered here, and your description will scroll up
the screen when viewed later. You can tell the world how
much love and sweat went into the creation of the scenario
or share details of the events that led up to the battle. The
full description screen also displays the overview map of
the upcoming battle.
The row of boxes in the middle of the Scenario Setup panel
labeled First Turn and Last Turn determine how long the
battle will last. Drop down menus let you decide what
year, month, day, and even hour the battle begins and ends.
Different weapons will become available to you in the later
years of the war, so plan accordingly. To the right of these
boxes is a display where the computer calculates how
many turns will make up the scenario. Generally, battles
should not exceed 100 turns. Even though we all have
aspirations of becoming a time traveler, the game will not
allow you to select values that result in a negative number
of turns.
At the bottom of the setup panel are three categories for
setting the starting values of supply, morale, and victory
points for each army.
Supply sets the starting value for Army Supply, used to
buy ammunition when resupplying units.
Morale sets the starting value for Army Morale, used to
pay personal visits to rally routed units or encourage units
to charge.
Victory points are not tallied until the end of a battle, however the level editor lets you start either player with a victory point advantage. Generally, the historical defender
should be given some victory points to start as this forces
the other player to attack in order to win.
The last order of business on the setup panel is to save your
scenario. Simply click on the Save button in the lower
right to save your current scenario setup and overview
map. Even if you have not started editing the map at this
point, it is a good idea to save frequently in case you suffer
an unforeseen catastrophe. Next to the Save button are the
New and Load buttons. Clicking on these brings up a subpanel asking you whether you want a scenario, map, or unit
database. This lets you take an existing unit database or
map from one scenario and import it to another scenario.
Editing the Map
Now that you have finished setting all the variables on the
Scenario Setup Screen, the fun commences. Anyone who
has played a city simulation game knows how much joy
can be found in designing maps and constructing terrain.
CIVIL WAR GENERALS 2 has over two dozen different elements that can be used in the creation of custom maps,
everything from swamps to pontoon bridges.
To begin editing the map, click the New button on the
Scenario Setup Screen. Four options then become available to you, Scenario, Unit, Map, and Cancel. By choosing Scenario, you can create a new map and decide what
units should be used in your level. Later, when you have
some scenarios saved, you will be able to reuse either the
map or unit information from a saved scenario. To use a
previously saved map, open up the scenario and select New
and then Unit from the setup screen. It is also possible to
edit the scenarios that shipped with the game, but be sure
to save any modified battles with a new file name. If you
overwrite the existing scenarios, your game will be incompatible with other players. Unit information may be transported to another battle by clicking Map after selecting
New from the setup screen. Since we need to create both
at this time, click on the Scenario button.
The Scenario Editor map
You will be asked what size map you would like to use, and
these measurements can range from 25 by 20 to 100 by 100
hexes. The default setting is 50 by 50 which is spacious
enough for most battlefields. For now, let's stick with the
default size and save more ambitious projects for later.
When the map first opens up, it is a blank slate with nothing but grass as far as the eye can see. An overview map
and toolbar will also appear when the map is displayed.
Scrolling behaves the same way as during gameplay, you
can move the cursor to the edge of the screen, click on the
mini map, or use the arrow keys to relocate your field of
view. Choose a location where you would like to start
building and center your main view there. Don't forget that
you can get a complete working view of the map by selecting Zoom from the Display menu, pressing 'Z' on the keyboard, or by clicking on the Zoom button on the status
panel. Additionally, choosing Grid from the Display menu
or pressing 'G' on the keyboard places a hexagonal grid
over the map and will make your job a lot easier.
This section demonstrates how to use all the items on the
toolbar and will explain some of the subtleties each terrain
type possesses. Consult the quick reference card for a picture of the toolbar that tells what the different icons represent.
The toolbar lets you select terrain types by simply clicking
on the appropriate button. The button will remain selected
until you choose another tool. Generally, left clicking on
the map will place an item while right clicking will remove
it. Items can only be removed if their tool is the one in use.
It is useful to have the grid displayed when editing the map.
The Toolbar
Overview Map
Start by clicking on the hill button. At this point, since
your map is still untouched, you can build hills anywhere.
Later on you will discover that some terrain types have
limitations on how they can be placed on hills and vice
versa, but we will get into that a bit later. To place a hill,
simply click on the map and the hex you clicked on will be
raised one level. Click in the middle of a hex and the hill
will be perfectly centered in the hex. The six corners of a
hex, when clicked, will place the hill between intersecting
hexes. A right click lowers the terrain by one level, so it is
just as easy to remove an unwanted hill as to place one.
If you want to create a plateau, you can either drag the cursor around while holding down the mouse button or you
can click on the second item on the toolbar, the plateau.
Selecting this button lets you raise more than one hex at a
time, a useful feature if your level includes mountainous
Minor Road
Major Road
Unfinished Railroad
Stone Wall
Ruined Fort
Pontoon Bridge
Rocky Knoll
Victory Points
Choose the third item from the toolbar, the forest. Trees
can be placed almost anywhere on the map with a few logical exceptions. They cannot exist on the same hex as
water, coastlines, walls, rocky knolls, forts, or cities. Plant
as big a forest as you like because, hey, the trees are free
and can be chopped down with a right click.
The fourth tool is for turning your terrain into swampland.
While there are no virtual mosquitoes to worry about,
swamps do block the progression of sunken roads, forts,
abatis, rocky knolls, and walls. Swamps can only be
placed on flat terrain, so if you want a swamp with a view,
your hill must have a plateau on top.
Sunken Road
Terrain Modifiers
regions. The plateau button is ideal for elevating large
areas of the map. With plateau selected, removing a hill
functions just like the hill button, right clicking removes
one hex of the hill at a time. You might be tempted to create a map full of complicated and towering hills, but bear
in mind how this will affect the playability of your level.
Supply Source
View Current Turn
There are three kinds of roads to choose from in the editor,
minor roads, major roads, and sunken roads. Build roads
by clicking on two hexes that are next to each other, or by
holding down the left mouse button and dragging the
mouse in the path where you want the road to appear.
Right clicking removes roads and works in the same way.
The minor and major roads are quite versatile and can traverse hills, rivers, railroads, and even walls and are only off
limits on water and rocky knoll hexes. When a road comes
in contact with a river or stream, a bridge or ford will be
built at the junction. Sunken roads can also cross hills, but,
due to their low lying nature, they are unable to span a river
or coexist with a railroad.
Though they tend to make a mess in real life, people are a
nice addition to the landscape, so you should build some
towns and cities. The town icon builds a small neighborhood one hex at a time. Towns must be placed on flat terrain, and, like most of the elements on the toolbar, can be
Absolute height
does not matter;
only relative elevations do. Rather
than raising most
of the map to make
a large plateau,
you can instead
depress a smaller
area to create valleys.
removed with a right click. The only items that may share
a town's hex are the railroads and streams, which cut right
through a town. Towns already have roads in them and are
connected to other roads by dragging a road into them.
serve to block movement, especially on a road, as well as
providing an added degree of cover. The only kinds of terrain on which an abatis can be placed are hills and all types
of roads and railroads.
Railroads, found below the city and sunken road icons on
the toolbar, come in finished and unfinished forms. Both
are blocked by water, forts, sunken roads, and rocky knolls.
A finished railroad can span a river or stream and overlaps
any normal roads it comes into contact with. Unfinished
railroads are more limited due to the fact that they are still
under construction. They can cross the same roads as the
finished railroads but leave a gap when they come in contact with a stream or river, the site of a future bridge.
Forts are a good strategic item to include on your battlefield. Their characteristics are much like those of a city;
they need to be built on a flat surface and they connect
when adjacent to each other. If your fort is large enough,
you may put minor and major roads inside it. No other terrain may be placed inside a fort. During the game, if your
units are forced to abandon a fort, it becomes a ruined fort.
Engineers can be ordered to ruin an enemy’s fort, and it is
also possible to deliberately ruin your own fort when the
situation calls for it. Ruined forts share the properties of a
regular fort except that they provide less defense. The editor allows you to place ruined forts and even connect them
to intact forts so that scenario can simulate a greater variety of battlefield situations.
Beneath the railroads are the stream and river icons. Tiny
streams can be merged with rivers and eventually flow past
the coastline into open waters. Streams and rivers cannot
cross sunken roads, rocky knolls, abatis, or forts. While
streams can go through a town, rivers are too big.
Placing large bodies of water is one of the best ways to give
your map a dramatic look. Use the water icon to create
lakes, major rivers, and oceans on your map. When you
click anywhere on a hex after choosing this button, the
entire hex and part of the six surrounding hexes turn into
water. The coastline item, to the left of water, creates
smaller and more intricate bodies of water that can be connected to large ones made with the water tool. Use it to add
detail to a dull coastline or to create puddle sized ponds.
Stone walls are able to share hexes with most of the other
terrain types, leaving a gap when they cross over something. Since they do not take up the entire hex, walls can
be built parallel to things like rivers and roads without
needing to be a hex away. A wall cannot be placed on
swamp, tree, city, water, abatis, fort, or rocky knoll hexes.
Next to the wall icon is the abatis button. An abatis can be
placed or removed during gameplay by an engineer. They
Like an abatis, pontoon bridges can be built during the
game by an engineer. They may only be placed across
rivers (since streams can be crossed on foot) and thus share
the properties of rivers. Perhaps the best use of a pontoon
bridge is to fill in the gap where an unfinished railroad
intersects with a river.
The rocky knoll is the most unfriendly kind of terrain on
the toolbar, only coexisting in the same hex with hills. The
first time you click, only the selected hex will become a
rocky knoll. Click on the same hex again and the six hexes
surrounding it will join the first, forming a massive knoll.
All six surrounding hexes must be devoid of everything
except hills.
The terrain modifiers button opens a dialog box that
allows you to alter the map hex by hex. You can place
bonuses for morale and build individual houses amongst
other things.
Label permits you to personalize your map by giving
names to individual structures and elements of the terrain.
You can also use the toolbar to place victory points anywhere on the map. Select this button, click on the desired
hex, and enter the number of victory points you would like
to assign to the hex.
Supply Source lets you choose the locations on the map
where new supplies and reinforcements will originate.
Units opens a dialog box to choose and place units on the
View current turn lets you see the map as it will appear
on a specific turn. This is useful for making sure that reinforcement units will arrive in the right place at the right
Beyond capturing the mood of the war, CIVIL WAR GENER-
ALS 2 also incorporates various battle considerations specific to the period. For example, the North and South did
not have the same resources available to them, a factor that
plays an important role as your campaign progresses.
Northern forces had access to more advanced weaponry
and greater manpower, while the determination and
courage of the southern soldiers at the start of the war was
stronger. As the war dragged on, the quality of the southern forces declined as they were forced to enlist men too
young or too old to be well suited to the life of a soldier.
Training, or lack of it, was also an influence. Specialist and
artillery units tended to be made up of the most educated
recruits and generally received more intensive training than
infantry and cavalry units. Used wisely, these units could
very well win or lose a battle for you.
1) The Dance of Death: Attack the enemy in waves.
Place two or three units adjacent to an enemy, with several
extra units in reserve behind the line. Start off with an
artillery attack and then have the close units attack.
Withdraw these units one at a time to vacant positions
behind them. Fill these spots with new brigades, and have
them attack. Each time a unit is attacked by an enemy of
comparable or greater size it pays a firepower penalty in
addition to its loss of firepower due to casualties. You can
see how many times a unit has been attacked in a turn by
selecting Times Defended from the Reports menu. Charges
can come in especially handy while employing this tactic.
2) Those extra cartridges: When you resupply, you are
only charged for supplying the effective men in your unit.
When you rest, this number can increase dramatically as
stragglers return to your unit and men with minor wounds
rejoin the ranks. You don’t have to pay to supply them —
they weren’t around to fire off their cartridges when the
rest of the unit was in combat, so they still have them.
3) Cover the rear: Make an effort to outflank your enemy’s
line with infantry and cavalry. Once the battle is underway,
you can use these units to set up rear attacks. Another
advantage to getting your units behind the enemy is that
you can attack fleeing and retreating units. You can also
use these units to grab undefended victory point hexes.
4) The Counterattack: It is usually best to adopt a defensive posture for the initial sequence of attacks. Whenever
possible, maneuver to good defensive terrain near the
enemy, dig in, and wait. If he is nice enough to attack you,
let him. The longer you wait, the more benefits your men
can receive from resting. Once you are attacked, move
your weakened units out of the main line and have them
rest near their Corps HQ. Then have all of your fresh units
converge on his weak ones.
5) Hit and Run: Mounted Cavalry and Specialists can
sometimes attack without fear of counterattack. This is
because they are able to move, attack, and then move to
safety. Be sure to stay out of range of enemy Artillery
units though.
6) Artillery pursuit: It is always wise to take a battered unit
out of the line, move it to safety, and let it rest for a few
hours. Deny your opponent this luxury! When your opponent moves a weak unit to the rear, shell it with your
artillery. It is also advisable to position cannons at as high
an elevation as possible while still remaining in range of
the enemy. Elevation boosts firepower for all units and
reduces the amount of a unit’s view that is blocked by
7) Travel on roads: Excessive maneuvering can take a
heavy toll on your troops. Always try to move in movement formation and stay on roads or at least on open grassland. Major roads are better for travel than minor roads as
the cost in organization and health are lower.
8) Rest: Avoid the temptation to keep throwing units into
combat as soon as their morale is high enough to attack. It
is better to create a second line of defense that you can
move weakened units to when they need to rest. Set up this
second line near to a Corps HQ if possible. With a second
line in place, if your main line gets broken, the remaining
units can fall back on the second line.
9) Rivers, bridges & fords: It can be nearly impossible to
fight your way across certain bridges and fords in some of
the scenarios. Make an effort to see if there are any
unmarked (hidden) fords across the river that you can use.
Try to cross up or downstream from the disputed bridge
and then return along the other side of the river to clear off
the defenders. Sometimes it is good to place an expendable
unit so that it blocks a bridge and delays the enemy from
crossing. You can also use an Engineer unit to build a pontoon bridge, but remember that they will be removed from
the game once the bridge is complete.
10) Upgrade: In Campaign play, be cautious when upgrading weapons. Some weapons, especially artillery pieces,
may have a fairly cheap weapon cost but use expensive
ammunition. You do not want to get into a position where
you cannot afford to resupply units during combat.
11) Surround the enemy: Prevent the arrival of supplies to
an enemy unit by positioning three of your units next to an
enemy unit. This will prevent them from being resupplied
and will eventually put an end to their attacks as they run
out of ammunition. When an enemy unit is completely surrounded, they will be forced to surrender rather than flee.
12) Attack enemy leaders: When a leader is wounded or
killed, all of the men under his command will suffer a loss
of morale. This is an easy way to weaken a large part of
your enemy at once.
13) Trap the enemy: Troops cannot get into attack formation when on a river. A nasty strategy is to try to trap them
in movement formation by having one of your units Dig In
on one side of the river while another chases them towards
the river from the other side.
14) Get the victory flags: The main advantage of the cavalry is their speed. Use them to run around the battlefield
and capture as many victory flags as possible.
15) Supply wisely: Don’t oversupply a unit that is in danger of being routed. They will just drop the supplies you
sent them when they flee. Healthy troops are expensive to
supply since they have more effective soldiers, while weak
units are comparatively cheap to supply. For this reason, it
is not always a good idea to oversupply a healthy unit. On
the other hand, it is advisable to oversupply a weak unit if
they are going to be able to rest for several turns in a safe
16) Know when to take a break: When things are going
badly, disengage from combat and let your men rest for a
few turns. By keeping combat to a minimum, even for a
short while, your troops will recover some of their morale.
The enemy will actually lose morale when you do this
since morale that is gained as a result of combat victories
is only temporary and will return to zero in the same way
that morale losses are eventually regained.
Two players can play head to head at the same computer
terminal, or at two separate terminals linked by modem or
null modem cable. A null modem is a special cable that can
connect two computers that are within 30 feet of each
other, and can be purchased from most computer retailers.
Hotseat Game
A game in which two players compete by taking their turns
at a single computer is called a “hotseat” game. To play a
hotseat game, load the game as usual, select the
Multiplayer option from the startup screen, and click on
Hotseat in the panel that appears.
Modem Link Game
To play a two player game with a modem connection, both
players will be required to have a CIVIL WAR GENERALS 2
game CD, and to have the game installed and running on
their computers. Both players should select Multiplayer
from the startup screen, and click on Modem in the Select
a Session window that appears. This will access the modem
connection screen.
Both players should set Speed and Com port settings
appropriate to their computer hardware, and both should
make sure that Phone Connection is selected in the
Connection Type box. To make a modem connection, you
must first decide which player will initiate the telephone
call and which player will receive the call.
The receiving player should first select Host in the modem
connection screen. Once this selection is made, the other
player will have about three minutes in which to make the
telephone connection.
To do so, the calling player should enter the telephone
number of the receiving modem, and then select Join.
Once the connection is made, the player who has initiated
the modem connection must set up the game (choose a battle or campaign, set the difficulty level, adjust game settings, etc.). During a modem game, only the player whose
turn it is may take action. While it is not your turn, you
should not attempt to take any action. You will be able to
watch your opponent’s moves as they occur, and you will
see engagements as they are fought. At times you will be
called upon to take action during your opponent’s turn (to
order an artillery duel, for example). When this occurs, you
will be prompted to enter the appropriate information.
During modem play, the game may only be saved by the
host player (the one that initiated the connection), during
his or her turn.
On the game screen, a telegraph symbol will appear whenever the game is transferring data between the linked computers. Neither player should take any action while this
symbol is displayed.
Null Modem Cable Game
To set up a null modem connection, you will follow the
procedure described above, except that you will select Null
Modem in the Connection Type box, and you will not enter
a phone number. For null modem connections, most players will get the best results by selecting the highest baud
rate in the Speed box. If problems arise on this setting, try
playing at a lower speed.
A Technical Note
Before beginning a modem game, Windows 95 users
should make sure that Error Control is set to off, and Use
Flow Control is set to Hardware.
These settings can be found by opening your Control
Panel, and selecting Modems, then Properties, then
Connection, then Advanced.
SIGS (Sierra's Internet Gaming System) Games:
You can play CIVIL WAR GENERALS 2 over the Internet's
World Wide Web using the Sierra Internet Gaming System
(SIGS) with players from all over the world. All players
need to have a working Internet PPP connection that supports WinSock32. If you're not sure whether you meet
these requirements, contact your Internet Service Provider
for details.
The SIGS drivers should have been installed when you
installed the game. If this wasn't done at that time, you will
have to re-install the product. SIGS should work with any
Internet Service Provider with true 32-bit access. Because
of this requirement, SIGS will not work with: America
On-Line, Prodigy, WOW, and some others. SIGS itself is
free. Your cost for Internet connect time to SIGS depends
on your Internet provider.
How to use Sierra's Internet Gaming System:
1. Connect to your internet service provider.
2. To begin a SIGS session, Select Multi-Player then the
SIGS option from the Select a Session window.
3. Your system will link to the SIGS servers. If you are a
new member, you will be asked to enter your name, a password, and other information the first time you visit and
download the SIGS software. Either write down your user
name and password somewhere, or tell SIGS to remember
them for you by checking the Save password option.
4. After you sign into SIGS, you'll see the Gaming Rooms
screen. Here you can join a room for the type of game you
want to play, or Create a Room if you want to start something on your own. Use the SIGS Chat window to find out
about games that are starting. Choose the Campaign room
if you want to play a full game of CIVIL WAR GENERALS 2 .
Choose the Battle Room if you want to play Battles only.
5. When you see a game you want to join, simply click on
it and then click Join Game. That game's Host will decide
if you can join or not (don't be hurt if you're not let in-some
folks just want to keep their games private). You can also
choose to Create Game, and invite others to join.
6. As soon as the game has enough players, the Host clicks
Go to get things rolling.
7.The rest of your game should proceed normally.
8.When you exit a game, you will be returned to SIGS.
You may join new rooms or games from here.
SIGS Help:
For further information, see the 'Online Help' option in the
SIGS screens. Other answers to frequently asked questions
may be found through the Internet at:
Also feel free to visit the SIGS main Web page for information on other SIGS products at:
Or view Sierra's Web page at:
IPX Games
Select Multi-Player from the Startup screen. Choose IPX
from the Select a Session window. You will then have the
option to Host or Join a game. If the computer does not
detect another game running on the network, the Join
option will not be available. To Host a game, you will simply select what kind of game you want to play and wait for
other players to join.
Chat Mode
During modem, null modem, IPX, or SIGS games, players
may send messages to each other using the chat mode
option. You may only send a message during your own
turn. To do so, select Chat Mode from the Game Controls
menu (or hit the <F12> key on your keyboard). In the panel
that appears, type your message in the Local Machine box,
and then click on Send Text. When the player receives a
message, an identical panel will appear on his or her screen
with the message printed in the Remote Machine box.
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Main: (0118) 920-9111
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Disk/CD replacements in the U.K. are £6.00, or £7.00
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The Promise: We want you to be happy with every Sierra
product you purchase from us. Period. If for any reason
you're unhappy with the product, return it within 30 days
for an exchange or a full refund…EVEN IF YOU
BOUGHT IT RETAIL. (Hardware ordered direct must be
returned within ten days.)
The Only Catch: You've got to tell us why you don't like
the game. Otherwise, we'll never get any better. Send it
back to us and we promise we'll make things right. (If
you bought it at a retail outlet, please send your original
sales receipt.)
* Returns valid in North America only.
Disk and or Manual Replacement:
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Product Returns:*
Sierra On-Line Returns
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* Returns to this address valid in North America only.
Tech Tip for Win95 only:
If you maximize the window during game play, the
Win95 taskbar may cover the buttons on the bottom of
your screen. These buttons are vital to game play, and the
tool bar can be easily disabled, and will return for all your
other applications. To disable the tool bar, right click and
hold on it. Scroll down to the Properties selection and
disable the Always on top box by left clicking on it.
you have any other programs running by looking at the
system task list. You can get to this list by holding down
the <Ctrl> and <Esc> keys at the same time. If you see
anything other than “Program Manager” and the game,
choose that item in the list with the up and down arrow
keys and hit the end task button with your mouse.
Automated Technical Support Line - USA:
Tech Tips for Both Win95 & Windows 3.1:
Why doesn’t my sound work?
Sierra On-Line offers a 24-hour Automated Technical
Support line with recorded answers to the most frequently
asked technical questions. To access this service, call (425)
644-4343, and follow the recorded instructions to find your
specific topic and resolve the issue. If this fails to solve
your problem, you may still write, or fax us with your questions, or contact us via our On-Line services.
Sound hardware, usually a card of some kind, is required
to play sound in the game. If you hear sounds in other
places in Windows, but not in the game, it is possible that
there is a conflict of resources, where some other program
that is running is controlling the card. Make sure the game
and the Program Manager are the only two programs running (hold down the <Ctrl> and the <Esc> keys to get a
list of currently running programs). Make sure your
sound drivers are properly installed. If you have an older
configuration, contact the manufacturer of your card for
the latest sound drivers.
General problems
Make sure the game and the Program Manager are the
only two things running (hold down the <Ctrl> and the
<Esc> keys to get a list of currently running programs) as
things like screen savers and runtime virus checkers can
sometimes cause problems with other programs running
at the same time.
Memory Requirements: This game is designed to run
on a machine that has at least 16 megabytes of system
RAM installed. If you experience errors that say “Out of
memory” or “General Protection Fault”, check to see if
U.S. Technical Support
Sierra On-Line
Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
Main: (425) 644-4343
Monday-Friday, 8:00 a.m. - 4:45 p.m. PST
Fax: (425) 644-7697
Automated Technical Support Line - United Kingdom:
Sierra On-Line UK offers a 24-hour Automated Technical
Support line with recorded answers to the most frequently
asked technical questions. To access this service, call
(0118) 920-9111, and follow the recorded instructions to
find your specific topic and resolve the issue. If this fails to
solve your problem, you may still write, or fax us with your
questions, or contact us via our Internet or CompuServe
U.K. Technical Support
Sierra On-Line Limited
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire, United Kingdom
Phone: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
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Support Technique automatisé 7 jours sur 7 24h/24
Techniciens accessibles du Lundi au Vendredi de 10h à 19h
Fax: 01-46-30-00-65
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Phone: (0) 6103-99-40-40
Montag bis Freitag von 9 - 19Uhr
Fax: (0) 6103-99-40-35
Mailbox: (0) 6103-99-40-41
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Contattare il vostro distribotore.
Abatis, 91
After Combat Report, 107
Army morale, 74-75
Army Supply, 68-69
Artillery, 56-60
Artillery Duels, 98-99
Auto Resolution, 18
Battle Resolution, 108-109
Bridges, 90
Campaign game, 116-121
Cannons, 112
Casualty Report, 21
Cavalry, 53-54
Charges, 101
Combat, 96-108
Command Tent, 21, 114-115
Corps Commanders, 78-80
Corps HQ, 52-53
Cover, 91
natural, 91
prepared, 91
Dawn, 105
Digging in, 83-84
Dismissing Unit Leaders, 81
Division Commanders, 78-81
Reassigning, 80-81
Dusk, 105
Engineers, 51-52
Experience, 76
Field Hospital Recovery Report, 117
File Menu, 16
Firepower, 69
Fords, 90
Forests, 89
Formations, 50-61, 85-86
Forts, 91
Ruined, 91
Frigates, 60-61
Game Controls, 18-19
Get Next Unit, 19
Get Previous Unit, 19
Grass, 89
Grid, 19
Gunboats, 61
Hand-to-hand rating, 77, 110
Health, leader, 81-83
Health, unit, 72-73
Heavy Artillery, 58
Hexes, 14, 94
Horse Artillery, 59
Infantry, 50-51
Influence, 81-82
Installation and Loading, 11
Interface, 14-15
Internet Games, 139-140
Labels, 22
Line of Fire, 17, 94
Line of Sight, 17, 94
Loading games, 16
Loyalty, 81-82
Modem Games, 137-138
Morale, army, 74-75
Morale, unit, 73-74
Mortar Gunboats, 61
Movement, 22, 87-88
Movement points, 66, 87-88
Multimedia History, 12-13
Music, 17
Night, 105
Number of men, 64-65
Objectives, 9
Objectives Report, 21
Options Panel, 17-18
Organization, leader, 81-82
Organization, unit, 70-71
Overview map, 14-15, 19
Play Level, 106
Quality, 75-76
Railroads, 8-90
Rallying units, 75, 103-104
Rear Attacks, 100
Reinforcements, 20, 105
Reinforcements Report, 21, 106
Rest and resupply, 84-85
Rivers, 90, 128, 130
Roads, 89
Rocky Knolls, 90
Rout, 103
Saving games, 16
Scenario Dialog, 23, 122
Scouts, 55
Sharpshooters (see Specialists)
Siege Mortars, 59-60
Sound Effects, 17
Specialists, 55
Stacking, 93
Streams, 90
Supply Sources, 105-106
Swamps, 90-91
Technical Support, 145-146
Technical Tips, 144-145
Terrain, 88-91, 127-131
height, 92
modifiers, 23, 131
Times Defended, 21
Towns, 89
Tutorial, 24-37
Undo, 18, 86
Units, 50-61
Unit Leaders, 78-82
dismissing, 81
Unit Supply, 67-68
Victory points, 108-109
Video Clips, 104-105
Visibility, 93-94
Voluntary Retreats, 102
Walls, 90
Weapon power, 77, 110
Weapon Purchase Screen, 32-35, 117-121
Weapons, 110-112
Zoom, 95
This software is protected under federal; copyright law. It is illegal to make or distribute
copies of this software except to make a backup copy for archival purposes only. Duplication of this software for any other reason including for sale, loan, rental or gift is a
federal crime. Penalties include fines of as much as $50,000 and jail terms of up to five
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industry’s effort to fight the illegal copying of personal computer software. Report
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Sierra Warranty
You are entitled to use this product for your own use, but may not copy, reproduce,
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©1997 Sierra On-Line, Inc. ® and ä designate trademarks of, or licensed to Sierra OnLine, Inc. All rights reserved.
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