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Table of Contents
TABLE OF CONTENTS
1.0 INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.0 THE BASICS OF PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
HEX OUTLINES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
THE HOT SPOT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
THE TOOLBOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
SELECTING UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
FORMATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
FACING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Column Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Ranged Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
LEADERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
QUALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
DISORDERED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
ROUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
RALLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
SUPPLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
STACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
3.0 CHOOSING A SCENARIO . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
3.1 THE MENU SCREEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
3.2 THE SCENARIO SELECTION SCREEN . . . . . . . . . . . . . .9
3.3 THE TYPES OF A/I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
3.4 RESUMING A SAVED GAME . . . . . . . . . . . . . . . . . . . . . .10
4.0 THE GAME INTERFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
4.1 THE TITLE BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
4.2 THE MENU BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
File Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Phase Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Units Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Melee Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Reinforce Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Status Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Display Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
A/I Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Special Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Options Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Help Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
4.3 THE MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Scrolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Place Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Hex Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
4.4 THE UNIT LIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Leaders in the Unit List . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Combat Units & Supply Wagons in the Unit List . . . . . . . . . .17
Unit-List Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
The Pop-Up Selection Dialog . . . . . . . . . . . . . . . . . . . . . . . .18
The Terrain Info Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Selecting a Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
4.5 THE TOOLBOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
4.6 THE STATUS BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
4.7 SAVING A GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
4.8 SNAPSHOTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
5.0 THE UNIT TYPES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
5.1 UNIT ICONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Military Symbol Icon Colors . . . . . . . . . . . . . . . . . . . . . . . . .20
5.2 LEADERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Command & Leadership . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
5.3 ARTILLERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
5.4 AMMO & SUPPLY WAGONS . . . . . . . . . . . . . . . . . . . . . .22
Artillery Ammo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Gunboats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Battleground: Shiloh
1
Table of Contents
6.0 PLAYING A SCENARIO . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
6.1 TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Hexside Terrain Features . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
6.2 VICTORY CONDITIONS . . . . . . . . . . . . . . . . . . . . . . . . .25
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
6.3 USING THE A/I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Commander Control A/I & Organizations . . . . . . . . . . . . . . .27
Summary of Commander Control A/I Order Types . . . . . . . . .27
Unknown-Unit Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
6.4 GAME TURNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
6.5 THE SEQUENCE OF PLAY . . . . . . . . . . . . . . . . . . . . . . .28
6.6 MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Fixed Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
6.7 COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Ranged Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Restrictions on Ranged Fire . . . . . . . . . . . . . . . . . . . . . . . . .30
Resolving Ranged Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Resolving Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Morale Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Disruption & Rout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
6.8 RALLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Command Radius/Rating . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
6.9 FATIGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
6.10 COMMAND REPORT FEATURES . . . . . . . . . . . . . . . . .35
7.0 MODEM, PLAY BY E-MAIL & REPLAY FEATURES . . . . . .36
7.1 MODEM PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
7.2 NULL MODEM PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
7.3 PLAY BY E-MAIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
7.4 RECORDING BATTLES . . . . . . . . . . . . . . . . . . . . . . . . . .39
8.0 APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
8.1 TERMS AND DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . .40
8.2 HISTORICAL OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . .42
8.3 HOT KEYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
2
Battleground: Shiloh
INTRODUCTION
BATTLEGROUND: SHILOH is an historical strategy game dealing with
the epic Civil War battle of Shiloh between the Union forces of Ulysses
S. Grant and Don Carlos Buell against the Confederate forces of Albert
Sidney Johnston. The battle was fought on April 6-7, 1862, and is considered to be the first major battle of the American Civil War. The Shiloh
area (which depicts the southern portion of west Tennessee near the Tennessee River and Mississippi border) is represented by a “hand-drawn”
map, taken from some of the most detailed sources available. A series of
battles, called scenarios, is presented for play on this map.
As an added feature, scenarios and maps for the “western” battles of
Wilson’s Creek and Prairie Grove have also been included. The battle of
Wilson’s Creek was fought in August of 1861 between the Federals under
Nathaniel Lyon and the combined Confederate forces of Ben McCulloch
and Sterling Price. In December of 1862, at Prairie Grove, Thomas Hindman’s Confederates were attempting to reclaim Arkansas territory.
Game Scale. Each hexagon (hex) on the map represents an area 125 yards
wide (a mile equals 14 hexes), and each Game Turn represents twenty
minutes in a daytime turn or one hour in a night turn.
ATTENTION!! VETERAN BATTLEGROUND GAMERS
BATTLEGROUND: SHILOH is, in many ways, similar to the first three games
in TalonSoft’s BattlegroundTM series (Ardennes, Gettysburg, and Waterloo). The
interface (the toolbar, menu options, 2D and 3D displays, etc.) all conform to
the standard BattlegroundTM style. More specifically, for veteran gamers of Battleground: Gettysburg, you’ll be able to move right into this game with little or
no problem. However, there are some new game play features which were introduced in Battleground: Waterloo (i.e., recording battles, replaying recorded battles, play by E-Mail, etc.). If you are unfamiliar with BG:W, we recommend you
review these guidelines again.
The Basics of Play
2.0 THE BASICS OF PLAY
After picking a scenario to play (see 3.0 CHOOSING A SCENARIO), you and
your computer or human opponent maneuver, attack and defend with
units representing regiments of infantry and cavalry (the “S#” in the Unit
List represents total number of soldiers) plus artillery batteries (each “S#”
in the Unit List represents one gun) and individual leaders. Your goal in
each scenario is to either capture or hold specific objectives, while trying
to eliminate as many of the opponent’s units as possible. However, you
must also husband your own forces, for the casualties suffered by each
side are added to the other side’s victory-point total. For more details see
6.2 VICTORY CONDITIONS. For illustrations of all the unit icons, see 5.1.
The visibility in a daytime turn is limited only by the presence of LOS
(line of sight) obstacles. In a dawn or dusk turn, visibility is limited to
four hexes. In a night turn, each turn is one hour long and visibility is
restricted to one hex. To find out when each type of turn starts and ends,
check the scenario’s Parameter Data file (Select Scenario Notes from the
Help pop-down menu).
Each Player Turn consists of four phases: Movement, Defensive Fire,
Offensive Fire, and Melee. Two consecutive Player Turns (one for each
side) having the same turn number comprise a Game Turn. When the
specified number of Game Turns has been played, the scenario ends and
the victor is announced.
HEX OUTLINES
Each time you Select the “find next stack” Toolbox button, the program will indicate and Select a unit on the map that has not yet conducted an action in the current phase. This lets you check for units
you might have forgotten to move or fire before going on to the next phase.
THE TOOLBOX
To advance the game to the next phase, Select the “advance to next
phase” Toolbox button.
The Phasebox. At the start of each
new phase, the Phase Box appears to
announce the phase and give the
current turn number. Left-click with
the mouse on the Box to begin the
phase—or right-click on it to begin
the phase and make it disappear
automatically after a few seconds
each time it appears afterwards.
The concept of “hexes” is very important to successfully grasping the fundamentals of movement
and attack ranges. Since the hex outlines are “off”
by default at start, it is strongly recommended that you make them visible
by Selecting the Hex Outlines command in the Options menu when you
begin your first game.
THE HOT SPOT
The red square- or hexagon-shaped indicator that appears on the map is
known as the Hot Spot. The hex currently containing the Hot Spot is
called as the Hot Spot hex.
The Toolbox enables you to conduct certain actions without having to use
the pop-down menus. Selecting a Toolbox button initiates the command
associated with it. Some are explained here, but for a full listing of its buttons and commands see 4.5 on p.19.
Battleground: Shiloh
3
The Basics of Play
FORMATIONS & UNIT TYPES
The units in BATTLEGROUND: SHILOH move and attack in a variety of
different “Formations” that were used during the Civil War. Below are the
unit types and their formation options.
Infantry is always in either line or column Formation. Line
represents the men lined up “shoulder-to-shoulder” for
attacking or defending. Column represents their being
either in marching order or in “column of companies” attack formation.
Cavalry and leaders are always in either mounted or dismounted Formation.
SELECTING UNITS
You must Select a unit before you can have it conduct an action. To do so,
1. Select the hex the unit occupies by left-clicking with the mouse in
that hex. Doing this will make the selected hex the Hot Spot hex.
2. Left-click with the mouse in that unit’s data area in the Unit List at
the bottom of the screen. (For an alternative method, see The PopUp Selection Dialog on p.18)
You can opt to Select more than one unit in a hex, which will enable
you to move (or attack with) all of them at the same time. All the units in
a hex can be Selected at once by double-clicking with the left mouse button in that hex.
If you right-click in a unit’s data area in the Unit List, you will see its
organizational information.
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Battleground: Shiloh
Artillery is always in either limbered (i.e., hooked up to its
horses and ammunition caissons) or unlimbered (ready to
fire) Formation.
Note: Infantry in column, mounted cavalry/leaders and limbered artillery
have an increased movement allowance but cannot attack [Exception:
infantry in column and mounted cavalry can engage in Melee] and are
more vulnerable to enemy attacks. Unlimbered artillery cannot move
except to change Facing within its hex.
Supply wagons are always in column Formation.
At the battle of Shiloh, the Union employed two gunboats, the
Tyler and the Lexington. Located in the Tennessee River, these
gunboats can never leave the river or move inland via streams or
creeks. For more on gunboats, see p.22.
When can I Change A Unit’s Formation?
You can change a unit’s Formation only during its Movement Phase.
(IMPORTANT: Infantry and dismounted cavalry can change Formation
only before it begins to move. Once such a unit has moved, you must wait
until the next Movement Phase to change its Formation.)
To change a unit’s Formation,
1. Select the unit
2.
Then, Select the “change Formation” button in the Toolbox.
To find how to tell what a unit’s current Formation is, see
Unit-List Icons on p.17.
The Basics of Play
FACING
MOVEMENT
All units, regardless of their present Formation, have a Facing—
i.e., always face towards one of
their hex’s hexsides. A “hexside” is the line between two adjacent hexes
(see illustration below).
A unit faces the hexside of a hex.
IMPORTANT: The current Facing of each regiment in line formation
and unlimbered battery determines its Field of Fire (i.e., its directional
ability to attack and defend); see 6.7 COMBAT. You do not have to
change a unit’s Facing to move it.
You can change a unit’s Facing only during its Movement Phase. To change its Facing, Select the unit,
then Select one of the “change Facing” buttons in the
Toolbox. One button changes the Facing clockwise, one hexside at a time;
the button next to it does likewise but in a counter-clockwise direction;
and the third button makes the unit do an “about face”.
There are basically three ways to move units:
Hex-by-Hex. One way to move a unit is to Select it, then right-click in a
hex adjacent to it. You can continue right-clicking in adjacent hexes until
the unit either is where you wish it to stop or has used all of its movement
allowance.
Drag-and-Drop. Another way is to use “drag-and-drop”. Select the unit,
place the cursor on that unit’s hex, press and hold down the left mouse
button, move the cursor to the hex you wish to move the unit to, and then
release the mouse button. The program will move the unit from hex to hex
for you, using the path that costs it the least to take.
Auto Movement. A third way to move a unit is by Auto Movement. To
use this method, Select the unit, then hold down the Alt key and rightclick in the hex you wish that unit to move to. The program will move the
unit from hex to hex for you, using the path that costs it the least to take.
Each hex a unit moves into, each Formation change a non-leader unit
makes, and each Facing change made by infantry in line or dismounted
cavalry, costs it a portion of its movement allowance; these costs are listed under Change Costs in Parameter Data, which can be found by
Selecting Scenario Notes in the Help menu. See also 6.1 TERRAIN for the
effects of terrain (including roads, etc.) on movement.
Unless Fog of War is in effect for the opposing side, the most recent
movement (or Facing/Formation change) made by a unit can be undone
by holding down the Ctrl key and pressing U, provided that unit is still
Selected.
Battleground: Shiloh
5
The Basics of Play
Selecting either the “highlight moved units” Toolbox button or the
Moved Units command in the Display menu will highlight all
units that have moved thus far in the Movement Phase.
Column Movement
You can use column movement to move as a single entity a group of units
that are stacked together and/or in a string of adjacent hexes. There are
two types of column movement: organization and chain.
Organization. To conduct organization column movement,
1. Select the hex occupied by the “leading” unit.
2. Then Select a unit in that hex, hold down the Ctrl key and rightclick in the adjacent hex you wish that unit to move to.
As it moves, all units in the group that belong to the Selected unit’s organization (brigade, division, etc.) will follow it. (To see a unit’s organizational information, right-click in its data area in the Unit List.)
Chain. To conduct chain column movement,
1. Select the hex occupied by the “leading” unit.
2. After making sure no unit in that hex is Selected, hold down the Ctrl
key and right-click in the adjacent hex you wish that unit to move to.
As it moves, the entire group will follow, with each unit in turn entering the hex just vacated by the one in front of it. Note, however, that chain
column movement will not work in a hex that has two or more friendly
units adjacent to it if those units are in different hexes and are adjacent to
each other, or if the “leading” unit is adjacent to two or more units in different hexes.
Column movement can also be conducted using Auto Movement (see
above). To do so, hold down both the Ctrl and Alt keys when you rightclick in the hex you wish the “leading” unit to move to.
COMBAT
Ranged Fire
Ranged Fire is simply one regiment, battery, or gunboat shooting at
another at a range of one or more hexes. You conduct Ranged Fire during
the Offensive Fire Phase of your Player Turn and the Defensive Fire
Phase of your opponent’s Player Turn. During that fire phase, each of
your units able to fire can make one Ranged-Fire attack, and that attack
can be made vs. only one enemy unit. Routed units, and those that are out
of ammunition and/or facing “away from” (see 6.7) the enemy cannot
attack. Artillery that unlimbered or moved (even just to change Facing) in
the Movement Phase cannot fire in the ensuing Offensive Fire Phase. See
also 6.7 COMBAT, Ranged Fire on p.30, and Resolving Ranged-Fire on
p.31.
There are two basic types of combat in the game: Ranged Fire and Melee.
A regiment, battery or gunboat that takes casualties due to combat has its
manpower (“S#” in the Unit List) lowered by 25 men or more; an artillery
or gunboat unit may lose one or more guns (each S# = one gun). If a unit’s
S# is reduced to zero in this manner the unit is eliminated. See below for
more details. The combat results tables for both types of combat appear in
Parameter Data, which can be found by Selecting Scenario Notes in the
Help menu. IMPORTANT: Each regiment and battery has a Field of Fire
that it cannot attack outside of; see 6.7.
You can perform a Ranged Fire attack in three different ways:
Right-click Target Hex. To use Ranged Fire, Select the regiment or battery that will fire, then right-click in the target hex.
Drag-and-Drop. Another way to conduct Ranged Fire is to use “dragand-drop”. Select the unit that will fire, then place the cursor on that unit’s
hex, press and hold down the left mouse button, move the cursor to the
target hex, and then release the mouse button.
Auto Fire. A third method is Auto Fire. Hold down the Alt key and right-
6
Battleground: Shiloh
The Basics of Play
click in the target hex. A dialog box will appear, listing the name and location of one your units that is eligible to fire at that hex. If you Select OK
in the box, that unit will fire.
Melee
A Melee occurs when one side attempts to advance one or more of its
infantry or cavalry regiments into an adjacent, enemy-occupied hex during the Melee Phase. Routed/Disrupted units, artillery, gunboats, supply
wagons, and regiments facing “away from” (see 6.7) the adjacent enemy
cannot advance into a Melee. Only mounted cavalry (and one or more
accompanying mounted leaders) can advance into a hex that contains
mounted cavalry. A unit can attack in Melee only once per Melee Phase.
If all defending units are eliminated or forced to retreat, the attacking
unit(s) will automatically occupy the defending hex.
Drag-and-Drop. One easy way to conduct Melees is to use “drag-anddrop”. To do this,
1. Select all the units in a hex which you wish to attack with.
2. Then place the cursor on that hex, press and hold down the left
mouse button, move the cursor to the adjacent hex you wish to
attack, and then release the mouse button.
3.
Repeat this for each hex that contains one or more units you
wish to add to that Melee, then resolve the attack by Selecting the “resolve Melee” Toolbox button.
For more details, see 6.7 COMBAT, Melee on p.31, and Resolving Melee
on p.32.
LEADERS
Each brigade, division, corps and army has its own historical
leader. A leader provides no benefit to movement or Ranged-Fire
attacks, but can aid in Melee attack/defense and lower the chance
that a unit he is stacked with will Rout. Most importantly, however, a
leader can use his Command and Leadership ratings to aid
Disrupted/Routed units under his command in their attempts to Rally. The
proper positioning of brigade and division leaders is vital to maintaining
the cohesion of one’s forces. For more details see 4.4 T HE UNIT LIST, 5.2
LEADERS and 6.8 RALLY.
QUALITY
Each regiment and battery has a Quality rating (“Q” in the Unit List) of
“A” (best), “B”, “C”, “D”, “E” or “F”. The program uses this rating at
various times to make die rolls (“A” = “6”; “F” = “1”) to determine if the
unit will Disrupt, Rout or Rally. See Morale Checks on p.33 and Disruption & Rout, also on p.33.
DISRUPTION
A regiment or battery can become Disrupted whenever it takes casualties, and automatically becomes Disrupted whenever it is involved
in a Melee. Disrupted status is indicated by a “D” icon in the Unit List.
For more details see Disruption & Rout on p.33.
ROUT
A regiment or battery can become Routed whenever it takes
casualties, loses a Melee, or another friendly unit in or adjacent to its hex Routs. Routed status is indicated by an “R”
icon in the Unit List and by a unit icon containing one or
more running figures. Various conditions can affect the
chance that a unit will become Routed; see Disruption & Rout on p.33.
RALLY
At the beginning of each Player Turn, the program attempts to Rally (i.e.,
bring back to Good Order) each of that side’s Disrupted/Routed units. The
results are displayed in the Command Report dialog. For more details see
6.8 RALLY.
FATIGUE
Each regiment and battery has a Fatigue level (“FA” in the Unit List) of
between “0” and “9”. Fatigue can occur/increase due to combat. The higher a unit’s Fatigue, the weaker it is in Melee and the more likely it will be
to Rout when it suffers casualties. For more details see 4.4 THE UNIT LIST
and 6.9 FATIGUE.
Battleground: Shiloh
7
The Basics of Play
Supply Wagons: Regardless of other stacking rules, only one supply
wagon may occupy a hex.
You can move a unit from the bottom to the top of a stack in the Hot
Spot hex by Selecting To Top of Stack in the Units menu. That menu also
contains a To Bottom of Stack command. When using either the 2D Normal View or Zoom-Out map (see p.15), you can place all leaders on the
top of their stacks by Selecting Leaders on Top in the Display menu.
TERRAIN
Terrain can affect movement, LOS
and Ranged-Fire combat. Breastworks can also affect Melee combat.
These effects are listed in 6.1 TERRAIN, and in Parameter Data (which
can be found by Selecting Scenario
Notes in the Help menu).
SUPPLY
Whenever a regiment makes a Ranged-Fire attack, the
program checks to see if it has depleted its ammunition
supply. (The initial probability is 1-in-24) If it has, a “hollow bullet”
(indicating no ammo) or “half-hollow bullet” (indicating low ammo) icon
appears in its icon section in the Unit List. A regiment suffering from
low/no ammo has certain restrictions placed on its Ranged-Fire capabilities, but can be resupplied by a friendly supply wagon; see 5.4 A MMO &
SUPPLY WAGONS.
Artillery Ammo. There is a separate ammo supply limit for artillery; see
Artillery Ammo on p.22.
STACKING
Stacking is limited to a total of eight regiment,
battery and/or supply wagon units per hex. No
more than 1000 men, or 20 cannons, may
occupy a hex (displayed as “S#” in the Unit
List). Stacking limits apply per side in Melee. Regardless of other stacking rules, only one supply wagon may occupy a hex.
Infantry, Cavalry & Artillery: 1,000 (S# total) in no more than 8 units.
For stacking purposes, one gun equals 50 men.
Leaders: No stacking limit.
8
Battleground: Shiloh
Choosing a Scenario
3.0 CHOOSING A SCENARIO
3.2 THE SCENARIO SELECTION SCREEN
This screen lets you pick a new scenario to play. First, Select the name of
a scenario. Once you’ve decided on a scenario, make sure its name is
highlighted, and Select the Play button. A dialog box will then appear,
giving you the choice of what type of A/I you wish to use for each side.
(For your choices, see 3.3 THE TYPES OF A/I.) When you Select OK, the
scenario will begin.
The Previous button takes you back to the Menu Screen, and the Exit
button takes you back to Windows®.
3.1 THE MENU SCREEN
When you launch BATTLEGROUND: SHILOH, the Menu Screen appears
after the introduction. This screen presents you with five choices:
• Start New Scenario: Select this to proceed to the Scenario Selection
Screen to start a new scenario.
• Resume Saved Game: Select this if you wish to resume playing a nonmodem game you had saved and quit previously.
• Start Game as Modem Host: Select this to become (or resume being)
the Host for a modem-play game.
• Start Game as Modem Caller: Select this to become (or resume being)
the Caller for a modem-play game.
• Special Options: Select this to start (or resume) a Play-By-E-Mail
(PBEM) game or a Two-Player Hot-Seat game.
Battleground: Shiloh
9
Choosing a Scenario
3.3 THE TYPES OF A/I
The type of A/I you choose will determine the amount of control the
game’s “Artificial Intelligence” exerts on play. When A/I is being used,
the program will make some or all of the decisions for a particular side
and automatically conduct all appropriate actions, such as firing and moving. The A/I can be used in four modes: Manual, Commander Control,
Automatic, and Automatic with Fog-of-War. Any one mode can be
applied to each side.
The Set Advantage bar at the bottom of the A/I Selection screen
allows you to balance play between two players of unequal skill or to balance A/I play. To set an Advantage, hold down the left mouse button over
the needle and move it to the left or right (The keyboard’s arrow keys can
also be used to adjust the advantage). Advantage values can range from 0
to 100 for either side. Depending on the value you set, the side with the
advantage will inflict higher than normal combat losses on the other side,
and suffer lower than normal combat losses themselves. Advantage must
be set before play begins in E-Mail of Modem Play games. Otherwise, the
Advantage can be adjusted at anytime during the game.
To use the A/I during play, see 6.3 USING THE A/I.
3.4 RESUMING A SAVED GAME
To open a previously saved (non-Modem, non-Play-By-E-mail, non-TwoPlayer-Hot-Seat) game, Select Resume Saved Game in the Menu Screen.
A dialog box will appear, in which you must Select the saved-game file
you want. At this point, select the module your game is saved in. All the
games currently saved within that module will appear in the “Select a Battle” window. Highlight the name of the saved game you wish to resume.
Then Select OK.
Manual equals “no A/I”. Select this for a side if you want to make all
the decisions for that side, including conducting all moves and attacks for
it. This is the default mode for both sides.
If you Select Commander Control for a side, you’ll be able to give
orders (attack, defend, etc.) to the various leaders you choose to command on that side, while letting the program automatically handle all
other actions for the side, such as moving and firing.
If you Select Automatic for a side, the program will handle all the
decisions and actions for that side.
If you Select Automatic with FOW (Fog-of-War) for a side, the program will handle all the decisions and actions for that side, and Fog of
War will be in effect. This mode is most appropriate when you want to
control one side and have the program control the other.
10
Battleground: Shiloh
For resuming a saved Modem-play game see page 37; for resuming a
saved Play-By-E-mail game see page 38.
If the game had been saved and quit during a phase that was controlled by the A/I, you may have to Select the Activate A/I menu command (or its corresponding Toolbox button) to restart it.
The Game Interface
4.0 THE GAME INTERFACE
4.1 THE TITLE BAR
This appears at the very top of the screen, and displays the name of the
scenario currently being played.
4.2 THE MENU BAR
This appears below the Title Bar, and displays the names of the various
pop-down menus. These menus and their commands are explained below.
File Menu: Use this menu to load a previously saved
game, or to save and/or exit a game.
Select New to start a new scenario. (Do not change directories in the dialog box that appears.) A new scenario has
the extension .scn.
Select Open to resume a previously saved game. A previously saved game file has the extension .btl.
Select Save to save the game you are playing.
Select Save As to save a game under a file name other than
the one currently being used for it.
Select Snapshot to save a copy of the portion of the map (including the
position of all unhidden units) that is currently in memory as a bitmap
(.bmp) file. (See 4.8 SNAPSHOTS.)
Select Replay to view a recorded battle. To halt the replay, press the Esc
key (see also RECORDING BATTLES and Replaying a Recorded Battle, both
on p.39).
Select Exit to quit the scenario and return to the Menu Screen. If the current game has changed since the last time it was saved, a dialog will
appear giving the option to save it before exiting.
Phase Menu: Use this menu when you want to proceed
from one phase to the next.
Select Next to advance the game to the next phase.
Units Menu: Use this menu to change the
position of friendly units, and to initiate
artillery attacks. Most changes can occur only
during the Movement Phase, and are subject
to limitations as a result of the program rules
and movement allowances.
Select To Top Of Stack to move a Selected
unit to the top of its stack.
Select To Bottom of Stack to move a Selected unit to the bottom of its stack.
Select Turn Clockwise to change the Facing
of a Selected unit one hexside in a clockwise
direction.
Select Turn Counterclockwise to change the Facing of a Selected unit
one hexside in a counterclockwise direction.
Battleground: Shiloh
11
The Game Interface
Select About Face to change the Facing of a Selected unit 180º.
Select Change Formation to change the Formation of a Selected unit.
Select Recrew Battery to provide a new crew for an abandoned friendly
artillery battery; see 5.3 ARTILLERY.
Select Remove From Map to voluntarily eliminate a unit. Removal can
occur only during a friendly Movement Phase, and the unit must be in a
map-edge hex.
To remove a unit from the map,
1. Select the unit.
2. Select the Remove from Map command. Removed units do not
count towards victory conditions.
Select Artillery Dialog to make attacks with artillery units during the
Offensive or Defensive Fire Phase.
Select Undo Last Movement to cancel the entire movement of the mostrecently-moved friendly unit, so you can instead move it in a different
way (or not at all). This command is disabled during Modem play, Play
By E-mail, and whenever Fog of War is in effect.
Melee Menu: Use this menu to conduct Melees.
Select Add to Melee (after right-clicking in a hex to
mark it as a Melee hex) to designate the currently
Selected unit(s) as participating in the Melee.
Select Resolve Melee to resolve a Melee in the Hot
Spot hex.
Select Show Differential to review the current Strength difference
between the two sides in the Melee in the Hot Spot hex.
Reinforce Menu: Use this menu to check on the availability of reinforcements.
Select Scheduled to display the reinforcements that are
scheduled to arrive during the current scenario. If Fog of
War is in effect for one or both sides, only the reinforcements for the side
currently having its Player Turn will be displayed; otherwise, all reinforcements will appear.
Select Arrived during a friendly Movement Phase to display the reinforcements that are currently available to be placed on the map.
Select Releases for a display listing the release times of Fixed units.
12
Battleground: Shiloh
Status Menu: Use this menu to display current strength,
objective, and victory information.
Select Strength to see the current “manpower” strength
of each regiment and higher organization. If Fog of War
is in effect for a side, its strengths will appear only during its own Player Turn.
Select Objectives to see the number, value and hex location of each
Objective. Selecting any of the Objective-hex lines in the dialog box will
put the Hot Spot in (and scroll the map to) that hex.
Select Victory to see the current level of victory and related items.
Display Menu: Use this menu to control
how information is displayed on the
map.
Select Units Off to toggle (off or on) the
on-map display of all units and markers.
This option is provided so you can hide
them in order to see the underlying map
terrain better.
Select Unit Bases Off to toggle (off or
on) the bases of the unit icons on the 3D
(Battleview™) map.
Select Leaders on Top to control the
on-map display of leaders on the 2D
maps. When this command has a check
mark next to it, leaders appear above all
other units in their hex.
Select Objectives to toggle (off or on)
the display of Objectives on the map.
When this command has a check mark
next to it, each Objective hex will be
marked with the flag of the side that
controls it.
Select Locations to help you find a certain location on the map. When
you Select one of those listed, the map will scroll to that hex and put the
Hot Spot in it.
Select Visible Hexes to toggle (off or on) a display of which hexes are in
the LOS of the current Hot Spot hex. A red “X” in a hex indicates no LOS.
When on, this command has a check mark next to it.
The Game Interface
Select Full Screen Map to toggle (off or on) the Unit List and Terrain
Info Box. When this command has a check mark next to it, these items are
hidden. Units can still be Selected when the Unit List is hidden; see T HE
POP-UP SELECTION DIALOG on p.18.
Select Show Organization to see which units belong to which organizations. When you Select an organization name in the Organization Dialog,
each of that organization’s component units becomes highlighted on the
map. If Fog of War is in effect for one or both sides, only the organizations for the side currently having its Player Turn will be displayed. An
organization name printed in light gray indicates that all of its units are
currently off-map (i.e., are reinforcements yet to arrive).
Select Find Leader or Units to display a dialog box that will let you find
a specific unit or leader on the map. After Selecting this command,
1. Left-click in the white box labeled “Enter search”.
2. Type in the name of the leader or unit (being sure to spell and capitalize it the same way it appears in the game).
3. Select Search.
All occurrences of that name in the Order of Battle will appear in the larger white box. Select the one you’re looking for, then Select OK.
Select Jump Window to display a miniature of the map. When you Select
any spot in the miniature version, the game map will automatically scroll
to the corresponding spot.
Select Fixed Units to toggle (off or on) a highlight around all Fixed units.
Select Spotted Units to toggle (off or on) a highlight around all units that
have a LOS to (and thus are in the LOS of) at least one enemy unit.
Select Low on or Out of Ammo, or Uncrewed to toggle (off or on) a
highlight around all units that are low on or out of ammunition and/or
have no crew (the latter applies only to artillery batteries).
Select Fired/Fought Units to toggle (off or on) a highlight around all
units that have either fired at an enemy unit or fought in a Melee during
the current phase.
Select Moved Units to toggle (off or on) a highlight around all units that
have moved during the current phase.
Select Disrupted Units to toggle (off or on) a highlight around all units
that are Disrupted.
Select Organization to toggle (off or on) a highlight around all units that
are part of the same organization as the first Selected unit, or are subordinate to the Selected leader, in the Unit List.
Note: The menu options beginning with Fixed Units and ending with
Organization are mutually exclusive; i.e., Selecting any one of them
will toggle-off any of the others that had been previously Selected.
During the Melee Phase, each unit that is designated to engage in
Melee becomes highlighted if no other highlight is currently Selected.
Select 2D Normal View to change the map to its 2D version.
Select 2D Zoom-Out View to change the map to a smaller, low resolution
2D version that enables more of it to be seen.
Select 3D Normal View to change the map to its full-size 3D (Battleview™) mode.
Select 3D Zoom-Out View to change the map to Battleview™ mode but
with the hexes at half their normal size.
Select Rotate Toolbox to toggle the Toolbox between its vertical and horizontal orientation.
A/I Menu: Use this menu to control the
“Artificial Intelligence” capabilities of the
program.
Select [Manual] (i.e., no A/I) for a side if
you want to make all the decisions for that
side, including conducting all moves and
attacks for it. This is the default mode for
both sides.
Select [Commander Control] for a side if
you’d like to choose certain leaders to
command yourself (i.e., to give orders to),
while letting the program automatically take care of all other decisions
and actions for that side.
Select [Automatic] for a side if you want the program to handle all the
decisions and actions for that side.
Select [Automatic with Fog-of-War] for a side if you want the program
to handle all the decisions and actions, and have Fog of War in effect, for
that side.
Select Set Advantage to balance play between two players of unequal
skill or to balance A/I play. Advantage values can range from 0 to 100 for
either side. Depending on the value, the side with the advantage will
Battleground: Shiloh
13
The Game Interface
inflict higher than normal combat losses on the other side, and suffer
lower than normal combat losses themselves. Advantage must be set
before play begins in E-Mail of Modem Play games. Otherwise, the
Advantage can be adjusted at anytime during the game.
Select Activate A/I to restart the A/I after you have canceled it, or if you
started the phase not using A/I but wish to activate it for the remainder of
the phase.
Special Menu: This menu provides the special
options necessary to play a scenario via modem,
null-modem, PBEM, Two Player Hot Seat, or
even to record a game in progress.
Select Modem Host before you start a modem
game if you wish to be in charge of opening and
saving the scenario, and to configure your modem
for play. The Host player can also use this command to close the playing session.
Select Modem Caller before starting a modem
game if you wish to let the other player be responsible for opening and saving the scenario, and to configure your modem
for play. As the Caller, you are responsible for specifying an encryption
key (see p.37). The Caller can also use this command to close the playing
session.
Select Play by E-Mail to begin an E-Mail game. (See 7.3 PLAY BY EMAIL for more information.)
Select Two-Player Hot-Seat to play a scenario with another human opponent on your computer with Fog of War automatically in effect. After this
is invoked from the Special menu, you must then select New (or Open to
resume a saved game) from the File menu. The extension .btt is used to
denote a Two-Player Hot-Seat saved-game file.
Select Record Battle to toggle (on or off) the option that allows you to
save a record of the game you are currently playing. (See p.39 for more
information.)
Select Null Modem if you wish to play a game using a null-modem cable.
See also 7.4 NULL MODEM PLAY.
Select New Encryption Key in a modem game if you are the Caller and
wish to specify a new encryption key. As the Caller you must ensure that
the same encryption key is used when re-opening a saved-game file as
was used when the file was saved previously. The extension .btx is used
14
Battleground: Shiloh
to denote an encrypted saved-game file. For more on encryption keys,
see p.37.
Select Resync With Remote in a modem game if the two sides get out of
sync (e.g., due to a bad data transmission). Using this command re-transmits the entire scenario to the other player’s computer. The Resync option
should rarely be needed, as error checking is incorporated into the modem
protocol used by the program. Before using it, check with the other player to ensure that he agrees a scenario resync is necessary. Alternatively,
the Host can save the current scenario and open it again.
Select Restart Replay to restart the replay of a previously halted recorded battle file. (See p.39 for more information.)
Select Communication Dialog in a modem game to display the “chat
window” if you had closed it previously.
Options Menu: Use this menu to set the default for
certain options associated with the main program. A
check mark next to a command in this menu means
that it is “on.”
Select Introduction to toggle (off or on) the introductory material that plays when you launch the game.
The Prompt For Scenario feature is only usable if
you selected a “Custom” Install during set-up and
chose the “Map Icon” option. With this feature toggled on (i.e., with a check next to it), you will be
prompted for a new scenario when you enter the
game directly via a “map icon” (instead of using the
“Battleground Shiloh” icon).
Select Beep on Error to toggle (off or on) the
option that causes a beep when you make an error.
Select Blink Hot Spot to toggle (off or on) the option that causes the Hot
Spot to blink. [Exception: the Hot Spot never blinks on the 3D Normal
View map.]
Select Smooth Scroll to toggle (off or on) the option that causes the map
to scroll incrementally to a new Hot Spot. When this command has no
check mark next to it, the map redraws directly at the new Hot Spot hex
without scrolling through the intervening hexes.
Select Sound Effects to toggle (off or on) the playing of sound effects.
Select Background Music to toggle (off or on) background music which
plays during the game.
The Game Interface
Select Video Effects to toggle (off or on) the playing of video clips.
Select Graphical Unit Icons to toggle the display of unit icons between
graphical and military-type schematic versions.
Select Leader Faces (when using the 2D Normal View map (only) with
Graphical Unit Icons on) to toggle between a portrait-type and a graphical icon for each leader.
Select Hex Outlines to hide or display the map’s hex outlines. When the
hex outlines are visible, this command has a check mark next to it.
Select 3D Dialogs to toggle the appearance of the program dialogs
between an enhanced 3D version and the standard Windows( version.
Select Dialog Help Buttons to hide or display the Help buttons in the
program dialogs.
Select Auto Save to have the program save the game automatically at the
end of each phase [Exception: it will not save a phase that was conducted under Automatic A/I (with or without Fog of War) control].
Help Menu: Use this menu to get information
about how to use the BATTLEGROUND:
SHILOH program, about the battle being
fought, and about the program itself.
Select General Help to open the BATTLEGROUND: SHILOH General
Help file.
Select Scenario Notes to find miscellaneous information on the two
armies, their orders of battle, the data used internally in the game (such as
the height of obstacles, the movement costs and defensive modifiers of
the various terrain types), etc.
Select About Battleground: Shiloh to display a dialog containing version and copyright information about BATTLEGROUND: SHILOH.
Jump Map (3D)
2D Zoom-Out
2D Zoom-In
3D Zoom-Out
3D Zoom-In
4.3 THE MAP
The map can be viewed in five different scales.
Jump Map. The smallest map is the Jump Window, which displays the
entire map in play (for details on using the Jump Window, see SCROLLING,
p.16). On this map, red and blue dots indicate the positions of Confederate
and Union units (respectively). The jump map allows you to see, at a
glance, the entire disposition of your forces, as well as all known enemy
units. Clicking anywhere on the jump map will take you to that location.
Battleground: Shiloh
15
The Game Interface
2D Zoom-Out View. The smallest playable size is the 2D Zoom-Out map,
which is displayed by Selecting 2D Zoom-Out View in the Display
menu. This is best used for a quick, overall view of things. Units on this
map cannot be distinguished from each other as easily as on the other
maps, but their positions relative to the opponent’s units are readily apparent over a wider area.
2D Normal View. The next scale is called the 2D Normal View, and is
displayed by Selecting 2D Normal View in the Display menu (or, if the
map is currently in the 2D Zoom-Out mode, by Selecting the “Zoom
Map” button in the Toolbox). This presents the terrain in more detail than
the 2D Zoom-Out map while showing a larger area than the 3D maps. You
can choose to display units on the 2D Normal View map with either
graphical icons or military symbols (see 5.0 THE UNIT TYPES).
3D Zoom-Out. The 3D Zoom-Out view displays the Battleview™ map at
half of its normal size, thus allowing twice as much of it to be seen at a
time. This is the default map when you start the game.
3D Normal View. The ultimate map view is the 3D Normal View mode,
which is displayed by Selecting 3D Normal View in the Display menu
(or, if the map is currently in the 3D Zoom-Out mode, by Selecting the
“Zoom Map” button in the Toolbox). This presents the Battleview™—a
high-resolution map in 3D-type isometric perspective, presenting much
more detail on the screen. In this view, units are shown as “miniatures”
with individual positions within their hex.
Scrolling
In most cases the map is too large to fit completely onto the screen, even
in those scenarios where only a portion of the overall map is used. Therefore, several different ways to scroll it are provided. You can use the standard Windows® scroll bars, the arrow keys on your keyboard, or the Jump
Window.
To use the Jump Window, Select either its button in the Toolbox or
the Jump Window command in the Display menu. This will display a miniature of the map being used (along with an indication
of where each side’s units are). Then Select the desired spot in the jump
map, and the game map will automatically scroll to the corresponding
point.
Place Names
Press the Shift key to display the names of various roads, farms and other
geographical features. These names are given for historical reference only.
16
Battleground: Shiloh
Hex Coordinates
Each hex on the map has a unique set of coordinates,
given in the form “#, #”. The number on the left represents the vertical row of hexes (beginning with “0” for the left-most row
of hexes on the map), while the number on the right represents the horizontal row (beginning with “0” for the topmost row).
The coordinates of the Hot Spot hex are displayed at the far right of
the Status Bar (see 4.6).
4.4 THE UNIT LIST
The Unit List is the portion of the screen display immediately below the
map. It contains a representative drawing of each unit that occupies the
current Hot Spot hex, plus that unit’s name and pertinent game data. If the
upper left-hand corner of a battery’s drawing contains a picture of a
horse’s head, that unit is cavalry or horse artillery respectively.
To Select a unit in the Unit List, left-click anywhere in its data area.
To view the organizational information for a unit, right-click on its name
in the Unit List and hold down the mouse button.
When there are more units in a hex than can be displayed in the
Unit List, the arrow buttons appear in the lower right corner of
the screen and can be used to scroll the Unit List.
The Unit List can be hidden by Selecting either Full Screen Map
in the Display menu or its equivalent Toolbox button.
Leaders in the Unit List
The following explains the abbreviations and numbers displayed for leaders in the Unit List:
Command Rating
Leadership Rating
Movement Allowance
Leader’s Name (right-click for organization info)
C (Command): The leader’s Command Rating, given in the form “A”
(best), “B”, “C”, “D”, “E” or “F” (worst). This rating is used by the program to determine the leader’s ability to stay “in command”, thereby aiding
the Rally of his Disrupted units. See COMMAND RADIUS/RATING on p.34.
An icon
“behind” the number when the Leader is Selected indicates
that he is currently Detached.
In addition, a leader’s Command Rating is reduced by 1 during night turns.
The Game Interface
L (Leadership): The leader’s Leadership Rating, given in the form “A”
(best), “B”, “C”, “D”, “E” or “F” (worst). This rating is used by the program to let the leader aid in the Rally of a Routed unit he is stacked with;
see 6.8 R ALLY.
M (Movement): The leader’s current Movement Allowance. This number
will decrease as he moves.
An
icon “behind” the number when the Leader is Selected indicates
that he is currently mounted.
A star appearing in the lower righthand corner of a leader’s Unit-List
portrait means that he has been “promoted” to the command of a higher
organization due to the elimination of that organization’s original leader.
Combat Units & Supply Wagons in the Unit List
The following explains the abbreviations and numbers displayed for combat units and supply wagons in the Unit List:
S (Strength)
RG (Range)
MV (Movement)
QL (Quality rating)
FA (Fatigue level)
Unit List Icons
Unit Name (right-click for organization info)
S (Strength): The unit’s current basic attack (and, if a regiment, defense
during Melee) strength. This number represents the actual number of men
in the unit (rounded to the nearest 25). This number is also used to determine stacking limits; see STACKING on p.8. If the S# appears on a red
background the unit is Isolated; see p.40 for more details.
RG (Range): The maximum range at which the unit can make a RangedFire attack. A unit with a range of “–” cannot attack in any way.
MV (Movement): The unit’s current Movement Allowance. This number
will decrease as the unit moves or changes Facing/Formation.
QL (Quality): The unit’s Quality, given in the form “A” (best), “B”, “C”,
“D”, “E” or “F” (worst). This number does not change during play.
FA (Fatigue): The unit’s current Fatigue level. “0”-“3” cause no adverse
effect (these numbers appear in green). “4”-“6” represent Low Fatigue
(and appear in red-orange). “7”-“9” are High Fatigue (and appear in dark
red). See also 6.9 FATIGUE.
Unit-List Icons
One or more of the following icons will appear from time to time in the
lower-center compartment of a non-leader unit’s data area. These icons,
as they appear from left to right on the screen, represent the following:
Infantry/Cavalry Regiment. When the full-color bullet appears, the regiment is eligible to attack. Once it has
attacked, the bullet turns brown. If the unit becomes low on ammo, the
bullet will change to “half hollow” (i.e., half color and half outline). If the
unit becomes out of ammo, the bullet will change to completely hollow
(i.e., outline only).
Artillery Battery. When the full-color cannonball appears,
the battery is eligible to attack. Once it has attacked, the cannonball turns brown. If the battery is uncrewed (see 5.3 ARTILLERY), the
cannonball is hollow (i.e., an outline).
The letter indicates the kind of weapon the unit is equipped with:
G: 24-pounder siege guns
L: 12-pounder howitzer
M: 6-pounder smoothbore cannon
T: Smoothbore musket
N: 12-pounder Napoleon
R: Rifle
T: 10-pounder Parrott or 3-inch Rodman
Z: 8” gunboat cannon
When the wheel appears, the unit is eligible to move. Once it
begins to move, the wheel turns brown. When it has used all of
its movement allowance, the wheel disappears.
When the pick-and-shovel appears, the unit is constructing breastworks.
When the “F” on a red background appears, the unit is Fixed, meaning that it cannot leave its hex. For more information, see p.29.
These icons show the unit’s present Facing (as indicated by the
direction the red arrow is pointing) and Formation. Depending
on the unit type, the two parallel yellow lines indicate that it is either in
line, dismounted or unlimbered (as shown by the icon illustration on the
left) or in column, mounted or limbered (as shown by the illustration on
the right).
Battleground: Shiloh
17
The Game Interface
When the “D” appears, the unit is Disrupted.
When the “R” appears, the unit is Routed.
When the full-color binoculars appear, the unit is currently in
the LOS of (and thus also has a LOS to) at least one enemy
unit [Exception: if the only enemy unit having a LOS to the unit is an
enemy supply wagon, the binoculars are brown, indicating that the identity of your unit is not known to the enemy if Fog of War is in effect].
The Pop-Up Selection Dialog
on p.22.
Finding Other Terrain Features Using the Terrain Info Box
In BATTLEGROUND: SHILOH, there are a number of terrain features
which move along hexsides or move through a hex (e.g., roads and
streams). To learn which of these features are present in or alongside the
current Hot Spot hex, click anywhere on the Terrain Info Box. The information in the Terrain Info Box will disappear and the name(s) of the extra
terrain feature(s) will appear.
Right or left click anywhere in the Terrain Info Box
for a display of the hexside terrain features. These
terrain features are arranged (roughly) in the locations pertaining to the hexsides they run along or
through.
For example, in the illustration at left, a stream runs
along the “upper” hexside of the Selected hex.
The Pop-Up Selection Dialog allows you to Select any unit(s) in the Hot
Spot hex even if the Unit List is hidden. To display this dialog, simply press
the spacebar. You can then Select a single unit by left-clicking on its
name in the dialog, or Select multiple units by holding down the Shift or
Ctrl key when you left-click. Double-clicking on a name is the same as
pressing Enter, which is the same as Selecting OK. The information at the
beginning of each unit name is that unit’s S# and weapon type.
The Terrain Info Box
The Terrain Info Box appears in the lower-left-hand
corner of the screen, presenting certain information
about the current Hot Spot hex. It displays a digitized
photo (many of which were taken from actual sites
around the various battlefields) of the type of terrain
in the hex (clear, orchard, forest, etc.), then lists that
terrain type by name and gives its Ranged-Fire combat modifier, its elevation in feet, and its Objective
value.
The bottom line of the Terrain Info Box shows the current artillery
ammunition supply for each side (in the form “#/#”, with the Union total
on the left and the Confederate total on the right). See Artillery Ammo
18
Battleground: Shiloh
Selecting a Unit
To Select a unit in the Unit List, left-click anywhere on its area in the List.
You can quickly Select all the units shown in the Unit List by doubleclicking with the left mouse button in the Hot Spot hex.
The Game Interface
4.5 THE TOOLBOX
The Toolbox enables you to conduct certain actions without having to use
the pop-down menus. Selecting a Toolbox button initiates the command
associated with it. These commands are:
Advance the game to the next phase.
Change the screen display between the 2D Normal View and 2D Zoom Out, or 3D
Normal View and 3D Zoom Out, mode.
Change the Facing of the Selected unit(s) one hexside in a counterclockwise direction.
Change the Facing of the Selected unit(s) one hexside in a clockwise direction.
Change the Facing of the Selected unit(s) by 180º.
Change the Formation of the Selected infantry unit from column to line (and back) or
limber/unlimber artillery.
Toggle (off or on) the on-map display of all units.
Toggle (off or on) the bases of all unit icons on the 3D map.
Make the Artillery Dialog appear.
Resolve the Melee in the Hot Spot hex.
Toggle (on or off) a highlight around all units that are suffering from low/no ammo or
uncrewed.
Toggle (on or off) a highlight around all units that have a LOS to (and thus are in the
LOS of) at least one enemy unit.
Toggle (on or off) a highlight around all units that have moved during the current
phase.
Toggle (on or off) a highlight around all units that have either fired at an enemy unit
or fought in a Melee during the current phase.
Toggle (on or off) a highlight around all units that are Disrupted..
Toggle (on or off) a highlight around all units that are part of the same organization
as the first Selected unit in the Unit List.
Hide (or display) the Unit List and Terrain Info Box.
Toggle (on or off) a display of which hexes are in the LOS of the current Hot Spot
hex. An “X” in a hex indicates no LOS.
Display (or hide) the flag of the controlling side in each Objective hex.
Display the Jump Window. Select any spot on the jump map, and the game map will
scroll to the corresponding spot.
Cycle the Hot Spot to another unit that has yet to (be designated to) perform an action
pertinent to the current phase.
Activate the A/I (after you have halted it, or if you started the phase not using A/I but
wish to activate it for the remainder of the phase).
4.6 THE STATUS BAR
The Status Bar (see illustration above) appears at the very bottom of the
screen. Its main functions are to show the current time of day, the current
phase, and the coordinates of the Hot Spot hex, and a set of scroll arrows
(if the current Hot Spot hex has more units in it than can be displayed at
one time). It also displays various types of messages from time to time
(e.g., to explain why the program won’t let you perform an action). In
addition, it gives a brief explanation of each menu command and Toolbox
button when you place the cursor on that command or button and hold
down the left mouse button.
4.7 SAVING A GAME
When you start a new scenario, use the Save command in the File menu to
save it. A dialog will appear so you can specify a name for the saved-game
file. Alternatively, you can Select Auto Save in the Options menu, in
which case you’ll be prompted at the end of each phase to save the game.
Once you’ve saved the game this way, it will be saved again automatically by the Auto Save function at the end of each subsequent phase [Exception: it will not save a phase that was conducted under Automatic (with or
without Fog of War) A/I control]. Should you wish to save the game at
some other point in a phase, you can do so via the Save command.
To save the game under a file name different than the one currently
being used for it, Select Save As in the File menu. This allows you to save
the current state of a battle in another file without affecting the file being
used for the battle.
4.8 SNAPSHOTS
The Snapshot command in the File menu enables you to save, as a bitmap
(.bmp) file, a copy of the portion of the map (including the position of all
unhidden units) that is currently in memory. A file-selection dialog will
appear so you can specify the name of the file.
You can use the Paintbrush graphics program (supplied with Windows®; Paint in Win95®) to open the file later. Refer to your Windows®
manual for instructions for the Paint(brush) program. The Paint(brush)
program can also be used with your printer (black and white or color) to
supply you with a printout of the map. Paint(brush) will allow you to
resize the map (as desired) before printing.
Battleground: Shiloh
19
The Unit Types
Map Type:
2D
2D
2D
3D
zoom zoom-in zoom-in zoom-in &
out graphical mil. sym. zoom out
5.0 THE UNIT TYPES
Unit Type:
Infantry regiment in line
Infantry regiment in column
Infantry and cavalry regiments, artillery batteries, gunboats, individual
leaders and supply wagons are represented in the game. All, aside from
unlimbered artillery, have an inherent movement capability; and all,
aside from leaders, limbered artillery and supply wagons, can make
attacks. (Infantry in column and mounted cavalry can only engage in
Melee.) Most of their characteristics are covered in 2.0 T HE BASICS OF
PLAY, but more details on the special capabilities of leaders, artillery
and supply wagons are given in 5.2-5.4 below. To see the attributes of a
specific unit during play, Select its hex to put it in the Hot Spot and
check its data in the Unit List.
Routed Inf/Cav/Art unit
Cavalry regiment in line
Cavalry regiment in column
5.1 UNIT ICONS
Many different icons are used to represent the units in the game. A complete listing is provided below.
Military Symbol Icon Colors
The color of each “military symbol” icon indicates a general category of
unit types, as explained below (note that these colors appear only on the
2D Normal View map):
Light Green: Infantry
Yellow: Cavalry
Red: Artillery
Gold (Star): Leader
Unlimbered artillery battery
Limbered artillery battery
Dismounted leader
Mounted leader
Supply wagon
Gunboat (Union only)
20
Battleground: Shiloh
The Unit Types
Command & Leadership
Each leader has both a Command and a Leadership rating, which affect
his ability to influence certain actions of other units under his command;
see 4.4 THE UNIT LIST. In addition, brigade and division leaders have a
Command Radius; see COMMAND RADIUS/RATING on p.34.
5.2 LEADERS
For the basics, see LEADERS on p.7. One leader per side can aid in Melee
(when stacked with a unit) by increasing his side’s attack or defense
strength by one. A leader lowers the chance that a unit will Rout by adding
a –1 modifier to that unit’s Morale Check die roll, and can aid units under
his command in their attempts to Rally. See also 4.4 T HE UNIT LIST and
6.8 RALLY.
A dismounted leader is treated as infantry in column, and a mounted
leader is treated as mounted cavalry, for movement-cost purposes. Leaders can mount and dismount their horses by simply Selecting a leader during the Movement Phase and clicking the Change Formation button in the
Toolbox.
A leader can be attacked as an individual target only if no other unit
(aside from one or more other friendly leaders) is in his hex. Leaders do
not become Disrupted or Routed.
A leader can be killed, wounded or captured. In each case he is eliminated and another leader is promoted at the start of the next friendly
Player Turn to take over his command. (A leader so “promoted” has a
gold star in the lower righthand corner of his portrait in the Unit List.) A
mounted leader is more likely to be eliminated in this manner as one who
is dismounted. A defending leader is automatically captured if all other
friendly units in his hex are eliminated by Melee.
Night Turns. A leader’s Command Rating (C) is reduced by 1 during
night turns.
5.3 ARTILLERY
An artillery battery can have its “crew” killed in combat, leaving the
guns abandoned and unusable. An uncrewed battery has a hollow
(i.e., outline only) cannonball icon in the Unit List. To provide an
uncrewed battery with a new crew, a friendly Good-order regiment that
has not moved during the current Player Turn must be in the hex with it
during a friendly Movement Phase, and both must be Selected; then
Select Recrew Battery in the Units menu during that same phase. Note
that only a cavalry regiment can recrew a horse-artillery battery.
When you Select Recrew Battery, the S# of the recrewing unit is
reduced by 25 per gun of the battery to be recrewed, and the battery’s
uncrewed status is removed. Furthermore, in order to recrew, the infantry
unit must have at least 25 men remaining after recrewing. The battery’s
Fatigue level becomes the same as the recrewing unit’s. Neither unit can
move (the recrewing unit could advance into Melee), and the battery can-
Battleground: Shiloh
21
The Unit Types
not fire, until the next friendly Player Turn.
For artillery ammo supply rules, see Artillery Ammo, below. For
artillery in Melee, see Melee on p.31 and Resolving Melee on p.32.
5.4 AMMO & SUPPLY WAGONS
When a regiment incurs a depletion of its ammo, it becomes “low on
ammo” and thereafter cannot fire in its Offensive Fire Phase until resupplied. If a regiment that is already low on ammo incurs another ammo
depletion, it “runs out of ammo” and can make no Ranged-Fire attack at
all until it is resupplied. A gunboat cannot be resupplied.
For a unit to be resupplied, it must be non-Routed and within 5 hexes
of a friendly supply wagon. The path of hexes traced to the supply wagon
may not cross an impassable hexside (i.e., creek, water, or blocked) or
pass through an enemy unit or its ZOC. If it does, the unit cannot be
resupplied.
Each time a supply wagon resupplies a regiment, that wagon’s supply
strength (“S#” in the Unit List) is reduced by one. When its S# becomes
zero, it is eliminated. Wagons themselves cannot be resupplied.
A supply wagon that incurs a loss due to an attack does not have its
S# decreased, nor does it become Disrupted or Routed. Instead, its
“crew” is considered killed and the wagon becomes immobile (i.e., its
movement allowance becomes—and will remain—zero). An immobile
supply wagon cannot be “recrewed”, but can continue to resupply friendly regiments. A supply wagon captured in Melee becomes a supply
wagon of the captor’s side.
Artillery Ammo
The artillery ammo supply of both sides is displayed in the bottom line of
the Terrain Info Box (see p.18). Each time an artillery battery makes a
Ranged-Fire attack, its side’s artillery ammo supply is reduced by one.
When a battery is eliminated in Melee, the artillery ammo level of the side
that lost the battery is reduced. When a side’s artillery ammo supply
reaches zero, none of its artillery units can fire. A side’s artillery ammo
supply can never be increased. Neither captured artillery nor its ammo
can be used by the captor side.
22
Battleground: Shiloh
Gunboats
Two gunboats were used by the Union at the battle of Shiloh. These gunboats, the Tyler and the Lexington, when present in the scenario, are located in the Tennessee River and can move and fire like normal units. They
cannot, however, leave the Tennessee River (i.e., they cannot be moved
inland via streams and creeks).
Movement. Gunboats have a movement allowance (MV) of 6, and spend
1 movement point per hex to move. Changing the facing of a gunboat
does not cost any movement points.
Combat. Gunboats are not subject to the normal LOS restrictions. They
can fire during the Defensive and Offensive Fire Phases using normal
Ranged Fire, or perform a special type of ranged fire attack called Indirect Fire. To conduct an Indirect Fire attack, Select the gunboat, hold
down the Ctrl key and then right-click on any hex within range of the
gunboat. Indirect Fire can only cause fatigue, and is very likely to drift
from the intended target hex. If Fog of War is in effect, the results of an
Indirect Fire attack will not be known.
Ammo. Each time a gunboat fires there is a chance it will run low on
ammo (or run out of ammo if it is already low on ammo).
Damage. A gunboat can only be damaged if attacked by artillery fire, and
even then that fire value is divided by 10 before combat is resolved.
Playing a Scenario
6.0 PLAYING A SCENARIO
6.1 TERRAIN
Combat Effect: –1
The BATTLEGROUND: SHILOH maps contain numerous types of terrain, each with an associated effect on movement, LOS, and combat. If
you wish to inspect the terrain in a hex obscured by the presence of units,
Select that hex to put the Hot Spot there; then consult the Terrain Info
Box, or Select the “toggle units” Toolbox button (or the Units Off command in the Display menu). If using the 3D map, you also have the option
to Select the “toggle unit bases” Toolbox button or the Unit Bases Off
command in the Display menu.
A terrain key summarizing the effects of the various terrain types follows. The +/– number in the Combat Effect column alters the attacker’s
total strength by that amount; see Resolving Ranged-Fire on p.31. Terrain
Combat Effects are cumulative for Ranged-Fire purposes, but the only
Terrain Combat Effect that can apply to Melee is that for a breastwork.
ORCHARD
Movement Cost: 3 (infantry);
4 (cavalry); 6 (artillery and supply
wagons)
LOS Effect: Based on elevation; orchard hexes have a height of 15 feet
on all maps
Combat Effect: none
TERRAIN KEY
ROUGH
Movement Cost: 3 (infantry);
4 (cavalry); 6 (artillery and
supply wagons)
LOS Effect: Based on elevation; rough hexes have a height of 10 feet.
Rough terrain is found only on the Wilson’s Creek map.
Combat Effect: none
CLEAR
Movement Cost: 2
LOS/Combat Effects: none
FOREST
Movement Cost: 4 (infantry);
6 (cavalry); 8 (artillery and supply
wagons)
LOS Effect: Based on elevation; in the Shiloh and Prairie Grove maps,
forest hexes have a height of 30 feet and in the Wilson’s Creek map, a
height of 50 feet.
MARSH
Movement Cost: 4 (infantry);
6 (cavalry); artillery and supply
wagons cannot enter
LOS/Combat Effects: none
WATER
Movement Cost: 1 (gunboats); can
only be entered by gunboats
LOS/Combat Effects: none
Battleground: Shiloh
23
Playing a Scenario
Hexside Terrain Features
In BATTLEGROUND: SHILOH, certain terrain features appear along hexsides. These features can be viewed by clicking in the Terrain Info Box.
Below is a list of the hexside terrain features.
to move along a road. Infantry in line and dismounted cavalry pay the normal terrain movement cost of the hex.
IMPORTANT: Only one non-leader unit can receive a trail or road
movement bonus at a time.
STREAMS
Additional Movement Cost: +1
(Infantry); +2 (all other units)
LOS/Combat Effect: none
Special: The extra movement cost to cross a stream is ignored if the unit
crossing it qualifies for the road or trail movement benefit (see below).
BREASTWORKS
Movement Cost: 1
LOS Effect: none
Combat Effect: –1; this –1 applies
during Melee if any attacker advanced across a breastwork hexside.
Breastworks can be constructed by infantry regiments and dismounted cavalry regiments during play. To start construction, during a friendly
Movement Phase Select the unit and then Select Make Breastworks in
the Units menu. To stop construction, follow the same procedure again
during a friendly Movement Phase.
At the start of each Player Turn, the program checks to see if each
friendly unit meets the construction qualifications, which are:
• The unit must be infantry or dismounted cavalry;
• It cannot have moved (including Facing/Formation change),
attacked or been attacked in any way, or been in non-Good-Order
status, at any time during the two preceding Player Turns.
If these conditions are met, the program makes a die roll based on an
inherent probability and the unit’s S#. If the die roll is successful, a
breastwork appears along the hexside the unit directly faces (unless one
already exists there).
A unit constructing breastworks has a “pick-and-shovel” icon in its
area in the Unit List. While this icon is visible, the unit cannot recover from Fatigue, and if it fires it does so at half strength (and loses its
“constructing” status).
CREEKS
Additional Movement Cost: none;
crossable only at bridges
LOS/Combat Effects: none
Special: Creeks are a darker blue than streams, and can be crossed only
at a bridge (or where the hexside art becomes stream art to allow units to
ford it).
BRIDGES
The on-map bridges represent those
that existed historically. All units can
cross them; however, infantry in line
and dismounted cavalry must change
Formation to column or mounted respectively before it can cross a bridge
over a creek.
ROADS & TRAILS
There are a number of roads and trails
that wind their way across the scenario maps. Below is a listing of their
movement effects: (All units except
infantry in line and dismounted
cavalry moving along a trail pay 2
movement points per hex (regardless
of terrain). Infantry in line and
dismounted cavalry pay the normal
terrain movement cost of the hex.
(All units except infantry in line and dismounted cavalry pay only 1 point
24
Battleground: Shiloh
ELEVATION LEVEL
Each elevation change represents
30 feet.
Additional Movement Cost:
(From lower to higher: +1 (infantry);
+2 (all other units)
(From higher to lower: +1 (all noninfantry units moving down slope).
Playing a Scenario
BLOCKED HEX
In BATTLEGROUND: SHILOH, there are hexes
classified as “Blocked.” These hexes cannot be
entered, moved through, or used in any other way
by units in the battle. Most of these hexes are
found along the north edge of the maps for Shiloh
(not Prairie Grove or Wilson’s Creek).
BUILDINGS
All building depictions in the game
are for historical flavor only. They do
not effect movement, LOS, or combat.
Any of five levels of victory are possible for the First Side: Major
Defeat, Minor Defeat, Draw, Minor Victory and Major Victory. Each has
an associated number of points which that side must equal or exceed at
the end of play in order to achieve the next-higher level of victory. Specifically:
• The First Side suffers a Major Defeat if its point total is less than or
equal to the total listed for “Major Defeat” in the Victory Dialog.
• The First Side suffers a Minor Defeat if its point total is greater than the
total listed for “Major Defeat”, but is less than or equal to the total listed for “Minor Defeat”, in the Victory Dialog.
• The First Side achieves a Draw if its point total is greater than the total
listed for “Minor Defeat”, but is also less than the total listed for “Minor
Victory”, in the Victory Dialog.
• The First Side wins a Minor Victory if its point total is greater than or
equal to the total listed for “Minor Victory”, but is less than the total listed for “Major Victory”, in the Victory Dialog.
• The First Side wins a Major Victory if its point total is greater than or
equal to the total listed for “Major Victory” in the Victory Dialog.
The program takes the First Side’s current overall point total, finds
which level that total equates to, and displays that level’s name as the
side’s current level of victory.
6.2 VICTORY CONDITIONS
Each scenario has its own set of Victory Values, which are point values
that determine victory. They can be viewed via the Victory command in
the Status menu. Using this command causes the Victory Dialog to
appear, which lists a variety of data. It shows the number of units each
side has lost so far and their point value. It also names the side the victory conditions apply to (calling it the First Side), the total point value of
all Objective hexes that side currently controls, and that side’s current
overall point total (which the program calculates by subtracting the value
of its unit losses from the sum total of its controlled Objectives plus the
enemy’s losses).
Battleground: Shiloh
25
Playing a Scenario
A scenario does not automatically end when one side achieves a
Major Victory (or suffers a Major Defeat); the level of victory may
change during the course of play as casualties occur and Objectives
change hands. Only the level that exists at the end of the scenario applies
for determining the winner.
Objectives
As the name implies, an Objective is a vital hex to control in a scenario
due to its victory-point value. All Objectives are controlled by one side or
the other at scenario start. To gain control of an enemy-controlled Objective, you must occupy it with one of your own units.
To display all Objectives on the map, Select Objectives in
the Display menu. When this command has a check mark
next to it, each Objective hex is marked with a flag icon to
denote its location and ownership.
To find the point value of a specific Objective hex, Select Objectives
in the Status menu. Selecting one of the Objective-hex lines in the dialog
box that appears will move the Hot Spot to that Objective hex.
6.3 USING THE A/I
When the A/I is conducting an action, the A/I Action Dialog appears to
tell you what the A/I is doing, and the map will scroll to bring the corresponding action.
The A/I Action Dialog has four buttons: Step, Run/Pause, Cancel and
Help. The Step button is initially the default. The current default button is
outlined in black, meaning that it can be chosen by pressing Enter while
the dialog is on-screen.
The Step button runs the A/I for one action, after which A/I processing halts.
26
Battleground: Shiloh
The Run button makes the A/I run continuously until there are no
more A/I actions for the current phase. When you Select Run, it changes
to Pause (which becomes the default).
The Pause button halts the A/I temporarily. (While the game is halted, you cannot Select anything from the Menu Bar or Unit List—but the
Toolbox and other A/I Dialog buttons remain active.) When you Select
Pause, it changes back to Run (which becomes the default).
The Cancel button cancels A/I processing. (When you Select Cancel,
it becomes the default.) To re-activate the A/I, Select the “Activate A/I”
button in the Toolbox or the Activate A/I command in the A/I menu.
While the A/I is activated and the A/I Action Dialog is on-screen, the Esc
(Escape) key acts as a Cancel button.
Note: When the A/I for the side conducting the actions in the
current phase is set to Manual, you can Select the Activate A/I
menu command (or its corresponding Toolbox button) at any
time to have the A/I complete that phase for you. Also, the type of A/I
being used (Commander Control, Automatic, or Automatic with Fogof-War) can be changed via the A/I menu at any time for either or both
sides [Exception: if playing a modem-to-modem or PBEM game, Fog
of War cannot be turned off once the game has begun].
Playing a Scenario
Commander Control & Organizations
Selecting the Commander Control command in the A/I menu at the start
of the scenario lets you issue your own orders to one or more leaders (and
thus to the units under their command). If you choose this, the Leader
Selection Dialog will appear, from which you must Select the leader(s)
you wish to control. (To choose more than one, hold down the Ctrl or Alt
key as you Select each name.)
Afterwards, an Order Dialog for each of your leaders will appear at
the start of his friendly Player Turn. This dialog shows the order his superior has issued to him (unless he is the army leader)—which you can
change if you wish—and allows you to issue orders to his subordinate
leaders (and thus to their regiments and/or batteries). “Location” shows
the coordinates of the hex the named leader presently occupies. “Size”
indicates the highlighted organization’s current strength. “Health” indicates the percentage of units in that organization that are in Good Order,
crewed if artillery, and not suffering from High Fatigue.
To give an organization an order, Select its name and then Select one
of the orders from the list in the dialog. Then choose the organization’s
“objective” for the turn by right-clicking on the appropriate hex. Once
you’ve given orders to all your organizations, Select the OK button and
play will proceed.
If you click the Cancel button in the Order Dialog, A/I processing is
canceled at that point. Processing can be resumed by Selecting the “Activate A/I” button in the Toolbox or the Activate A/I command in the A/I
menu.
Summary of Commander Control A/I Order Types
Attack Order. A regular attack order causes units to move so as to take
the specified objective. For division or higher organizations, flank units
will be deployed in an advanced position.
Attack (Extreme). An attack extreme order will cause units to attack in
a more concentrated formation with maximum stacking in each hex.
Also, extreme order will cause units not to fall back until all units of that
organization are no longer in good order.
Defend Order. Units will move so as to hold specified objective. For
division or higher organizations, flank units will be deployed in a refused
formation.
Defend (Extreme). A defend extreme order will cause units not to fall
back until all of the units of that organization are no longer in good order.
Unknown-Unit Markers
When Fog of War is in effect for a side, its units are partially revealed—in the form of Unknown-Unit markers—
whenever an enemy unit becomes adjacent to them. An
Unknown-Unit marker indicates only the presence of a hidden unit; the
actual type(s) and number of units are not revealed until the start of the
next phase. A unit’s move automatically ends when it reveals an adjacent
Unknown-Unit marker.
6.4 GAME TURNS
Each scenario has a maximum number of playable Game Turns. When
that number has been played to completion, the game is over. The number of Game Turns is displayed in the Phase Box (see p.3).
Battleground: Shiloh
27
Playing a Scenario
6.5 THE SEQUENCE OF PLAY
Each Game Turn comprises two Player Turns—one Rebel and one Union.
Furthermore, each Player Turn is made up of four phases, which occur in
the order listed below.
For simplicity, the player whose side is “active” in each of these phases (aside from the Defensive Fire Phase) is referred to as the Phasing
Player. Except in the last Player Turn of the game, the completion of each
Melee Phase is followed by the Movement Phase of the next Player Turn,
in which the opponent becomes the Phasing Player. To advance the game
to the next phase, Select either the “advance to next phase” Toolbox button or the Next command in the Phase menu.
1. Movement Phase
In the Movement Phase, the Phasing Player may move some, all or none
of his units that are capable of movement. However, as the first action of
this phase, the program finds all of the Phasing Player’s units that are
Fatigued, Disrupted, Routed, low on ammo and/or out of ammo, and
checks to see if each loses any Fatigue, is resupplied and/or Rallied
[Exception: Rally attempts do not occur in night turns]. The program also
checks to see if any units that are building breastworks have finished constructed them. It then announces on-screen, in the form of the “Combat
Report”, the results of these checks.
2. Defensive Fire Phase
In the Defensive Fire Phase, the Phasing Player’s opponent may fire
some, all or none of his units that are capable of making a Ranged-Fire
attack.
3. Offensive Fire Phase
In the Offensive Fire Phase, the Phasing Player may fire some, all or none
of his units that are capable of making a Ranged-Fire attack.
4. Melee Phase
In the Melee Phase, the Phasing Player may conduct Melees with some,
all or none of his Melee-capable units that are adjacent to an enemy unit.
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Battleground: Shiloh
6.6 MOVEMENT
The Phasing Player can move his units only during their Movement
Phase, at which time he may move all, some or none of them that are
capable of movement (e.g., unlimbered artillery cannot move from one
hex to another, nor can an uncrewed supply wagon). For a basic explanation of how to use the mouse to move units, see MOVEMENT on p.5.
If more than one unit in a hex is currently Selected, you can move all
of them using any movement method just as if they were a single unit
(within stacking limitations; see STACKING on p.8). Note, however, that
moving any stack of units, or entering a hex that contains even one other
non-leader unit, negates the benefits of moving along a road or trail.
Hence if you try to move two or more non-leader units simultaneously
along a road, they must pay the non-road cost of the hex they are entering. Likewise, if a unit already occupies a road hex and you attempt to
move another unit into it, the non-road cost will be charged.
Each Formation change a (non-gunboat, non-leader) unit makes and
each Facing change costs it a portion of its movement allowance; these
costs are listed under Change Costs in Parameter Data, which can be
found by Selecting Scenario Notes in the Help menu.
Playing a Scenario
If you move a unit but want to start its move over again, you can
Select Undo Last Movement in the Units menu or hold down the Ctrl
key and press U on the keyboard, provided that unit is still Selected
[Exception: A move cannot be undone if Fog of War is in effect for the
opposing side, if playing via modem or in a PBEM scenario].
If you move a unit but use only part of its movement allowance, you
can move one or more other units and still go back and finish moving the
first unit. A unit can become the “leading” unit in column movement even
if it has already expended part of its movement allowance.
A unit’s movement allowance drops to “0” whenever it moves adjacent an Unknown-Unit marker, or moves adjacent to a non-Routed enemy
unit and is within that unit’s Field of Fire.
All the various types of terrain in the game have an associated movement cost, or provide some kind of benefit or restriction to movement.
See 6.1 TERRAIN for details.
Reinforcements
Many of the scenarios have reinforcements, which are units that enter
from off-map during play. You can display the Schedule Dialog to see
when, where and how many reinforcements are available by Selecting
Scheduled in the Reinforce menu. (However, you cannot see the opponent’s reinforcements if Fog of War is in effect for his side.) Selecting any
line in this dialog automatically scrolls the map to the arrival hex of that
reinforcement unit and makes that hex the current Hot Spot.
At the start of a Movement Phase in which reinforcements are due to
arrive, a message will appear on the screen. The arriving units may be
brought onto the map at any time during the Movement Phase, or they
may be ignored and brought on in a subsequent Movement Phase (i.e.,
they will remain available indefinitely until entered).
To bring on reinforcements,
1. Select Arrived in the Reinforce menu to display the Arrived Dialog, which will show a list of the available units.
2. Double-click with the left mouse button on the name of a unit in the
list. When you do so, the dialog will disappear, the map will scroll
to the entry hex and that unit will appear there. If more reinforcements are available,
3. Select Arrived again, and repeat the procedure until you’re done
bringing on your reinforcements.
Fixed Units
Many of the scenarios of BATTLEGROUND: SHILOH have Fixed
units. Fixed units are shown in the Unit List with a red “F” icon. Frequently, these units are “released” automatically during the scenario. The
Command Report lists units that have been released. To view the Release
Dialog, Select Released from the Reinforce menu and the dialog box
shown below will appear. The turn the unit(s) will be released is shown.
Battleground: Shiloh
29
Playing a Scenario
6.7 COMBAT
For the basics, see COMBAT on p.6. A supply wagon cannot attack; its S#
is used only to show how many units it can resupply (see 5.4 AMMO &
SUPPLY WAGONS). The same unit can be attacked more than once in the
same phase [Exception: not in the Melee Phase]. However, a unit may
make a Ranged- Fire attack or advance into Melee only vs. a target that
lies within that attacker’s Field of Fire:
Field of Fire Diagram
X
X
X
The darker gray shading in these illustrations shows the unit’s (an infantry
regiment in line) current Field of Fire. It
cannot attack (even to advance into a
Melee) any enemy unit that lies outside
this Field of Fire unless it first makes
an appropriate Facing change during
its Movement Phase. In addition, a
unit’s Zone of Control (ZOC) is its front
3 hexes (shown by hexes marked with
“X” in these illustrations). For more
information on ZOC see p.41.
For a basic explanation of how to use the mouse to conduct Ranged
Fire, see RANGED FIRE on p.6.
X
X
X
Ranged Fire
Ranged Fire uses a combination of the firer’s S#, weapon type, and the
hex range to the target to determine the actual strength of the attack. All
Disrupted units have their strength factor halved before any other modification. Infantry in column, mounted cavalry, Routed units, and those that
are out of ammunition and/or have no valid target within their Field of
Fire cannot use Ranged Fire.
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Battleground: Shiloh
Restrictions on Ranged Fire
Ranged Fire can be conducted against only one target unit at a time. If the
target hex contains only one unit the attack will be resolved automatically. If the target hex contains more than one potential target, a Target Dialog will be displayed to let you Select one of those units as the target
(Exception: Indirect Fire by a gunboat). A unit name appearing in gray in
the Target Dialog indicates the unit is suffering from low/no ammo.
LOS and terrain can affect the attack. Ranged Fire cannot be used vs.
a target the firer has no LOS to (Exception: Indirect Fire by gunboat; see
p.22). Selecting either the “show LOS” Toolbox button or the Spotted
Units command in the Display menu will highlight all units that have a
LOS to at least one enemy unit.
No unit may conduct more than one Ranged-Fire attack per friendly
fire phase. Selecting either the “highlight fired units” Toolbox button or
the Fired/Fought command in the Display menu will highlight all units
on the map that have attacked thus far in the current phase.
Playing a Scenario
An easy way to fire artillery is via the “display Artillery Dialog”
Toolbox button (or the Artillery Dialog command in the Units
menu). Selecting either of these makes the Artillery Dialog appear,
which lists all friendly artillery units that are capable of firing. To fire a
unit using the Artillery Dialog, first Select the unit’s name in the list, then
right-click on the target hex. (Note that when a unit in the Artillery Dialog is Selected, all of its potential targets are highlighted on the map.)
Once the unit fires, it disappears from the list and the next unit is automatically Selected, so all you have to do to fire this next unit is to rightclick again on a target hex. A unit name printed in light gray in the dialog
means that particular unit currently has no eligible target.
Resolving Ranged-Fire
When a unit makes a Ranged-Fire attack, the program multiplies the
firer’s strength points (25 men = 1 strength point) by a number derived
from the firer’s weapon type and the range to the target, then makes a die
roll which is modified according to the following conditions (as applicable):
–1
If firer’s fatigue level is 4 to 6
–2
If firer’s fatigue level is 7 or greater
–x
As per the defender’s terrain modifier
+2
If the defender is infantry in column
+2
If target is being Enfiladed
+4
If the defender is mounted cavalry
The program uses the modified die roll to determine the amount of
casualties (strength point losses) inflicted on the defender, and adjusts the
latter’s S# accordingly. (See the Weapon Effectiveness Table and the Fire
Results Table in Parameter Data under Scenario Notes in the Help
menu.) Each attack is resolved before the next one is made.
The possible results of Ranged-Fire depend on the type of target unit:
Regiment: no effect; or a one-level increase in Fatigue; or a reduction in
its S# (if reduced to “0”, the unit is eliminated; see also Morale Checks
on p.33).
Battery: no effect; or a one-level increase in Fatigue; or a reduction in its
S# (if reduced to “0”, the unit is eliminated; see also Morale Checks on
p.33); or the destruction of the battery’s “crew” (which leaves the guns
abandoned). For casualty (and stacking) purposes, each gun = 50 men.
Leader: no effect; or a capture/wound/elimination. (See 5.2 LEADERS.)
Supply Wagon: no effect; or the destruction of the wagon’s “crew” from
small arms fire; or reduction in S# from artillery fire (see 5.4 AMMO &
SUPPLY WAGONS).
Melee
For the basics, see Melee on p.7. Each gun of an artillery battery is equal
to about 12 men when defending in Melee. A leader stacked with a unit
under his command increases the strength of his side by one in Melee, but
any additional friendly leader present in the Melee provides no further
benefit. A leader can advance into Melee only if accompanying a friendly
regiment. Units cannot advance into Melee in excess of stacking limits,
nor if they are Disrupted/Routed.
To initiate a Melee,
1. First choose—using the right mouse button—an enemy-occupied hex
adjacent to the unit(s) that will conduct the Melee.
2. Then Select each friendly unit (or stack of units) that will participate in
the Melee and Select Add to Melee in the Melee menu. (Selecting
Show Differential in that menu will display the attacker’s current
strength advantage [“+#”] or disadvantage [“–#”] in the Melee.)
3.
Once you’ve added the desired attacking unit(s) to the Melee,
resolve it by Selecting the “resolve Melee” Toolbox button or
the Resolve Melee command in the Melee menu. A dialog will
be displayed to give the results (see RESOLVING MELEE, p32). Each
Melee must be resolved before the next one can be initiated. Lone leaders cannot Melee each other.
Semi-Auto Melee
You can also use “drag-and-drop” to conduct Melees; see Melee on p.7.
Select an eligible friendly unit, and “drag and drop” it onto the adjacent
enemy-occupied hex you wish to Melee. Each time a new unit(s) is added
in this manner the Melee differential is updated and displayed.
Battleground: Shiloh
31
Playing a Scenario
Auto-Melee
You can have the program conduct Melee for you even if not using the
A/I. To do this, hold down the Alt key and right-click on an enemy-occupied hex adjacent to at least one friendly, Melee-eligible unit. The program will find all units eligible to attack that hex, and will give their
names, their locations and the attack differential. If you click OK, they
will automatically attack the hex.
A/I Melee
Another option for conducting Melee is simply to Select the “activate
A/I” Toolbox button. The program will then conduct all Melees in that
phase automatically.
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Battleground: Shiloh
Resolving Melee
To resolve a Melee, the program computes a Melee “differential” based
on the attacking and defending strengths. The differential is the attacker’s S# minus the defender’s S# divided by 100 (rounded to the nearest
number). Each gun of a battery defending in Melee is equal to 12.5 men.
As part of the differential calculation, the strength of each Routed
defender in the hex is halved.
Even though the advancing side is termed the attacker, both sides
engage in Melee simultaneously; hence the attacker can also suffer casualties. To resolve a Melee, the program:
• Adds one to the differential if no attacking unit involved in the Melee
fired during the preceding Offensive Fire Phase;
• Subtracts one from the differential if any attacker involved in the Melee
advanced into the hex across a breastwork hexside;
• Subtracts from the differential a number equal to the greatest number of
elevation levels ascended by any one regiment as it advanced into the
Melee;
• Subtracts one from the differential if any attacking unit is suffering from
Low Fatigue, or two if any suffers from High Fatigue;
• Adds one to the differential if at least one leader is with the attacking
unit(s), or subtracts one if at least one leader is with the defending unit(s).
The program then makes a die roll, and cross-indexes it on the Melee
Table with the differential to determine the losses each side will suffer. A
negative-number result in the Melee Table for a side indicates that it is the
“loser” in the Melee. (You can view the Melee Table by Selecting the
Help menu, Scenario Notes and then Parameter Data.)
Example 1: 175 attackers against 75 defenders = a differential of +1. If
none of the attackers fired in the preceding Offensive Fire Phase, the differential would be +2.
Example 2: A 6-gun battery has a defensive strength equivalent to 75
men.
Melee—unlike Ranged Fire—can affect all units in the hex. In-hex
terrain modifiers (such as forest) do not apply in Melee.
All regiments and batteries (of both sides) participating in a Melee
automatically become Disrupted and have their Fatigue level increased by
one. Additionally, each non-leader unit of the losing side has its Fatigue
level increased by two more. If the defending side loses a Melee, its survivors are automatically retreated one hex by the program (and will have
Playing a Scenario
to undergo a Morale Check; see Morale Checks below). If a unit must
retreat but has no legal hex to retreat to, is an unlimbered battery or its
inherent movement allowance is “0”, it is eliminated instead. If a regiment advances into a hex containing only one or more enemy leaders,
uncrewed supply wagons and/or uncrewed batteries, it captures them
automatically. (captured leaders and batteries are eliminated; supply wagons are taken over by their captor.)
If all defending units are eliminated or forced to retreat, the attacking
unit(s) automatically occupy the Melee hex.
Morale Checks
Whenever a defending regiment or battery suffers casualties (i.e., has its
S# reduced) due to combat but is not eliminated or have its crew killed,
the program rolls a six-sided die to make a Morale Check for it. If the
casualties were incurred during the Defensive Fire Phase, the Morale
Check occurs at the end of that phase. If the casualties were incurred during the Offensive Fire or Melee Phase, the Morale Check occurs at the
start of the next Player Turn.
In addition, each time a regiment or battery becomes Routed, every
friendly regiment and battery in its hex and those adjacent to it must take
a Morale Check.
The following cumulative modifiers can apply to the Morale Check
die roll:
–1 If the unit is stacked with any friendly leader
+1 If the unit is suffering from low/no ammo
+1 If the unit was already Disrupted
+1 If the unit was already suffering from Low Fatigue (4-6)
+2 If the unit was already suffering from High Fatigue (7-9)
+2 If the unit was fired on Enfilade
+2 If it is a night turn
+6 If the unit was already Routed
The possible results of a Morale Check depend on when the combat
that caused it occurred in the Defensive Fire Phase, the Offensive Fire
Phase or the Melee Phase (the results of Morale Checks made at the start
of a Player Turn are displayed in the Command Report dialog):
Defensive Fire Phase: If the modified die roll is less than or equal to the
unit’s Quality, it “passes” the Morale Check and there is no effect. If the
die roll is greater than its Quality, it “fails” it and becomes Disrupted.
Offensive Fire Phase: If the modified die roll is less than or equal to the
unit’s Quality, it “passes” the Morale Check and becomes Disrupted. If
the die roll is greater than its Quality, it “fails” it and becomes Routed.
Melee Phase: If the modified die roll is less than or equal to the unit’s
Quality, it “passes” the Morale Check and there is no effect (though the
unit is automatically Disrupted anyway, due to having engaged in Melee;
see p.32). If the die roll is greater than its Quality, it “fails” it and
becomes Routed.
Important: The Morale check conducted by the computer at the end of
the Offensive Fire Phase is not handled immediately after the phase.
Instead, the computer keeps a record of all the Moral check results of
the Offensive Fire Phase and applies them after the Melee Phase.
Disruption & Rout
For the basics, see Disruption and Rout on p.7.
When a unit becomes Disrupted, a “D” icon appears in its area of the
Unit List. A Disrupted unit has its attack strength and movement
allowance halved, and receives a +1 die roll modifier for Morale Check
purposes.
When a unit becomes Routed, an “R” icon appears in its
area of the Unit List, it cannot attack, it defends at half
strength in Melee, and it has a morale of “0” when conducting morale checks. Infantry in line change to column Formation, and
Battleground: Shiloh
33
Playing a Scenario
dismounted cavalry change to mounted, when they Rout. Mounted cavalry and limbered artillery do not change Formation when they Rout, but
their icon still changes to the standard “running-man” icon to make them
stand out better on the map.
If a Routed unit suffers another Routed result, it loses strength; such
units are termed “lost stragglers” in the Command Report that appears at
the start of the next Player Turn.
Auto-Rout Movement. If a unit has Routed, the computer will automatically move that unit away from the closest known enemy unit. This move
will be indicated on the screen by either yellow arrows on the 3D map or
dots on zoom-out 2D map. After getting a handle on where your Routed
units have been moved to, you may click anywhere on the map and the
arrows/dots will disappear. Afterwards, a Routed unit cannot move closer
to the closest known enemy unit and cannot move into Melee.
Leaders and Supply Wagons. Leaders and supply wagons neither Disrupt nor Rout. A Routed unit cannot become Disrupted (except when it
Rallies; see 6.8), and loses any Disrupted status it might have had.
6.8 RALLY
For the basics, see RALLY on p.7. In a Rally attempt, the program makes
a six-sided die roll for each of the Phasing Player ’s friendly
Disrupted/Routed units [Exception: Rally attempts are not made for
Routed units during night turns].
The Quality of a unit is used as its “morale” for rally purposes. If a
unit is stacked with a leader of the same or higher organization, the Leadership Rating of that leader modifies that unit’s morale. If the leader’s
Leadership rating is higher than the unit’s Quality, his Leadership Rating
is used as the unit’s morale. If his Leadership Rating is the same or lower
than the unit’s Quality, a +1 is added. The possible results of a rally
attempt are:
• If a Routed unit’s die roll is less than or equal to its morale, it Rallies
(i.e., loses its Routed status and becomes Disrupted—but cannot be
returned to Good Order in the same turn).
• If a Disrupted unit’s die roll is less than or equal to the applicable command value, it Rallies (i.e., loses its Disrupted status and returns to
Good Order). Each Disrupted unit has a nominal Command Rating of
“1” for Rally purposes. If it is not Detached and its brigade leader is “in
command”, its Rally die roll will be successful if less than or equal to
“1 plus the applicable Command Rating modifier”. If its brigade leader
34
Battleground: Shiloh
is “not in command”, it will Rally only on a die roll of “1”. See Command Radius/Rating below for further clarification.
Command Radius/Rating
The Command Radius of a brigade leader is the maximum distance in
hexes he can be from one of his regiments and still be able to provide it
with his Command Rating modifier. The Command Radius of a division
leader is the maximum distance in hexes he can be from one of his brigade
leaders and still be able to pass a Command Rating modifier to the latter.
Leader Command Radius Ranges
Brigade leaders:
Division leaders:
Union
2
4
Confederate
3
6
Each Army and Corps commander has an unlimited Command Radius.
Any unit (including brigade leader) outside the pertinent Command
Radius of its/his superior officer is Detached, meaning that it/he can neither receive nor pass down a Command Rating modifier.
Rally Procedure. At the beginning of each Player Turn, the program
determines each friendly leader’s Command State (i.e., whether he is “in
command” or “out of command”). To highlight the leaders that failed
their last command check, click the “D” button on the toolbar.
• Starting with the highest (the army) leader, a six-sided die roll is made.
If the die roll is less than or equal to his Command Rating (his “C#” in
the Unit List), he is “in command”.
• If the army leader is found to be “in command”, he automatically passes down to each of his corps commanders a +1 Command Rating modifier to their Command Rating.
• In turn, each corps commander found to be “in command” passes down
a +2 Command Rating modifier for each of his division commanders
(because each time a subordinate is found to be “in command”, the
Command Rating modifier he passes down to his subordinates increases by one).
• In turn, each division leader found to be “in command” will in turn pass
down a +3 Command Rating modifier to each of his non-Detached
brigade leaders.
• In turn, each brigade leader who is found to be “in command” will pass
down a +4 Command Rating modifier to each of his Disrupted but non-
Playing a Scenario
Detached units. Whenever a leader is found to be “out of command” (or
is Detached), the modifier he passes down becomes “0”.
Many (including all of the Union) artillery batteries are corps-level
units, which means they can gain a Command Rating modifier only from
their corps and army leader.
All Command Ratings are treated as being one lower than normal in
a night turn.
A unit whose Fatigue level (“FA” in the Unit List) is 0-3 suffers no
adverse effects. A unit suffering from Low Fatigue (“FA” of 4-6) receives
a +1 die roll modifier to each Morale Check it takes. One suffering from
High Fatigue (“FA” of 7-9) receives a +2 modifier to its Morale Checks.
In addition, all Melee/ranged-fire attacks by units suffering from Low
Fatigue receive a –1 modifier; all Melee/ranged-fire attacks by units suffering from High Fatigue receive a –2 modifier.
At the beginning of each friendly Player Turn, each Fatigued unit has
a chance of reducing its Fatigue by one if on the two preceding Player
Turns it has not moved (including a Facing/Formation change), fired,
fired upon, or participated in a Melee. This chance is increased at night.
6.10 COMMAND REPORT FEATURES
At the beginning of each turn, the computer displays a Command Report
dialog box. This command report lists units that have been released, units
undisrupted, units that have recovered from Fatigue, units that have Routed, etc. Below is an example of such a command report.
6.9 FATIGUE
For the basics, see FATIGUE on p.7. Fatigue has an adverse effect on a
unit’s strength in Melee (see Resolving Melee on p.32) and on its ability to avoid Routing when it takes a Morale Check (see Morale Checks
on p.33).
Fatigue occurs in a regiment or battery in the following ways:
• If it suffers a Fatigue result (“F” result in the Fire Results Table) when
attacked by Ranged Fire, its Fatigue is increased by one (this can apply
only once per phase);
• If it suffers casualties, its Fatigue is increased by one (this can apply
only once per phase);
• If it engages in Melee, its Fatigue is increased by one, or by two if it
loses the Melee.
At the end of each Offensive Fire Phase, a Command Report is displayed indicating all units that have been Disrupted.
Once you have reviewed the information in the command report, you
may continue the game by clicking OK.
Battleground: Shiloh
35
Modem, Play By E-Mail & Replay Features
7.0 MODEM,
PLAY BY E-MAIL
& REPLAY FEATURES
7.1 MODEM PLAY
Modem play allows two people to play the opposing sides in a scenario
without having to be together in the same place. All each player needs is
an installed copy of the game, and a modem hooked up to his computer
and phone line.
To start a new scenario and play it by modem, first call your opponent
on the phone, pick a scenario to play, and agree on who will be the Caller
and who will be the Host. The Host will be responsible for opening and
saving the scenario on his computer. The Caller will provide an encryption key at the start of the scenario to ensure that, when the scenario is
saved, no one but the Caller will be able to open the saved-game file later
(see p.37).
Each player should launch BATTLEGROUND: SHILOH and, when the
Menu Screen appears, Select Start Game as Modem Host or Start Game as
Modem Caller as agreed on beforehand. (If you’re presently viewing the
Scenario Selection Screen, Select Previous to go to the Menu Screen.)
For the Caller, a dialog box will appear, offering a choice of which
game map to open. Be sure to Select the correct one for the scenario.
For the Host, a dialog box will appear, asking him to Select whether
a new or a saved game will be played. Select a new game, and then the
Scenario Selection Screen will appear. There, Select the appropriate scenario and the Play button.
Once the map and Modem Settings dialog box appear on-screen, the
Host should configure his modem port. The most important setting is
Baud Rate. If you’re not sure what your modem’s baud rate is, choose
something conservative like 2400. If you have a 28.8 modem, select the
baud rate 38400. The next most important setting is Port. A typical configuration is for the modem to be on COM2 (if the mouse is on COM1),
but you may have to consult your hardware documentation (or use trialand-error) to find your correct setting.
36
Battleground: Shiloh
Once the map and Modem Settings dialog box appear on his screen,
the Caller should configure his own modem port. The baud rates need not
be the same. The modems will negotiate the highest rate both can handle.
Both sides now hang up the phone.
The Host clicks OK in the Modem Settings dialog box, and should see
the Answer Dialog showing that it is waiting for a call. He then waits.
The Caller clicks OK in his Modem Settings dialog box, and should
see the Dial Dialog. He then left-clicks in the phone entry line and types
in the phone number of the Host system (i.e., the phone number of the line
connected to his opponent’s modem). He may also type in an encryption
key now (see 7.2). Lastly he Selects the Dial button or presses the Enter
key, and the modem will call the Host. The Host system should answer
after the first or second ring.
Momentarily both players should see the Communications Dialog (a
“chat window”). This may be used by both players to type messages to
each other. One or both players may close his Communications Dialog at
any time during modem play. It will automatically reappear if the other
side types a message or, if due to a data transmission backlog, the number of messages waiting to be sent reaches 20. It can also be re-opened at
any time by Selecting Communication Dialog in the Modem menu.
Immediately after the Communication Dialog appears, so will a dialog box enabling him to Select the side he has chosen to play and, if both
players have agreed, Fog of War. Once he does this and clicks OK, the
scenario will be transmitted to the Caller. Only the player who goes first
will see the Phase Box that denotes the first Movement Phase of the game.
He should left-click with the mouse on the Phase Box to make it disappear, and he may then begin playing in the normal manner.
As the game proceeds, both players will see their own and enemy
units fire and move in turn. As each player completes a phase and
advances the game to the next phase, the player who will be in control for
Modem, Play By E-Mail & Replay Features
that phase will see the Phase Box appear. He should left-click on the
Phase Box and proceed with his actions for that phase. The Status Bar at
the bottom of the screen will show whether the current phase is under
Local (your) or Remote (your opponent’s) Control. During a phase that’s
under Remote Control you should not attempt to move or fire any units,
but rather wait until you see the Phase Box appear, indicating that you are
now in control (i.e., it’s your phase to move or attack). When the scenario
is over, the Victory Dialog will be displayed for both sides to see.
If the game must be halted prematurely but the players wish to resume
it later, the Host should choose Save or Save As in the File menu and save
the scenario. Both sides then simply exit the program. Alternatively, after
the Host saves the scenario he can Select Host and the Caller can Select
Caller again in the Modem menu; doing this will close the scenario without exiting the program.
ENCRYPTION KEY
While the Caller has the Dial Dialog on-screen prior to the start of play,
he should enter an encryption key (i.e., a password) in the appropriate
spot in order to encrypt the saved-game file so that once it is saved the
Host cannot open it. (If no encryption key is entered at this time, the file
can still be saved later but it won’t be encrypted.) The Caller should pick
an encryption key that will be easy for him to remember but difficult for
the Host to guess. It can be a word or a phrase, and numerals and/or punctuation marks can be used.
The extension .btx indicates a saved-game file that has been encrypted using the Caller’s encryption key. Encrypted scenario files are stored
in a binary format, and the user should not attempt to view or print them
directly without using the BATTLEGROUND: SHILOH program.
When re-opening a saved game, the Caller must specify the same
exact encryption key that was in use when the scenario was last saved.
RESUMING A SAVED MODEM-PLAY GAME
The procedure for doing this is the same as starting a new modem-play
scenario, except that when the Host is prompted to Select a new or saved
game he must pick the latter. He then picks the agreed-upon scenario in
the ensuing dialog box.
If the scenario doesn’t open, the Host should check to make sure he
Selected the right one. If that’s not the problem, the Caller should Select
New Encryption Key in the Modem menu and type in the key again, for
he probably entered it incorrectly the first time.
7.2 NULL-MODEM PLAY
Null-modem play requires a direct cable connection between the two
computers. Users should obtain a suitable serial communication cable and
a null-modem connector (available at computer supply stores). Select
Null Modem before Selecting Host or Client; that way, when Host or
Client is Selected, you will still be prompted for the correct port and baud
rate, but no modem dialing will be done. Note that under null modem, the
exact baud rate for both machines needs to be Selected. Note also that
some older machines may not have serial ports that can handle speeds at
or above 9600 baud, so a lower rate may have to be used.
Battleground: Shiloh
37
Modem, Play By E-Mail & Replay Features
IMPORTANT!
The player starting a PBEM game must note which “module” the selected scenario is from and convey this information to
his opponent. After being transferred via E-mail and downloaded, the PBEM game file must be kept in the corresponding
BGS subdirectory on each player’s computer.
Please refer to your Windows® Tutorial Guide (supplied with
your computer or packaged with your original Windows ® installation software) if you need instructions on transferring files.
7.3 PLAY BY E-MAIL
1. Select the Special Options button from the Menu Screen (see illustration on p.9)
2. Then Select “Play By E-Mail” from the Special Options window.
3. You will then be asked “Do you want to start a new battle?” Select
“Yes” if you are starting a new game.
4. The Scenario Screen will then appear. Choose the scenario to be
played. Note that as each scenario’s name is selected on the Scenario
Screen, that scenario’s “Module” is displayed in the Module window of
the Scenario Screen. It is imperative that the PBEM game file be kept
in that subdirectory in each player’s BGS game. See the chart below
listing which “module” corresponds to which BGS subdirectory.
BGS Modules & Subdirectories
Module Name
Corresponding Subdirectory
Shiloh
sl
Assault on Sherman
as
The Hornet’s Nest
hn
Pittsburg Landing
pl
Prairie Grove
pg
Wilson’s Creek
wc
38
Battleground: Shiloh
4. When the map appears, choose the local side (i.e., the side you will play)
and whether or not Fog of War will be used. You can also set the Advantage (see p.10) at this point. Then Select OK, and proceed with play.
5. When the first phase under the control of the other side begins, you will
see a message that local control is over. You will be prompted to save
the game (note that it must retain a “.bte” extension) and E-mail the
saved-game file to your opponent.
To Resume a PBEM Game...
1. To resume a Play By E-mail game, you must download the file into the
subdirectory that contains the map used by that scenario.
2. Then double-click on the BATTLEGROUND: SHILOH main program
icon and select the PBEM option from the Menu Screen.
3. You will then be asked “Do you want to start a new battle?”. Select No
if you are resuming a PBEM game.
4. When the “Battle Selection Dialog” window appears, Select the appropriate Module. All PBEM games saved in that module (subdirectory)
will be displayed in the bottom window. Select the proper PBEM battle file and click the OK button.
5. After the map and scenario are loaded, you will be given an option to
see a “Replay” of your opponent’s most recent moves/attacks. After the
Replay is finished (or if you choose not to view it), the next phase
begins and play resumes. At the end of local control, a prompt to Email the file will appear.
The same procedure is followed to play the remainder of the game, with
each player alternately playing and E-mailing the game to his opponent.
Modem, Play By E-Mail & Replay Features
7.4 RECORDING BATTLES
The Record Battle feature of the Special pop-down menu allows you to
record a scenario as you play it. You can then “replay” this saved battle
later by selecting Replay from the File pop-down menu (see below).
Why would you record a battle? During a hotly contested scenario,
you might anticipate that the next few turns will decide the winner. You
may want to keep a record of this and show it to someone later, or (for
your own satisfaction) review the moves you made to help improve your
strategy for future scenarios.
You can record just a few turns of a battle, or an entire scenario. To
record a battle,
1. Select Record Battle from the Special pop-down menu. Doing so
places a check mark ( ) next to the feature. Immediately, a file
window will appear allowing you to name this file (or accept the
default file name).
2. After naming the file, select OK to return to the game. From this point
forward, all scenario turns you play will be saved into this file.
You cannot record modem play or PBEM battles.
Note: The Record Battle feature is a toggle. At anytime during play, you
can select the feature again to turn it off. Anytime you start recording, it
will overwrite any existing file of the same name.
Replaying a Recorded Battle
When you want to view the turns of a recorded battle, simply select
Replay from the File pop-down menu and the recorded turns will automatically replay.
To halt the replay, press the Esc key. To resume the replay again,
select Restart Replay from the Special menu, and the recorded battle
will resume where it left off.
NOTE: When you replay a battle that has been recorded with Fog of War
in effect, the replay is from the perspective of the other side.
EX: If you replay a battle that you played vs the computer, the replay will
be from the perspective of the computer (not your perspective). This
means you’ll see what the computer “saw”.
Battleground: Shiloh
39
Appendix
8.0 APPENDIX
8.1 TERMS & DEFINITIONS
[Certain terms and abbreviations used in this manual are defined here for
your convenience]
Adjacent: Two units or hexes that are directly next to each other on the
map, with no intervening hex between them.
A/I: Artificial Intelligence; the capability of the program to make decisions and conduct actions for a given side.
Command Radius: The maximum hex distance at which a brigade or
division leader can pass down a Command Rating modifier.
Command Rating: A rating (“C#” in the Unit List) given to a leader, and
used by him in his attempts to Rally Disrupted units under his command.
See also the definition of “Command Radius”.
Detached: A unit (usually a regiment) that is outside the Command
Radius of its brigade leader. A brigade leader who is outside the Command Radius of his division leader.
Disrupted: A regiment or battery that is not in Good Order but is not
Routed. A Disrupted unit fires at half strength, and cannot advance into
Melee.
Encryption Key: A “password” specified by the Caller in a modem-play
game to keep the Host (the Caller’s opponent) from opening the savedgame file.
Enfilade: A Ranged-Fire attack made from outside the defender’s Field
of Fire, or made vs. infantry in column.
Fatigue: A rating (“FA#” in the Unit List) given to a regiment or battery,
and used by it for Morale Check and Melee purposes.
Field of Fire: The 120° arc through which a regiment or battery can fire.
See also the definition of “Enfilade”.
Fixed Unit: A unit that begins a scenario unable to move (usually for his40
Battleground: Shiloh
torical purposes). A Fixed Unit is marked with an “F” in a red circle in the
Unit List. For more information, see p29.
Fog of War: A game option that lets a player who chooses Fog of War for
the opposing side see all of his own (i.e., friendly) units, but only those
enemy units that have moved/attacked while currently in the LOS of a
friendly unit.
Game Turn: Two consecutive Player Turns having the same turn number.
Good Order: A regiment or battery that is neither Disrupted nor Routed.
Hex: Each hexagon on the map. Hexes are used for movement, range and
LOS calculations. The hexes are displayed/hidden via the Hex Outlines
command in the Options menu.
Hot Seat Fog of War: A game option that allows two players to play a
game on the same computer without seeing the other player’s units. After
a player has finished making his moves and/or attacks, the program then
draws a blank map and informs the player that it’s time for the opposing
player to take his turn (and occupy the “hot seat”).
Hot Spot: The red square- or hexagon-shaped indicator that appears on
the map. The hex currently containing the Hot Spot is known as the Hot
Spot hex.
Indirect Fire: A special kind of ranged-fire attack a gunboat can make in
which LOS to the target hex is not necessary.
Isolated: A unit which begins its turn surrounded by enemy units, enemy
ZOC, and/or impassible hexes or hexsides will be listed as “Isolated” in
the Command Report dialog box. Such a unit is indicated by having its S#
in the Unit List printed on a red background. While Isolated, a unit may
still conduct ranged fire normally, but may not initiate a Melee. If
attacked in the Melee Phase it is automatically eliminated.
Leadership Rating: A rating (“L#” in the Unit List) given to a leader,
and used by him in his attempts to Rally Routed units under his command.
Appendix
LOS: Line of Sight; an imaginary line between units that the program
uses to determine if they can “see” each other. If the LOS is blocked (see
the definition of “Obstacle”), they cannot see (and hence have no LOS to)
each other. The existing LOS to/from the Hot Spot hex can be viewed via
the Visible Hexes command in the Display menu.
Melee: An attack made from a hex adjacent to the defender during the
Melee Phase, in which the attacker can advance into that hex if the Melee
eliminates all defenders in the hex or forces them to retreat.
Menu Bar: The line in the screen display immediately above the map,
which contains the titles of the various pop-down menus.
Morale Check: A die roll made by the program for a unit that has taken
casualties due to an attack, or that is in the same hex as (or is adjacent to)
another friendly unit that becomes Routed. The possible results are No
Effect, Disruption or Rout; see Morale Checks on p.33.
Objective: A scenario-specific hex with an assigned point value used to
determine victory and defeat in a given scenario.
Obstacle: Terrain that can block LOS through its hex. Forest, Hill,
Marsh, Orchard and Brush hexes can block LOS, depending on the relative heights of the firer, obstacle and target.
Phase: Any of the four main segments of a Player Turn: Movement
Phase, Defensive Fire Phase, Offensive Fire Phase, and Melee Phase.
Player Turn: Each turn in which one side or the other is the “moving”
side. See also the definition of “Game Turn”.
Quality: A rating (“QL#” in the Unit List) given to a regiment or battery,
and used by it when it takes a Morale Check or tries to Rally.
Rally: A die roll made by the program for each of the Phasing Player’s
Disrupted and/or Routed units at the start of each friendly Player Turn. If
successful, a Routed unit becomes Disrupted, and a Disrupted unit is
returned to Good Order.
Ranged Fire: Any non-Melee attack made by a unit.
Rout: A unit becomes Routed whenever it fails a Morale Check caused
by either an attack or by the Routing of another friendly unit in/adjacentto its hex.
Scenario: Each of the specific battles that are listed in the Scenario
Selection Screen.
Select: To click on an item using the left mouse button.
S#: For a regiment or battery, the basic strength (which equals the total
number of men or guns) used when it makes an attack. For a supply
wagon, the number of units it can resupply. The S# is displayed in the
Unit List, and can change during play (i.e., it decreases whenever the regiment/battery takes casualties or when the supply wagon resupplies another unit.
Stack: The collective name for two or more units in the same hex.
Status Bar: The line at the very bottom of the screen display, which contains the current time of day, phase, and hex coordinates of the Hot Spot.
Stragglers: A Routed unit that suffers another Routed result loses one or
more strength factors (as determined by a die roll made by the program);
such units are termed “lost stragglers” in the Command Report that
appears at the start of the next Player Turn.
Strength Factor: See the definition of “S#”.
Unit List: The portion of the screen display immediately below the map,
listing the data pertaining to each unit in the current Hot Spot hex plus a
representative drawing/portrait of the unit.
Zone of Control (ZOC): Each land combat unit (i.e., infantry/cavalry in
line formation, and unlimbered artillery) exerts a ZOC into the front three
hexes it is facing. See illustration below.
In this illustration, each unit’s Zone of Control (ZOC) is shown by the shaded
hexes. Note that only regiments in line and unlimbered artillery have a Zone
of Control; regiments in column, limbered artillery and all leaders have no
ZOC. Thus, the cavalry unit in column formation has no ZOC.
Battleground: Shiloh
41
Appendix
8.2 HISTORICAL OVERVIEW
by Kerry L Hall
THE BATTLE OF WILSON’S CREEK
10 August, 1861: Missouri, Blue or Gray?
In 1861, Missouri was a state of divided sentiment. Many Missouri
families had strong southern ties, but at the same time many of the state’s
industries were strongly connected to the northern economy. Should Missouri secede? The State Legislature chose neutrality. However, Governor
Claiborne Fox Jackson openly supported the south, while his chief political antagonist, Missouri Congressman Frank Blair, Jr., was the leader of
Missouri’s Unionist forces.
In the spring and summer of 1861, both sides attempted to collect
enough political and military power to turn the tide in their favor. Frank
Blair, using his political ties to Washington, had arranged for U.S. troops
from Kansas, led by regular Army Captain Nathaniel Lyon, to come to St.
Louis in an attempt to quell the increasing strength of the pro-Confederate
“State Guard”, organized by Governor Jackson. When Lyon pro-Union
“Home Guards” arrested a large contingent of the State Guard camped on
the outskirts of St. Louis and tried to march them through the streets a riot
broke out. Several civilians were killed in the subsequent violence, including one child. Sentiments quickly began to shift southward.
42
Battleground: Shiloh
Governor Jackson had meanwhile enlisted the aid of Brigadier General Sterling “Pap” Price to lead his State Guard. After the St. Louis riots,
the State Guard quickly began to swell with volunteers opposed to the
Union’s hard-handedness. Lyon realized the increasing strength of Price's
Army and quickly drove it from the area of St. Louis and Jefferson City,
where the state legislature was again meeting to consider secession. Jackson and Price fled southwest with their Army. Texas General Ben McCulloch was supposed to link up with them and help take Missouri back from
the Unionists. Lyon chased Price’s Army all the way to the south west corner of the state, near Springfield.
By late July, 1861, Price and McCulloch had linked up near Cassville,
bringing their total strength in men up to about 14,000. Lyon, who had
been pursuing Price, reached the end of his supply line and stopped near
Springfield.
But now Lyon’s problems began to mount rapidly. First, the enlistment period of many of his 90-day Union volunteers had come to an end,
and many of the men went home. Lyon’s army shrunk to about 6,000.
Lyon had chased Price and cornered him, but now Price out-numbered
him. Second, both armies were generally ill-equipped and undertrained,
but now Price had McCulloch’s better trained men. Third, Lyon had
become indecisive. Price had a lot of mounted infantry and cavalry in his
command, and Lyon was constantly in fear of being outflanked or of having his supply lines cut.
Lyon at first moved against Price south of Springfield. After heavy
skirmishing with Price’s forces, Lyon again grew fearful that Price’s cavalry was going to cut off his retreat. So he again retreated, back to Springfield. Price then moved his Army up to Wilson’s Creek, about 10 miles
south of Springfield, due to the good forage, and to set up an attack
against Lyon. Price’s camp was situated at a rough and rugged spot where
the road from Springfield crossed the creek. The creek was flanked on
both sides by steeply rising hills. Price camped his army along the hills.
The area was heavily wooded, and the hills made for strong defensive
positions.
On the 8th of August, Lyon again decided to move against Price, but
the exhaustion of his men kept him from making any progress. A vote was
taken from among the officers and it was decided to not attack. The next
day, on the 9th, Lyon met privately with one of his more influential commander’s, Colonel Franz Sigel, a German professional soldier. Sigel convinced Lyon to attack, and to allow himself (Sigel) to take a force around
the right of the enemy and attack his flank just as Lyon attacked from the
Appendix
front. Lyon gave the orders and the Union Army of the West again set to
march toward Wilson’s Creek and Price’s Army. Price, meanwhile, had
also decided to attack Lyon in Springfield, on the 9th. However, that night
a heavy rainstorm caused him to cancel his plans, as his men did not have
waterproof cartridge boxes and could not march in the rain. In fact, as
Lyon’s Army approached from the north and Sigel from the south, Price
had called his pickets in due to the heavy rain. As a result the Union soldiers were not detected until the last minute.
About dawn on August 10th, 1861, Lyon’s Army approached the
unwary Confederates from the north, first making contact with
Cawthorn’s mounted troops. To the south, Sigel also began his attack
against Price’s far right flank. Lyon had 6,000 men. Price had 14,000.
The struggle for Missouri was under way...
THE BATTLE OF SHILOH
6 - 7 April, 1862: “The Devil’s Own Day”
Johnston Takes Command
In the summer of 1861 Albert Sidney Johnston, former U.S. Army
Commander of the Department of California, arrived in Tennessee to take
command of the Confederate forces. To the north he faced the armies of
Ulysses S. Grant, in command of the Army of Tennessee and Don Carlos
Buell in command of the Army of Ohio. Together the two armies were
over 90,000 strong. Within his own command Johnston faced the daunting task of forming a cohesive command out of the Confederate forces
that were separately attempting to defend the broad expanse of the Mississippi River valley, middle Tennessee, and eastern Tennessee regions.
Johnston was Jeff Davis’ man, but no one envied him the task.
By the spring of 1862 Johnston had begun to form a real Army but
was losing ground: in February he was forced to abandon Nashville to
Battleground: Shiloh
43
Appendix
Buell’s Army, and Grant had taken by force both Fort Henry, on the Tennessee river, and Fort Donelson, on the Cumberland River. The loss of
Fort Donelson was especially a hard blow to the morale of the Confederate Army of Tennessee. However, Johnston didn’t have many choices, as
his armies were being forced back by the superior strength of the Union
forces. He now faced Buell, with his main army, in south-central Tennessee, while in west central Tennessee Confederate forces under
Leonidas Polk had fallen back to the defense of Forts’ Pillow and Randolph, just north of Memphis.
The political currents of the time placed much importance on the Mississippi River valley and its defense, while the importance of eastern and
middle Tennessee was grossly neglected by both its inhabitants and the
Confederate government. Johnston was continually denied needed aid in
deference to the much more politically significant Army of Northern Virginia, under Robert E. Lee. To this end, Richmond decided to assign a new
commander to the defense of the western Tennessee and the Mississippi
River valley, Pierre G. T. Beauregard, one of the heroes of First Manassas.
The Stage is Set
Beauregard styled himself after Napoleon and his arrival in Tennessee
caused no less of a stir among the Commanders of the Confederate Army
of Tennessee than Napoleon’s arrival in southern France did among the
Allies of Europe in 1815. Beauregard assumed Leonidas Polk’s command, one third of Johnston’s Army, and becoming Johnston’s subordinate. Much more significantly, Beauregard’s strong personality and commanding nature soon had him in virtual control of Johnston’s entire Army.
Johnston almost seemed to acquiesce to Beauregard’s command decisions
without question.
To the north, Grant had his problems with his superior, General Halleck. Grant had even offered to resign his command. His success at
Donelson, however, put him in favor in Washington, and so he was left
alone. He was quickly on the offensive again. Grant continued to advance
south through western Tennessee, while his fellow general, Buell, continued to advance south through central Tennessee.
By March 1862, Beauregard had convinced Johnston to collect his
armies at Corinth Mississippi. In late March Grant moved his army to
Pittsburg Landing, an area south of Savannah Tennessee and some 25
miles northeast of Corinth as a camping and drilling ground. Grant’s subordinate, William Tecumseh Sherman, had chosen the site, as it was ideal
for camping and drilling. Grant had accepted Sherman’s decision even
44
Battleground: Shiloh
though the lay of the land around Shiloh Church kept Grant’s army bottled up and was not a very defensible spot. On the north and south Grant’s
Army was blocked by broad creeks, and to his east was the Tennessee
River, his highway and supply line. There was no avenue of retreat. Grant
never expected Johnston to attack. In the center of the campgrounds that
Sherman and Grant had chosen sat a little church called Shiloh.
Johnston Decides to Attack First
Johnston and Beauregard received word from spies that Buell’s Army
in central Tennessee was being sent to reinforce Grant at Pittsburg landing, so that both armies could then move on Johnston at Corinth. Beauregard proposed a plan that Johnston quickly accepted. The Confederates
would move decisively on Grant at Pittsburg Landing, defeat Grant’s
army and then deal with Buell’s army when it arrived. Johnston’s and
Grant’s were both approximately 40,000 men strong. Grant’s Army was
divided into six division under Sherman, Prentiss, McClernand, W. H. L.
Wallace, Hurlbut, and Lew Wallace. Johnston had organized his Army
into four Corps under the command of Hardee, Bragg, Polk, and Breckinridge. Beauregard had summoned Breckinridge’s Corp all the way from
Louisiana. The Rebels were itching for a fight.
Beauregard wrote the marching orders for the entire Confederate
army of Tennessee to move from Corinth some 25 miles up two roads to
Shiloh on April 3rd. The orders were very complex, involving separate
Appendix
orders for Johnston’s four Corps, and required the different Corps to pass
through various crossroads at the same time, in order to properly align the
Confederates for their surprise attack on Grant on the morning of April
5th. As Beauregard’s adjutant wrote out the orders, he reportedly had
before him on his writing table a copy of Napoleon’s Waterloo orders.
The weather refused to cooperate with Beauregard. The roads were so
muddy and the orders so confusing that Johnston’s Army was still getting
into position on the afternoon of April 5th. The Generals had a discussion.
Beauregard proposed calling off the entire deal since they were late in
attacking and Buell’s Army was expected in Grant’s camp any day now.
Johnston had received conflicting information and thought Buell to be a
few more days away than that. The corps commanders (Hardee, Bragg,
Polk, and Breckinridge) all agreed that their men were ready to do battle,
and that if they returned to Corinth now the morale of the Army would
drop to an all-time low. Johnston finally decided his Army would stay and
fight. The surprise attack would start the next morning, Sunday, April 6th.
The Lines are Drawn.
Early on the morning of the 6th of April, 1862, Johnston had his Army
arrayed as such: His first line of battle was Hardee’s Corps, followed by
Bragg’s Corps, then Polk’s Corps, with Breckinridge’s Corps in reserve.
Grant’s army was in camp. Sherman’s and Prentiss’ divisions were
camped to the west and south (respectively), and therefore on the front
line. To their rear were the divisions of McClernand, W. H. L. Wallace,
and Hurlbut. Lew Wallace’s division was stationed at Crump’s Landing,
several miles to the north. The Union army was getting ready for breakfast, still blissfully unaware of their uninvited guests.
Before daylight, the first shots were heard. At first the pickets were
driven in, but soon the general sound of battle covered the entire front
lines. When Grant heard the steady boom of the artillery he knew there
was a battle going on. Sherman and Prentiss’ men had to form lines of battle amongst their own tent grounds and cook fires. The entire Rebel Army
was on its way to the Tennessee River and Grant stood in the way.
The battle of Shiloh had begun!
THE BATTLE OF PRAIRIE GROVE
7 December, 1862
Meanwhile, Sherman’s men had been reporting skirmishing with the
Rebs. It had become so commonplace however, as to become somewhat
annoying. Sherman had even chastised one of his Commander’s on the 5th
for being too skittish. Grant was off on his riverboat and ignored the
reports of Confederate cavalry and infantry in his front, assuming all along
that Johnston would never leave his safe haven at Corinth and attack.
By the winter of 1862 the situation on the frontier had become a complete mess for the Confederacy. After Van Dorn’s loss at Pea Ridge in
March of 1862, he had taken most of his arms and men and joined the
Army of Tennessee. Left behind were many angry Missourians,
Arkansans, and pro-Confederate Indian tribes.
Brigadier General James Blunt, an abolitionist from Kansas, had
taken command of the Union’s so called “Army of the Frontier”. His
orders were to quell the problems with the Native Americans and secure
the Indian Territory. His counterpart on the Confederate side was Major
General Thomas C. Hindman. Hindman had replaced Van Dorn and was
busy in Arkansas trying to rebuild the Confederacy’s strength in the
region. Hindman was an aggressive man and a veteran of Shiloh. By the
end of the summer of 1862 he had gathered together about 20,000 men,
with plans to renew the offensive against Kansas and Missouri.
In November, Hindman sent Brigadier General John Marmaduke
against Blunt at Cane Hill, in northwest Arkansas. Blunt soundly whipped
Marmaduke, who narrowly escaped the complete destruction of his
forces. Blunt victoriously returned to Cane Hill. On December 3rd, Hindman moved against Blunt with 11,000 men and 22 pieces of artillery.
Battleground: Shiloh
45
Appendix
Blunt’s Federals were desperately outnumbered. He quickly summoned
support from General Herron at Springfield, Missouri. Herron, with 6,000
men and 30 artillery pieces, travelled over 100 miles in three days, reaching Fayetteville, Arkansas on the 6th of December.
Hindman had to alter his plans. Originally, he had intended to use his
superior force to outflank and surround Blunt; he now decided to attack
and defeat Herron at Fayetteville and then turn on Blunt. Hindman abandoned his camps on the night of the 6th, leaving behind a cavalry holding
force in an attempt to deceive Blunt’s Union troops.
Blunt was completely fooled by this maneuver and remained in place,
patiently awaiting Hindman’s attack. The morning of 7 December, however, found Hindman facing General Herron’s forces across the Illinois
River. The Federal army was deployed atop a hill amongst a stand of timber known as Prairie Grove. At 9:30 a.m. the battle began.
Twelve miles away, General Blunt finally realized what had happened
and rushed to the aid of Herron. Hindman’s Confederates faced Herron’s
Union troops on one side, with Blunt’s Federals fast approaching from the
other.
The battle of Prairie Grove had commenced...
8.3 HOT KEYS
Ctrl-N: Advance to next phase
Ctrl-U: Undo last movement
Shift: Displays on the map the names of various geographical features
Esc: Cancels A/I processing while the A/I is activated and the A/I
Action Dialog is on-screen
Left Arrow: Scroll map to the left
Right Arrow: Scroll map to the right
Up Arrow: Scroll map up
Down Arrow: Scroll map down
F1: Invoke general Help
F2: Invoke Scenario Notes Help
The following hot keys can be used to move units from one hex to
another:
Keypad 1: Move Selected unit(s) down and left to next hex
Keypad 2: Move Selected unit(s) down to next hex
Keypad 3: Move Selected unit(s) down and right to next hex
Keypad 7: Move Selected unit(s) up and left to next hex
Keypad 8: Move Selected unit(s) up to next hex
Keypad 9: Move Selected unit(s) up and right to next hex
The following hot keys can be used to move units within their hex:
Keypad 0: Change Formation of Selected unit(s)
Ctrl-B or End: Move Selected unit(s) backward in hex
Ctrl-F or Home: Move Selected unit(s) forward in hex
Ctrl-L or Delete: Change Facing of Selected unit(s) one hexside
counter-clockwise in hex
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Battleground: Shiloh
AUTHENTIC
MUSIC OF THE
CIVIL WAR
by Bobby Horton
Most of the really fine music you’ll hear while playing BATTLEGROUND: SHILOH are tunes by the talented Bobby Horton. But these
are just a small sampler of the authentic tunes he has recorded, most of
which are available on CD and audio cassette. Some of his recordings
were even used in the now-famous Civil War series by Ken Burns that
aired on PBS.
Each CD and audio cassette (with the exception of the “Homespun
Songs of the Christmas Season”) comes complete with historical liner
notes about the songs. Most of the songs were recorded with “period”
19th century instruments (or authentic reproductions), and recorded in
“period” style arrangements. His songs are truly a “labor of love” (one
reason, perhaps, why they go so well with this TalonSoft game!).
If you’re interested in hearing more of his songs, TalonSoft encourages you to contact Mr. Horton (see under picture).
CURRENTLY AVAILABLE
Bobby Horton
3430 Sagebrook Lane Birmingham, AL 35243
Phone: (205) 967-6426 Fax: (205) 967-6426 *51
Homespun Songs of the CSA
CD
Cassette
Volume 1
yes
yes
Volume 2
yes
yes
Volume 3
yes
yes
Volume 4
yes
yes
Volume 5
no
yes
Homespun Songs of the Union Army
Volume 1
yes
yes
Volume 2
yes
yes
Volume 3
no
yes
Homespun Songs of the Christmas Season no
yes
Homespun Songs of Faith, 1861-1865
no
yes
Each CD is $15; each audio cassette sells for $10.
Also available is “Music & Memories of the Civil War” on video
cassette. Produced by PBS and Bobby Horton, this sells for $25 plus $3
shipping and handling.
Battleground: Shiloh
47
Appendix
TECHNICAL SUPPORT
If you have a technical problem concerning the operation of our software, please contact our technical support staff. When you call, be at
your computer if possible and have the following information ready:
computer type, Windowsâ version, available hard drive space, total
RAM, type of video card, and a list of options you choose when you
installed the game.
TECHNICAL SUPPORT: 0181 343 9143, M-F 9-5pm,
CREDITS
Executive Producer: Jim Rose
Producer: Bob McNamara
Game Design & Concepts: John Tiller, Jim Rose, Joseph
Hummel & Charles Kibler
Programming: John Tiller
Technical Directors: Mark Cavey & Ken Robinson
Game Graphics: Stephen Langmead, Charles Kibler,
Joe Amoral
Video & Sound: Jim Rose
Scenarios: Charles Kibler, John Tiller & Rick de la Parra
Playtest Coordination: Bob McNamara & Ken Robinson
Players Guide: Robert E. Waters & Charles Kibler
Historical Overview: Kerry L. Hall
Production Coordination: John Davidson
In Europe;
Playtest Coordination: Andy Mullins
Playtesters: Simon Flynn & Mahendra Sampath
Cover Art: Sharon O’Neill & Clare Brown
Production Coordination: Antony Bond & Gary Lucken
© 1996 TalonSoft, Inc. All Rights Reserved
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Battleground: Shiloh