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GAME MANUAL
CREDITS
EXECUTIVE PRODUCER
David Lester
GAME DESIGNER AND PRODUCER
Jeff Fiske
PROGRAMMING
Chris Plakyda
ARTISTS
Andrea Muzeroll
Peter Crafts
ART DIRECTOR
Chris Beatrice
MULTIMEDIA HISTORY & MANUAL
Todd Capute
MUSIC & FILM EDITING
Jason P. Rinaldi
Keith Zizza
Steve Serafino
QUALITY ASSURANCE
Edward Pugsley
Douglas Gonya
Joe McGuire
Ken Parker
Steve Serafino
LEAD TESTER
Ken Parker
QUALITY ASSURANCE MANAGER
Ken Ford
ADDITIONAL TESTING
Glen Lee
Nick Dowling
David Norquist
ROBERT E. LEE: CIVIL WAR GENERAL
3
FILM FOOTAGE & SOUND EDITING
Jay Wertz &
Associates
CREDIT STILLS
Mort KŸnstler
HISTORICAL RESEARCH
Robin Muir
Todd Capute
Jeff Fiske
Doug Gonya
VOICE ACTORS
Mike Rosenbaum
Keith Charles
Special thanks to Robin Muir, Jay Wertz, Glen Lee,
Matt Murdzak, and all the Living Historians and
their dedication to preserving our heritage.
ROBERT E. LEE CIVIL WAR GENERAL uses Smacker
Video Technology. Copyright A 1994 by Invisible,
Inc. d.b.a. RAD Software.
GAME MANUAL
TABLE OF CONTENTS
Part 1: Introduction . . . . . . . . . . . . . . . . . . . . .6
Game Overview . . . . . . . . . . . . . . . . . . . . . .7
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Game Options & Multiplayer Features . . . . .9
Installation and Loading . . . . . . . . . . . . . . . .10
Multimedia History . . . . . . . . . . . . . . . . . . . .12
Where Do I Start? . . . . . . . . . . . . . . . . . . . . .13
Game Time and Interface . . . . . . . . . . . . . . .14
Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Part II: Reference Section . . . . . . . . . . . . . . . . .42
Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Specialists . . . . . . . . . . . . . . . . . . . . . . . . . . .54
The Information Panel . . . . . . . . . . . . . . . . . .55
Movement Points . . . . . . . . . . . . . . . . . . .58
Unit Supply . . . . . . . . . . . . . . . . . . . . . . .59
Army Supply . . . . . . . . . . . . . . . . . . . . . .61
Firepower . . . . . . . . . . . . . . . . . . . . . . . . .62
Unit Morale . . . . . . . . . . . . . . . . . . . . . . .63
Army Morale . . . . . . . . . . . . . . . . . . . . . .64
Unit Organization . . . . . . . . . . . . . . . . . . .65
Unit Health . . . . . . . . . . . . . . . . . . . . . . .67
Unit Quality . . . . . . . . . . . . . . . . . . . . . . .68
Experience . . . . . . . . . . . . . . . . . . . . . . . .68
Weapon Type . . . . . . . . . . . . . . . . . . . . . .69
Leaders and Corps Commanders . . . . . . . . . .70
Reassigning Corps Commanders . . . . . . .71
How to Dismiss Unit Leaders . . . . . . . . . .72
Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Special Orders . . . . . . . . . . . . . . . . . . . . . . . .74
Digging In . . . . . . . . . . . . . . . . . . . . . . . .74
Rest and Resupply . . . . . . . . . . . . . . . . . .75
ROBERT E. LEE: CIVIL WAR GENERAL
5
Change Formations . . . . . . . . . . . . . . . . .76
Movement and Terrain . . . . . . . . . . . . . . . . . .77
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Height . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Stacking Units . . . . . . . . . . . . . . . . . . . . .83
Visibility . . . . . . . . . . . . . . . . . . . . . . . . .84
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Anatomy of an Engagement . . . . . . . . . . .86
Artillery Attacks . . . . . . . . . . . . . . . . . . . .88
Rear Attacks . . . . . . . . . . . . . . . . . . . . . . .89
Charges . . . . . . . . . . . . . . . . . . . . . . . . . .90
Multiple Unit Attacks . . . . . . . . . . . . . . . .91
Specialist Attacks . . . . . . . . . . . . . . . . . . .91
Voluntary Retreats . . . . . . . . . . . . . . . . . .92
Routed Units . . . . . . . . . . . . . . . . . . . . . .92
Coordinated Attacks . . . . . . . . . . . . . . . . .93
Video Clips . . . . . . . . . . . . . . . . . . . . . . .93
Night Turns . . . . . . . . . . . . . . . . . . . . . . .94
Reinforcements . . . . . . . . . . . . . . . . . . . .95
Play Level . . . . . . . . . . . . . . . . . . . . . . . .96
After Combat Report . . . . . . . . . . . . . . . .97
Battle Resolution . . . . . . . . . . . . . . . . . . .98
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
The Command Tent . . . . . . . . . . . . . . . . . . .103
The Campaign Game . . . . . . . . . . . . . . . . . .105
Menu Items . . . . . . . . . . . . . . . . . . . . . . . . .112
Part 3: Appendix . . . . . . . . . . . . . . . . . . . . . . .118
Historical Considerations . . . . . . . . . . . . . . .118
Strategy Hints & Tips . . . . . . . . . . . . . . . . . .119
Multiplayer Games . . . . . . . . . . . . . . . . . . . .123
DesignersÕ Notes . . . . . . . . . . . . . . . . . . . . .126
Customer Service . . . . . . . . . . . . . . . . . . . . .128
Technical Tips . . . . . . . . . . . . . . . . . . . . . . .130
Technical Support . . . . . . . . . . . . . . . . . . . . .134
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
GAME MANUAL
PART 1: INTRODUCTION
A WAR FOR HONOR
In 1860, the American South was reborn. Decades of
political struggle against the will of the influential
North had proven fruitless, and in the end the South
had but one recourse to save its cherished way of life:
it would secede from the Union and create a new
nation, The Confederate States of America.
The South had embarked upon a new era, and was
now free to build a great nation from the ground up.
But one great obstacle stood in its way Ñ The Union
Army.
Now, a year later, the regional conflict has erupted
into a full-scale war. The Union has pledged to crush
the Rebellion and force the Confederate states back
under the political blanket of the United States. The
Confederacy lacks a large organized army, a militaryindustrial base, and the recognition of the world
community. Its weaknesses are grave, but the South
possesses two great strengths: its states contain some
of the hardiest fighting men on the continent; and its
ranks include one of the greatest battlefield commanders of the modern world Ñ General Robert E. Lee.
You are Robert E. Lee. You command the great Army
of Northern Virginia in its quest to defeat the Union
forces and secure the survival of the Confederacy.
The SouthÕs dream of independence is in your hands.
Can you lead the Confederacy to victory?
ROBERT E. LEE: CIVIL WAR GENERAL
7
GAME OVERVIEW
In ROBERT E. LEE: CIVIL WAR GENERAL, you take the role of
General Lee himself in a contest of military tactics
and strategy. You will command the Army of
Northern Virginia against the Union Army of the
Potomac through a series of historic battles. Your
army is divided into units of four types: infantry,
cavalry, artillery, and specialists (sharpshooters and
scouts). You will issue orders on a unit-by-unit basis.
To gain battlefield victories, you must consider the
unique strengths and weaknesses of each unit, leader,
and Corps Commander; you must exploit the battlefield terrain; and you must maintain the health and
morale of your troops.
Tactical considerations in this game closely mirror the
historical conditions of Civil War combat. Success
will come only if you follow the military doctrine of
the late 19th century, paying special attention to the
crucial factors of morale and maneuver. Precision
GAME MANUAL
8
troop movement will win battles, but unnecessary
maneuver will tire your troops and dampen their
morale Ñ and their ability and willingness to fight!
You may choose to play a single day of battle, a
complete multi-day battle, or an entire campaign. At
the end of each battle, the side that has absorbed
fewer casualties, taken and held more key positions,
and has better maintained its morale will be the
winner. To win a full campaign game, you must
command your army through a progression of battles
that will culminate in a Rebel attack on Washington
D.C.
OBJECTIVES
ROBERT E. LEE: CIVIL WAR GENERAL is a Civil War combat
simulation in which you will face many of the same
conditions that confronted General Lee himself -including the ambiguous nature of battlefield victory.
The Confederate armyÕs top priority was not to
capture and occupy Northern cities, ports, or installations. Rather, it was to damage the enemyÕs morale,
and to turn public opinion against the war itself. The
outgunned and outmanned Confederacy knew that in
order to win, it must convince the North that a war
was not worth fighting.
In this game, winning a battle is not as simple as
capturing a specific position or inflicting a predetermined number of casualties.
Rather, your objectives are many: to capture and hold
strong positions; to kill enemy leaders; to cause
enemy units to surrender or retreat; and to keep your
men alive, healthy, and full of fighting spirit. If you
can seize control of a battle, repeatedly drive enemy
ROBERT E. LEE: CIVIL WAR GENERAL
units from their positions, and consistently minimize
combatÕs impact on your men, you will be victorious.
To win a battle you must plan carefully, seize strong
positions, and inflict as much damage on the enemy
as your men can endure. Do this consistently through
each battle in a full Campaign game, and the war will
be won!
GAME OPTIONS &
MULTIPLAYER FEATURES
This game is highly customizable, allowing for
various styles of play. You may command a single
battle as North or South, or you may command a full
campaign as the South. Northern command is not
available for a campaign game.
The quickest game option is to play a single-day
battle or a single day of a multiday battle. For a
slightly longer game, you may play a complete multiday battle, such as the pivotal three-day Battle of
Gettysburg. You may also play any two sequential
days of Gettysburg.
To take on the most challenging and complex game
experience, play a full campaign, taking the role of
Robert E. Lee in command of the Southern army. The
campaign is a progression of eight battles, culminating in a Rebel invasion of Washington D.C.
You may also go head-to-head with another player
either in a ÒhotseatÓ game at a single computer, or via
modem or serial link cable. For more information
about modem play, see page 123 of this manual.
GAME MANUAL
9
10
INSTALLATION AND LOADING
The ROBERT E. LEE installation program will give you
three options: a small installation, which occupies
about 1 megabyte of hard drive space, a medium
installation, which occupies about 11 megabytes, and
a maximum installation, which copies all the game
files to your hard drive and occupies about 180
megabytes of space.
The small and medium installations will require the
game to read files from the disc during a game. A
maximum install will copy all game files to your hard
drive, but for copy protection it will still require you
to insert the game disc in your CD-ROM drive. A
maximum install will allow the game to run more
quickly on most systems.
Windows 95 Installation
1. Insert the ROBERT E. LEE: CIVIL WAR GENERAL CD into
your CD-ROM drive. If the Autoplay option on
your computer is activated, a panel will appear on
your Windows Desktop, asking you if you would
like to install the game. Select the option to install
the game, and follow the onscreen instructions.
If the Autoplay feature on your computer is not activated, begin the installation by selecting the CD drive
from the My Computer window on your desktop, and
then select the Setup icon from the window that
appears. To play the game once it has been installed,
simply insert the game CD, access the directory on
your hard drive where you have installed the game,
and double-click on the Game.exe icon in the window
that appears.
ROBERT E. LEE: CIVIL WAR GENERAL
11
Windows 3.1 Installation
1. Insert the ROBERT E. LEE: CIVIL WAR GENERAL CD into
your CD-ROM drive.
2. Start Windows if it is not already running.
3. From the menu bar at the top of the screen, click
on File, and select Run.
4. On the command line that appears, type the letter
of your CD-ROM drive, followed by :\SETUP. For
example, if the letter of your CD-ROM drive is D,
you would type D:\SETUP and then press the
Enter key.
5. Follow the onscreen instructions. The Sierra
installation program will test your system to make
sure you have everything you need to run the
game, then create a directory called
SIERRA\Civilwar, install the necessary files, and
create a program group and game icon.
6. After the game is installed, you will have a chance
to read the ÒReadmeÓ file, which provides information on changes and additions made to the game
after this manual went to press.
7. To play ROBERT E. LEE, double-click on the
Game.exe icon.
GAME MANUAL
12
MULTIMEDIA HISTORY
In addition to the game, ROBERT E. LEE: CIVIL WAR
GENERAL also comes with a complete multimedia
history of the Civil War. To view it, follow the installation instructions in this manual and then doubleclick on the History icon in the game directory. The
history supplement is a separate program from the
game, so each must be run independently.
The history supplement has a simple, straightforward
interface. Go to each main topic by selecting the brass
buttons along the bottom of the screen; or click on
any blue word in the text to move to a related topic.
Click on the Ear button, where it appears, to listen to
sound clips.
To control the sound in the history program, select the
Options button, and click on the Sound button. Select
the Sound On/Off button to control the automatic
sounds, or adjust the volume by clicking and dragging
ROBERT E. LEE: CIVIL WAR GENERAL
on the Confederate flag to raise and lower it. You may
achieve better sound quality by setting the loudest
volume level within the program, and adjusting your
computerÕs volume outside of the program. Turning
the sound off may allow the program to run more
quickly.
WHERE DO I START?
To get the most enjoyment out of your new game as
soon as possible, we recommend that you begin by
viewing a brief video that has been included on the
game disc. This video will provide an introduction to
the game interface. To view the video, open the directory where you have installed the game, and doubleclick on the file called ÒHowTo.avi.Ó After watching
the video, we suggest that you follow the Tutorial,
which begins on page 16 of this manual. You may
then consult this manual for further information about
the game, or you might choose to begin playing
immediately. ROBERT E. LEE: CIVIL WAR GENERAL has a
highly intuitive interface, designed to allow users to
get into the game quickly and easily.
Some of the information in this manual concerns the
internal workings of the game system, and is by no
means essential to enjoying the game. While some
players may find this interesting and useful, others
may choose to ignore it.
In addition to this manual, we recommend that you
check a file on the game CD called README.WRI.
To open this file, double click on its icon in the game
directory. This file explains aspects of the game that
have been added or altered since this book went to
press.
GAME MANUAL
13
14
GAME TIME AND INTERFACE
A mouse is required to play this game. When this
manual tells you to Òclick onÓ or ÒselectÓ something,
you should click on it with your left mouse button
unless the instructions specify that you use the right
one.
Each unit will
occupy a single
hexagonal
position or
Òhex.Ó
ROBERT E. LEE: CIVIL WAR GENERAL is a turn-based
strategy game that takes place on a hexagon-based
terrain map of the battlefield. All unit movement will
happen within the individual hexagons, or ÒhexesÓ
that make up a battlefield map. A unit may only
occupy a single hex at a time. This manual refers to
the hex that a unit occupies as that unitÕs position.
Each hex represents a distance of approximately 200
yards.
Each game turn represents a period of one half-hour
of the battle (at night, turn time varies, see page 94
for more details.) A game turn consists of a Confederate player turn and a Union player turn (in that
order). Each battle will last a pre-determined number
of turns.
Using your mouse, you may easily maneuver your
units around the battlefield. Right-click on a unit to
select it, and left-click on a destination to move the
selected unit
If the destination contains an enemy unit, your
selected troops are ordered to attack. Other orders
may be given by clicking on the buttons on the information panel at the bottom of the screen.
The information panel will display information about
the currently selected unit or units. Confederate troop
information appears on the left side of the bar, Union
ROBERT E. LEE: CIVIL WAR GENERAL
information appears on the right. You may select any
unit Ñ even an enemy Ñ to get information about it,
although you may not, of course, issue orders to
enemy units.
15
As you move your mouse around the Battlefield
screen, a text window on the information panel will
display information about the button, unit, or map
area that the mouse pointer is over.
The Overview window shows a birdÕs eye view of the
battlefield with your current main screen view highlighted with a white frame.
For a single-screen view of the entire battlefield,
select Command Map from the OfficerÕs Reports
menu.
Unit
Main map
Confederate information
Text window
Overview window
Union information
GAME MANUAL
TUTORIAL: PART I
Part one of this tutorial will take you, step by step,
through a single turn of ROBERT E. LEE: CIVIL WAR
GENERAL. It will introduce you to the gameÕs various
unit types and ratings, guide you through several
different kinds of attacks, and teach you the basic
elements of combat as you command the Confederate
Army of Northern Virginia.
You should begin with the game loaded and running.
When the title screens have passed, a setup screen
will appear, giving you several options to choose
from in order to begin a game. Select Load Saved
Game. From the list that appears, select tutor1.sav.
The first thing you will see when you enter the game
is the main battlefield screen. This is where most of
the action in the game will take place. The main portion of the screen displays part of the Gettysburg battlefield. The screen is only large enough to show a
small portion of the battlefield at any given time. To
see the rest of the battlefield, you may scroll this main
view in any direction. To do so, move your mouse
pointer just over the very edge of the screen on any
side. The main view will move in the direction you
have indicated. You may scroll to the north, south,
east, west, or diagonally in any direction.
At this point, take a minute to scroll around the battlefield. Do not click on anything yet. The Overview
window in the bottom right corner of the screen gives
you a birdÕs eye view of the entire battlefield, with a
white box indicating your current main screen view.
Take a moment to survey the battlefield and its major
features: roads, rivers, wooded areas, hills, the town
of Gettysburg itself. The groups of soldiers you see on
ROBERT E. LEE: CIVIL WAR GENERAL
the battlefield are units of various sizes, formations,
and types. There are four types of unit in this game:
infantry, cavalry, artillery, and specialists.
Beneath the main battlefield view is an information
panel. This panel will allow you to access information
about each unit on the battlefield, and to issue orders
to your units. Along the bottom of the information
bar, find the date and time indicator, which reads 8
a.m., June 1. The Confederate flag next to this display
indicates that it is now your turn.
You now have 14 Confederate units spread over the
battlefield and you will issue orders to each, one by
one. During an actual game, most players will choose
to select each unit by right clicking on it. This tutorSelected unit
Enemy unit
Information panel
Text window
GAME MANUAL
17
18
ial, however, will instruct you to select each unit by
issuing the Get Next Unit command. The Get Next
Unit command simply selects the next unit in the
gameÕs internal list of units. We have written the tutorial this way to ensure that the unit you have selected
is the same one that the tutorial refers to.
When the time comes to issue the Get Next Unit command, do so by clicking on Game Controls from the
menu bar and selecting Get Next Unit (or by pressing
the <+> key on your keyboard). This will select the
next unit in the internal list.
When a unit uses all its movements points, the next
unit will automatically be selected, so before you
issue the Get Next Unit command, make sure the unit
you want is not already selected.
Morale
At this point, each Confederate unit on the field is
highlighted with a blue frame with the exception of
one, which will have a white frame. Find this unit,
either by scrolling around manually, or by pressing
the <c> key on your keyboard. The unit with a white
frame is the currently selected unit. The information
displayed on the information panel will always pertain to the selected unit or units.
Bar rating indicators
Organization
Unit type (infantry)
Health
Effective fighting men
Firepower
At the moment, the information panel identifies the
selected unit as the Mississippi A Brigade. Run your
mouse pointer over the information display, and
watch the text window at the bottom of the panel as
you do. The text window will identify each feature as
ROBERT E. LEE: CIVIL WAR GENERAL
your mouse pointer passes over it. Notice the pictures
of the unitÕs morale, organization, and health. These
show you, at a glance, the selected unitÕs condition.
While a unit is in good health, for example, the health
picture will show a healthy solder. If the unitÕs health
is damaged somewhat, the health picture will change
to show a soldier with minor wounds. If the unit is in
extremely poor health, the indicator will show a soldier who is missing a leg, and appears to be in no condition to fight.
good health
poor health
To the right of each picture, a colored bar will show
each rating more specifically: the higher the bar, the
higher the rating. As each bar rises and falls, its color
will change to indicate its level (green = high, yellow
= medium, red = low). A unit with a red rating bar
deserves immediate attention!
To see all the pictures that will show a unitÕs morale,
organization, and health, consult the Quick Reference
Card included in the game package.
The Òunit typeÓ icon on the right indicates that the
Mississippi A Brigade is an infantry unit. The number
beneath it shows the number of effective fighting men
that currently comprise the unit.
The number next to the firing solder is the unitÕs firepower. Firepower measures the unitÕs overall combat
effectiveness (see page 62 for more information).
Now, look again at the main battlefield view. Notice
that soldiers of the selected infantry unit have their
GAME MANUAL
19
20
rifles pointed and appear to be shooting. This is
because they are in combat formation. An infantry
unit may either be in combat formation or in marching formation, but it must be in combat formation in
order to attack an enemy.
Combat
formation
Now look at the area around the selected unit. Notice
that beyond a certain range, the battlefield terrain is
overlaid by a dotted pattern. The clear terrain area
indicates the range of movement that the unit is capable of during the current turn.
When you begin to play, clicking on a clear area of
the battlefield will move the selected unit to the position indicated. A unitÕs movement range is based on
its allocation of movement points.
Each unit will begin each turn with a certain number
of movement points, based solely on its unit type
(infantry have a certain number of movement points,
cavalry have a certain number, etc). As a unit uses up
its movement points during a turn, its movement
radius will grow smaller and smaller.
A unit will use movement points not only when it
moves, but when it takes any kind of action.
Changing formation, attacking an enemy, and even
resting uses movement points.
A unitÕs movement points can be understood as a
measure of the action that a unit can carry out during
a single Þ hour turn.
ROBERT E. LEE: CIVIL WAR GENERAL
21
1. COMMAND YOUR FIRST ENGAGEMENT
In ROBERT E. LEE: CIVIL WAR GENERAL, a battle is simply a
series of unit-to-unit engagements, each fought for
control over a single position. To start an engagement,
you must order a unit to attack.
Before you order an attack, you may right-click on an
enemy unit to find out more about it. When you rightclick on an enemy unit, a red frame will appear
around it and a second display will appear on the
information panel. Right-clicking on a unit simply
selects it and displays its information. You may rightclick on as many units as you wish to without penalty. Now, right-click on the Union infantry unit adjacent to the Mississippi A Brigade and compare the
picture and bar ratings of the opposing units.
NOTE:
After an especially fierce
engagement, dead
soldiers may
remain on the
battlefield where
the engagement
took place.
You will now order your selected unit to attack.
Remember, the unit framed in white is the selected
friendly unit, and the unit framed in red is the selected
enemy unit. To order your unit to attack, simply leftclick on the enemy unit and watch the action. When
you order the attack, your infantry unit will enter the
enemyÕs position and attempt to drive the enemy
away. Infantry and cavalry must always enter an
enemyÕs position to attack. When the engagement
ends, the unit that remains in the disputed position is
Click on an enemy unit
to order an attack.
GAME MANUAL
22
TIP:
the winner.
Each engagement will be shown through a series of
video clips. These clips will allow you, the commander, to watch the action unfold on the battlefield. They
will show the progress of each engagement, including
volleys fired, leaders killed or wounded, and unit
retreats.
To hide or display
the menu bar,
press the <m>
key on your keyboard.
In this engagement your unit was outnumbered and
probably withdrew from the disputed position, back
into its original position. After the engagement, a
message panel will appear telling you about the
results of the engagement. Click on the OK button to
continue.
Both units will have lost some men, and both may
have experienced changes in health, morale, organization, and firepower. Notice that your unit now has
some movement points left.
ROBERT E. LEE: CIVIL WAR GENERAL
2. ORDER ANOTHER INFANTRY ATTACK
23
You will now issue orders to the next unit in your
command queue. To select it, issue the Get Next Unit,
command in the manner discussed on page 18. (If
your menu bar is not visible, click on the menu button
at the bottom of your screen, or press the <m> key on
your keyboard.)
The next unit is another infantry unit, the Virginia A
Brigade. Again, right-click on the adjacent Union
unit, the Pennsylvania B Brigade, to compare the
opposing forces.
This time you may notice that your unit does not have
its rifles pointed as your previous unit did. This unit
is in marching formation. When an infantry unit is in
marching formation, it can move with greater ease but
is more vulnerable to attack.
Marching
formation
In order to launch an attack, your unit must first get
into combat formation. To order the unit to change
formations, click on the change formations button on
the information panel. Notice that by changing formation, the unit has expended some of its movement
points. Your unit is now ready to attack.
Order the attack just as you ordered the last one, by
clicking on your target. Once again your unit will
enter the enemyÕs position, video clips will show the
action, and the engagement will be resolved. Again,
your attack has failed.
GAME MANUAL
Change
formations
button
24
NOTE:
Once a unit has
expended all its
movement points,
it will no longer
have a frame
around its
position.
3. MANEUVER AND ATTACK
Now select your next unit, the Virginia B Brigade.
This time, your unit is not next to an enemy. You will
have to move it before you attack. Move the unit by
left-clicking on a map hex adjacent to the nearest
enemy unit, the Vermont A Brigade to the east. Again,
your unit is in marching formation and will have to
change formation before it attacks. This time, however, you will let the unit do so automatically.
Without ordering a formation change, order the
attack. The unit will automatically get into combat
formation and attack the enemy position. The engagement will be resolved as usual.
4. COORDINATE CAVALRY ATTACKS
Now, you will use two cavalry units to coordinate an
attack on a single Union infantry unit. Cavalry units
have 2 formations: mounted and dismounted. They
may attack in either formation, but will be capable of
much greater movement ranges while mounted.
Your next unit is the Confederate States of America A
Cavalry. This unit is currently dismounted, and will
function much like infantry. Order this cavalry unit to
attack the adjacent infantry unit, the New England C
Brigade, and watch the results.
Now select the next unit, the Virginia A Cavalry. You
will order this unit to follow up the previous attack on
the New England C Brigade with a mounted attack,
and then to move north toward the road. With the
Virginia A Cavalry selected, click on the New
England unit to order the attack. This time, your
mounted cavalry will move through the adjacent
ROBERT E. LEE: CIVIL WAR GENERAL
Mounted cavalry
Dismounted cavalry
friendly dismounted cavalry unit to make the attack.
After the engagement, which probably failed, your
mounted cavalry will still have movement points
remaining. Use them to move the unit north towards
the fighting to the west of the town.
In ROBERT E. LEE: CIVIL WAR GENERAL, your units may
move, attack, and change formation in any sequence,
as long as they have the required movement points
and ratings for each action.
GAME MANUAL
26
5. ORDER A CHARGE
A charge is a special type of attack that requires a
high morale rating. During a charge, the attacking
unit fires at normal combat range, and then continues
to advance in an effort to overrun the enemy. Charges
can result in devastating casualties, and when used
wisely can be a powerful tactical weapon.
For a soldier in the field, a charge is a risky venture
because it calls for close range, hand-to-hand combat.
A unit will need high morale just to agree to attempt
a charge. As the commanding general, you may have
to convince the men that a charge is worth the risk. If
a unit does not have high enough morale to execute a
charge, you may boost its morale by spending army
morale points.
Army morale points, displayed next to the word
ÒmoraleÓ at the top of the screen, are a measure of the
collective morale of your entire army. In simple
terms, army morale will go up when you win engagements, and it will go down when you lose. Spending
army morale points in order to enable a charge represents a special visit by you, the General, to inspire the
men (although you wonÕt be visible on the map).
Charge
button
Your next unit is the Virginia C Brigade, an infantry
unit. You will command this unit to charge the
Pennsylvania C Brigade to the northeast. To do so,
click on the Charge button on the control panel, so
that it is activated. The Charge button is activated
when it is in the depressed position. Then order the
attack as usual. Because this unitÕs morale is not high
enough for a charge, you will be asked whether or not
you would like to spend army morale points to
empower it. Select ÒyesÓ to proceed.
The video clips will depict the engagement, which
ROBERT E. LEE: CIVIL WAR GENERAL
will include more combat than a normal attack. When
the engagement is over, check the updated ratings of
both units. Your charge is likely to have damaged the
enemy unit severely.
Now try another charge with your next unit, the
Louisiana A Brigade. Notice that the Louisiana A
Brigade has a star next to it on the battlefield. This
indicates that the unit is commanded by a Corps
Commander. Units without stars are commanded by
unit leaders.
This unit is
commanded
by a Corps
Commander.
Corps Commanders are your best officers on the battle field. Their presence will improve a unit. A unit
with a Corps Commander is likely to have higher ratings than one with a unit leader. Throughout the
course of a battle, you may move your Corps
Commanders from unit to unit to boost individual
unit ratings and performance.
Because the Louisiana A Brigade has a Corps
Commander, its morale will be high enough to charge
without a army morale expenditure. Order the
Louisianans to charge the Pennsylvania C Brigade,
and watch the results.
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27
28
6. ORDER A SPECIALIST ATTACK
The next unit is a specialist unit, the South Carolina C
Rifles. Specialist units are small units composed of
snipers and scouts. Unlike infantry and cavalry, they
will not enter the enemyÕs position in order to attack.
Rather, a specialist unitÕs snipers will target an enemy
unit from one hex away. Specialists will have access
to the best long-range target rifles, and will be most
likely to wound or kill enemy leaders.
Stacked enemies
Specialist unit
Order the South Carolina C Rifles to attack the enemy
just to its northeast. Notice that this enemy-held position contains not one but two units, an infantry and an
artillery. When two units occupy the same position,
they are said to be stacked.
When you order this attack, a message panel will ask
you to specify which stacked unit you would like to
target. Select ÒJust ArtilleryÓ and click on OK. If you
are lucky, the sniper attack will succeed in killing or
wounding the enemy leader. After the attack, your
specialist unit will still have some movement points
left. Use them to move the specialists toward the
woods to the southeast. Remember: to move a unit,
just left-click on a destination.
ROBERT E. LEE: CIVIL WAR GENERAL
29
7. COMMAND A STACKED UNIT
The next unit you will select is the South Carolina C
Brigade, an infantry unit. Look carefully at the unit on
the battlefield. You will notice that it shares its position with an artillery unit. These units are stacked in
the same position. You may stack any artillery unit
with any non-artillery unit. No two artillery units may
be stacked together, and no two non-artillery units
may be stacked together. No more than two units may
ever share the same position.
Stacked
infantry &
artillery
units
Right-click twice on the stacked position and watch
the information panel as you do so. Notice that when
you right-click, the information panel shows the
details of first one unit, then the other. Even though
these units occupy the same position, they are still
two separate units and need to be commanded separately. A position held by both infantry and artillery is
a strong one.
You will now order the infantry unit to rest and resupply. Resting will raise a unitÕs organization, health,
and morale. Resupplying ensures that the unit will
have ammunition for combat.
Make sure that the infantry unit is selected. Now find
the Rest and Resupply button at the bottom of the
screen and select it to issue the order. Whenever you
GAME MANUAL
Rest &
Resupply
button
30
order a unit to rest and resupply, you will be prompted to choose supply level for the unit. The cost of
supplies is deducted from your army supply, displayed at the top of the screen.
Because this unit has not fought yet, it will still have
a full supply of ammunition. There is therefore no
need to supply it further. Select ÒFull SupplyÓ (which
will not cost you anything), and click on OK to continue. Resting a unit expends the unitÕs full allocation
of movement points. It will not be able to take any
further action until the next turn.
Note: whenever any unit does not expend any movement points during a turn, it is automatically ordered
to rest. In this case, you will be prompted at the end
of the turn to select a supply level for all resting units.
8. COORDINATE A REAR ATTACK
An attack to the rear of an enemy line is a very effective tactic. The rear of any unit is defined as the side
of its hex directly opposite a previous attack in the
current turn. During a rear attack the defender is taken
off guard, and must absorb casualties before attempting to fight off the assault.
You will now command two North Carolina units to
coordinate a rear attack on the New York C Brigade.
The next unit is the North Carolina A Cavalry.
Maneuver it into position directly south of the New
Yorkers. (Take note of the New York unitÕs numbers
and ratings prior to the coordinated assault.) Now,
order a mounted attack from this position. The
engagement will be resolved as usual.
The next unit you will command is the North Carolina
E Brigade. Order this unit to attack from the North.
ROBERT E. LEE: CIVIL WAR GENERAL
When the engagement is over, review the New York
unitÕs numbers. It has taken a beating, and is not likely to give your men any trouble for while.
Rear attack
First attack
9. PREPARE AN ARTILLERY ATTACK
The next unit you will command is an artillery unit,
the 1st Corps C (stacked with your previously commanded South Carolina infantry). Artillery units have
2 possible formations: limbered and unlimbered. An
artillery unit must be limbered in order to move, and
must be unlimbered in order to attack.
This unitÕs cannon, you will notice, appears to be
hitched to a wagon and unready to fire. This is
because the unit is in limbered formation. Look at the
unitÕs movement range. Notice that the limbered
artillery can move further along the road and railroad
track bed than it can across more rugged terrain.
This unit is capable of movement during the current
turn, but is incapable of making an attack. In order to
attack, it must first change formation. Use the Change
Formation button to order the unit to unlimber.
Notice that by changing formations, the unit has
GAME MANUAL
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32
expended movement points. Now, it does not have
enough movement points to launch an attack. It must
wait for the next turn to take further action.
10. ORDER AN ARTILLERY ATTACK
Now, select the next unit, the 1st Corps B, another
artillery unit. Notice that there is no movement radius
indicated around this artillery unit. This is because the
unit is in unlimbered formation. It is ready to attack.
Any unitÕs ability to inflict casualties will depend
heavily on its firepower rating. The firepower of any
unit will vary according to its weapon type, the number of men it has, and several other factors. The firepower of an artillery unit will also depend on the distance between the attacker and its target.
Unlimbered artillery
Enemy in range
ROBERT E. LEE: CIVIL WAR GENERAL
You may gauge an artillery unitÕs firepower at various
distances by right-clicking on enemy units at various
ranges. If no enemy is selected, or if the selected
enemy is out of range, the displayed firepower of an
artillery unit will be 0. Enemy units that are out of
range will be darkened.
With the 1st Corps B selected, right-click on several
enemy units and watch the firepower rating of your
artillery unit. Notice that firepower is greater when a
target is close by. The closer an artillery unit is to its
target, the deadlier its attack will be.
Now, find the Vermont A Brigade, an enemy infantry
unit to the southeast. Click on it to launch an artillery
attack. Unlike infantry and cavalry, artillery units are
capable of ranged attack -- they will not have to enter
an enemyÕs position in order to bombard it. In addition, non-artillery units will not be able to return fire
during a ranged artillery attack.
11. START AN ARTILLERY DUEL
The next unit is another artillery unit, the 1st Reserve
A. It is unlimbered and prepared to launch an attack.
Along a hillside to the east, find the enemy position
that is occupied by two stacked Union units: the 1st
Corps 1st Artillery, and the Pennsylvania D Brigade.
Right-click twice on this position to access information about each stacked enemy unit.
Now left-click on the enemy position to launch an
artillery attack. A message panel will appear, asking
you if you would like to target both units, or just the
artillery. Select both units to distribute the barrage
evenly. In this attack, the enemy artillery will be able
to return fire. Whenever an unlimbered artillery unit
GAME MANUAL
33
34
is the target of an artillery attack, the defending player will have the option of returning fire. Such an
engagement is called an artillery duel. An artillery
duel is likely to cause casualties on both sides.
You have now issued orders to every one of your units
on the field. End your turn and allow the Union command to issue its orders by clicking on the Turn button on the lower right side of the information bar.
During the Union turn, the computer player will automatically move the Union troops. A message panel
will inform you when it is your turn again. At the start
of each turn, you will be informed of any new reinforcements that have arrived on the field.
You are now familiar with a number of attack variations, and are prepared to begin your first battle. Part
II of this tutorial relates only to Campaign games. It
will bring you into a Campaign game in progress, just
after the end of a battle. It will step you through the
process of purchasing new weapons for your units.
We recommend that you play several individual
battles to familiarize yourself with the game before
taking on a full campaign game.
ROBERT E. LEE: CIVIL WAR GENERAL
35
TUTORIAL: PART II
This section shows you what happens between battles
during a campaign game. To begin, select New from
the File menu, and if there is a game in progress, abort
it. Select Load Saved Game from the options screen,
and select Òtutor2.savÓ from the list that appears.
Imagine now that you are playing a campaign game,
and your first battle has just ended. After a brief animation, the Casualty Report screen will appear. This
lists the dead, wounded, and other vital factors of the
previous battle. At the bottom of the screen, the battleÕs outcome is displayed. When you have finished
viewing this screen, click on the done button on the
bottom right-hand side of the screen.
The next display is the Field Hospital Recovery
Report. Your unit leaders and Corps Commanders
may become wounded in battle. This report lists each
leader that has been wounded in the previous battle,
along with his updated status. Some leaders may be
able to rejoin the troops, while others will become
disabled veterans. Again, select the done button when
you have finished viewing this screen.
After a short description of the preceding battle from
a soldierÕs perspective, you will now come to the
Armory screen. This screen allows you to review
your units, dismiss unit leaders, and select a unit to
purchase a new weapon for.
The main portion of the screen will show six unit displays, just like the ones you saw on the information
panel on the main battlefield screen. This display can
only show six units at a time. To view other units, you
may use the right and left arrow buttons at the bottom
GAME MANUAL
36
of the screen. Try the arrow buttons now to browse
your unit displays.
The four buttons in the lower middle part of the
screen allow you to select a category of unit to display: artillery, cavalry, specialists, or infantry. If the
infantry button is not highlighted, select it now to display your infantry units.
You may click on any unit display to select it. The
selected unit display will be indicated by a white
frame. Now, select an infantry unit of your choice.
You will now dismiss the selected unitÕs leader. You
may dismiss any leader if you feel his performance
has fallen short in any way, but you will have no way
of knowing whether or not his replacement will be an
improvement! To dismiss the leader of the selected
Armory screen
Purchase weapon for selected unit
Dismiss unit leader
Select unit type
ROBERT E. LEE: CIVIL WAR GENERAL
unit, click on the Dismiss Leader button, and confirm
your dismissal. (If the selected unit has a Corps
Commander, you may not dismiss him. Choose another unit.) A new leader will appear in the unitÕs leader
portrait window.
You will now outfit the selected infantry unit with a
new model of shoulder arm. Between battles, you
may purchase new weapons for any unit, using your
army supply points.
Click on the purchase weapon button to enter the
weapons purchase screen. Here, the main part of the
screen displays each variety of weapon that is available for the selected unit. In this case, you will see
various types of shoulder arms.
37
Dismiss
leader
button
At the center of the information panel you will see the
Weapons purchase screen
Available weapons
Unit type buttons
GAME MANUAL
38
information display for the selected unit.
Once in the weapons purchase screen, you may select
other units in two ways:
1) You may step through units one by one by clicking
on the up and down arrows next to the leader portrait. When you use these arrows, only units of the
selected unit type will appear. To change the selected type, use the unit type buttons to the left of the
unit information display.
2) You may also select a unit by clicking on the Army
Roster button to return to the previous screen.
Select another unit and proceed as before.
Army Roster
button
Now, you will upgrade the selected unitÕs weapon.
Look at the weapons displayed in the main window.
The one highlighted with a white frame is the currently selected weapon. Click on a new weapon to
select it. The weapon highlighted with a red frame is
the one currently used by the selected unit.
Weapon power
Hand-to-hand rating
Price per weapon
Price per man
for full supply
Full supply (8 rounds)
Each weapon box contains the name of the weapon,
its price per individual weapon, its full supply cost,
and its weapon power and hand-to-hand ratings. The
bullet icons in each weapon box show the number of
rounds of ammunition that make up a full supply
(large bullets = 5 rounds, small bullets = 1 round).
ROBERT E. LEE: CIVIL WAR GENERAL
On the right side of the information panel, find the
Purchase Selected Weapon button, and notice the
number beneath it. This is the cost of equipping the
selected unit with the selected weapon. Army supply
points will provide the currency with which you will
purchase weapons. Click on a few weapon boxes and
compare their army supply costs.
39
Purchase selected weapon
Your army supply
Full supply cost for selected
weapon, selected unit
Whenever you purchase new weapons, the selected
unitÕs previous weapons are sold back to the armory.
When the selected weapon is more expensive than the
unitÕs current weapon, the cost number beneath the
Purchase Selected weapon button will be red, indicating that a purchase will reduce your army supply.
When the selected weapon is cheaper than the unitÕs
current weapon, this number will be green, indicating
that its purchase will add to your army supply.
The number beneath the wagon indicates your current
army supply. The number beneath the soldierÕs
ammunition pack indicates the cost of fully supplying
the selected unit with ammunition for the selected
weapon. Each weapon has its own full supply of
ammunition, consisting of a certain number of
rounds. A round is the amount needed for the unit to
fire once in battle.
Keeping in mind the amount of your current army
GAME MANUAL
40
supply, choose a new improved weapon for the selected unit, and purchase it. The new weapon should have
at least one rating that is higher than the rating of the
unitÕs current weapon. To make the purchase, select
the weapon and click on the Purchase Selected
Weapon button. You may purchase new weapons for
as many units as you like. To switch unit types, use
the four buttons to the left of the leader portrait.
Different weapons will be available to each type.
Your weapon purchases will not take effect until you
click on the done button. When you have finished dismissing leaders and purchasing weapons, click on
done to continue the game. At this point, the next battle of the campaign will begin.
FOR ADVANCED PLAYERS
The graphic unit information display, with its pictures
and bars, should provide you with adequate information for any game situation. Some players, however,
may wish to view unit information in further detail.
Weapon power
Hand-to-hand rating
Detailed unit information display
For these players, ROBERT E. LEE: CIVIL WAR GENERAL
includes a detailed information display. To view the
detailed information display for any unit, click
directly on the graphic information display, or leftclick on a selected unit on the battlefield.
ROBERT E. LEE: CIVIL WAR GENERAL
The detailed display shows the selected unitÕs specific
ratings: organization, health, morale, quality, experience, number of men (original and current),
movement points, supply, and firepower, as well as
the unitÕs weapon and its ratings. For more information about these ratings, see The Information Panel,
beginning on page 55.
For an artillery unit, the detailed information display
is identical to the other unit types, except that the
weapon portion will show the cannonÕs maximum
range, and its power rating (which will influence the
unitÕs firepower).
Maximum range
Power rating
Detailed unit information display
(for artillery)
Advanced players may also click directly on any
leader portrait to access detailed information about
that leader. The leader information display will show
the leaderÕs influence, organization, loyalty, and
health. For more information about these ratings, see
Leaders and Corps Commanders, page 70.
Leader information display
GAME MANUAL
41
PART 2: REFERENCE SECTION
BATTLES
You will have similar objectives in each battle you
fight in ROBERT E. LEE: CIVIL WAR GENERAL: inflict many
casualties, kill or wound enemy leaders, force enemy
units to surrender, and drive the enemy from the field.
On the other hand, every battle will offer a unique
tactical challenge -- terrain will vary, the condition of
your troops will fluctuate, and the number and
makeup of your army will be different for each battle.
You may choose to play any one of the following
battles, or take them on in succession in a full
Campaign game.
NOTE:
The game designers have taken a
historical liberty
in including First
Manassas -- Lee
wasnÕt actually
there. This battle
has been included
because of its
importance to the
Civil War.
First Battle of Manassas (Bull Run), July 21, 1861
In the early summer of 1861, Confederate troops
began amassing near Manassas Junction, an important rail hub less than 80 miles from Washington. In
July, the Union Army advanced on Manassas in an
attempt to seize the rail junction from the Confederates and extend Federal occupation into Northern
Virginia. Here, the first major battle of the Civil War
was fought by men with high spirits but very little
experience.
Both sides must avoid overmaneuvering their
amateur armies. While the North has better weaponry
here, the South has higher quality men. A solid
strategy for both armies, in this and other battles, will
be to control key points of the battlefield, isolate
pockets of enemy troops, and then overwhelm these
pockets. At Manassas, these key points will be the
bridges and river fords.
ROBERT E. LEE: CIVIL WAR GENERAL
43
Second Battle of Manassas, August 29, 1861
A year after the warÕs first major battle, history
repeated itself at Manassas Junction. After successfully defeating a Union advance on Richmond, Lee
took his army northward to bolster the ConfederacyÕs
dangerously thin defense in Northern Virginia. A
nervous President Lincoln ordered the Union forces
to find the Confederate army and defeat it.
The battle begins as Confederate General Stonewall
Jackson moves to meet the oncoming Yankees.
Although outnumbered, JacksonÕs men are better
rested and in position to establish a strong defensive
line along the unfinished railroad and wait for reinforcements to arrive. The Union must exploit its early
numerical advantage and strike a crushing blow to
JacksonÕs men prior to the arrival of the SouthÕs reinforcements. As always, both sides must drive the
GAME MANUAL
44
enemy from their positions to be victorious.
Antietam, September 17, 1862
With his armyÕs morale running high after a series of
victories, General Lee decided that the time was right
to invade the North. A victory on Union soil would
harm the NorthÕs morale and would give the Confederacy something it lacked: international legitimacy.
Both armies are now equipped with weapons far
deadlier than those of previous battles. Both forces
are spread thin, and the battle will go to whomever
can overpower isolated groups of enemy troops. The
Rebels are outnumbered almost two to one, and must
control the bridges and fords, keeping the Union
troops scattered while they wait for late afternoon
reinforcements. The Union must cross the river and
use their superior numbers and massive artillery to
launch a unified attack on the Rebel Army. Both sides
should be on the lookout for hidden river fords.
Fredericksburg, December 13, 1862
While much of the North celebrated the UnionÕs
victory at Antietam, Lincoln privately realized what
the Southern command had known all along Ð that
McClellan had squandered his advantage and botched
the attack. In October, Lincoln relieved McClellan
and replaced him with General Ambrose Burnside.
Burnside immediately proceeded with his plan to
march straight to Richmond and end the rebellion
once and for all. At the town of Fredericksburg, Lee
determined to stop him.
LeeÕs army has taken a strong position along a stone
wall on a ridge west of town. The Union will be ill-
ROBERT E. LEE: CIVIL WAR GENERAL
advised to attempt a frontal assault, and a flanking
maneuver could bring Confederate defenders
charging off the hill en masse. If the Union does try a
frontal assault, the Confederates should dig in, rest,
and plan a strong counterattack. This might ultimately
allow the Rebels to drive the enemy from the field,
seize vast stores of supplies, and claim a major
victory. Neither side will receive significant reinforcements.
Chancellorsville, May 2 and 3, 1863
Still dissatisfied with the ineffective Northern
command, Lincoln again replaced the commander of
the Army of the Potomac Ð this time with General
ÒFighting JoeÓ Hooker. Hooker resolved to avenge
past losses by taking the town of Fredericksburg. To
do so, he left a detachment across the Rappahannock
from the town, and took his main force west to attack
from behind. In May, LeeÕs scouts reported a large
body of Federals near a clearing called Chancellorsville.
Once again, the Confederate Army is vastly outnumbered and in need of LeeÕs unique tactical wizardry.
LeeÕs force is divided in two in the wooded terrain
around Chancellorsville, and surrounds HookerÕs
army. General Stonewall Jackson is poised to launch
a surprise attack from the west. The Confederacy
must take advantage of JacksonÕs surprise assault, as
well as the high morale of its soldiers. The Union
must hold off Jackson long enough to organize an
offensive and exploit its numerical advantage.
GAME MANUAL
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46
Gettysburg, July 1-3, 1863
In 1863, the NorthÕs grip was tightening on the South.
Out west, General Ulysses Grant had lain siege to
Vicksburg, the last Confederate post on the Mississippi. The Union naval blockade was beginning to
make life difficult on civilians as well as soldiers. The
outlook for the South was bleak, but Lee had one final
hope: he would invade Pennsylvania. At a town called
Gettysburg, three hot days in July would make or
break the Southern dream.
The crucial first day will determine which army holds
the best terrain on the battlefield. Each side must do
all it can to seize Cemetery Ridge Ñ the extended
crest that runs southward from the town of Gettysburg. The South must take early advantage of its
superior numbers, and drive for the ridge. The Union
should make every effort to delay the Confederate
advance, and take the ridge for itself in order to establish a defensive line there.
By Day 2, additional troops have arrived to reinforce
both armies. The Union will need to pull its battered
forces from the front line and replace them with the
fresh troops. The North should keep a close eye on the
Confederates, watching for an afternoon flanking
assault.
On Day 3, morning breaks upon the largest concentration of soldiers and the deadliest array of weaponry
in the entire war. For the Confederacy, a frontal
assault is ill-advised. If Lee has not claimed victory
by now, the South should lick its wounds and prepare
for a counterattack by the Union. Even a large-scale
flanking maneuver would be risky for the South. The
Union holds a strong position, and a conservative
strategy will be wise.
ROBERT E. LEE: CIVIL WAR GENERAL
The Wilderness , May 4-5, 1864
Having proven his tactical skill in the western theater,
Union General Ulysses Grant was placed in
command of the entire Union war effort in 1864.
Grant, the North hoped, would succeed where so
many had failed. In May, he set out to capture
Richmond and end the war. The Confederate Army
was ragged and worn thin from four years of fighting,
but Lee was not licked yet. The two military giants,
Grant and Lee, would meet in the thick forested brush
in an area known as the Wilderness.
This battle is a brutal slugging match in unforgiving
Virginia terrain. The Confederacy must make full use
of the forests and hills to stall the Union advance and
counter the NorthÕs advantage of superior numbers.
Washington D.C.
In this fictional battle, the Union Army has a strong
line of defense, studded with massive forts and
mighty concentrations of immobile artillery.
The best Confederate line of advance will be down
the western side of the battlefield, where the forts
have been destroyed and the Union artillery is much
weaker. The Union defense is formidable, but its
artillery cannot move. The South should concentrate
its force against one or two forts at a time, while
remaining as much as possible out of firing range of
the Union artillery.
The SouthÕs goal should be to capture a fort and split
the Union line. The Union Army should prevent this
at all costs. It will have to respond to the ConfederacyÕs maneuvers, reinforcing any embattled
portions of its line. The North should do all it can to
prevent the Rebels from capturing its forts.
GAME MANUAL
47
UNITS
INFANTRY
The basic foot soldier is the main combatant of
the Civil War army. Infantry units have two
formations: combat and marching. In marching
formation, a unit will have a greater range of
movement, i.e. it will use fewer movement points
whenever it moves. It will also maintain better health
and organization while moving. On the other hand,
infantry in marching formation have poor defensive
capabilities, and are dangerously vulnerable to attack.
Small
Medium
Large
Marching formation
Combat formation
In order to fight or dig in (see page 74 for more about
digging in), infantry must be in combat formation. If
you order a unit to attack while it is in marching
formation, it will automatically switch to combat
formation first. You should avoid excessive
movement of infantry in combat formation, as it is
damaging to health and organization (and therefore
morale). Changing formations will cost movement
points. When to change a unitÕs formation will be a
crucial tactical decision in the game.
ROBERT E. LEE: CIVIL WAR GENERAL
The infantry units on the battlefield map will change
in appearance to reflect the size and formation of the
unit.
49
An infantry unit can see a range of four hexes in any
direction from its position. An infantry unitÕs firepower will be influenced by the type of shoulder arm
its men carry. In addition to normal combat, infantry
units can also charge. A charge can be devastating to
the enemy, but your troops will only agree to charge
if they have high morale, a sufficient combat advantage, and a strong leader (see page 90). You may pay
a special ÒvisitÓ to a unit to convince it to charge, but
this will cost you army morale points.
CAVALRY
The skill and bravado of the SouthÕs mounted
troops provided a tremendous strategic advantage throughout the war. A skilled commander
will make wise use of their particular abilities.
Small
Medium
Large
Mounted
Dismounted
Cavalry units will generally have fewer men than
infantry, but they will have a greater range of
movement. A cavalry unit can see a range of 6 hexes
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50
around its position. Like infantry, the cavalry units on
the battlefield will change in appearance to reflect
their number and formation.
Cavalry units have two formations: mounted and
dismounted. Unlike infantry and artillery, cavalry
may attack in either of its two formations.
While mounted, cavalry will have a greater range of
movement, but in combat men on horseback can be
easy targets. Mounted attacks can be very effective,
but are not always safe. Mounted attacks are generally only a good idea when the cavalry unit greatly
outnumbers an isolated enemy, or when it has enough
movement points to attack and then move far enough
away to avoid a counterattack.
Unlike the movie portrayals, cavalry units in the Civil
War often functioned as infantry with transport,
fighting on foot rather than on horseback.
While dismounted, cavalry functions much the same
as infantry. Cavalry must be dismounted to dig in.
Due to their freedom of movement and wide spotting
range, cavalry are well suited for advance scouting
missions and diversionary tactics. Like infantry, each
cavalry unit will carry a specific shoulder arm.
Cavalry will often have access to better weapons than
infantry.
Cavalry units may charge in either formation as long
as morale, combat advantage, and leadership are
sufficient, but mounted charges are much stronger
than dismounted ones. Historically, dismounted
charges were seldom employed, but are included in
the game for entertainment purposes.
ROBERT E. LEE: CIVIL WAR GENERAL
51
ARTILLERY
Artillery is the only unit type capable of longrange attacks. Its deft use could very well win
battles for you. Artillery units have two formations: limbered and unlimbered. Artillery must be
limbered to move, and must be unlimbered to fire and
to dig in. Artillery units on the battlefield will change
in appearance to reflect their size and formation.
Small
Medium
Large
Limbered
Unlimbered
Any artillery unit will be able to see a range of 4
hexes around its position, but the attack range of an
artillery unit will vary based on its cannon type. There
are nine types of cannon in the game, each with its
own range and destructive power. Cannon crews will
automatically use various types of ammunition,
depending upon the distance of the target and the type
of cannon they have. Cannon types will vary in power
and effectiveness at different ranges.
The following types of ammunition appear in the
game:
Grape Shot: a close-range, anti-personnel ammunition. Grape shot is a metal container filled with
small metal balls, designed to work like a giant
GAME MANUAL
52
shotgun shell, exploding at the mouth of a gun.
Canister: a medium-range ammunition that resembles grape shot but contains larger balls of metal.
Case Shot: a shell filled with gun powder and
shrapnel, designed to explode and scatter in midair.
Solid Shot: a solid metal projectile, accurate at
longer ranges than other ammunition, but minimal
in its destructive power.
A crew with a 6-pound Howitzer, for example, will
use ammunition in the following manner:
If the target is in the same position as the cannon
(as will only happen in a defensive situation), the
crew will use grape shot.
If the target is 1-2 hexes away, the crew will use
canister.
If the target is 3-4 hexes away, the crew will use
case shot.
If the target is 5-6 hexes away, the crew will use
solid shot.
Your artillery crews will automatically decide which
ammunition to use, based on the type of cannon they
have. You should consider the range and power of
each cannon type at various ranges when you
purchase your cannons, but once the action begins, all
you have to do is choose a target and fire.
The closer any cannon is to its target, the more
damage it is likely do. While an artillery unit is
selected, you may right-click on various enemy units
in order to see the artillery unitÕs firepower at various
distances.
ROBERT E. LEE: CIVIL WAR GENERAL
On average, a single gun requires a crew of nine men.
Thus, each artillery unit will have one cannon for
every nine effective soldiers on its firing line. If an
engagement kills or wounds any portion of a ninemember crew, its gun ceases to operate. The number
and type of cannon an artillery unit has is an essential
component of its firepower.
An artillery unit will need a direct line of fire to its
target in order to launch an attack. It may not, for
example, fire over a ridge if the ridge blocks its line
of fire. The gameÕs difficulty level will affect this
determination (see Play Level, page 96).
One effective use of artillery in the game is to place it
in the same position as an infantry unit. Such a
position is difficult to attack and capture.
Remember: it costs movement points to change the
formation of an artillery unit. An artillery attack will
require a full turnÕs movement points. Artillery crews
tend to be fiercely dedicated to their guns, and as such
they are less likely to retreat or flee in combat.
However, artillery units are vulnerable to attacks by
enemy infantry and cavalry. They are also very costly
to replace, so protect them well!
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53
54
SPECIALISTS
Specialist units are made up of sharpshooters
(Òsoldiers who can shoot straightÓ) and scouts.
These soldiers have been recognized for their
exceptional skills and grouped together in special
units. Specialist units have only a single formation.
Most will have a relatively small number of men.
Specialists are equipped with sophisticated spotting
and communication equipment. They will be able to
see a range of 5 hexes around their position.
Sharpshooters use long-range target rifles. Thus, like
artillery, specialists will not enter the enemy position
while attacking. Rather, they ÒsnipeÓ from close by
(one hex away). If the target unit retreats, the
attacking specialist unit will not advance into the
abandoned position unless ordered to.
An enemy unit will not be able to return fire during a
specialist attack. Specialists will always be more
likely than other unit types to wound or kill an enemy
leader.
Specialist units on the battlefield map will not change
in appearance to reflect size differences, as they will
remain relatively small.
Specialists, single size
and formation
ROBERT E. LEE: CIVIL WAR GENERAL
THE INFORMATION PANEL
The information panel at the bottom of the main map
screen displays data about the selected units and
leaders. Confederate information will be on the left
half of the panel, Union information will be on the
right. A tool bar of brass buttons will appear on the
bottom of the information panel, on the side corresponding to the current player turn.
On the left side of each unit display is a portrait of the
unitÕs commanding officer. The crossed swords next
to each portrait represent a general rating, from one to
ten swords, of the leaderÕs overall quality. To view the
leaderÕs ratings in greater detail, click directly on the
leader portrait. Each leader will have four ratings:
Influence, Organization, Loyalty, and Health.
Information about the unitÕs soldiers is displayed in
the unit window. By default, this window is set to the
graphic information display. The graphic information
Graphic information display
Morale
Organization
Health
Movement
Supply
Unit type
Firepower
Effective #
display uses pictures to portray the selected unitÕs
morale, health, and organization. Each picture will
change according to the fluctuation of each rating. A
unit with very good morale, for example, will show a
GAME MANUAL
55
TIP:
To change the
name or nickname
of any unit or
leader (even an
enemy), just click
directly on the
name and type a
new name in the
window that
appears.
56
Leader portrait
Tool bar Charge button
soldier with hands on hips, looking eager to fight. A
soldier with medium-low morale will show a soldier
with his hand to his brow, looking somewhat
dejected. A unit with very low morale will show a
soldier running away. All pictures for morale, organization and health are shown on the Quick Reference
Card included in the game package.
Morale pictures
The graphic information display also shows the unitÕs
movement points, supply, firepower, unit type, and
number of effective soldiers.
For more detailed information, click directly on the
graphic display, or left-click on a selected unit to
switch to the unitÕs detailed information display. The
window will now show several unit ratings. The
following section discusses each rating in detail.
Detailed information display
Quality
Original # of men
Organization
Weapon info*
Health
Experience
Morale
# of men alive
Movement
Supply
Firepower
*weapon power/hand-to hand rating
ROBERT E. LEE: CIVIL WAR GENERAL
57
Graphic information display
NUMBER OF MEN
Each unit has three separate numbers regarding its
size. The number that appears beneath the unit type
icon in the graphic information display is the number
of effective fighting men in the unit. For combat
purposes, this number is most important Ñ these are
the soldiers on the firing line.
In the detailed unit information display on the
previous page, you will see two numbers, separated
by a right-pointing arrow. The first number is the
number of soldiers that the unit had originally, when
the current battle began. The second number is the
total number of soldiers that are still alive in the unit.
A wide gap means that many in the unit have died,
which will likely reduce morale among those still
living.
The second number, however, may not match the
number of effective fighting men. Many of these
living soldiers may be sick or wounded, and thus
unable to fight. Others will be hiding, or will be too
afraid to fight. When health is high, most or all of the
living soldiers will be effective and on the firing line;
when health is low, you will see a large gap between
a unitÕs total soldiers, and its effective soldiers.
GAME MANUAL
Effective
fighting men
58
MOVEMENT POINTS
Each unit begins each turn with a
certain number of movement
points, based on its unit type.
Units will expend movement
points whenever they move, attack, rest, dig in, or
change formation. You may think of movement points
as a measure of what a unit can accomplish during a
single turnÕs period of time.
Movement into some terrain types (such as forest)
will ÒcostÓ more movement points than others (such
as grass). Road, grass, forest, and town movement
costs will vary from unit to unit. You will be able to
see a selected unitÕs movement range over varying
terrain as long as the Show Movement Range option
under the Display menu is activated. When this item
is active, any area beyond the selected unitÕs
movement range for the current turn will be shaded.
The use of movement points will also be influenced
by unit formations: infantry will move faster while in
marching formation than while in combat formation,
cavalry will move faster while mounted, and artillery
can only move while limbered.
Roads provide the most efficient way to move troops.
While a unit is in movement formation (marching,
mounted, limbered), any road movement will exact a
uniform ÒroadÓ cost in movement points Ñ regardless of the terrain the road is on. However, while
infantry and cavalry are not in movement formation
(combat, dismounted, respectively), road movement
will exact movement points based on the terrain the
road is on. Dismounted and combat formations are
not designed to take advantage of road travel.
ROBERT E. LEE: CIVIL WAR GENERAL
Movement points are also expended when a unit
changes formation and when it attacks. In order to
make an attack, a unit must have enough movement
points to move into the enemyÕs position (if attacker
is cavalry or infantry), to change formations (if necessary), and to begin the attack. Artillery units will
always expend a full turnÕs worth of movement points
when making an attack.
You can move, change formation, and attack in any
sequence until a unitÕs movement points are depleted.
But even if a unit has enough movement points, it
might not follow orders if its morale and organization
are too low.
UNIT SUPPLY
A unitÕs Supply is its cache of
ammunition. This figure is represented graphically on the information panel: large bullets represent
five rounds of ammo, small bullets represent one
round. A round is defined as the amount of ammunition that a unit will fire during one volley. This is not
necessarily a single shot per weapon. Rather, it will
vary among units with different weapon types.
A Henry Repeater, for example, is capable of a relatively quick rate of fire. A unit equipped with Henrys
will be able to get off more shots during a given
period of time than a unit equipped with Enfield
rifles. Thus, the HenryÕs round will cause more
damage than the EnfieldÕs round.
On the other hand, it will be more expensive to
resupply a Henry-equipped unit than to resupply an
Enfield-equipped unit. The soldiers with the Henrys
will inflict more damage, but they will also use up
GAME MANUAL
59
60
more ammunition per round.
In addition to unit supply, each player will also have
a Army Supply level which may be used in several
ways (see page 61).
A unit expends one round of ammunition every time
it attacks or defends normally, and two rounds every
time it charges or defends against a charge. A unit
may expend several rounds of ammunition in a single
turn, depending on how many times it is attacked. If
a unitÕs supply is 0 it will not be able to fire at all Ñ
it may not attack, and it will be very vulnerable if
attacked.
Whenever a unit retreats from an engagement, it will
leave behind 2 rounds of ammunition, which will be
given to the winning player in the form of Army
Supply points. Whenever a unit is routed, all of its
ammunition will be converted into Army Supply
points and given to the victor (see page 92 for more
information about routs). Whenever a unit surrenders, all of its ammunition and the entire cost of its
weapons will be converted to Army Supply points
and given to the victor.
Because your troops will have to bring captured
weapons back to the Confederate headquarters,
weapon values will not be added to your army supply
until the end of the battle in a campaign game.
Ammunition values, on the other hand, will be added
immediately.
If a unit has fewer than 2 rounds of ammunition when
it retreats or is routed, the corresponding number of
Army Supply points will be transferred from the loser
to the winner.
If a unit is running low on supplies, you may order it
to ÒRest and Resupply.Ó This will cost the unit an
ROBERT E. LEE: CIVIL WAR GENERAL
entire turnÕs worth of movement points, so it will not
be able to carry out any other orders during that turn.
Resting will boost the unitÕs health, organization, and
morale; and resupplying will ensure that the unit has
ammunition. You may also resupply a unit when you
order it to dig in.
61
At the end of each turn, all units that have not moved
at all will automatically rest and resupply. You will be
prompted to choose a resupply level for all these units
at the end of each turn.
TIP:
ARMY SUPPLY
Army supply points may be understood as the
ÒcurrencyÓ you will use to buy all war materials. You
will be given an allowance of army supply at the
beginning of each battle (after each battle in a
Campaign game). You will also earn army supply
points during battle by winning engagements, (see
above). You may ÒspendÓ them in two ways:
Resupplying Units: Each time you order a unit to
Rest and Resupply or Dig In, you will be asked to
specify the amount of ammunition you wish to send
to that unit, and the army supply cost of each
option. Choose the supply amount you would like
to send, and then click on ÒOK.Ó The appropriate
cost will be deducted from your army supply. If a
unit is already fully supplied, you may choose to
ÒoversupplyÓ the unit, which will give it a temporary morale boost and allow it to fight for a longer
period before being resupplied.
Upgrading Weapons: During a Full Campaign
game, you may use army supply points between
battles to purchase new and better weapons for your
GAME MANUAL
Causing the
enemy to retreat,
rout, or surrender
will ensure a high
Army Supply.
62
cavalry, infantry, and specialist units, and cannons
for your artillery units. Each type of weapon will
have distinct capabilities in different combat situations.
FIREPOWER
A unitÕs Firepower rating represents its overall combat effectiveness. Comparing firepower is the
simplest way to gauge the relative
combat strength of any units, friend or foe. This
figure takes into account many factors that affect the
fighting ability of a unit, including the condition of its
men, the influence of its leader, and the terrain it
occupies. Health, morale, organization, number of
men, leader influence, weapon type, and the unitÕs
position all influence the unitÕs firepower.
A unitÕs firepower is not a fixed number Ñ it changes
often and will differ in different situations. An
artillery unitÕs firepower will vary according to the
distance between it and its target. A mounted cavalry
unitÕs firepower may change when it dismounts. The
higher a unitÕs firepower is, the more casualties it will
be able to inflict on its enemy. The effect of an
attackerÕs firepower will depend largely on the
defenderÕs number of men and cover.
ROBERT E. LEE: CIVIL WAR GENERAL
63
UNIT MORALE
Each unit will have a morale
rating, ranging from 0 to 99. This
is the single most important factor
in combat. The spirit of your
troops is crucial to their ability to fight. On your
graphic unit information display, morale is depicted
by the left-most figure. When you see this figure
clutching his brow, or running away, the unitÕs morale
is dangerously low.
Morale will have a significant bearing on a unitÕs firepower. While morale is high, your soldiers will be at
their best and will be more likely to risk their lives
(charges, for example, require very high morale).
While morale is low, a unit will be more likely to
retreat, surrender, or even refuse your orders.
Before a unit moves, attacks, charges, or defends, a
morale check will determine whether or not the unit is
able to perform the desired action. (Morale requirements vary between beginner, intermediate, and
advanced settings). If this check fails, the unit will
refuse to obey orders. If attacked, it may retreat, flee,
or surrender, depending on how low its morale is.
Many factors combine to determine a unitÕs morale:
*
*
*
*
*
*
*
*
experience (more experience, higher morale).
leader influence (more influence, higher morale).
quality (higher quality, higher morale).
health (better health, higher morale).
organization (better organization, higher morale).
weapon used (better weapon, higher morale).
terrain (high elevation, good cover, good morale).
numbers killed (large losses, bad morale).
GAME MANUAL
TIP:
Experience, leader
influence, quality,
unit health, organization, weapons,
terrain height, and
casualties all
influence a unitÕs
morale.
64
If an attacking unit wins an engagement, its morale
will rise. If it kills an enemy leader, or if an enemy
surrenders or is routed, its morale will get a special
boost. If a defending unit loses an engagement or
loses its own leader in combat, its morale will fall.
Moving at night can be especially damaging to troop
morale. Soldiers like to rest, regroup, and swap war
stories in the evening, and they like to sleep at night.
ARMY MORALE
In addition to each unitÕs individual morale, each
army will have an overall morale rating expressed in
army morale points. Battlefield victories, enemy units
dislodged or routed, enemy leaders killed Ñ all the
things that boost a unitÕs morale will also add points
to the playerÕs army morale. Likewise, all the things
that lower a unitÕs morale will also lower the playerÕs
army morale, including battlefield losses, units
dislodged or routed, and friendly leaders killed or
wounded. At the end of a battle, the army morale that
each side has gained will be a key factor in determining the battleÕs winner.
During the course of a battle, Army Morale can
benefit you in two ways:
Charge: The charge is a special attack that requires
higher morale than a normal attack.
If you order a unit to charge with insufficient
morale, you may be able to ÒspendÓ Army Morale
points to make up the difference. In this case, the
use of Army Morale points represents a special visit
by you, the General, which can be very inspira-
ROBERT E. LEE: CIVIL WAR GENERAL
tional. To order a charge, simply click on the
Charge button, and command an attack as usual.
65
Rally: Sometimes a unitÕs morale will fall so low
that it will be routed -- its soldiers will flee in panic.
Routed units will not follow your orders. You may
select a unit and use Army morale points to ÒrallyÓ
it in an attempt to stop its rout. Again, this represents a special visit by you to inspire the men to
stop running and fight. You will be given the option
to rally a routed unit automatically as soon as you
try to give it orders. In some cases, a routed unit
will be so panicked that it refuses to rally. In these
cases, there is nothing you can do -- if the unit does
not recover on its own, it will be lost.
TIP:
UNIT ORGANIZATION
Each unit will have an organization rating, between 0 and 99. This
rating is displayed on the detailed
information display and on the
graphic information display. Organization is a
measure of the efficiency of the unitÕs command
structure and it affects the unitÕs ability to carry out
your orders effectively. Organization will drop as a
result of combat, and certain types of movement.
The lower a unitÕs organization is, the less effective it
will be. This rating will determine the percentage of a
unitÕs effective fighting men who actually take part in
a battle. If a unitÕs organization is 75, for example,
then 75 percent of the unitÕs effective men will
actually fire in an engagement. A unitÕs organization
will influence both its firepower and its morale.
Unit organization is completely independent of leader
organization, which is discussed on page 73.
GAME MANUAL
Moving a unit in
rugged terrain, or
while in fighting
formation can
damage its organization rating.
66
TIP:
The higher a
unitÕs organization
is, the higher its
morale and firepower will be. A
well-organized
unit is a deadly
unit!
Unit organization will drop under adverse conditions.
Following an attack, organization will drop based on
the vulnerability of the unit and the ferocity of the
attack. Dug in units are less vulnerable than non-dugin units. Rear attacks and charges will cause more
organization damage than normal, frontal attacks.
Under Intermediate and Advanced gameplay, troop
movement will often have a negative impact on a
unitÕs organization. To minimize the organizational
impact of a march, make sure infantry and cavalry are
in marching formation.
Also, stick to roads or grassy travel routes, minimize
travel through forests and rocky areas, and avoid
moving troops at night! Formation changes can also
reduce organization, so keep them to a minimum.
A unit with an especially low organization rating may
fall out of your command. In this event, you will no
longer be able to control the unitÕs movement. You
will, however, be asked whether or not you would
like to order a voluntary retreat (see page 92).
A voluntary retreat prevents the unit from being
completely immobilized, although you will still not
be able to specify its destination. The organization
rating at which this will occur will vary according to
the difficulty level you have set, and will be modified
by the ratings of your unit leaders.
Units will regain organization when they rest and, to
a lesser extent, when they dig into a position. When a
unit rests, its officers round up stragglers, thus
increasing numbers and organization. Routed units
will gradually build up their organization levels on
their own as they move; or you may give them a
significant organization boost if you rally them (see
page 92).
ROBERT E. LEE: CIVIL WAR GENERAL
67
UNIT HEALTH
Civil War soldiers routinely
endured horrible living conditions, which had a tremendous
impact on the overall health and
effectiveness of an army. Your challenge will be to
keep your units as healthy as possible under less than
ideal circumstances. A unitÕs health rating is
displayed in the detailed information display, and the
graphic information display.
Like organization, a unitÕs health is a major contributor to its morale and firepower. Also like organization, health is impacted each time a unit attacks and
defends. On Intermediate and Advanced gameplay,
troop movements can also damage health. Moving at
night or over rough terrain will damage health more
than movement during the day or over roads and
grass. Even changing formations has some impact on
a unitÕs overall health. Be careful not to wear out your
troops Ñ theyÕre tough, but theyÕre human.
A unit will emerge from an attack with a certain
number of dead and wounded, and with a reduction in
health depending on the relative firepower, cover, and
effective numbers of the attacker and defender.
The best way to improve a unitÕs health is to allow it
to rest. Digging in will also restore health, although to
a lesser extent than rest. Each turn a unit spends
resting will improve its health.
The health rating of a unit will have a direct influence
on its effective fighting number. While health is high
the difference between the actual number of men and
the effective number in a unit will be small. While
health is low, the difference will be high, as many of
the unitÕs soldiers will be too sick or injured to fight.
GAME MANUAL
68
TIP:
The Quality of
Confederate reinforcements is likely
to drop as the war
progresses.
UNIT QUALITY
A unitÕs quality rating, shown in the detailed information display only, is based on the inherent soldiering
ability of its men. The quality of an individual soldier
is permanent and unchanging Ñ but this is not to say
that the quality rating of a unit is permanent and
unchanging: a unitÕs quality rating will change when
new soldiers are added to it. This means that quality
will only change between battles during a campaign
game. When good soldiers die, the quality of their
replacements may diminish Ñ especially for the
South, which began the war with far fewer men of
military age than the North.
A unitÕs quality influences its morale and firepower.
In advanced gameplay, quality also modifies the
effects of movement and combat on a unitÕs health
and organization.
EXPERIENCE
As a unit gains battlefield experience, its performance
will generally improve. Like quality, a unitÕs experience rating will only change between battles in a
campaign game, based on its performance in the
previous battle.
Experience is displayed on the detailed information
display only. As a unitÕs experience increases, its
morale will tend to be higher (its men have grown
used to warÕs hardships), and its firepower will
increase (its men have become tougher, smarter, and
more accurate). In advanced gameplay, experience
will also modify the effects of movement and combat
on a unitÕs health and organization.
A unitÕs experience boost between battles will not
ROBERT E. LEE: CIVIL WAR GENERAL
necessarily correspond exactly to the number of
engagements it fought. Soldiers will not necessarily
learn and improve from every engagement.
WEAPON TYPE
Each unit will be armed with a specific weapon type
(shoulder arms for infantry, cavalry, and specialists,
and cannons for artillery). Each weapon has its own
unique strengths and weaknesses in different battle
conditions. Shoulder arms will have both a firing
range weapon power, and a close range hand-to-hand
capability (see page 100). During a Full Campaign
game, you may use your army morale points to
purchase improved weapons for your units between
battles.
GAME MANUAL
69
LEADERS & CORPS COMMANDERS
The chain of command in this game includes three
levels of leadership. At the top is you, the General of
the Army of Northern Virginia. The second level
consists of your Corps Commanders, and the third
level consists of your Unit Leaders.
Corps Commanders and Unit Leaders play an important role in the game. A unitÕs performance on the
battlefield can depend largely on the quality of its
commanding officer.
Unit Leaders are attached to their units. They will
stay with their units until they die or are replaced
or dismissed.
TIP:
Move your Corps
Commanders
around to
maximize their
strategic value,
but keep them
behind the lines to
minimize their
risk.
Corps Commanders may move from unit to unit
as you order, assuming command of each unit as
they do. Because they are the best field officers
you have, Corps Commanders are likely to boost
the morale and firepower of the units they accompany. Corps Commanders also have the ability to
rally routed units more effectively.
Friendly units with Corps Commanders will be indicated with gold stars. You may want to minimize the
action that a Corps Commander is directly involved in
Ñ his job is to inspire the troops and direct the orders
you give.
Both unit leaders and Corps Commanders will
improve with time and experience (as long as you
keep them alive!). Between battles during a Full
Campaign game, you may dismiss any unit leader
(see page 72). You may not dismiss Corps Commanders, you may only reassign them.
You will not always know the whereabouts of your
ROBERT E. LEE: CIVIL WAR GENERAL
enemyÕs Corps Commanders. The presence of an
enemy Corps Commander will not be revealed until
his current unit is engaged.
Corps Commanders and Unit Leaders have four
ratings: influence, organization, loyalty, and health.
HOW TO REASSIGN A CORPS COMMANDER
Reassigning a Corps Commander means placing the
commander with a new unit. A Corps Commander
may be placed with any type of unit.
Because a Corps CommanderÕs ratings will usually be
higher than a unit leaderÕs, the presence of a Corps
Commander is likely to improve the unitÕs performance. A leaderÕs influence rating, for example,
affects the unitÕs morale, which in turn affects its firepower, which determines its combat ability.
You may not reassign a Corps Commander during a
turn, you must do so at the beginning of a turn. To
reasssign a Corps Commander, make sure the
Reassign Corps Commanders Next Turn menu option
(under Game Controls) is activated. When you
activate this option during a turn, a message panel
will automatically appear at the start of the next turn
and prompt you to reassign your Corps Commanders.
This message box will contain the name of a single
Corps Commander. To reassign him, simply click on
a unit on the battlefield. The unit must be within a
certain range of the Corps CommanderÕs current
location. Use the Next and Previous buttons to step
through your list of Corps Commanders.
GAME MANUAL
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72
HOW TO DISMISS A UNIT LEADER
You may only dismiss a unit leader between battles of
a campaign game. When the Armory screen appears,
select the unit whose leader you would like to
dismiss, and click on the Dismiss leader button.
When you dismiss a leader, he will be replaced automatically according to the unitÕs chain of command.
When the new leader appears, you will notice that his
information display contains no ratings. Because the
new leader is untested, his abilities will not be known
to you until he commands his unit in battle. As Abe
Lincoln learned, the true mettle of a field commander
can only be determined by his performance in action.
You may replace the leaders of as many units as you
like, but you may only dismiss one leader per unit, per
battle.
RATINGS
To the right of each leader portrait, you will see a
rating of 1 to 10 crossed swords. This rating represents an overall assessment of the leaderÕs quality.
To view a leaderÕs qualities in greater detail, click
directly on his portrait. The explosion symbols at the
bottom of the box show the number of engagements
the leader has commanded during the current battle.
The following ratings, all on a scale of 0 to 99, will
also appear:
Large explosions
represent five
engagements,
small ones represent one.
Influence: Some leaders naturally exert a greater
degree of influence over their men. This rating
measures the degree to which a leaderÕs men listen
and respond to him. Leader influence can raise or
lower a unitÕs firepower and morale, which are crucial
to the unitÕs performance on the battlefield.
ROBERT E. LEE: CIVIL WAR GENERAL
Organization: The organization rating of a leader
affects the unitÕs ability to move, attack, and defend.
During intermediate and advanced gameplay, leader
organization can raise or lower the negative effect of
movement and combat on the health and organization
of the unit. If unit organization falls too low (along
with morale and loyalty) a unit may refuse to move,
attack, or defend.
73
Loyalty: The loyalty a leader inspires in his men can
make the difference between a strong unit and a weak
one. A leader with a high loyalty rating will be better
able to sustain the morale of his men; troops are less
likely to retreat or surrender while loyalty is high; and
high loyalty ratings can be a big help in ordering or
defending against a charge.
Health: Each unit leader will have his own health
rating, independent of his unitÕs health. Each time a
unit fights, there is a chance that its leader will be
killed or wounded. A wound may be light (health is
greater than 60), serious (health is between 40 and
60), or critical (health is between 1 and 40). When
you order the unit to move, you will be given the
opportunity to replace the leader. If you do so, a new
leader will be chosen automatically. If you do not,
then the unit will be immobile for the remainder of
the battle, but the leader will be able to command the
unit in the next battle of a campaign game, as long as
he survives. When a leader is critically wounded or
killed, he will be replaced automatically.
During a Full Campaign game, you will be able to
track the progress of wounded leaders between
battles. A wounded leader may recover and resume
his command in the next battle, he might never fully
recover and be forced into retirement as a disabled
veteran, or he may die from his wounds.
GAME MANUAL
TIP:
As soon as a
leaderÕs health
drops below 60,
his unit cannot
move or attack Ñ
it may only
defend.
SPECIAL ORDERS
DIGGING IN
Field fortifications played an important role during
the Civil War. If a unit held a particularly strong or
strategically important position, it would often dig
trenches and pits, and build impromptu fortifications
of earth and trees.
Dig in button
NOTE:
Historically,
troops became
more skilled at
field fortification
as the war wore
on. The campaign
game simulates
this: Prepared
Cover will
increase with
each battle.
You may strengthen a unitÕs defensive capacity by
selecting the Dig in button while the unit is selected.
Digging in will require a unitÕs entire turn as the
troops work to fully exploit the positionÕs natural
defenses.
In order to dig in, infantry must be in combat formation, cavalry must be dismounted, and artillery must
be unlimbered. A unit may not dig in while on a river,
stream, ford, or bridge.
A unit that is dug in, or entrenched, will have a
heightened defensive capability. It will take advantage of the Òprepared coverÓ value of its position,
rather than the positionÕs lower Ònatural cover.Ó
While a unit is entrenched, a shovel symbol will
appear next to it on the battlefield.
The act of digging in will give a unit a small increase
in health and organization. As long as a unit is
entrenched and not doing anything else, it is considered at rest. You will have the option to resupply any
unit while it is entrenched. Once entrenched, a unit
will remain so until it either moves, attacks, or
changes formation.
Note: A unit is either entrenched or it is not
entrenched. There are no degrees, or levels to digging
in, and a unit that is entrenched already does not
ROBERT E. LEE: CIVIL WAR GENERAL
benefit from digging in again.
75
To order a unit to dig in, select it, and click on the Òdig
inÓ button on the information panel, or select Dig in
from the Game Controls menu.
REST & RESUPPLY
Constant movement and combat will tire your troops
and exhaust their stock of ammunition. Resting and
Resupplying your units will help to keep your
fighting force healthy and effective. You may issue
this command to an individual unit during a turn, or
to all units that have not moved, at the end of a turn.
To order an individual unit to Rest and Resupply,
select the unit and click on the Rest and Resupply
button on the information panel (or select Rest Unit
from the Game Controls menu). This action will
require a unitÕs full movement point allocation, so it
will not be capable of any other action until the next
turn. A unit cannot move, then rest in the same turn.
When you issue this order, a panel will appear, giving
you a list of supply levels to choose from. (If the unit
is already at its oversupply level, no panel will
appear.) The number next to each level is the corresponding cost in Army Supply points. Remember: a
unitÕs supply refers to its stock of ammunition. If a
unit runs out of ammunition it is incapable of
fighting, so pay close attention to your supply levels.
At the end of every turn, each unit that has not used
any of its movement points will automatically be
rested and resupplied (as long as the End of Turn
Resupply option is activated, see page 113). In this
case, the resupply box will appear at turnÕs end,
prompting you to choose a supply level for all
remaining units. The end turn supply option has no
GAME MANUAL
Rest and
Resupply
button
76
effect on any unit that has moved in the previous turn.
While a unit is at rest, its officers will be able to round
up deserters and stragglers, and thus boost organization and numbers. Its men will also benefit from
improved health. These improvements are likely to
increase morale and firepower.
CHANGING FORMATIONS
Change
formations
button
To change a unitÕs formation, simply select the unit,
and click on the Change Formation button on the
information panel (or under the Game Controls
menu). You should try to keep a unit in the proper
formation for whatever task the unit is performing.
Infantry should be in marching formation when
moving, and combat formation when close to the
enemy; artillery must be limbered to move, unlimbered to fire; cavalry should be mounted to move, and
may be dismounted to fight. Specialists only have one
formation, so this command will not apply to them.
Using an inappropriate formation during movement
will not only slow the unit down, but may also
damage its organization and health ratings.
Changing formations will cost a unit movement
points. If you order an infantry unit to attack while it
is in marching formation, it will automatically change
to combat formation first, and will then attack only if
it has sufficient movement points remaining. Units
will not be able to change formation while occupying
certain types of terrain, such as fords and bridges.
ROBERT E. LEE: CIVIL WAR GENERAL
MOVEMENT & TERRAIN
MOVEMENT
Skillful troop movement is the key to battlefield
victories in ROBERT E. LEE: CIVIL WAR GENERAL. You will
have to maneuver your units around the battlefield to
exploit your strengths and the enemyÕs weaknesses;
yet you must be careful to avoid wearing your men
out with excessive marching and insufficient rest.
Movement has various effects on a unit, according to
the play level you have set (see Play Levels, page 96
for details).
To see a selected unitÕs movement range displayed
graphically, make sure the Show Movement Range
option in the Display menu is activated.
Each time a unit moves, a cost is exacted in
movement points, and -- depending on the gameÕs
difficulty level -- health, and organization. Each of
these costs will vary according to unit types, formation, and terrain. The favored movement formation
for infantry is marching. For cavalry it is mounted,
and for artillery it is limbered (unlimbered artillery
can not move at all). In any kind of terrain, infantry
and cavalry will expend more movement points and
experience greater reductions in health and organization when they move in improper formation.
Remember: each map hex represents a distance of
200 yards.
During games in which Full Visibility is turned off,
troop movement may be interrupted when a unit spots
a previously unseen enemy. If a unit spots a new
enemy, it will stop its movement to wait for your
revised orders.
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At times, a unit will lose its nerve on the battlefield
and be routed. When a unit is routed it will refuse
your orders, and move on its own to the nearest reinforcement area. As a routed unit moves, it will gain
back small amounts of health and organization. It
may regain enough points to stop fleeing on its own.
If it does not, you must rally it (see Routed Units,
page 92). If you do not rally a routed unit, the unit
may ultimately flee the battlefield and be gone for the
remainder of the battle.
At night, all movement will exact a higher toll on
your unit ratings than during the daytime (see Night
Turns, page 94).
TERRAIN
Seizing and exploiting terrain advantages can give
your troops a strategic edge. On the information
panel, you will find a terrain data window adjacent to
each unit information display. The window shows a
graphic ÒsoldierÕs eye viewÓ display of the terrain
occupied by the selected unit. Click directly on the
terrain display to view more detailed information
about the occupied position: its height, cover
(natural/prepared), and morale boost.
When a position has a morale boost, a unit will
receive this boost as soon as it moves into the
position, and keep as long as it remains there (you
may click on Terrain Morale Boost under the Reports
menu to display all bonus positions). Such positions
may have a high elevation or natural defensive
features like rocks. Morale, as you know, is a major
factor in the outcome of an engagement.
Varying terrain types will also influence units as they
move around the battlefield. The most efficient way
ROBERT E. LEE: CIVIL WAR GENERAL
to move a unit is to make sure it is in its proper
movement formation, and to route it along a road.
Roads will exact the lowest price in movement points,
health, and organization. However, infantry units may
only take advantage of roads while in marching
formation, and cavalry may only take advantage of
roads while mounted Ñ otherwise, they will expend
points according to the terrain the road is on.
Towns will also be relatively easy to move troops into
as long as the unit is in movement formation. In
movement formation, towns function as roads. But in
non-movement formation, towns can be difficult and
disruptive to move through.
Grass will be the most efficient non-road terrain type
to move through.
Forest will exact relatively high movement costs.
When an engagement is fought in a forest, both sides
are likely to suffer high health and organization
reductions.
79
Road
Town
Grass
Forest
Railroad Lines will be similar to roads, but will
provide better cover. When moving on rail lines, units
are assumed to be walking along the rails, and not
riding on trains.
Unfinished Railroad Lines will exact slightly more
movement points than railroads,but will offer more
cover.
Rivers will have 3 types of crossings. Bridges,
pontoon bridges, and fords.
RR Line
River
Bridges will function the same way as roads.
Pontoon bridges will require more time to cross
than regular bridges. If no bridge is available, the
unit must ford the river.
GAME MANUAL
Bridge
80
Pontoon
Bridge
Rocky knoll
Stone wall
Sunken road
River fords will take on different qualities on
different battlefields. Some battlefields will have
shallow rivers, which are crossable at any point
(although such crossings will carry a high
movement point cost). Other rivers will allow
fords only at certain places. Some fords will be
visible on the map, and others you must find by
moving a unit along the river and looking for the
movement range extension. As commander, one
of your jobs will be to determine, as best you can,
the nature of a battlefieldÕs rivers. Do your best
not to repeat the mistakes of Union General
Ambrose Burnside, who suffered terrible casualties crossing a bridge over Antietam Creek, only
to learn later that the creek was so shallow he
could have crossed almost anywhere, well out of
enemy range.
A unit may not change formation or dig in while on
any type of river crossing.
Streams will raise the movement cost slightly higher
than the terrain that the stream runs through, but will
lower the cover. A unit may not dig in while on a
stream.
Rocky Knolls are rugged terrain. They will be difficult for all types of units to move into, but they
provide the best cover and will often give an occupying unit a morale boost.
Stone walls provide good cover and will often give an
occupying unit a morale boost.
Sunken roads also provide good cover and a morale
boost.
ROBERT E. LEE: CIVIL WAR GENERAL
81
COVER
During combat, a unitÕs defensive ability will depend
largely on the cover rating of its position. High cover
ratings will enhance a defenderÕs firepower, while
low ratings will diminish it. Cover will also influence
the number of casualties a defending unit suffers.
Each position on the battlefield will have two cover
ratings: natural cover and prepared cover. Click
directly on the terrain window on the information
panel to see the cover values for the selected position.
Natural cover
Prepared cover
The natural cover of a position is the defensive value
that a unit will assume simply by moving into that
position. Natural cover may be in the form of trees,
rocks, ledges, etc. To view the natural cover value of
each occupied position on the battlefield, select
Natural Cover from the Reports menu.
Natural cover ranges from -5 (most exposed) to +6
(most protected). All units automatically assume, for
better or worse, the natural cover of the position they
occupy. The higher a unitÕs cover, the lower its casualties will be in an engagement.
Prepared cover is the defensive bonus that a unit will
gain by digging in to a position (see Digging in, page
74). Digging in gives a unit greater defensive capability if it is attacked. Select Prepared Cover from the
Reports menu to display the prepared cover value of
each occupied position. Prepared cover will range
from 0 to 6.
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82
TIP:
Attack from high
to low to seize the
terrain advantage.
HEIGHT
Terrain height differences can play a significant role
in an engagement. Each map position, or hex, has a
height (or elevation) ranging from level 1 to level 7.
Each height level represents a height difference of 30
to 40 feet, depending on the battle. In combat, an
advantage will go to the unit that holds the higher
ground just prior to the engagement (i.e. if the
position Òattacked fromÓ is higher than the ÒdisputedÓ
position, the attacker has an advantage).
To find out the height of the selected position, click
on its terrain window on the information panel. To
display the height of each position on the battlefield,
select Terrain Height from the Reports menu.
If an attacker attacks from one level higher than the
defender, the attackerÕs firepower will be increased
by 10 percent. Likewise, if the attacker attacks from
one level lower than the defender, its firepower will
be reduced by 10 percent. A height difference of two
levels (which is rare) will increase or decrease the
attackerÕs firepower by 40 percent.
The height difference between the Òattacked fromÓ
position and the ÒdisputedÓ position will also influence a unitÕs willingness to attack or charge. Occupying the high ground will always give your troops a
significant advantage.
ROBERT E. LEE: CIVIL WAR GENERAL
83
STACKING UNITS
Certain types of units may be
Òstacked,Ó or placed in the same
position at the same time. An
artillery unit may be stacked with
an infantry, cavalry, or specialist
unit, but may not be stacked with
another artillery unit. Likewise, an infantry, cavalry,
or specialist unit may only be stacked with an artillery
unit. No two non-artillery units can occupy the same
position, and no two artillery units can occupy the
same position. No more than two units can occupy the
same position at the same time.
Each right mouse-click on a position that contains
two stacked units selects one of the stacked units,
individually. Each left click, as usual, toggles
between the graphic and detailed information display
for the selected unit.
Units will also have the ability to move through other
friendly units Ñ even those they may not stack with.
An infantry unit, for example, may march through a
cavalry unit at no additional movement point cost,
even though it cannot remain in the cavalry unitÕs
position. A unit may never pass through a position
occupied by two units.
A unit may also pass through any single friendly unit
in order to attack an enemy unit on the other side. In
this case, the attacking unit must have an available
empty position adjacent to both the enemy position
and the position it attacked from. If no such area is
empty, the unit will have no retreat route. You may
order the attack anyway, but the unit will be annihilated if it loses the engagement.
GAME MANUAL
84
VISIBILITY
Visibility -- which enemy units you and your men can
see -- can be an important strategic element in a
battle. Historically, Civil War commanders seldom
knew the precise location of the enemy, and often had
to guess. An incorrect guess could be disastrous.
In ROBERT E. LEE: CIVIL WAR GENERAL, you may
customize your ability to see enemy units on the
battlefield using Full Visibility and Line of Sight, both
of which can be set from the Options menu.
Full Visibility determines which enemy troops you,
the General, can see. With Full Visibility on, you will
be able to see every enemy unit on the battlefield.
With Full Visibility off, you will only be able to see
enemy units that are within sight of your troops. The
latter allows for a more realistic battle experience.
Each of your units is able to see a certain area around
its position. These areas are based on unit type, and
the gameÕs Line of Sight setting (see below).
A unitÕs spotting range is the area around the unit that
is visible to the unit as long as nothing obstructs its
view. A unit, for example, might have a spotting
range of four hexes in any direction.
Line of Sight determines which enemy units your
troops can see, and which units your artillery can
attack. Line of Sight (LOS) settings determine what,
if anything, will obstruct a unitÕs spotting range.
Advanced Line of Sight with Full Visibility turned off
offers the most realistic gameplay Ñ an enemy unit
will not be revealed until a friendly unit gains an
unobstructed view of it.
A moving unit will stop as soon as it spots a new
enemy, even if it has not reached the destination you
have ordered. This allows you to reassess the situa-
ROBERT E. LEE: CIVIL WAR GENERAL
tion, and issue revised orders if you like. There is no
movement point penalty when this happens.
With Beginner Line of Sight, each unit will be
able to see everything within its spotting range,
regardless of any physical or geographical
obstructions such as woods, ridges, or buildings.
Artillery will be able to attack any visible enemy
within its firing range regardless of obstructions.
With Intermediate Line of Sight, each unit will
be able to see every hex within its spotting range
regardless of obstruction. However, artillery will
not be able to attack a unit if an obstruction
blocks its line of fire. For example, if a ridge lies
within an artillery unitÕs spotting range, the unit
will be able to see an enemy on the other side of
the ridge, but will not be able to attack it.
With Advanced Line of Sight, both spotting
range and artillery fire will be impeded by
physical obstructions. A unit will not be able to
see through Ñ and artillery will not be able to
fire through Ñ trees, hills, towns, etc.
GAME MANUAL
85
COMBAT
ANATOMY OF AN ENGAGEMENT
In ROBERT E. LEE: CIVIL WAR GENERAL, a battle may be
understood as a series of unit-to-unit engagements,
each fought for control of a single position. Engagement results in this game are based on the simple
elements of the opposing forces: the number, condition, and ability of the soldiers; the capabilities of the
weapons, the abilities of the leaders, and the advantage of terrain. At the end of an engagement, the unit
that occupies the disputed position is the winner. But
the cost of victory can be high.
To begin an engagement, simply order a unit to attack.
If the target is within range of the attacking unit, and
the attacking unit has the required ratings, movement
points, and supply, the engagement will occur. When
it is over, the loser will retreat from the disputed
position and its impact will be reflected in each unitÕs
information display.
Attacking infantry and cavalry units must actually
enter the enemyÕs position; some artillery units may
ROBERT E. LEE: CIVIL WAR GENERAL
attack from up to 12 hexes away; and specialists will
snipe from one hex away.
Many variables can affect the outcome of an engagement. The number of soldiers killed and wounded
depends on the firepower, cover, terrain height, and
number of each opposing side, as well as the ratings
of the unit leaders.
On screen, an engagement appears simple. The player
sees the attacker move into the defenderÕs position,
the explosion of combat, and the retreat of the loser.
The ratings of each unit are immediately updated. But
internally, the game runs a complex series of checks
and calculations each time an engagement is fought.
The following is a basic outline of the structure of an
engagement, which may help you to understand the
game beyond the on screen action:
When an infantry or cavalry unit launches a normal
attack (not a charge or rear attack) on any other unit,
the following sequence of events will occur:
1. The attacking unit uses its available movement
points to move to the enemy unit and get into
combat formation (if needed).
2. The attacking unit confirms a safe destination
adjacent to the enemyÕs position, in the event of a
retreat. Engaging the enemy with no escape route
can be a great risk. If the attacking unit does not
win, it will be destroyed.
3. If the attacking unitÕs morale and supply are sufficiently high, it moves into the enemyÕs position,
stops about 100-200 yards from the enemy, and
gets ready to fire.
4. The defending unitÕs morale and supply are
checked. If they are low, the defender will retreat,
GAME MANUAL
87
88
rout, or surrender depending on its condition, and
the engagement will end. If the unitÕs ratings are
adequate, then the defender fires the first volley of
the engagement.
5. The attacking unit absorbs the volley: its organization, health, and morale are adjusted, and its firepower is updated. If these ratings fall too low, the
attack is aborted.
6. If the attacking unit is still fit for combat, it fires.
Its statistics are updated.
7. The defending unit absorbs the attack. If the
defenderÕs morale is sufficiently high after the
attack, it will hold its position, and the attacker
will leave (thus losing the engagement). If the
defenderÕs morale drops too low, it will either
retreat, rout, or surrender, and the attacker will
remain in the disputed position (thus winning the
engagement).
This is the basic structure of an engagement, but
because attacks will take many different forms, this
structure will vary.
ARTILLERY ATTACKS
Artillery units are capable of launching ranged
attacks from up to 12 hexes away (ranges depend on
cannon types). If the target of an artillery attack is a
non-artillery unit, then the defender will not be able to
return fire. In this case, the defender will suffer the
casualties and the organization, health, and morale
damage of the bombardment.
When an artillery unit attacks another artillery unit,
an artillery duel may result. The defender of the attack
will be given the opportunity to fire back at the
ROBERT E. LEE: CIVIL WAR GENERAL
attacker after receiving the initial barrage. In this
event, both units are likely to suffer damage.
Whenever you order an artillery unit to fire on a
position that contains both an artillery unit and a
combat unit, the firepower of the attacking artillery
will be enhanced, due to the crowding of enemy
troops and the Òfish in a barrelÓ effect.
When you order such an attack, you will have a
choice: a message panel will give you the option to
target both units, or only the artillery. If you target
both units, the barrage will be distributed evenly. If
you target only the artillery, the greater force of the
barrage will fall on the targeted cannons, while a
smaller portion will fall on the other unit.
REAR ATTACKS
Rear attacks Ñ attacks launched from a side directly
opposite a previous attack in the current turn Ñ can
be devastating. The engagement structure of a rear
attack is similar to that described above, except:
*
The attacker fires first, and with enhanced firepower.
*
The defender benefits from the positionÕs natural
cover only, even if it is dug in. Any damage to its
organization and health will be amplified.
*
The defender returns fire with reduced firepower.
Units attacked from both front and rear are quickly
decimated. Your troops are not trained or equipped to
defend against such attacks. You should do all you
can to protect your units from rear attack.
GAME MANUAL
89
90
CHARGES
A charge is an especially brutal
attack that demands great courage
and skill from the attacker. During
a normal attack, troops advance toward the enemy
and open fire at 100-200 yards. The resulting firefight
decides the engagement. During a charge, however,
the attacking unit advances on the enemy position,
fires a volley, and then continues to advance until it
overruns the enemy line. A charge is so bold a tactic
that a unit will only execute it if it has high morale, a
strong leader, and a significant combat advantage. If
a defender does not retreat, the charge will often turn
into a bloody hand-to-hand clash.
The structure of a charged attack mirrors that of a
normal attack, with several key exceptions:
*
The charging unit needs at least two rounds of
ammunition at the outset. Not only will the unit
fire a volley during its advance, it will also fire
point-blank when it reaches the defenderÕs line.
The defender must also have two rounds of
ammunition in order to effectively defend itself.
*
Higher morale, loyalty, and organization are
required of both the charging unit and the
defending unit.
*
After the sequence of a normal attack is carried
out, the units will enter Hand-to-Hand combat.
During hand-to-hand combat, each unit will
suffer damage based on the enemyÕs number,
condition, and the hand-to-hand rating of his
weapon. Only a strong defender with high morale
will stand fast in the face of a charge.
A charge from the rear combines the aggression of the
ROBERT E. LEE: CIVIL WAR GENERAL
charge with the great advantage of the rear attack. If
the opportunity presents itself, a rear charge can
wreak havoc on its target.
To order a unit to charge, attack as usual while the
Charge button is depressed.
MULTIPLE UNIT ATTACKS
When a non-artillery unit attacks two enemy units in
a single position, the attack is carried out in its normal
fashion, with each check and rating adjustment
applied separately to each defending unit. The effect
of the attackerÕs firepower acts on the combined
numbers of both defending units, with each unit
suffering proportional deaths and woundings.
SPECIALIST ATTACKS
Because specialist units include sharpshooters, their
attacks will always be launched from one hex away.
Specialist attacks may be seen as ranged ÒsniperÓ
assaults. If a specialist unit attacks two units in a
single position, the attacking player will be asked to
specify which unit to target. Specialists cannot target
two units at a time, as artillery can. Specialist attacks
carry a relatively high likelihood of killing an enemy
leader.
Defending units do not have the ability to return fire
at Specialist units, as their riflemen will be hidden
behind rocks or ridges, and firing from a long range.
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VOLUNTARY RETREATS
Some units will emerge from an engagement so
damaged that they will be unable to move in an organized manner. When organization and morale drop
too low, and are not outweighed by a high leader
loyalty rating, the unit will be incapable of organized
movement. To remove the unit from immediate
danger, you will be able to order a voluntary retreat.
A message panel will prompt you to do so as soon as
you try to issue an order to a seriously damaged unit.
When you order voluntary retreat, you will be unable
to direct the unitÕs movement -- it will move automatically to the nearest reinforcement area.
ROUTED UNITS
As soon as a unitÕs morale drops below a
certain level, it will be routed, and begin
to flee. If a unitÕs graphic morale display
shows a soldier running away, this
means that the unit is in imminent danger of a rout. If
the unitÕs icon on the battlefield map shows running
troops, this indicates that the unit is currently routed.
The only way you can regain control of a routed unit
is by rallying the unit.
While a unit is routed it will gradually restore its
organization and morale on its own accord, so it may
stop fleeing without your intervention. But you may
not wish to take that chance. You have the option to
rally any routed unit in an attempt to stop its fleeing
by spending army morale points. (This represents an
effort by you, the General, to inspire the panicked
troops to resume fighting). To rally a routed unit,
simply issue any order to it. If the unit is rallyable,
and if you have enough army morale points, you will
ROBERT E. LEE: CIVIL WAR GENERAL
be prompted to rally the unit. Even when you rally a
unit, it will not always stop fleeing Ñ you may have
to rally it more than once.
While a unit is routed, it ignores your orders and
moves on its own to a reinforcement area. If you fail
to rally a routed unit it may ultimately flee from the
battlefield. You will not be able to use the unit until
the next battle of a campaign game.
COORDINATED ATTACKS
Coordinating attacks by several units on a single
enemy during a single turn can be a very effective
tactic. Each time a unit is attacked by an enemy of at
least 80 percent its size, the defending unitÕs firepower is reduced for the remainder of the current
player turn. Ganging up on a single enemy unit can be
devastating because each time a unit defends itself it
is weakened significantly. This simulates the effect of
being attacked by several opponents at the same time.
To access a report detailing the number of times each
unit has been attacked in the current turn, select Times
Defended from the Reports menu. Only non-artillery
attacks by units at least 80 percent as large as the
attacked unit will be reflected in this report.
VIDEO CLIPS
The reenactment footage that plays during combat
while the Video Clips option is toggled on will allow
you to watch each engagement as it unfolds. These
video clips will depict the sequence of events after an
attacking unit makes its initial move. If, for example,
a Confederate infantry unit launches a normal attack
on a Union infantry unit, you may see a clip of a
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Union volley, followed by a clip of a Confederate
volley, followed by a clip of Union infantrymen
retreating. This sequence depicts what has happened
in the engagement: the Union defender has fired first,
then the Confederate attacker has fired its volley,
causing the defender to retreat. When the video clip
screen disappears, the Confederate attacker will
occupy the disputed position.
The video clips will show specific unit and terrain
types; they will depict surrenders, retreats, artillery
bombardments, and sniper attacks; and they will
depict leader deaths when they occur.
NIGHT TURNS
Night is a time for you to rest your troops, manage
reinforcements, and plan the next day of battle.
Beginning at 19:00 (7 p.m.), game turn time will
change. Dusk will pass with a single one-hour turn,
from 19:00 to 20:00 (7 to 8 p.m.). The night will pass
with just three turns, each lasting just over three
hours. And dawn will pass with a single one-hour
turn, from 6:00 to 7:00 (6 to 7 a.m.) before regular
ROBERT E. LEE: CIVIL WAR GENERAL
turn time resumes.
95
During the twilight and night hours, you will see tents
and fires where your units have camped for the night.
You may move units during these hours, but you may
not fight engagements. Any movement during these
hours will take a much larger toll on health and organization than the same movement would in the
daytime, so you would be wise to minimize action
and maximize rest.
REINFORCEMENTS
Throughout the course of a battle, reinforcements will
automatically arrive on the battlefield. Every new unit
that arrives on the battlefield will do so from a reinforcement area. (Reinforcement areas will also be the
target destination of routed units.) To see the locations
of a battlefieldÕs reinforcement areas, select Show
Reinforcement Areas from the Display menu.
You may also check your Reinforcements Report at
any time to check when and where each reinforcement unit will arrive. This report is available from the
OfficerÕs Reports menu, or from the Command Tent.
The Reinforcements Report lists your scheduled reinforcements based on the reinforcement area at which
they will arrive. Step through each reinforcement area
by clicking on the left and right arrows on the screen.
The report will list the unit name, leader, time of
arrival, and number of men for each reinforcement
unit.
Beyond a certain period, the exact time of arrival of
your reinforcements will be uncertain, and will not be
listed.
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PLAY LEVEL
You may set the difficulty level of your game by
selecting Options from the menu bar and clicking on
Beginner, Intermediate, or Advanced.
You may want to play on the Beginner level until you
feel comfortable with your understanding of the
game. The higher levels offer a more challenging and
complex battle simulation, which will require careful
planning, precision troop movement, and skillful
leader management.
On the higher levels, leader and Corps Commander
deaths will be handled in a more realistic way. Your
commanding officers will have a higher likelihood of
being killed or wounded in each engagement.
Play level will also influence the effect of movement
on your units:
On the Beginner level, unit movement will expend
Movement Points, but will not affect a unitÕs
Health and Morale.
On the Intermediate level, movement will expend
movement points, and will reduce a unitÕs Health
and Morale uniformly, regardless of leader influence and unit quality and experience.
On the Advanced level, the effects of movement on
a unitÕs organization and health are modified by its
leaderÕs organization, and the unitÕs quality and
experience.
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AFTER COMBAT REPORT
After every engagement, a report will appear over the
main battlefield map, detailing how each engaged
unit fared in the confrontation. The after combat
report will list firepower lost, casualties, army morale
changes, and supply changes for each unit involved in
the engagement. This will allow you to evaluate the
outcome of the engagement easily.
When two stacked units are involved in an engagement, their numbers are combined and displayed
together.
This report will appear automatically after each
engagement, as long as the After Combat Report
option under the Reports menu is activated. While
this option is deactivated, the report will not appear.
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BATTLE RESOLUTION
Each battle will end at a predetermined time and date,
which will be displayed at all times on the Casualty
Report screen. When the battle is over, the performance of both sides will determine the winner.
In simple terms, the army that performs better on the
battlefield Ð the one that loses fewer men; retreats less
often; and captures and holds more positions Ñ will
win the battle. The determination of battlefield
victory is done internally, by the game system.
Combat resolution in ROBERT E. LEE: CIVIL WAR GENERAL
is designed to reflect the ambiguous nature of Civil
War battles, many of which ended with no clear
winner or loser. The result of a battle will often be an
issue of comparative performance rather than outright
victory or defeat. In the game, a battle may end in a
Draw, or in one of several levels of victory, in the
following order:
Tactical Victory
Minor Victory
Strategic Victory
Major Strategic Victory
The outcome of the battle will be displayed along
with the numbers for the winning army in the
Casualty Report screen after the battle ends.
The resolution of a battle is based primarily on
relative changes of both armiesÕ Army Morale. These
changes are calculated by the game system as
Òvictory points.Ó If, through the course of a battle,
your army gains 3,000 Army Morale points, you will
end the battle with 3,000 victory points. The side with
the greater number of victory points at the end wins
the battle. The level, or degree, of the victory is deter-
ROBERT E. LEE: CIVIL WAR GENERAL
mined by the size of the gap between the victory
points of the winner and the loser.
Both sides begin each battle with 0 victory points. As
the battle progresses, victory points are added or
subtracted, point for point, along with Army Morale
points. A gain of 100 Army Morale points, for
example, would mean a gain of 100 victory points. A
loss of 20 Army Morale points would mean a loss of
20 victory points.
The only Army Morale losses that are not reflected in
an armyÕs victory points are those that are ÒspentÓ to
enable a unit to charge or to rally a routed unit. If you
spend 30 Army Morale points to enable a unit to
charge, your Army Morale decreases by 30, but your
victory points remain the same. Any Army Morale
gain that may result from the charge, however, will be
reflected in the playerÕs victory points. Thus, the
charge can be a key strategic element of a battle.
To win a battle do the following, often:
*
Win engagements by driving enemy units from
their positions.
*
Cause enemy units to surrender and retreat.
*
Rout enemy units.
*
Hold and defend the high ground.
*
Kill enemy leaders and Corps Commanders
Army Morale increases with all of the above actions.
Victory points, as a reflection of Army Morale fluctuations, therefore serve as a good overall measure of
each armyÕs battlefield performance.
You may monitor your victory points at any time by
selecting the Casualty Report from the OfficerÕs
Reports menu.
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WEAPONS
Each unit will appear on the battlefield armed with a
specific type of weapon: cannons for artillery, and
shoulder arms for other units. Some unit types will
have access to specialized weapons. Between battles
in a campaign game, you may use your Army Supply
points to upgrade the weapon of each unit.
SHOULDER ARMS
Infantry, Cavalry, and Specialists will be equipped
with shoulder arms. Each type of shoulder arm will
have two combat ratings: weapon power, and handto-hand performance. Both will range from 0 to 99.
Weapon power
Hand-to-hand rating
The capabilities of a weapon can have an enormous
effect on a unit. Soldiers who receive reliable, lightweight, and accurate weapons will have higher
morale and will perform well in combat. Soldiers
with cheap, outdated, or poorly made weapons may
resent it and perform accordingly.
Weapon Power is the normal attack capability of the
shoulder arm at firing range. It is a major component
of a unitÕs firepower. Shoulder arms with high
weapon power will tend to be accurate, reliable, and
quick to reload.
Hand-to-Hand is the close-range fighting capability
of the weapon. It comes into play whenever a unit
ROBERT E. LEE: CIVIL WAR GENERAL
charges. During a charge, a unit will first launch a
normal attack (using its weapon power rating), and
then it will immediately advance to the enemy line
and engage in hand-to-hand combat (using its handto-hand rating).
Shoulder arms will fit into five basic classes:
Smoothbores: These technically outdated throwbacks
to the days before the rifled barrel will have the
lowest weapon power, and a reasonably high hand-tohand capability. Smoothbores are identified by the
letters ÒSBÓ following the weapon name.
Rifles: This category includes all grooved-barreled
shoulder arms not in the carbine and repeater categories. Rifles are identified by the letters ÒRFÓ
following the weapon name.
Carbines: These short, compact rifles will have a
medium to high weapon power, and a low to medium
hand-to-hand capability.
Repeaters: Units armed with repeaters are fortunate.
Repeaters will generally have both high weapon
power and high hand-to-hand capability, although
you they will be relatively expensive to resupply.
Specialty Weapons: There are two types of specialty
weapon in the game: target rifles, and shotguns.
Target rifles may only be purchased for Specialist
units. They are well suited for precision sharpshooting. They will have the highest weapon power,
and poor hand-to-hand capability. Shotguns may only
be carried by cavalry units. They will have very low
weapon power, and high hand-to-hand capability.
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CANNONS
There are nine types of cannon in the game. Each
cannon type will have a Range (R) expressed as the
maximum number of hexes it can fire, and an artillery
Power (P) rating, expressed as a number that will
modify the unitÕs firepower. The Artillery power
rating displayed in the unit information display is the
cannonÕs power rating at a range of 2 hexes.
Range
Artillery power
The firepower of an artillery unit will depend largely
on the Artillery Power of the cannon at the specific
distance of the attack, and on the number of guns the
unit operates. You can determine number of guns in a
unit by looking at the unitÕs effective number if
soldiers. The unit operates one gun for every nine
soldiers.
Cannons come in two varieties: Rifles and Smoothbores. Rifled cannons will only use Canister and
Solid Shot (see Artillery, page 51-52). Smoothbores
will use all ammunition types.
While Rifles are capable of firing further, Smoothbores are more destructive than Rifles at closer range.
Rifles are identified by the letters ÒRFÓ after their
weapon type, Smoothbores by ÒSB.Ó
ROBERT E. LEE: CIVIL WAR GENERAL
103
THE COMMAND TENT
The Command Tent is your headquarters. Here you
may access reports that can help you gauge the
progress of the current battle and make important
tactical decisions.
Move your mouse pointer over the figures of the
Command Tent and watch the text window at the
bottom of the screen to find each report.
To return to the game, click on Robert E. Lee.
To view the command map click on the table. The
command map shows the battlefield terrain and the
placement of all troops currently on the field.
Return to game
Objectives report
Command map
Text window
Casualty Report
Reinforcements report
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To view the casualty report, click on the general who
is seated and facing you.
To view the objectives report, click on the general
who is seated with his back to you. The objectives
report will give you the historical background of the
current battle, as well as some strategic suggestions as
to how each side might approach the battle.
To view the reinforcements report, click on the
standing general. For information about the reinforcements report, see page 95.
The Command Map
ROBERT E. LEE: CIVIL WAR GENERAL
THE CAMPAIGN GAME
The full Campaign game in ROBERT E. LEE: CIVIL WAR
GENERAL is a progression of seven historic battles, plus
a climactic, fictional, Confederate invasion of Washington D.C. The campaign game can be played by one
player commanding the Confederacy against the
computer-controlled Union. To win the game you
must command your army successfully through each
battle, reach Washington, and take the Union capital.
Only then will the sovereignty of the Confederacy be
recognized.
The designers of this game have taken a historical
liberty in crafting the campaign game. The Rebel
army at First Manassas was commanded by Gen.
Joseph E. Johnston Ñ Robert E. Lee was not actually
present. We have included this battle because it is
historically important (and we thought it would be
fun!).
The Campaign game in ROBERT E. LEE consists of all
single-day and multi-day battles. Your performance in
each battle largely determines the condition of your
troops at the start of each subsequent battle. Between
battles, you will be able to purchase new weapons,
replace leaders, and assess the condition of your
army.
After each battle, each unitÕs experience rating will
change according to the amount of action it saw.
Combat will improve a unitÕs experience rating, but
heavy casualties will necessitate reinforcements, and
green recruits are likely to reduce a unitÕs quality and
experience, damaging its overall effectiveness.
Remember: Confederate manpower is limited.
When a unit leader or Corps Commander is killed or
GAME MANUAL
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106
wounded beyond recovery, he will be gone for the
rest of the campaign. This could damage your army
severely.
The condition of each unit at the beginning of any
battle may differ from its condition as displayed in the
weapons purchase screen. This is due to the unpredictable effects of marching upon health, organization, and morale. Remember: many of your men have
marched a long way under harsh conditions just to
reach the battlefield.
BETWEEN BATTLES
After a battle ends and before the next one begins,
you will have an opportunity to review your troops,
evaluate the effects of the previous battle, check the
status of any injured officers, and update the
weaponry of your units.
CASUALTY REPORT SCREEN
The first report you will see after a battle ends is the
Casualty Report screen, which displays the numbers
of killed, wounded, missing, and surrendered men,
the leaders killed or replaced, and other information
about your army and the enemyÕs. Your goal in each
battle is not only to win, but to keep your army as
strong and stable as you can. Even if you win a battle,
heavy losses will make your job difficult, if not
impossible, in the long run.
FIELD HOSPITAL RECOVERY REPORT
This report lists each of your leaders that have been
wounded in the previous battle, along with their
current health and status. It is available throughout
ROBERT E. LEE: CIVIL WAR GENERAL
the game under the OfficerÕs Reports menu. The
Leaders who recover may resume their field
command in the next battle. The death or retirement
of skilled leaders can be a serious blow to your army.
THE ARMORY
The next screen, the Armory screen, will allow you to
manage the weaponry and leadership of your units. In
the Armory screen, you may select the different unit
types, or branches, of your army by clicking on the
four buttons at the bottom of the screen.
You may select any displayed unit by clicking on its
display. Use the right and left arrow buttons to flip
through all your units for the selected branch
(artillery, cavalry, specialists, and infantry). The
selected unit will be indicated by a white frame. Here,
you may dismiss any unit leader (see page 72), or you
may selected a unit to equip with new weapons.
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108
Purchase
weapon
button
To purchase a new weapon for the selected unit, click
on the purchase weapon button. This will take you to
the weapons purchase screen.
Here, you will be able to upgrade (or downgrade)
weapons, if you wish to, on a unit-by-unit basis. The
weapons purchase screen has an information panel
that displays the selected unit and allows you to select
other units, dismiss leaders, and buy weapons.
To the right of the unit display on the information
panel are three pictures with numbers beneath them.
The first (beneath the picture of the wagon) is your
total Army Supply points. The others, unit weapon
price, and unit supply price, are discussed below.
The main screen area will display each weapon that is
available for purchase for the selected unit. In the
Dismiss leader
Select unit type
Show Army of Northern Virginia
roster
Army supply
Purchase weapon
(weapon price)
Supply price
ROBERT E. LEE: CIVIL WAR GENERAL
case of infantry, cavalry, and specialists, these will be
shoulder arms. Each weapon box will include several
pieces of information about the weapon. Weapon
power (WP) and Hand-to-hand performance (H-H)
are the weaponsÕ long and close-range combat capability (see Weapons, page 100).
109
For Artillery units, you will be able to purchase
cannons. The values for cannons types are: Power
(P), a rating that influences the artillery unitÕs firepower, and Range (R), the maximum number of
hexes that cannon is able to fire.
Note: The Power rating given for each cannon type is
the weaponÕs power rating at a distance of two hexes.
Cannon power will vary with different ranges.
The box that is highlighted with a red frame is the
weapon that the selected unit currently carries. A
white frame will appear around the weapon that is
currently selected. The two prices displayed in each
box are the weapon price and the supply price.
Supply price
Weapon price
Weapon Price
The dollar amount on the bottom left corner of each
weapon box is the purchase price per weapon. When
you buy a new weapon for a unit, this price will be
multiplied by the number of men in the unit to determine the total cost to you in army supply points.
As you select each weapon, its unit weapon price will
be displayed on the information panel, beneath the
picture of the soldier receiving a weapon. This is the
GAME MANUAL
110
price to outfit the entire unit with the selected
weapon. Whenever you purchase a new weapon, the
unit will trade in the weapon that it has previously
carried. The trade-in value of the unitÕs current
weapon will be subtracted from the cost of the new
weapon. If the weapon you purchase is cheaper than
your previous weapon, you will come out ahead in the
transaction, and your army supply will increase.
If the unit weapon price for the selected weapon is
red, it indicates the price you must pay for the
weapon. If the unit weapon price is green, it indicates
the amount that will be refunded to you if you buy the
weapon.
Supply Price
Each weapon box will also display the cost of
supplying ammunition to units carrying the weapon.
The dollar sign at the bottom center of each weapon
box is accompanied by both an ammunition icon and
a number.
The icon represents the number of ammunition
rounds that weapon type will have when fully
supplied. Large bullets represent five rounds, small
bullets represent one round. The number to the right
indicates the cost of a full supply for a single soldier.
While in battle, you will most likely have to resupply
your units with more ammunition. On the information
panel, the number beneath the picture of a soldier
holding an ammunition packet indicates the unit
supply price Ñ this is the cost to bring the entire unit
from 0 supply to full supply.
Note: each time you purchase a new weapon for a
unit, the purchase price includes a full supply of
ammunition. The unit resupply price is displayed for
your reference. You will not have to purchase ammu-
ROBERT E. LEE: CIVIL WAR GENERAL
nition until after the next battle has begun.
111
PURCHASING WEAPONS
To purchase a weapon, make sure that the unit
displayed on the information panel is the one you
wish to re-arm. Then select the new weapon from the
weapon boxes above, and click on the ÒPurchase
WeaponÓ button. All transactions will be completed
when you click Done to exit the screen and begin the
next battle.
Purchase Weapon
Unit weapon price
Your army supply
Supply price
SELECTING OTHER UNITS
You may select other units in your army from the
weapon purchase screen by clicking on the Army
roster button and selecting a unit from the list that
appears. You may also click through your units one by
one by using the up and down arrow buttons just to
the left of the leader portrait.
GAME MANUAL
Army Roster
button
112
MENU ITEMS
You may display or hide your menu bar by using the
ÒMenu BarÓ button on the control bar at the bottom
of the screen, or by pressing the <m> key on your
keyboard. A checkmark next to a menu item indicates
that that option is currently activated.
FILE MENU
New: begins a new game.
Save Game: saves your current game. When you
select this option, a window will appear, prompting
you to name your game and specify which directory
the game will be saved to. You may overwrite a previously saved game by selecting its name from the list
that appears. Click on ÒSaveÓ to save a game or overwrite a previously saved game file. You may only
save a game during your turn.
Load Saved Game: displays a list of previously saved
games. Select one from the list, and click on ÒOpenÓ
to resume play.
Exit: exits the game program.
OPTIONS MENU
Play Level: Select Beginner, Intermediate, or
Advanced to set the play level of your game. See Play
Level, page 96 for more information.
Full Visibility: determines which enemy troops you,
the General, can see (see page 84).
Line of Sight: sets line of sight to Beginner, Intermediate, or Advanced (see page 84).
Video Clips>: activates the live action video clips that
ROBERT E. LEE: CIVIL WAR GENERAL
appear throughout the game. Turning video clips off
may make the game move more quickly. While clips
are turned on, you may end any individual clip by
left-clicking your mouse.
Sound Effects: controls the gameÕs ambient sound
effects.
Music: controls the gameÕs background music.
ROBERT E. LEE includes a complete soundtrack of
authentic Civil War songs. While music is on, you
may choose to listen to Historic renditions of the
songs, modernized Alternate renditions, or a Random
selection of both.
Show After Combat Report: toggles an information
panel that will appear after each engagement (see
page 97).
End of Turn Resupply: While this option is activated,
the player will be prompted automatically at the end
of each turn to resupply each unit that has not used
any movement points. A message panel will appear,
allowing the player to choose a resupply level.
Set Speed Controls>: allows the player to adjust the
speed of the map scrolling, and the speed at which
units will move on the battlefield. Click on this option
and adjust the sliding bars in the window that appears.
Experiment with these speed settings to find the best
ones for your computer.
GAME CONTROLS
End Turn: ends the current player turn.
Dig in: orders the currently selected unit to dig into
its current position. See page 74 for more information.
Rest and Resupply Current Unit: Orders the
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114
currently selected unit to rest. When you issue this
command, you will be prompted to choose a supply
level for the unit. See page 75 for more information.
Change Formation: orders the currently selected
unit to switch its formation. See page 76 for more
information.
Toggle Confederate Data: switches the Confederate
unit and leader information on the bottom of the main
game screen between the graphic display and detailed
display.
Toggle Union Data: switches the Union unit and
leader information on the bottom of the main game
screen between the graphic display and detailed
display.
Get Next Unit: selects the next unit in the current
playerÕs army that is awaiting orders.
Get Previous Unit: selects the previously selected
unit in the current playerÕs army.
Center on Current Unit: adjusts the main map
display so that the currently selected unit is in the
center.
Remove Unit from Queue: removes the selected unit
from the gameÕs internal list of units (its Òcommand
queueÓ). When a unit is removed from the command
queue, it will not be selected when you use the Get
Next Unit and Get Previous Unit commands to cycle
through your units. You will still be able to select such
a unit manually.
Reassign Corps Commanders Next Turn: If you
activate this option during your turn, you will be
prompted at the beginning of your next turn to
reassign your Corps Commanders. You must activate
this option each turn that you want to reassign Corps
ROBERT E. LEE: CIVIL WAR GENERAL
Commanders.
115
DISPLAY MENU
Grid: controls the display of the hex grid on the main
map.
Overview Window: toggles the display of the
overview window.
Show Movement Range: darkens any map hex that is
beyond the selected unitÕs movement range for the
current turn.
Show Ready Units: highlights all units that still have
movement points available for the current turn.
Show Routed Units: indicates the locations of all
routed units that have not already been rallied.
Show Low Supplied Units: indicates the locations all
infantry, cavalry, and specialist units with less than 4
units of ammunition; and artillery units with less than
5 units of ammunition.
Show Corps Commanders: indicates with gold stars
the locations of your Corps Commanders. Corps
Commanders are your best and highest ranking field
commanders Ñ their number will vary from battle to
battle.
Show Reinforcement Areas: displays the reinforcement areas of both armies on the battlefield (see page
95).
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116
OFFICER’S REPORTS
Command Tent: displays the command tent screen.
The command tent screen allows you to look at your
command map, view various reports, or return to the
current game. Move your mouse pointer around the
command tent portrait and watch the text window
below to locate each action.
Casualty Report: displays your updated casualty
report, which includes the time and date when the
battle will end, as well as numbers of dead and
wounded. It also shows your current victory points.
Command Map: displays a single-screen map of the
battlefield that is larger and more detailed than the
overview window. The Command map may help you
assess the geography of the battlefield as you devise
a combat strategy. You may not issue commands or
move troops from the command map.
Reinforcements Report: tells you which friendly
units will arrive on the field, when they are due to
arrive, and from which reinforcement area they will
enter (see page 95).
REPORTS
Each report displays its information on the battlefield
map itself, directly on the appropriate hex or unit.
When two units are stacked in a single hex, unit
reports will display a value for each unit.
Toggle Hex Numbers: Each map hex on each battle
field is numbered. This switch controls the display of
the hex numbers on the main map.
Resting Units: indicates whether or not each unit is
resting.
ROBERT E. LEE: CIVIL WAR GENERAL
Movement Left: displays the number of remaining
movement points for each unit for the current turn.
Movement Max: displays the total number of
movement points per turn for each unit.
Times Defended: displays the number of times each
unit has defended itself against an attack in the
current half-hour turn (see page 93).
Natural Cover: displays the natural cover value for
each occupied position (see page 81).
Prepared Cover: displays the prepared cover value of
each hex that contains a visible unit (see page 81).
Terrain Morale Boost: Some hexes provide exceptional battlefield advantages and will carry an automatic bonus that is added to the morale of any occupying unit. A unit with 60 morale, for example, would
have 62 morale after moving to a hex with a morale
boost of 2. This morale boost lasts only as long as the
unit remains in the hex.
Terrain Height: displays the elevation of each hex,
ranging from 1 to 7.
Unit Morale Level: displays the morale rating of each
visible unit.
HELP
Select the Help menu to access a Windows Help file
containing a complete game reference for ROBERT E.
LEE: CIVIL WAR GENERAL. Use the Help file as a reference while you play.
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PART 3: APPENDIX
HISTORICAL CONSIDERATIONS
ROBERT E. LEE: CIVIL WAR GENERAL was designed to
mirror, as closely as possible, the historical conditions
of Civil War combat. Several considerations have,
therefore, been incorporated into the combat system.
Different unit types, for example, will tend to have
certain characteristics in keeping with historical
accuracy. Artillery units, for example, are likely to be
of higher quality than other units. This accounts for
the fact that gunners received relatively high levels of
training and were usually more highly educated than
the average infantry or cavalry units. The elite
Specialist units will also have high ratings.
The resource discrepancies between North and South
will also come into play as campaigns progress. Some
of the best, most advanced weapons will only be
available to the Union.
The SouthÕs soldiers are likely to be better than the
NorthÕs in the early stages of the war. Yet the quality
of the Rebel soldier is likely to decline as time passes
and reinforcements join the ranks. While the Union
had a vast pool of manpower and the resources to
improve and expand training, the Confederacy had
neither. Toward the warÕs end, the South had to turn
to the very young, the old, and the generally ill-suited
to fill its ranks.
Between battles in a campaign game, the game action
will be recounted in the form of first person narrative
Òletters.Ó These letters contain actual passages from
authentic Civil War letters, diaries, and other
accounts.
ROBERT E. LEE: CIVIL WAR GENERAL
119
STRATEGY HINTS
1) The Dance of Death: Each time a unit is attacked
by an enemy of comparable or greater size it pays a
firepower penalty in addition to its loss of firepower
due to casualties. This represents the difficulty of
defending against multiple waves of attacks from different quarters. Attack the enemy in waves. Place two
or three units adjacent to an enemy, with several extra
units in reserve behind the line. Start off with an
artillery attack and then have the close units attack.
Then withdraw these units one at a time to vacant
positions behind them while replacing them with the
extra brigades, and have fresh brigades attack. If, by
some miracle, the enemy unit has survived these
attacks you may still be able to perform some
ÔleapfrogÕ suicide attacks to finish him off. Charges
can come in especially handy while employing this
tactic.
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2) Those extra cartridges: When you resupply, you
are only charged for supplying the effective men in
your unit. When you rest, this number can increase
dramatically as stragglers return to your unit and men
with minor wounds rejoin the ranks. You donÕt have
to pay to supply them Ñ they werenÕt around to fire
off their cartridges when the rest of the unit was in
combat, so they still have them.
3) Charge!!! Knowing when to charge can be a key
to victory. Just because a unit is willing to charge
doesnÕt mean that you should order it to. There are
some situations in which you should always charge,
such as when attacking infantry in movement formation or limbered artillery, or when making a rear
attack.
4) Cover the rear: Make an effort to outflank your
enemyÕs line with pickets and cavalry. Once the battle is underway, you can use these units to set up rear
attacks. Then, have a strong brigade attack from the
opposite side of the unit (charging, if possible, and
getting the rear attack bonus.) Another advantage to
getting cavalry in his rear area is to attack fleeing and
retreating units. Do so whenever you get the chance.
5) The Counterattack: It is usually best to adopt a
defensive posture for the initial sequence of attacks.
Whenever possible, maneuver to good defensive terrain near the enemy, dig in, and wait. If he is nice
enough to attack you, let him. Once he has, move
your weakened units to the rear to rest and have all of
your fresh units converge on his weak ones.
6) Back him into a corner: Units with no avenue of
retreat will surrender when forced to retreat or rout.
Units cannot retreat across impassable rivers. Any
time you have an opportunity to surround an enemy
unit, do so. Surround him first and then attack with
ROBERT E. LEE: CIVIL WAR GENERAL
everything youÕve got. Forcing a large brigade to surrender the first time it retreats can change the course
of a battle.
7) Hit and Run: Mounted cavalry can often attack
without fear of counterattack. This is because they are
the only unit that can move, attack, and then move to
safety. Be sure that you are out of range of enemy
artillery units though. Mounted cavalry, with their
horrible natural cover ratings, make a juicy target for
artillery.
8) Sniper Attacks: Specialists are very fragile but
they are useful because they donÕt enter the enemyÕs
position when attacking. Their attack is Òfree,Ó and
they will always have a chance of wounding an
enemy leader. In addition to a larger spotting range,
specialists also have more movement points than
infantry and donÕt have to change formation. If done
properly, a specialist can execute an attack and move
out of harmÕs way in the same turn.
9) Make them come to you: It is always better to wait
for your enemy to come to you. Aside from the obvious benefits of choosing terrain and entrenching, you
will have several turns to rest your troops while your
opponent will be losing health and organization just
moving up to your position.
10) Artillery pursuit: It is always wise to take a battered unit out of the line, move it to safety, and let it
rest for a few hours. Deny your opponent this luxury!
When your opponent moves a weak unit to the rear,
shell it with your artillery.
11) Travel on roads: Excessive maneuvering can take
a heavy toll on your troops. If enemy infantry or cavalry can attack you, you must change to combat formation. Otherwise, always move in movement for-
GAME MANUAL
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122
mation and try to stay on roads or at least on open
grassland.
12) Rest: Once a battle gets underway it is very
tempting to keep throwing units into combat as soon
as their morale is high enough to attack. DonÕt. If half
of your units in one area of the battlefield need to rest,
move all of your units in that area to defensive terrain,
dig in and rest. Wait until nearly all of them can attack
before going on the offensive again. This will ensure
that many of them will be fit enough to attack repeatedly.
13) Rivers, bridges & fords: It can be nearly impossible to fight your way across some of the bridges and
fords in some of the scenarios. Make an effort to see
if there are any unmarked (hidden) fords across the
river that you can use. Try to cross up or downstream
from the disputed bridge and then return along the
other side of the river to clear off the defenders.
14) Upgrade: In Campaign play, when upgrading
your weapons, you may be better off equipping several brigades with mediocre weapons. If you overbuy,
you may be unable to resupply the more expensive
weapons, and if you never upgrade, half your army
will go to Gettysburg armed with farmersÕ weapons!
ROBERT E. LEE: CIVIL WAR GENERAL
MULTIPLAYER GAMES
Two players can play head to head at the same computer terminal, or at two separate terminals linked by
modem or null modem cable. A null modem is a special cable that can connect two computers that are
within 30 feet of each other, and can be purchased
from most computer retailers. You may play any battle as a multiplayer game, but the campaign game is
available only as a single player game.
Hotseat games
A game in which two players compete by taking their
turns at a single computer is called a ÒhotseatÓ game.
To play a hotseat game, load the game as usual, select
the Multiplayer option from the startup screen, and
click on Hotseat in the panel that appears.
Modem link
To play a two player game with a modem connection,
both players will be required to have a ROBERT E. LEE
game CD, and to have the game installed and running
on their computers. Both players should select
Multiplayer from the startup screen, and click on
Modem in the panel that appears. This will access the
modem connection screen.
Both players should set Speed and Com port settings
appropriate to their computer hardware, and both
should make sure that Phone Connection is selected
in the Connection Type box. To make a modem connection, you must first decide which player will initiate the telephone call and which player will receive
the call.
The receiving player should first select Wait for
Connection in the modem connection screen. Once
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124
this selection is made, the other player will have
about three minutes in which to make the telephone
connection.
To do so, the calling player should enter the telephone
number of the receiving modem, and then select
Make Connection. We recommend that you do not
change the Init String entry that has been set for you
in this screen.
Once the connection is made, the player who has initiated the modem connection must set up the game
(choose a battle, set the difficulty level, adjust game
settings, etc.). During a modem game, only the player whose turn it is may take action. While it is not
your turn, you should not attempt to take any action.
You will be able to watch your opponentÕs moves as
they occur, and you will see engagements as they are
fought. At times you will be called upon to take action
during your opponentÕs turn (to order an artillery
duel, for example). When this occurs, you will be
prompted to enter the appropriate information.
During modem play, the game may only be saved by
the host player (the one that initiated the connection), during his or her turn.
On the game screen, a telegraph symbol will appear
whenever the game is transferring data between the
linked computers. Neither player should take any
action while this symbol is displayed.
Null Modem Cable
To set up a null modem connection, you will follow
the procedure described above, except that you will
select Null Modem in the Connection Type box, and
you will not enter a phone number. For null modem
connections, most players will get the best results by
selecting the highest baud rate in the Speed box. If
ROBERT E. LEE: CIVIL WAR GENERAL
problems arise on this setting, try playing at a lower
speed.
Chat Mode
During a modem or null modem game, players may
send messages to each other using the chat mode
option. You may only send a message during your
own turn. To do so, select Chat Mode from the Game
Controls menu (or hit the <F12> key on your keyboard). In the panel that appears, type your message
in the Local Machine box, and then click on Send
Text. When the player receives a message, an identical panel will appear on his or her screen with the
message printed in the Remote Machine box.
A Technical Note
Before beginning a modem game, Windows 95 users
should make sure that Error Control is set to off, and
Use Flow Control is set to Hardware.
These settings can be found by opening your Control
Panel, and selecting Modems, then Properties, then
Connection, then Advanced.
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DESIGNER’S NOTES
I always wondered how people become addicted to
something. Now, I often find myself asking a different question, ÒHow come more people arenÕt addicted to computer games?Ó
In making ROBERT E. LEE: CIVIL WAR GENERAL, I never
stopped asking myself this question. I also found
myself asking: is this game accurate and does it properly measure the factors that are important in battle?
Is this game easy to use? Is this the best Civil War
Experience on the market? I think it is. OK, I am
slightly biased.
I have always been fascinated with what motivates
soldiers to fight in any era, and since I was nine I have
been simulating historyÕs battles on cardboard beaches with paper soldiers. Until two years ago, I saw the
American Civil War as just another war, and not anything special. But like many of you, I found my
glimpse into the Civil War to be absolutely fascinating, and something that would change me forever. I
began to feel an obligation to design and produce this
game so that it would accurately capture part of this
warÕs spirit, and serve as a tribute to those who
fought.
Since the dawn of time, the common footsoldier has
determined the outcome of every military conflict.
Technology and tactics have evolved and will continue to change, yet one constant remains, and will
remain for some time to come: an armyÕs ability to
fight and its overall effectiveness in battle is mostly
determined by the morale of the men who do the
fighting. This simple truth is particularly evident on
all of the bloody battlefields of the American Civil
ROBERT E. LEE: CIVIL WAR GENERAL
War.
127
In twenty years of playing and analyzing games, I
have never played one that dealt with the genuine
well-being of the men on the field. I wanted to make
a game that forced you as the general to constantly
think of your men and the state of their morale. Are
your men tired, hungry and in need of rest? Have you
marched them efficiently and avoided Òpartial movementsÓ that would damage their organization? Do
they have a leader who will direct their fire effectively and influence them to fight valiantly? Does their
leader inspire loyalty in the heat of battle? What kind
of civilian life did they lead, and how did this affect
their quality as soldiers? Have they learned from their
experience?
What kind of weapon did they have? What type of
terrain do they occupy? Are they attacking as the first
wave or the second wave? How many will hide
behind the nearest tree as soon as the firing begins?
All of these are factors of warfare. Why are they
never represented in wargames?
I wanted a model in which one extra man on your firing line could make a difference Ñ where one man
could generate that lucky shot that hits the enemy
general from 400 yards away.
My deepest desire in designing ROBERT E. LEE: CIVIL
WAR GENERAL, was to create a product that Civil War
enthusiasts could play, regardless of prior gaming
experience. I wanted common sense, and not a rule
book, to be your guide. I feel we have achieved this.
I would like to thank the people in the credits. You all
gave much more than I could have asked. I hope you,
the player, feel the same way, and feel that this is the
best Civil War package you have ever had the plea-
GAME MANUAL
128
sure of getting to know. I hope you enjoy playing it as
much as we did making it!
Jeffrey Fiske
May, 1996
CUSTOMER SERVICE
Sierra On-Line is dedicated to helping our customers with
each and every question or problem. Because we will go to
any lengths to guarantee complete satisfaction with all
Sierra products, our customers know that when they buy
our games, they buy the support of the whole company.
Direct any inquiries to the Customer Service department
for issues pertaining to returned or defective merchandise,
back orders, company policy, and general game information. Call (800)743-7725 or fax to (206)562-4223.
DIRECT SALES
For direct sales information:
Sierra On-Line Direct Sales
P.O. Box 3404
Salinas, CA 93912
Main: (800) 757-7707 24 hours a day, 7 days a week
Fax: (408) 644-2018
HINT LINE
For just 75 cents a minute, you can get game hints to get
you out of a jam. You must be at least 18 years of age or
have your parents permission to use this service. The Hint
Line phone number for the US is (900) 370-5583, and for
the UK is (0) 8-91-66-0660.
Or, you can order most Sierra Hint Books for just $9.95 to
ROBERT E. LEE: CIVIL WAR GENERAL
$14.95 each (plus shipping) by calling SierraÕs Direct Sales
during regular Pacific Standard Time business hours. You
can also find Hint Books at better software retailers and
select bookstores.
Sierra Hint Books offer you a complete guide for the total
Sierra game playing experience. YouÕll find out how to get
the most out of your game. YouÕll find clues, tips, and
inside information with which to expand your game enjoyment and experience.
THE SIERRA NO-RISK GUARANTEE
The Promise: We want you to be happy with every Sierra
product you purchase from us. Period. If for any reason
you're unhappy with the product, return it within 30 days
for an exchange or a full refund... EVEN IF YOU
BOUGHT IT AT A RETAIL STORE. (Hardware ordered
direct must be returned within ten days.)
One Condition: WeÕd like you to tell us why you donÕt like
the game. Your comments will help us continue to get
better. Send it back to us and we promise you complete
satisfaction. (If you bought it at a retail outlet, please send
your original sales receipt.)
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TECHNICAL TIPS
Tech Tip for Win95 only:
If you maximize the window during game play, the
Win95 tool bar may cover the buttons on the bottom of
your screen. These buttons are vital to game play, and the
tool bar can be easily disabled, and will return for all your
other applications. To disable the tool bar, right click and
hold on it. Scroll down to the Properties selection and
disable the Always on top box by left clicking on it.
Tech Tips for Both Win95 & Windows 3.1:
Why doesnÕt my sound work?
Sound hardware, usually a card of some kind, is required
for sound to work in the game. If you hear sounds in other
places in Windows, but not in the game, it is possible that
there is a conflict of resources, where some other program
that is running is controlling the card. Make sure the game
and the Program Manager are the only two programs running (hold down the <Ctrl> and the <Esc> keys to get a
list of currently running programs). Make sure your
sound drivers are properly installed. If you have an older
configuration, contact the manufacturer of your card for
the latest sound drivers.
General problems
Make sure the game and the Program Manager are the
only two things running (hold down the <Ctrl> and the
<Esc> keys to get a list of currently running programs) as
things like screen savers and runtime virus checkers can
sometimes cause problems with other programs running
at the same time.
Graphics seem to be in wrong color
This game was designed to run in 256 color mode. Please
make sure that your display is set to this number of col-
ROBERT E. LEE: CIVIL WAR GENERAL
ors. To fix in Windows 3.1 please read below in the Win
3.1 tips. For Win95 please do the following: Close any
running applications, and left click on the Icon that says,
ÒMy ComputerÓ, (unless you have renamed it, it which
case click on this Icon instead.) Then click on the Control
Panel folder, followed by the small picture of the monitor
marked ÒDisplay.Ó Select the tab marked Settings, and
move the slider bar under Color Palette to 256. While
you are here, you may want to set your screen size to 640
X 480. This will enable Robert E. Lee to be played in full
screen mode. Although the game will work fine, and
plays just as well in higher resolutions(800X600 or 1024
X 768), full screen is not available.
Memory Requirements: This game is designed to run
on a machine that has at least 8 megabytes of system
RAM installed. If you experience errors that say ÒOut of
memoryÓ or ÒGeneral Protection FaultÓ, check to see if
you have any other programs running, by looking at the
system task list. You can get to the system task list by
holding down the <Ctrl> and <Esc> keys at the same
time. If you see anything other than ÒProgram ManagerÓ
and the game, choose that item in the list with the up and
down arrow keys and hit the Òend taskÓ button with your
mouse.
When things arenÕt working:
1. Is my video card set to a standard 256 color
mode?
ÒVideo modeÓ refers to the number of pixels displayed on
the monitor along with the number of colors each pixel
can represent. The default video mode for most installations of Windows 3.1 is 640x480 pixels with 16 colors,
usually referred to as standard VGA. This game requires
a 640x480 pixel 256 color, or better, display mode. If the
video mode has greater than 256 colors, you may experience some slowdown in performance, but otherwise it
should work fine.
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To find out what video mode your machine is using:
Go to the Program Manager (the main starting view of
Windows) and open the ÒMainÓ program group. Double
click on the ÒWindows SetupÓ icon. This will give a listing of a number of settings for Windows, including
ÒDisplayÓ. On most systems, this entry will indicate the
resolution as something like ÒSVGA 640x480x256Ó (this
indicates 640 by 480 pixels with 256 colors).
If the Windows Setup Display does not clearly state how
many colors are being used, consult the documentation
for your computer to find out how video resolution can be
changed; this should give you some indication of how to
find out what mode your machine is currently using.
Sometimes a ÒSet ResolutionÓ utility can be found in a
group in your program manager that might give a push
button interface to the whole process of display management. If necessary, call the company that sold you your
computer (a list of computer manufacturers is included
later in this document) to find out this information.
2. How do I change the video mode to 256 colors?
First, consult the documentation, the computer vendor or
manufacturer to find out how your specific machine
should change between video modes. Sometimes it is as
simple as running a program and choosing Ò640x480Ó
and Ò256 colorsÓ in a list of options. If not, read on.
Most video hardware for Windows machines includes a
set of ÒdriversÓ, software files designed to manage the
specific hardware through various Windows modes. If
you have an older machine, contact the manufacturer for
updated video drivers.
Get out your Windows install diskettes and set them
aside, as some video mode changes require access to
resources from them; usually there are 6 in the set. If you
have a Òvideo driverÓ diskette, get that out too. Run the
ÒWindows SetupÓ program from the ÒMainÓ program
group in the ÒProgram ManagerÓ (the initial Windows
ROBERT E. LEE: CIVIL WAR GENERAL
screen). (If you run into any problems where Windows
will not display properly after running Windows Setup,
you can run the DOS version of Setup, which is located
inside the Windows directory and set the display for
VGA, before contacting either the vendor or manufacturer of your computer for more information on video configuration).
If the ÒDisplayÓ setting indicates 256 colors, you are
already in a 256 color video mode. If you are experiencing problems with this video mode, try using some other
256 color mode.
To change drivers, click on the ÒOptionsÓ menu, choose
Òchange system settingsÓ, click on the arrow to the right
of the display setting and scroll down to an appropriate
driver listing. If your hardware specific video drivers
have been previously installed (very likely) they should
be on this list. Windows version 3.11 (either for workgroups or not) or later, include in this list Super VGA 256
color video drivers. Since some video cards require specific drivers, you should usually use the ones that came
with the hardware.
If your video drivers are not on the list, scroll to the very
bottom of the list and choose ÒOther Display (Requires
disk from OEM)...Ó. At this point, insert the video drivers
disk that came with your system and make sure the disk
path is correct, usually either ÒA:\Ó or ÒB:\Ó. Choose the
appropriate driver (640x480x256 is optimal) and follow
the prompts if asked for further disk insertion.
IMPORTANT: DO NOT USE XGA, VIDEO 7 OR
8514/A DRIVERS UNLESS YOU ARE ABSOLUTELY
CERTAIN THAT THE CARD YOU HAVE IS OF THE
APPROPRIATE TYPE.
If you try to use the 256 color drivers that come with
Windows 3.11 or later, be aware that they require a VESA
compliant video card. VESA refers to a standard set of
calls for Super VGA cards that allows different programs
to work properly with Super VGA displays.
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If you are not sure whether or not your video hardware is
VESA compliant, a program included in the game install,
called UNIVESA.EXE, can be used to make non-VESA
compliant SVGA cards use VESA calls; the file can be
found in the UNIVESA directory inside the game directory and can be added near the end of your AUTOEXEC.BAT file, so long as it is above the ÒWINÓ line. Note
that UNIVESA will not work if you don”t have an SVGA
card, and may not work if the SVGA card is too old.
TECHNICAL SUPPORT
System configuration or installation problems may cause
any one of a number of different error conditions. Refer to
the README file in the game directory for information on
error messages and possible solutions.
Direct your inquiries to the Technical Support Department
if your question is about hardware and software compatibility specific to Sierra games (i.e., sound card configuration and memory management).
Technical Assistance is only a phone call away. For convenient, person-to-person service, call (206) 644-4343 in the
US or (44)734-303 171 in the UK. If you prefer, you may
request assistance by facsimile; the US fax number is (206)
644-7697, while the UK fax number is (44) 1-734-303362.
If you choose to write or fax us with your request, please
give detailed information on both your computer system
and the nature of your problem. Include your address and
telephone number in case we need additional information.
Send postal inquiries to :
Sierra On-Line
Attention: Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
ROBERT E. LEE: CIVIL WAR GENERAL
Sierra On-Line Limited
4 Brewery Court
Attn: Technical Support
The Old Brewery,
Theale, Reading, Berkshire
RG7 5AJ United Kingdom
Sierra Technical Support is also available through:
Sierra US BBS: (209) 683-4463
Sierra UK BBS: (44) 1-734-30-4227
Compuserve: GO SIERRA
Prodigy: (Technical Support ID - WBWW55A)
America On-Line: Keyword Sierra
Internet: http://www.sierra.com
Call SierraÕs own BBS with your computer modem and
browse our technical knowledge database, get game hints
online or download game patches and other files. YouÕll
find the answers to the most commonly asked questions by
selecting index choice #8 from the Main Menu. Set your
communications program to 8 data bits, 1 stop bit, no
parity. (8-1-N).
GAME MANUAL
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INDEX
After Combat Report, 113
Armory Screen, 35, 107
Army morale, 26, 99
Army Supply, 60-61
Artillery, 31, 51, 88, 121
Artillery Duels, 33
Battle Resolution, 98
Campaign game, 35, 105, 122
Cannons, 102
Casualty Report, 98, 106, 116
Cavalry, 24, 49-50, 74, 76, 79, 101, 121
Charges, 26, 64, 90, 120
Combat, 86
Command queue, 114
Command Tent, 115
Corps Commanders, 27, 37, 70, 105, 114-115
Reassigning, 71
Cover, 81
natural, 74, 81, 117
prepared, 74, 81, 117
Digging in, 74, 81, 113
Dismissing Unit Leaders, 36- 37, 72
Experience, 68
Field Hospital Recovery Report, 35, 106
File Menu, 112
Firepower, 62
Formations
20, 24, 31, 58, 76-77, 114
Game Controls, 113
Hand-to-hand rating, 90, 100-101
Health, leader, 73
Health, unit, 19, 22, 48, 57, 60, 62, 67, 74, 76, 78, 96,
106
Hex, 14
Infantry, 19, 23, 48, 66, 74, 76, 79
Influence, 72
Installation and Loading, 10
Interface, 14
ROBERT E. LEE: CIVIL WAR GENERAL
Line of Sight, 84, 112
Loyalty, 73
Modem play, 9
Morale, unit 7-8, 18-19, 22, 26, 55, 63, 70, 76, 78, 87,
90, 92, 96, 117
Morale, army, 64
Movement, 77
Movement points, 20, 57
Multimedia History, 12
Music, 113
Night, 94
Number of men, 56
Objectives, 8
Options Menu, 112
Organization
leader, 73
unit, 65
Overview window, 15, 115
Play Level, 112
Quality, 68
Rallying units, 65
Rear Attacks, 30, 89
Reinforcement Areas, 115
Reinforcements Report, 116
Rest and resupply, 75, 113
Rivers, 80, 122
Rout, 92, 99, 115
Sharpshooters, 54
Sound Effects, 113
Specialists, 28, 54 91, 121
Stacking, 29, 33, 83
Technical Support, 134
Technical Tips, 130
Terrain, 78, 117
height, 82
Tutorial, 16
Units, 7
Unit Leaders, 70
dismissing, (see Dismissing Unit :Leaders)
Unit Supply, 59
GAME MANUAL
137
138
Victory points, 98
Video Clips, 93
Visibility, 84, 112
Voluntary Retreats, 92
Weapon power, 100
Weapon purchase, 37, 39, 108, 111, 138
Weapons, 68, 100
Victory points, 98
ROBERT E. LEE: CIVIL WAR GENERAL
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GAME MANUAL
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142
ROBERT E. LEE: CIVIL WAR GENERAL