BATTLEGROUND: ANTIETAM Readme VERSION 1.11 5/97 Fixed "bases-off" highlighting bug. Fixed AI reporting bug when artillery limbered. Fixed crash caused by accessing the toolbox while the Leader Dialog is active. Fixed melee bug that resulted in double losses when the defending unit(s) could not retreat. Changed leader losses in an automatic-victory melee from "Killed" to "Captured". Changed the maximum range of the "L" cannon type from 13 to 10 hexes. Made minor setup changes to various scenarios in the North Half, South Half and Antietam modules. VERSION 1.1 4/97 Fixed melee bug that could sometimes eliminate defending units. Fixed bug that resulted in higher leader losses when firing on a leader alone in a hex. Fixed the Windows 95 white hex outline problem. Fixed the Help button in the Leader Casualty Dialog. Improved the A/I movement of supply wagons. Improved A/I multi-hex melee capability. Increased the effectiveness of infantry ranged fire vs. artillery crews. The Enfilade modifier now applies when firing on limbered artillery. Uncrewed artillery units are now labeled as "Uncrewed" in the Unit List. Arriving artillery batteries now add to the ammo pool of their side by a fixed amount determined by the parameter data for that module. A unit at maximum ("9") fatigue that suffers another gain in fatigue does not rout immediately, but must take a morale check the next time morale is checked. A unit at maximum ("9") fatigue has a -4 morale modifier and a +4 modifier when firing (other high fatigue units have -2 and +2). When a unit is eliminated by fire, one other unit (chosen at random) in that same hex undergoes a rout check and has its fatigue increased by one. If every unit attacking in a melee is eliminated, none of the units defending in that melee become disrupted. If every unit defending in a melee is a leader or supply wagon, none of the units attacking in that melee become disrupted. If a defending unit in a melee is forced to retreat, and is attacked again that phase in a subsequent melee, it defends at half strength. Rally is now possible at night. For rally purposes, the morale of a unit at night is half the normal morale of the unit, fractions rounded up. A unit moving in line formation at night automatically becomes disrupted. A unit's movement allowance does not drop to zero when it moves next to a "?" (Unknown-Unit) marker *if* that marker represents only an enemy leader or any other unit that does not exert a Zone of Control into the hex. If the "?" does represent an enemy leader, the moving unit can even enter its hex and capture it. Except at night, the rally bonus of leaders at the Corps level or above extends into adjacent hexes. Added yellow highlighting of Command values of leaders who have failed their command check. The "D" Disruption icon now appears in the Target and Selection Dialogs to indicate such units. Clicking on an entry in the Release Dialog causes that organization to become highlighted on the map. Double-clicking or selecting OK causes the Release Dialog to be closed and the organization to remain highlighted. Selecting Cancel causes the organization to become unhighlighted. Double-clicking on a unit in the Search Results list of the Find Dialog closes the dialog and causes the map to scroll to that unit. Double-clicking on an entry in the Scheduled Dialog displays a dialog showing the individual units in the reinforcement. Right-clicking on a unit in the Unit List displays that unit's normal full-strength value in the game, if it is currently below full strength. The jump map now shows units that are Unknown. No leader, supply wagon or routed unit can change the control of an objective hex. A scenario will now end if all units from one side have been eliminated and the other side controls all objectives. Added a "Rules..." button in the A/I Selection Dialog. Selecting this button allows the player to use one or more of the following optional rules: OPTIONAL FIRE-RESULTS TABLE: This causes the optional fire results table to be used for all fire results in the scenario. See "Optional Parameter Data" the end of the v1.1 section of this file for the optional table. OPTIONAL MELEE-RESULTS TABLE: This causes the optional melee results table to be used for all melee results in the scenario. See "Optional Parameter Data" the end of the v1.1 section of this file for the optional table. QUALITY-BASED FIRE MODIFIERS: Each ranged-fire attack by a non-artillery unit whose Quality is "A" or "B" receives a +1 modifier. If its Quality is "E" or "F", it receives a -1 instead. (Note that this rule, which was introduced as standard in v1.22, is now optional - but is "on" by default.) HIGHER FATIGUE-RECOVERY RATES: This applies a higher fatigue recovery rate. Given the default fatigue recovery rate R, this rule will apply a fatigue recovery rate of three times R for units having a medium (4-6) level of fatigue, and a recovery rate of five times R for units with a low (1-3) level of fatigue. The default recovery rate still applies to units suffering from high (7-9) fatigue. VICTORY POINTS FOR LEADER CASUALTIES: This causes points to be awarded for the loss of leaders. The number of points awarded for a leader casualty is nominally (C + L) x F, where C is the default command value of the leader (A=6, B=5, etc.), L is the leadership rating of the leader (A=6, B=5, etc.) and F is "1" for brigade leaders, "2" for division leaders, "3" for corps leaders and "4" for army leaders. This value is then halved if the leader was only wounded, or doubled if he was captured. Leader casualty points are displayed in the Victory Dialog. ROUT LIMITING: This applies a morale modifier when determining the spread of unit routing in order to reduce the frequency of multiple-hex routing. QUALITY MELEE MODIFIERS: This causes additional modifiers to be applied to melees. If the minimum quality of all units attacking in a melee is A or B, "1" is added to the melee differential; if their minimum quality is E or F, "1" is subtracted from the melee differential. If the minimum quality of all units defending in a melee is A or B, "1" is subtracted from the melee differential; if their minimum quality is E or F, "1" is added to the melee differential. ISOLATION RULES: Isolation is now optional, but is "on" by default. When a unit is Isolated, a red rectangle appears behind its Strength value in the Unit List. An Isolated artillery unit can run low on or out of ammunition in the same manner and with the same effects as infantry. (The artillery unit becomes resupplied when no longer Isolated, provided its side's ammo pool is greater than zero.) An Isolated leader receives no benefits from his superiors during command checks. Isolated cavalry can be melee-attacked by infantry even if mounted. The strength of an Isolated unit in melee is normal when attacking and quartered when defending. EXTREME FOG-OF-WAR: This hides each unit's name, quality, exact strength (including weapon type and range), organizational info and current movement allowance, plus each leader's command and leadership ratings, from the opponent. [Exception: the strength of unlimbered artillery is not hidden.] The unit's name and organizational info re-appear whenever it is within an enemy unit's Zone of Control. Note that Extreme Fog-Of-War effects can apply only when normal FOW is also in effect for a side. PARTIAL RETREATS: This allows a unit forced to retreat from a melee into an overstacking situation to lose a portion of its strength in order to allow it to retreat into the hex instead of being completely eliminated due to overstacking. Added a "Highlight" menu item in the Display Menu. This opens a submenu that allows the player to highlight units of the selected type. The items in the submenu are as follows: * FIXED UNITS * SPOTTED UNITS * LOW ON OR OUT OF AMMO, OR UNCREWED * FIRED/FOUGHT UNITS * MOVED UNITS * DISRUPTED UNITS * DETACHED UNITS * HIGH-FATIGUE UNITS (all units on the map that currently have a Fatigue level of "7" or more) * ISOLATED UNITS * NON-FULL-STRENGTH UNITS (all units on the map that are currently at less than their normal full strength in the game) * SUPPLY WAGONS * ORGANIZATION Added the following new menu items in The Options Menu: GRAPHICS BUFFERING: This menu item causes a double-buffering graphics technique to be used when drawing the 3D graphics. This greatly reduces the amount of screen flicker caused by screen updates, but will reduce the speed of the graphics. Players should use this option as they prefer. INITIAL VIEW: This menu item is used to define the initial view of the map shown when the main program is started. This may be set to any of the standard 2D or 3D map views, or may be set so that it is always the view that existed when the program was last closed. OPTIONAL RULES: This menu item is used to display the Optional Rules so that those (if any) in effect for the current scenario can be viewed. Added a Leader Casualty Dialog (accessible via the Status Menu) to display a running list of both sides' leader losses. A "K" indicates the leader was killed, a "W" indicates he was wounded, and a "C" indicates he was captured. Clicking on a leader's name in the dialog causes the map to scroll to the location where he became a casualty. Added new Accelerator keys: Ctrl-X - moves the Hot Spot to the Next Stack F5 - slows down A/I Action Dialog processing F6 - returns A/I Action Dialog processing to normal speed F7 - speeds up A/I Action Dialog processing TCP/IP INTERNET PLAY Internet play is now supported. Prior to beginning TCP/IP Internet play, both players should ensure that they have a valid TCP/IP connection established on their computers. Typically this is a service of your Internet Service Provider. 1. Select "Modem Host" or "Modem Caller" from the Menu screen. 2. Select "Internet Connection". 3. The Modem Host should select a new scenario or resume a previously saved game. The Modem Caller should select the corresponding module for the chosen scenario or battle. 4. A dialog on the Modem Host system will appear, containing the Internet address for the Modem Host. Note: Typically this address is changed by your Internet Service Provider each time an Internet Connection is established. 5. The Modem Host should then provide the Caller with this address. This can be done by calling the Caller on a separate line, by sending the address through E-Mail, or by using an Internet "chat" program. The Modem Caller will then type this address into his Internet connection dialog. He can also specify an encryption key at this time. He should then choose Connect on the Connection dialog. 6. At this point, both players will have a Communication Dialog, and play will start or continue similar to standard Dial Up Modem Play (see section 7.1 in the Players Guide). Added an "Internet Connection" menu item to the Special Menu. Normally you will initiate Internet play after choosing either "Modem Host" or "Modem Caller" from the main Menu Screen. However, if you wish to initiate it from within the main program, you should select the "Internet Connection" menu item prior to selecting "Modem Host" or "Modem Caller" in the Special Menu. OPTIONAL PARAMETER DATA Optional Fire Results Table Factor/Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 F F F 5 0 0 0 0 0 0 0 0 0 0 0 0 0 F F F F F 6 0 0 0 0 0 0 0 0 0 0 0 F F F F F F F 7 0 0 0 0 0 0 0 0 F F F F F F F F F F 8 0 0 0 0 0 F F F F F F F F F F F F F 9 0 0 0 F F F F F F F F F F F F F F F 10 0 F F F F F F F F F F F F F F F F F 11 F F F F F F F F F F F F F F F F F F 12 F F F F F F F F F F F F F F F F F F 13 F F F F F F F F F F F F F F F F F F 14 F F F F F F F F F F F F F F F F 1 1 15 F F F F F F F F F F F F F F F 1 1 1 16 F F F F F F F F F F F F 1 1 1 1 1 1 17 F F F F F F F F F F F 1 1 1 1 1 1 1 18 F F F F F F F F F F 1 1 1 1 1 1 1 1 19 F F F F F F F F F 1 1 1 1 1 1 1 1 1 20 F F F F F F F F 1 1 1 1 1 1 1 1 1 1 21 F F F F F F F 1 1 1 1 1 1 1 1 1 1 1 22 F F F F F F 1 1 1 1 1 1 1 1 1 1 1 1 23 F F F F F 1 1 1 1 1 1 1 1 1 1 1 1 1 24 F F F F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 25 F F F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 26 F F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 27 F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 28 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 29 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 30 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 31 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 32 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 33 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 34 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 35 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 36 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 37 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 38 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 39 2 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 40 2 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 41 2 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 42 2 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 43 2 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 44 2 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 45 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 46 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 47 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 48 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 49 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 50 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 51 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 52 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 53 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 54 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 55 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 56 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 57 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 58 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 59 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 60 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 61 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 62 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 63 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 64 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 65 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 66 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 6 67 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 68 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 69 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 70 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 71 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 72 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 Factor/Roll 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 1 0 0 0 0 0 F F F F F F F F F F F F 1 2 0 0 0 0 F F F F F F F F F F F 1 1 1 3 F F F F F F F F F F F F F F 1 1 1 1 4 F F F F F F F F F F F F 1 1 1 1 1 1 5 F F F F F F F F F F F 1 1 1 1 1 1 1 6 F F F F F F F F F F 1 1 1 1 1 1 1 1 7 F F F F F F F F 1 1 1 1 1 1 1 1 1 1 8 F F F F F F 1 1 1 1 1 1 1 1 1 1 1 1 9 F F F F F 1 1 1 1 1 1 1 1 1 1 1 1 1 10 F F F F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 11 F F F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 12 F F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 13 F 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 14 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 15 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 16 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 17 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 18 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 19 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 20 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 21 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 22 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 23 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 24 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 25 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 26 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 27 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 28 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 29 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 30 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 31 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 32 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 33 2 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 34 2 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 35 2 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 36 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 37 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 38 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 39 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 40 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 41 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 42 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 43 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 44 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 45 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 46 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 47 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 48 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 49 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 50 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 51 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 52 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 53 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 54 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 55 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 56 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 57 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 7 58 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 7 7 59 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 7 7 7 60 5 5 5 5 5 6 6 6 6 6 6 6 6 6 7 7 7 7 61 5 5 5 5 6 6 6 6 6 6 6 6 6 7 7 7 7 7 62 5 5 5 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 63 5 5 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 64 5 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 65 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 66 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 8 67 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 8 8 68 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 8 8 8 69 6 6 6 6 6 7 7 7 7 7 7 7 7 7 8 8 8 8 70 6 6 6 6 7 7 7 7 7 7 7 7 7 8 8 8 8 8 71 6 6 6 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 72 6 6 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 Numeric result indicates strength loss. "F" indicates increase in fatigue only. Note: All fire modifiers are multiplied by 3 when using this Table. Optional Melee Table Diff 2 3 4 5 6 7 8 9 10 11 12 -3 4/-9 4/-8 3/-7 2/-6 1/-5 1/-5 1/-5 2/-6 3/-7 4/-8 4/-9 -2 -4/8 3/-7 2/-6 1/-5 1/-4 1/-4 1/-4 1/-5 2/-6 3/-7 4/-8 -1 -3/7 -2/6 1/-5 1/-4 1/-3 1/-3 1/-3 1/-4 1/-5 2/-6 3/-7 0 2/-6 1/-5 -1/4 -1/3 -1/2 1/-2 1/-2 1/-3 1/-4 1/-5 2/-6 1 1/-5 1/-4 -1/3 -1/2 -1/1 -1/1 1/-1 1/-2 1/-3 1/-4 1/-5 2 -6/1 -5/1 -4/1 -3/1 2/-1 -2/1 2/-1 2/-1 -4/1 -5/1 -6/1 3 -7/2 -6/1 -5/1 -4/1 -3/1 -3/1 2/-1 3/-1 -5/1 -6/1 3/-2 4 -8/3 -7/2 -6/1 -5/1 -4/1 -4/1 -4/1 -5/1 2/-1 3/-2 4/-3 5 -9/4 -8/3 -7/2 -6/1 -5/1 -5/1 -5/1 -6/1 -7/2 4/-3 5/-4 6 -10/4 -9/3 -8/3 -7/2 -6/1 -6/1 -6/1 -7/2 -8/3 -9/3 -10/4 Absolute value are: defender-losses/attacker-losses. Negative result indicates losing side. Note: "Dice rolls" on this Melee Table use two 6-sided dice. VERSION 1.01 1/97 Fixed PBEM replay bug that caused crashes and hangs due to inadvertant word-wrap in .bte file. Fixed melee bug related to automatic victory vs. routed units. Added missing woods artwork to \an and \nh 3D maps. VERSION 1.0 10/96 If you have an 8-bit sound card, some or all of the game's background music will not play. You need a 16-bit sound card to hear all of it. Below are listed the scenario titles, their corresponding file names, and the "module" each is found in. The "module" is important to know when you re-open a saved game; therefore you might find it handy to print a hard copy of this file for easy reference. SCENARIO TITLE FILE NAME MODULE 01. The Battle for South Mountain sm_h.scn sm 02. Blood and Buttons sm_a.scn sm 03. McLaws Arrives sm_if.scn sm 04. Take Them Anyhow! sm_0900.scn sm 05. Cold Steel, Boys! sm_1600.scn sm 06. Turner's Gap sm_1720.scn sm 07. Forward, Bucktails! ew_1800.scn ew 08. The Battle of Antietam an_0500.scn an 09. Full Deck an_0500a.scn an 10. Hooker's Debut an_0500b.scn an 11. Loose Cannons an_0500c.scn an 12. The Bloodiest Morning nh_0500.scn nh 13. Another Bloody Morning nh_0500b.scn nh 14. Concerted Effort nh_0500a.scn nh 15. Carnage in t