A Tactical Battle Simulator that allows you to command thousands of soldiers as a Union or Confederate General. The game features the most accurately created map, a non-linear battle campaign, complex morale, innovative control mechanics and smart AI. Lead your army and win the Battle of Gettysburg!
User reviews: Very Positive (633 reviews)
Release Date: Oct 16, 2014

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"Total War modder takes notes, goes and makes his own game. And it's awesome."
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Recent updates View all (27)

November 21

Patch 1.01 HotFix is finally ready!

Hello Generals,

Patch 1.01 had been brought back because of some technical issues but now it is live again!

The hotfix includes the following:

- Freezes cure for all systems. Please let us know if you anticipate any issue.
- Morale balances so that it is resilient but not so stiff to result to frequent total annihilation of units.
- AI improvements/Fine tunes. Repairs in some AI which were so defensive that they did not want to attack in some maps.
- Fixes in targeting. Affects positively AI and auto-line management.
- Further fixes in retreat direction.
- Balanced artillery to do more reasonable damage from far distance and not so heavy from short distance.
- Minor text fixes.
- LoS max intensity increased to be more evident (You can configure in options the optimal intensity).

Read the full changelog of v1.01 here:

Waiting for your feedback in our forums:
- Game-Labs Forum
- Steam Forum.

We hope you enjoy the game,

The Game-Labs Team

3 comments Read more

November 14

Patch v1.01

This is the first post-release update for Ultimate General: Gettysburg. A few of our many new game enhancements include: artillery targeting error fixes, AI & gameplay improvements, better morale and 7 new multiplayer maps. Additionally, we now offer the game to Linux users!

You can read about version 1.01 in our blog:

or below:

Ultimate General: Gettysburg Patch 1.01

LINUX version available!
Linux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.

7 New Multiplayer maps:
- The Confederates counter-attack on Seminary Ridge
- Fight for 2 hills
- Meeting at Cemetery Ridge
- The Round Top hills attacked from the south
- What if Buford had not held McPherson Ridge?
- Pickett's charge! (multiplayer edition)
- Ewell advances
Multiplayer has now 12 scenarios for 1vs1 matches.

Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key.
• Updated game with the new single player improvements (see below).
• Fixed some multiplayer stability and functionality issues.
• “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.

• The AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill.
• The AI will be more decisive when storming your positions with multiple unit charges.
• The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills.
• The AI more often will move its artillery closer to your positions to inflict more casualties.
• All AI personalities have received improvements according to their character.
• The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.

• More resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle.
• Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time.
• Reduced cavalry strength. Cavalry are weaker against massed firearms.
• Improved unit targeting and auto-line management. Units now need even less babysitting.
• Artillery movement speed is increased in relation to infantry speed.
• Intensified terrain movement penalties. Units climbing hills, entering built-up areas, forests will slow down significantly. As a result, defensive positions are now more powerful.
• Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer.
• Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the main force.
• Increased ranged combat lethality. Close-ranged musket and canister fire is now more lethal. Artillery will be an essential defensive weapon and can effectively support attacks from a distance, especially when firing on flanks.
• Improved soldier movement mechanics. Sprites die in the formation more evidently and they are less synced with each other for more realistic visuals. The new soldier effects also affect gameplay, as wider formations receive more damage and trigger melee collisions better.
• Improved melee damage and visuals.
• Increased command radius for Confederate Generals Hill and Ewell.
• Reduced some Generals' morale and condition regeneration bonuses that were too high.

• Pender's Division infantry arrives now sooner and can participate in the first battle engagement for the Confederates. This increases tension in the first battle and opens up more speculative scenarios.
• Stannard will arrive sooner if the Union withdraws to Cemetery Hill in the 2nd phase of the battle. Stannard significantly helps the army of the Potomac to hold its ground.
• Battle delay is now triggered properly. If objectives are secured, then the timer will start and you will not have to wait long, unless your enemy presses the attack.
• The battle will now end if one side routs the entire enemy army off the map.
• Increased available time for many scenarios that were previously too short.
• Fixed several battle flow errors that resulted in the battle campaign ending prematurely or not to continuing to a special scenario. For example, you could lose Cemetery Hill even though 2 battles ago, you secured it, or you could retreat to Cemetery Ridge while your forces gave a hard fight to hold Oak ridge etc.
• Fixed errors in some battles that did not give a victory message, even though you had captured the most important objectives.

• Major artillery targeting fixes. Artillery will no longer refuse to fire on locations with clear line of sight or ignore nearby enemies. Due to this, canister auto-targeting is now deadly.
• Fixed the irritating back and forth movement of some units, particularly skirmishers, cavalry and artillery.
• Solved many problems that could result in incorrect retreat directions.
• Fixed or made very rare a bug that causes units to target dead enemies.
• Fixed a freeze bug when Slocum reinforcements arrived.
• Fixed incorrect randomization settings for some historical custom battles. For example, you can now enable “Randomize” for the Pickett's Charge battle and units will start from the historical positions, instead of random ones with varying condition.

• New music volume slider in options. The volume is 100% by default and this could not be changed because it could corrupt your user generated options.
• Tilt-Shift is now brighter and less blurry.
• All custom battles are unlocked. You can play any of them from the start without needing to unlock them from the campaign.
• Improved 3D perception of map and repairs to various sections that created problems of reduced visibility.
• Increased terrain elevation of Cemetery Hill (it was too flat), increasing its defensive bonuses.

Players are advised to use new saves instead of old ones because old saves may not include some needed morale, battle flow or reinforcement timing changes.

Ultimate General: Gettysburg has been improved in many areas, but we need your feedback to be sure and to know if there is something else we must fix. Please provide your opinions, reviews and criticism on our forums:

- Game-Labs Forum
- Steam Forum.

PS. We have added one more multiplayer map “Ewell advances” that was not mentioned in our first announced patch notes.

PS2. The patch 1.01 has been rolled back due to a technical issue. It will be reverted asap. Please read:

9 comments Read more


“What I played was...fantastic”

“If you're a strategy fan, you should definitely keep Ultimate General on your radar”
Strategy Informer

“This is the way a Gettysburg game should be made. Between the Incredible Map, intuitive gameplay, and Line of Sight system I know of no other Civil War game that can compete with how awesome this game has become”

About This Game

Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game features the most accurately created map, complex morale, innovative control mechanics and smart AI. You have the freedom to use different strategies while the battle progresses. Your decisions and military performance play a crucial role in the result. Lead your army and win the Battle of Gettysburg!

Main Features

Smart AI Commanders
Ultimate General: Gettysburg does not use “AI gameplay cheats” because it does not need them. The game’s difficulty is accomplished only by nine distinctive AI personalities, each with their own advantages and special skills. AI Commanders are able to evaluate and gain tactical superiority in real time, reacting according to their different commanding skills, aggressively or defensively, heroically or cunningly and resemble different, competent human players.

Each one of the AI generals is a formidable, non-scripted opponent who can actively try to flank you, secure strategic locations with artillery, keep reserves and reinforce areas that it attacks or defends. The AI will try to win the battle with tactics that fit to its personality. For example a defensive opponent may not attack ferociously in the first engagement and progressively advance its forces in the next battles.

What players say: “Fantastic AI - don't know what kind of brain you put in this game but it works”

Multi-Day Dynamic Battle
On the morning of July 1st 1863, the two armies meet near Gettysburg. Reinforcements arrive from historically accurate directions as the battle progresses, however, random events, delays and tactical differences are always a possibility that can change the results of each engagement compared to history.

Can you re-enact Pickett’s Charge? What if Lee attacked the center of the Union Army early in the morning of July 2nd of 1863 instead of attempting to flank the extreme left in the afternoon? What would happen if Meade counter-attacked on July 4th 1863? These questions and more can be answered within the game engine of Ultimate General: Gettysburg.

The battle is dynamically fought in time phases and can last up to 4 days. Each day can be separated by up to 3 time phases and the armies’ condition and positioning on the map are saved.

According to battle events, you have the possibility to take decisions that can change the tide of the battle based on your prior tactical prowess. For example, when leading the Confederates, on the morning of July 2nd, you can choose to attack at Cemetery Hill and not make a delayed flanking maneuver at Peach Orchard… if you have managed to take Seminary Ridge the previous day! You can even choose to defend and wait for your AI opponent to take the initiative between days. These choices greatly increase the number of possible battle outcomes and challenges.

What players say:“9 different AI profiles, multiple outcomes, multiple strategies, casualties carry over. This game is a different experience every time. Well worth it, can't wait for the next one.”

Easy Controls & Unit Self-Awareness
Drag simple movement arrows to command large forces easily. Units do not need your micromanagement because they are able to act on their own initiative and re-align, switch targets, withdraw and form battle lines without player input. Consequently, you are able to give generic commands to your units and can rely on them to fight efficiently without the need for “babysitting”.

What players say: “Innovative movement system - this is by far an awesome system they developed. It’s not only insanely easy to learn, but also incredibly innovative”

Detailed Map of Gettysburg
Utilizing satellite images and historical maps, every major location, house, ridge and hill are depicted as accurately as possible within the game’s unique art style. If you are an American Civil War enthusiast, you will be especially happy to notice the amount of precision and information that the map provides. Not only will you be able to better understand the historical layout of the map, you will also be able to make use of each location and landmark in battle, thanks to the simulation of cover, concealment, terrain and high ground in the game.

What players say: “Incredible Gorgeous Map - I had to capitalize that because this map is by far one of the best maps of Gettysburg I have ever seen either in a game or even in books”

Advanced Line of Sight
Elevation and obstructions affect unit visibility realistically. Units may make use of concealment and cover to survive artillery barrages, stage ambushes and more, but beware – the AI will attempt to do the same to you. The units enter or exit the Fog of War gradually with a fade in/out effect that helps you perceive their hiding and course seamlessly.

What players say: “The way Game Labs implemented Line of Sight in this game should be held as an example to other developers to do the same”

Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not “machines” that blindly follow orders, but they need to conserve strength and courage for decisive battle actions. Every basic tactical element that is expected for a strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors including flank or rear attacks, casualties, volley shocks, artillery fire and fatigue.

What players say: “... positioning of units matters. You really bring the struggles of 19th century warfare to life here”

Historically Accurate Forces and Leaders
Ultimate General: Gettysburg includes the full order of battle for the Union Army of the Potomac and the Confederate Army of Northern Virginia. Unit sizes range from the small artillery batteries to vast infantry brigades with cavalry and skirmishers in between.
All brigades have troop numbers and differing competencies based on historical facts. Additionally, all artillery battery numbers and types are correctly simulated. Lastly, major generals and officers actively participate in the battlefield to organize and support the armies and appear in after action battle reports to help you monitor battle progress.

What players say: “Immersive American Civil War feel: sounds, portraits and general historical authentic really make this one of the most immersive historical games I have played, and I am a total history buff”

Furthermore, every inch of the map has a strategic role. Sloping, terrain type and obstructions affect unit movement realistically. Elevations, ridges and hills provide excellent firing positions and give increased sight, morale and accuracy to troops stationed there.
By placing your units close to each other, they become more resilient to charges and flank attacks but get more vulnerable to projectile fire. Thus, forcing your enemy to keep his lines dense while you shell him with artillery can be a valid tactic. As the condition of your units changes dynamically during the battle, the effectiveness of your whole army is affected. For example, units fire more coordinated volleys when they have high morale and have more discipline and tight formations.

These and many more deep gameplay mechanics are packed into a simple and intuitive GUI that aims to ease the game experience for the player without overwhelming with complex statistics.

Evolving Multiplayer Experience
The game currently offers 5 maps for 1vs1 matches and is continuously improved according to user feedback. Plans for the future are to expand to a campaign multiplayer and support co-operative gameplay between multiple armies.

What players say: “Well, actually, the AI in this game is about the best ever seen (except for chess), and there is a working multiplayer with about always at least one battle going.”

Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular “DarthMod” series.

How to Play

Please read our guide

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 32-bit
    • Processor: Dual Core CPU 1.6Ghz
    • Memory: 2 GB RAM
    • Graphics: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • DirectX: Version 9.0
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX 9.0 compatible
    • Additional Notes: 2gb memory is needed for 32-bit operating system, 4gb memory for 64-bit windows
    • OS: 10.7
    • Processor: 2.0 Ghz Dual Core CPU or faster
    • Memory: 4 GB RAM
    • Graphics: GeForce or AMD gpu or Intel 4000 and higher
    • Hard Drive: 2 GB available space
    • OS: Ubuntu 10.10 or later
    • Processor: 2.0 Ghz Dual Core CPU or faster
    • Memory: 4 GB RAM
    • Graphics: GeForce or AMD gpu or Intel 4000 and higher
    • Hard Drive: 2 GB available space
Helpful customer reviews
29 of 34 people (85%) found this review helpful
29.3 hrs on record
Posted: October 28
Nick Thomadis, alias DARTH VADER, one of the most famous Total War modder, proves to the world that he has what it takes to make a full blown revolutionary video game.

Not only revolutionary because of its historical era, which portrays one of the most important battle of the American Civil War, but because it has the best video game Artificial Intelligence of all time.
Nothing comes even close, period.

The only strategy game on the market where the multiplayer mode is not vital, because you can play alone against the machine forever without feeling you're missing something: every battle is unique, because the behaviour of the AI is extremely well done and provide near infinite replayability thanks to an objective-based branching scenarios on the battle of Gettysburg.

To me, one of the only game which doesnt lie when it describes its features: what they wrote, what you read, is what you get.
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18 of 21 people (86%) found this review helpful
26.9 hrs on record
Posted: October 25
I'm not usually inclined to review on games but it was the support that made me get this and I'd like to add my own to this pile.

The AI makes this game. Rather than simply saying "Easy, Normal or Hard" The AI can be set to aggressive, passive, intelligent or bumbling and makes mistakes that feel so human. Defeat feels natural considering the battle enters "phases" of reformation. Playing with different styles makes it feel original without just giving the army unfair boons to make it more difficult. (I'm looking at you, Rome Total War 2.) The ebb and flow of battle really helps you understand how Gettysburg actually played out.

Not convinced on buying this game yet? I'll run you through one of my scenarios. I'm running a pretty standard defensive set, sliding back, getting the high ground and letting the confederates smash their faces into my cannons. Feels good. On July 2nd I'm given an option to hold tight or extend the right flank to Benner's Hill. I'm winning pretty well on the right, so I go for it and win resoundingly. Reform the lines, and suddenly a confederate cavalry swings around and absolutely destroys my right. I overextended and bad, lost thousands and the retreat was sloppy. Had night not fallen I may have lost Cemetary Hill and the whole battle. For an hour and a half I blamed myself (not the game) and had to focus on getting beat, falling back, getting beat, falling back until we reformed completely. In the end it was a win for me but that battle lasted two more days because of my own mistake.

It still felt great, but that isn't a feeling I've gotten from Rome Total War battles or Europa Universallis. Its always "Well that guy is bigger. I'll wait until I'm bigger and then beat him." Here, not so much. When do we get more games like this?!
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11 of 13 people (85%) found this review helpful
50.5 hrs on record
Posted: November 2
First, let me start off by saying, if your a total war fan, or a fan of other very RTS games with frontline action and controlability, then BUY THIS GAME. RIGHT NOW.

Now then... Ive had this game since it was in a state of human vs AI only, and it was suggested by a clan leader and friend of mine whom i saw play quite frequently. He told me the features and i was pretty psyched to say the least. Just so i dont make this review paragraph based, let me number off the pros and cons and info.


1. The Dev and The AI Behavior

This game was made by a popular Mod developer for the total war series, more specifficaly, the Darth Mod series. yes, same guy. And please take very good note of this, THE AI WILL KICK YOUR ♥♥♥. Im VERY suprised CA hasnt hired this guy for the Total War series yet for thier new A.I. behavior manager! The Computer acts just like a human in some if not all instances depending on the way you want it to act, its VERY releiving to see a compinant AI smashing a human player. If you buy this game, thinking that its just another game that youll steam roll the AI in, your wrong. Period.

2. Genuine BattleField terrain and locations

I live in mid Michigan, and the Gettysburg battlefield is roughly 300 miles away. I am also a dedicated Civil War reenactor, and historian, and i have been to Gettysburg and other battle sites multiple times. I must say, the developer has really put time into making the battlefield map as authentic as possible. By doing so, he has the terrian set just right, theres ALOT of small locations like the Penn. College, and several small areas like family houses, mansions and farmhouses with titles signifying the property. This really adds to your sence of thinking, like instead of thinking, 'Gotta hold that house' or 'Hold that hill' your more in a state of mind saying 'Hold the Henery House Property', 'Hold Oak Ridge', 'Defend the Unsbruck road'. It all makes you feel like more of a gerneral than most offical game companies for RTS and frontline action.

3. Realistic Chain of Command and Regiments

Instead of Regimental numbers and which state their from, theres titles to mark each regiment, or birgade by their colonel, core leader, or the actual nick name they had during the war. Like the Iron Birgade, The Texan Birgade, Bucktail Birgade, Irish Birgade, Kelly's Birgade, and thats just to name a few of the nick named. Other more common units are named after historical regimental commanders and birgadier generals who were present at the battle. THAT is true dedication to the games authenticity :)

4. A very high sence of carnage and urgency

Most people dont mindor think about this, but i beleive every war game should have sound effects of not only weapons, but voices and screaming and other things to give a more sence of the heat of battle. Whenever i engage the enemy, the new sounds of battle erupt and i feel like im more rushed or needed of concentration just to see it through. Plus, bodies stay where they lie, and it makes the feild more littered with the dead to give a better sence of war horror and chaos. One time, me and a freind playing online (explained later) fought over a wheat feild for nearly 20 minutes, and in that time, it switched posetion between us nearly 17 times! It was grusome!

5. Simple but very robust multiplayer

Dont expect this game to have a server or host list, but instead it has a mainly matchmaking based mulitplayer system. better yet, it even ranks your person and you can even select avatars! Though theyre only portraits of generals from both the Union and Confederacy, and nothing much else, which is a little dissapointing.


Throughout the 3 days at the battle of Gettysburg, both armies were conjured in a day or so by the arrival of reinforcements from different roads in order to manifest their armies into a whole. Reinforcemnets, are DEPENDED upon in this game to ensure victory for either side, and its very nerve racking to wait for their arrival. They even come in various sizes, types, and diractions to the feild of battle. So it really dicates where they can help most immediately, or spend time to get to another area.

7. The enemy army is breaking camp, let us do the same...

During a human vs AI battle, the fight can last to a max of 4 days or so. You only have so much time in a day to capture all objective locations or to route the enemy army until both sides being too exhausted to fight and break camp for the next day fallowing. Whats even more cool is that the gains or losses you make in one day can influence the lines of battle for the day fallowing, THAT is awsome and i cant even beleive no RTS game developer companies have even considered making that system an element in their games yet without making it for the prupose of cinimatic.


1. The line of sight for cannons

Cannons were a must have in both armies during the period, but in this game, it takes alot to get them operating effeicantly. Cannons must be set up with a proper line of fire in order to fire on the enemy, so youll be CONSTANTLY checking your artilleries line of fire. It also sucks that the Ai cant even automatically deploy them to a favored postion after being ordered to attack a certian enemy. I even had a battery of cannons on a hill overlooking an open feild in which the enemy were crossing, and they didnt even open fire! The enemy was completely exposed as well, and it even cost me the battle because they didnt open fire even though they were overlooking a hill. Be aware, the LOF for artillery peices, are VERY picky.

2. Poor/Slow morale recharge and gain

In game, Southern armies have more of a moral boost because historically, they were mostly made of volunteers willing to fight, whislt most of the Northern armies have lower moral sicne alot where drafties and didnt even want to be in the army in the first place. However, once moral is depelted for a unit, its over for them. They might as well leave the feild because theyll be so useless. I had a birgade of 1280 southern men, and after being repulsed, they automatically got behind the lines to safety, but the moral was jacked. i checked on them and their morale seemed fine enough to get back into the action, but as soon as they get near the fight, theyre morale was depleted, and mind you none of them were even fired upon when that happened. Even on the Northern side more especially, if a units morale goes below 20%, its over for them. They wont have the will to fight anymore. This needs to have at least a curtiosy balance or fix to be more acceptable.

3. Once more into the breech men!... men!?...

Charging the enemy is a needed factor in the game, but it needs to be a little tweaked. The Confederate armies have the benifit of actually fallowing through a charge but the Union wont even charge at all. Theyll hold their ground with great dediction, but a charge, even against the smallest units, just kills the moral of the Union units and they all run away before a charge even commences. It somewhat defeats the purpose of have a charge option while playing as the Union.

Final Verdict:

This game came out of the blue, and it wasnt another board game based civil war game nor a mod for a half ♥♥♥♥♥ RTS. Ultimate General is a slight arcade like game but its a mus thave for all RTS fans and those of 'frontline' combat. Like i said however, some tweaking might have to be done here and there, but the Pro's far outway the Con's.

I give this game, a 7/10 in its current state.

8/10 if your a Civil War history fanatic or an RTS fanatic for that matter, AND if the developer tweaks the strengths and weaknesses and morale of both sides.

This game DESERVES to be a series, not only that for JUST the Civil War era, but maybe Napoleonic Wars, 1700 Wars, Crimean War; it DOES have great potential! And i encourage the dev to keep up dedicated work!
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11 of 14 people (79%) found this review helpful
87.6 hrs on record
Posted: November 2
This is probably one of the best historic ACW realtime strategy games out there. Anyone with any interest in the American Civil War will want to have a copy of this and it is well worth the 15 dollars being charged for the game. The games does a very good job balancing historical accuracy with playability and the visual presentation is stunning.

At its core, this is an American Civil War tactics game with the brigade being the primary building block. The battle of Gettysburg is represented as a series of scenarios which represent significant engagements fought by the 2 armies. Each brigade is modeled historically in terms of size and performance based on how they did at Gettysburg historically and their reputation throughout the war. Each scenario sees the player commanding 8-10 brigades on average with accompanying artillery modeled as seperate units that take 30 minutes to an hour to complete.

The primary gameplay is derived from testing the player on executing and making decisions using ACW linear tactics and trying to present to the player an idea of problems that require solving by Division, Corps and Army level commanders during the Battle of Gettysburg. This includes selecting good terrain that affords units good cover and holding elevated positions as well as forming a coherent battle line which is not easily enveloped by flanking manouvers. Learning when to hold reserves, where to hold them and how to attack positions are simulated and the decisions asked of the player reflect reasonably on historical tactics from the time period. Morale management is also a serious consideration as units which are sent in on their own against overwhelming odds will break very quickly and become useless to the player in battle.

The highlights of the game include the saving of unit casualties and position during the campaign as you shift from scenario to scenario. Poor performance and excessive casualties earlier in the battle may come back to haunt the player as a subsequent engagment may have the player using depleted and exhausted brigades in later maps in the scenario. This emphasises the need to preserve troops under player control as asking the player to balance between a potentially more costly victory in the immediate scenario and risk having shattered and demoralized troops in later scenarios.

In between each scenario, the player gets to make a strategic decision as to what the overall battle strategy should be employed which brings the player to the next scenario and map. Completing a well executed campaign while minimizing casualties is very satisfying and there is great replayability in attempting to replicate historic decisions made by executing the battleplan better than your historical counter parts, or by "what if scenarioes" by selecting different strategies than the one actually taken historically (ie. What if Euwell attacked Cemetary Hill on Day 1 instead of being cautious). An overall order of battle listing at the end of each scenario gives the player easy to understand reports.

Movement and control is both well executed and at times frustrating. Moving units involves a simple system where you draw a movement path for each individual brigade you wish to move. It is intuitive and easy to learn but the some more precise manouvers require you to either be able to visualise exactly how a brigade will form up out of march or require some tinkering to maximize use of cover which is very important to the game.

Flaws in the game range from minor inconviences to omisions that should have been dealt with before release. The most pressing problem is that this game is lacking on a good tutorial. The one presently in the game is rather barebones and doesn't explain key concepts well to brand new players.

Those players with a background with "battle simulators" whether they be from the aracadish Total War series or the more rigid and historical offerings such as Civil War Generals 2 or the Close Combat series will adapt quickly as will anyone with a solid background in ACW or Napolenoic linear tactics.

For those who are not well versed in historical tactics or are used to Command and Conquer / Starcraft style gameplay will be in for a shock and there have been frequent forum posts by such players not understanding core mechanics. A good tutorial will go a long way to resolving the issue.

Line of sight obstruction is another inconviences as the game does not relay easy to read information and lines of fire can be obstructed by things which are not always obvious. A player set up a position he thinks is advantageous only to find his units do not have line of sight covering areas he expects to be covered as enemy troops come up. Similarly, areas where the thinks he is obscured from line of sight may unexepectedly be open.

Others may find historical inaccuracies jarring though in my opinion as a historic gamer, the developers have made a decent trade off between playability and historic representation. For example there is a vocal player in Early Access that has continually stated that artillery is anachronistically to powerful. I personally have not found it to be so and in most battles the game sims out, artillery casualties are well within line of the 8-10% casualties caused as accepted by most historians.

Overall this is not a perfect product but it is a very enjoyable one and for 15 dollars, its is a steal.
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6 of 7 people (86%) found this review helpful
8.0 hrs on record
Posted: November 8
Extremely fun and dynamic game. I love how the battles aren't static and important strategic positions on the battlefield will change hands, which leads to tough melee and and close quarter fights. The aspect of carrying over cassualties from the previous battles further adds more realism to the game as every move no matter how strategically important has a significant role, in the overall outcome of the battle of Gettysburg.
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7 of 9 people (78%) found this review helpful
40.9 hrs on record
Posted: November 8
LOVE LOVE LOVE the game...hate...no...HATE HATE HATE that you cannot save in progress...I have had to abandon MANY games simply because of time, or kids, or whatever, and for the life of me I CANNOT figure out why I am NOT allowed to save in progress...its almost enough for me to give it up, but the game is GREAT...other little things that could be improved, but I would be very happy if I could just SAVE in progress...
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9 of 14 people (64%) found this review helpful
8.6 hrs on record
Posted: October 26
Civil war nerds this is for you (I would know). Its simple, engaging and fun.

Line of Sight or "LoS" is a huge part of this game. If your units have no line of sight, they won't fire on an enemy even if they are in range. The higher your ground, the better your LoS, so this game is all about capturing the high ground and ridges. Unfortunately, it's not intuitive as to which areas will give you good LoS. I'll fight for the highest ground on the map for half an hour, move my cannons to the top (they are epically slow), ready to blow up evrything in sight and once they get there, for some reason have worse LoS then when they were in their original position. So that can become annoying. I do wish there was a way of "scouting" out a position before sending your entire army up a hill and realizing it has no LoS advantage whatsoever. I can't tell if this system is slightly broken or if it's just mastery of incredibly minute movements that get you good LoS once on top of a hill.

overall fun game, worth every penny.
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3 of 3 people (100%) found this review helpful
20.2 hrs on record
Posted: October 24
Nice visual and offer a lot of strategy decision to players to have a different outcome of Gettysburg. Give it a try if you are a history buff!
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3 of 3 people (100%) found this review helpful
37.4 hrs on record
Posted: November 14
Gettysburg, I like it. I had no problems with the game crashing. It is a great tactical game. I think the game engine will be great to play other battles. If you combine this with a stragety map wow it would be really cool.
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5 of 7 people (71%) found this review helpful
8.3 hrs on record
Posted: October 24
Always been a fan of the Civil War era and there's not a lot of contendors in the genre these days. So it's nice to be able to dive into a fairly decent Civil War game again and bring the Rebs another win over the Union.


- Solid infantry battles and line movement, important to keep your troops connected, you really feel the heat if you
don't keep your army in formation or a section of your line breaks
- Solid sound effects help bring home the ambiance of the battlefield without overdoing it and the graphics are just right
- Smooth game-pace which is fluid and engaging throughout the battle, you will be paying attention and having to make efforts to either take the offense or "hold the line", you control how much territory you want to hold or defend, or advance on
- Variety of AI settings (although I have not tried them all) which help you create the kind of game dynamic you're looking for on the battlefield (some people like a defensive AI where others prefer to attack)...I believe there are 9 different options to choose from


- Finding the range, elevation and line-of-sight of your troops can be frustrating, once you figure it out it's not as bad and although there is a tool to help you, it still feels quite non-user-friendly, so you will spend time fussing with this
- Infantry units seem to break at odd times and have a strange pathing when they do, it's a bit unpredictable how they'll react at times, it should be easier to take a quick glance at moral without having to look at each unit or making them hold
- It's not a full-game in the sense of a large drawn out campaign, but for the money it's well-done and the system works well with the style..after all it's called Gettysburg, it's not just the name of the game but honestly you may not even notice as it feels like a series of different battles based on your performance

It's not a AAA title, but if you enjoy Civil War strategy games, I doubt you'll be disappointed. There's not a lot of bells and whistles here, with options and imaginative or breath-taking graphics, but it's what you expect from a Civil War game and it's a good buy if you're just looking to spend a few hours or more on the Civil War battlefield.

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6 of 9 people (67%) found this review helpful
12.9 hrs on record
Posted: November 6
Good Game.... but morale and casulaties need to be improved.
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7 of 11 people (64%) found this review helpful
12.3 hrs on record
Posted: October 26
awesome game and new take on strategy series... if you like total war battles (it doesnt have campaign) then youll love this. excellent AI and very very excellent control system. only gripes is that it only covers gettysburg (but very extensively, just with they would add other campaigns and other wars which they probably will). Other gripe is that the LOS for artillery can be finicky. But excellent game overall!!! make one for the napoleonic wars!
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2 of 2 people (100%) found this review helpful
31.1 hrs on record
Posted: November 14
This Tactical Battle Simulator just keeps getting beter. Becomming one of the most outstanding civil war games around. The designer keeps working to make it even better.
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2 of 2 people (100%) found this review helpful
18.0 hrs on record
Posted: November 17
Ever since i played Sid Mier's Gettysburg back in the 1990s, I have loved these style of games. This was a lot of fun to play. But It didn't quite measure up to Sid Mier. It would have been better to be able to move the camera around at different angles. The graphics were not top notch. I would liked to have been able to zoom in closer to the action and see the troops up close. I definitely recommend it for the price. It was great to refight the battle of Gettysbury yet once again.
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3 of 4 people (75%) found this review helpful
16.0 hrs on record
Posted: November 6
Pros: Beautiful game, great mechanics, dynamic tactical gameplay, your performance in battles determines the progression of the game.

Cons: Plays too fast or too slow depending on the point in a batlle. Have to pause every 10 seconds to move units into position sometimes. Takes too long to wait for reinforcements or for units to finish moving/recovering during others. Too much micromanaging to deal with for the game to move as fast as it does. Feels more like a clunky starcraft than a battle sim.

There really needs to be a way to adjust the speed of the game on the fly like in Total War, at least in single player. For being one of the premier modders of the Total War franchise you'd think they would have implemented such a core feature.
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4 of 6 people (67%) found this review helpful
32.0 hrs on record
Posted: October 31
BLOODY HELL , WHAT A GOOD GAME !!! the fact i can literally control historical sized armies and doesnt clog my PC to a crawl , plus tactical map and option of units that are clear and easy to use , i cant point out 1 single thing that i dont like this game , well unless you hate being historical plus realisim , then again why are you playing this game if you hate those ?
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1 of 1 people (100%) found this review helpful
11.1 hrs on record
Posted: November 11
Great fun!! The AI is challanging, the graphics are beautiful and the game play is addicting! Great value for the content. There are a few problems thought, calvary charges are lack luster at beast and infantry charges can been a little weak as well, Ive also had numrous time where cannons woudnt fire on the enemy for reasons I sill dont understadn, they just kept turning one way then the other then back agian. other than that it is a great game! My only other problem with this game is that there is not more of it! I really hope the devlepors release more updates and maybe more battles and maps! I recomend 110%
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1 of 1 people (100%) found this review helpful
2.1 hrs on record
Posted: November 9
The game stands alone when it is up to tactics. The AI is very good, and with it's unique visual style (I like it) the game feels polished. Only negative point: the game is not really emmersive, It feels like a game, the music is odd, and there is no binding with companies and generals. I play it now and then, and after two battles I get bored.

But then again, it's only €10, so try it out.
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1 of 1 people (100%) found this review helpful
4.3 hrs on record
Posted: November 10
Good game with a clean, simple and efficient design. Pretty graphics (can I say cute ?).

This game is a Sid Meier's Gettysburg heir, and this is a big compliment from me. I hate RTS C&C-like since the first one (Dune). But I played from Field of Glory to the whole Total War serie with great pleasure.

However, it lacks multiplayer modes (2vs2 and more) where tactical game are the most enjoyable. And it would be a killer feature to offer mods or other battlefields (other maps, other era like Napoleonic Wars for example).

We need more players for multiplayer game too :)
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1 of 1 people (100%) found this review helpful
4.5 hrs on record
Posted: November 12
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