CIVIL WAR GENERALS 2 DISCUSSIONS & GAME HELP | |
 The Quick Reference Card is located as an attachment at the bottom of this page.It will help you to quickly learn the game interface of CWG2 as well as helping you identify the units under your command. It is a PDF file so you will need Adobe Acrobat Reader to view it. The entire CWG2 game manual is also attached at the bottom of this page. 
Attachment: Quick Reference Card.pdfAttachment: CWG2 Game Manual (Word).docAttachment: Game Manual Adobe.pdf
 CIVIL WAR GENERALS 2 CHATROOM AT KALI A.Go to START, PROGRAMS, KALI & over to KALI to enter the kali network.
B. At the top of the page you will see the word, SERVERS, Click on SERVERS and scroll down to, CHANGE SERVER LIST and over to, CLEAR AND UPDATE SERVER LIST.
C. A box will appear stating, THIS WILL REMOVE ALL OF THE SERVERS FROM THE SERVER LIST & THEN REQUEST A NEW LIST. DO YOU WISH TO DO THIS ? Click on, OKAY.
D. On the left side of the screen click where it reads, CHAT SERVERS
E. Look on the right side of the screen and scroll down to the Civil War Generals 2 chatroom (Civ War Gens 2). It is currently server # 60. Double-click on CIV WAR GENS 2 (on the right side of the page) and you will enter the chatroom.
F. Welcome to the Civil War Generals 2 chatroom at Kali. You can ask any of the players for help in creating and playing a game online at Kali.
KALI.NET  HOW TO CONFIGURE KALI FOR SOUND  The Kali software can be configured to make certain sounds when someone enters/leaves the chatroom or sends you a private message, etc. etc. This can be achieved by following these instructions.
A. While in the Civil War Generals 2 chatroom, look at the top of your screen. At the top you will see the word FILE. Click on FILE then go to SETTINGS.
B. Under SETTINGS you will see a tab that reads, SOUNDS. Click on the SOUNDS tab.
C. There will be several categories but I will only address one as an example. Click where it reads, ENTER CHAT and then click on the CHANGE button.
D. Now scroll down to your CWG2 game directory and look for SOUND (the sound files within the game itself).
E. There will be hundreds of WAVE FILES under SOUND. Click on any one of the files and then click PLAY to hear the sound. When you get a sound that you like, click on OKAY at the bottom of the page. This will enable the sound to be heard when someone enters the chatroom. I have artillery firing when someone enters the chatroom and the cavalry yelling, "CHARGE" when someone sends me a private messsage.
F. You can use this method for adding sounds to the Kali chatroom. 
TERRFX ERROR If you have DOWNLOADED Civil War Generals 2 from the-underdogs and cannot get it to work because of the error message, TERRFX FILE MISSING, then here is your solution. Simply overwrite the CIVILWAR.INI file (notepad file) and install the NO-CD REQUIRED patch and the game will start for you. This patch is attached at the bottom of this topic and is labled, "CIVIL WAR.INI" HOW TO CONFIGURE THE GAME (GAME MUST BE INSTALLED TO THE DIRECTORY C;\SIERRA\CWG2)
1. Double-click on, MY COMPUTER.
2. Double-click on, (C:) <YOUR hard-drive>
3. Double-click on the folder/file named, SIERRA.
4. Double-click on the folder/file named, CWG2.
5. Look for a NOTEPAD document that is named, CIVIL WAR (civilwar)
6. Double-click on the document named CIVIL WAR (civilwar)
7. You must change the directories listed there for the game to start. You can do this by either typing in the commands or OVERWRITING the file with the one available in the patches section. If you use the patch you can ignore step 8 as the patch will do it for you.
8. After downloading you have to to alter the civilwar.ini file (the WORDPAD file named civilwar). Make sure to use the directory path you installed the game into. If you installed it into c:\sierra then this is what you would change it to:
Before: ~~~~~~~
[main] TablePath=c:\cwg2\spread\ SaveGamePath=c:\cwg2\savegame\ ScenarioPath=c:\cwg2\scenario\ CampaignPath=c:\cwg2\campaign\ CDRootPath=c:\cwg2\ GamePath=c:\cwg2\ VP_attack_regiment=3 VP_attack_brigade=6 VP_creation_regiment=10 VP_creation_brigade=20 VP_attacks_to_create=3 VP_hold=.05 Language=English VictoryWeightP1=10 VictoryWeightP2=12
After: ~~~~~~
[main] TablePath=c:\sierra\cwg2\spread\ SaveGamePath=c:\sierra\cwg2\savegame\ ScenarioPath=c:\sierra\cwg2\scenario\ CampaignPath=c:\sierra\cwg2\campaign\ CDRootPath=c:\sierra\cwg2\ GamePath=c:\sierra\cwg2\ VP_attack_regiment=3 VP_attack_brigade=6 VP_creation_regiment=10 VP_creation_brigade=20 VP_attacks_to_create=3 VP_hold=.05 Language=English VictoryWeightP1=10 VictoryWeightP2=12 hideWPInstructions=0 9. After making these changes, go to FILE, then SAVE AS….and then save the changes you made. Make sure you copy the above EXACTLY or the game will not start. If you miss a : or \ then it will not work !
10. Double-click on the GAME PATCH and it will upgrade your CWG2 to the latest version.
11. The NO-CD PATCH is a ZIP FILE. There are 2 files under this ZIP FILE (gcg.nfo & credit0.lbm). This patch is available below. 12.The computer may tell you that these files already exist & do you wish to over-write. If it asks, tell it YES.
13. If you have followed the instructions then the game should start when you double-click on the orange & yellow icon that reads, CWG2.
14. Once the game is working properly you can DRAG the orange CWG2 icon to your DESKTOP for easier start. WING32.DLL ERROR If you are getting the WING32.DLL error then you need to install WINGDING to make Civil War Generals 2 work correctly. WINGDING is available as an attachment at the bottom of this topic. Download the WINGDING zipfile and save it to your desktop. Make a new folder on your desktop and UNZIP the downloaded file into the new folder. Open the new folder and click on the setup icon for wingding (SETUPWIG). The wingding will install itself to the correct directory once you click on it. SMACK 32 ERROR
If you have downloaded your CWG2 game and are getting a SMACK 32 error then go to your GAME OPTIONS and make sure the VIDEO CLIPS, SOUND & MUSIC are turned-off. The UNDERDOGS downloaded game is not capable of playing video or sound clips. 
Attachment: CIVILWAR.INIAttachment: CIVIL WAR GENERALS 2 GAME PATCH.exeAttachment: NO CD-REQUIRED PATCH.exeAttachment: WINGDING.zip
A. When you want to play an online game you must have an opponent to do so. You will find many players in our CIV WAR GENS 2 room who are more than willing to help a new player with any questions he may have. Please be polite & courteous and introduce yourself as a new arrival/player. Simply ask if anyone there is willing to play a scenario/game with you. Please be aware that they may be waiting for someone else to arrive in order to continue a previously saved game.
B. Once someone has volunteered to play, you must decide which scenario is to be played and which opponent will play the UNION or CONFEDERATE side. Once this has been determined then you are almost ready to begin. Please note, a CAMPAIGN cannot be played online, only an individual battle.
C. Before beginning an online game it must be determined who will HOST the game & who will JOIN the game. As implied, the HOST is the person who will actually load the game while the JOIN person will enter the host's game. It is recommended that you be the "JOIN" person the first few times you play until you get the idea how Kali works.
D. Tell your opponent that you wish to JOIN his game. Look towards the bottom left of your screen and you should see a CIVIL WAR GENERALS 2 game icon. This is the "load" button that will start your CIVIL WAR GENERALS 2 game. Double-click the icon on the bottom left of your screen and the game should begin loading.
E. When the game begins loading you will likely see a video begin playing, you can skip the video by clicking the mouse. Keep clicking the mouse until you get to the MAIN MENU where you can make your selections.
F. Once the MAIN MENU is displayed (the orange menu showing Sherman on horseback) you can make your selections.
G. Click on MULTIPLAYER. A box will appear that reads, SELECT CONNECTION TYPE. Depress the BLACK ARROW that is pointing downward and several options will appear. Scroll down to, IPX CONNECTION FOR DIRECT PLAY. In a few moments you will see your GAME NAME appear. The GAME NAME is simply a name that the host gives to your game. If your player name is GEN LEE and your opponent's name is GRANT, the GAME NAME will read something like, GEN LEE vs. GRANT. Click on the GAME NAME that describes your game. The game name should turn BLUE in color. DO NOT click the HOST button (although it may "light-up"). Remember, you are JOINING the game. Once the JOIN button "lights-up", click on the JOIN button. This will link the two players. Do not depress any more buttons. The HOST will take control from here and will configure the game for both of you. Please be careful when clicking on the GAME NAME, there may be several already there. If you click on the wrong name and depress the JOIN button you will enter the wrong game and "boot" the other 2 players who were already playing. Sometimes you will click on the right name and the computer will change it. Always "double-check" the GAME NAME and wait about 5 seconds before you depress the JOIN button.
H. Sometimes the game name will fade out before you can click the JOIN button. It may do this many times and can get frustrating. When this happens, try depressing the CTRL & ALT key on the keyboard and leave it depressed until you can click on the JOIN button and the game begins to launch. I have found that if you turn off the game music prior to beginning it seems to be easier to "join" a hosted game.

I have written some brief instructions on how to create scenarios for CWG2 as the game manual only provides a general overview. I hope these topics will be of help to you. ****CREATE YOUR ORDER OF BATTLE (OOB)**** The hardest part of creating a new scenario is creating the OOB (Order of Battle). I have placed a template OOB on this site which will save you a lot of time when creating a new scenario. This template is named "MASTER CORPS" and it can be downloaded from this site. It is stored under the topic, "NEW SCENARIO MAPS". The "Master Corps" has 15 Corps that are comprised of 3 Divisions of 10 Brigades. This will enable you to create an Army of up to 450 Brigades. ****HOW TO PLACE THE UNITS ONTO THE MAP**** Once your Order of Battle has been completed you will need to place the individual Brigades onto the map. Using the EDITOR that is included with CWG2, click on EDITOR & scroll down to UNIT ORGANIZATION DIALOG. Working from the BRIGADE level of organization (not REGIMENTAL) you will have to place each CORPS, DIVISION & BRIGADE onto the map. This is acomplished by clicking on a unit's name, (it will turn blue in color) depressing the PLACE button and then clicking on the map hex in which you wish the unit to be placed. You will be able to place each CORPS COMMANDER and each BRIGADE onto the map using this method. Placing the DIVISION COMMANDERS is a bit more complicated. Divison Commanders are not an actual unit so they cannot be placed onto the map as described above. Division Commanders must be inserted into one of the BRIGADES under their command. There are two methods that can be used to place the DIVISION COMMANDERS after their subordinate BRIGADES have been placed. (1) CLICK on the DIVISION COMMANDER (while in the UNIT ORGANIZATION DIALOG) and depress the PLACE button. Then click on a hex on the map that contains a BRIGADE under his command. A GOLD STAR will appear to indicate that the DIVISION COMMANDER has been placed into a particular BRIGADE. (2) You can place a DIVISION COMMANDER into a BRIGADE by editing the UDT file for your scenario using Microsoft EXCEL. You will have to use EXCEL to get to the UDT file which is located under C:/SIERRA/CWG2/SCENARIO/scenario name.udt or C:/IMPRESSIONSGAMES/CWG2/SCENARIO/scenario name.udt. Each unit in a scenario has an assigned number. Numbers beginning in a four (4) indicate a Confederate unit while numbers beginning in an eight (8) indicate a Union unit. Units should begin at 40001 / 80001 and increase sequentially one number per unit. A Corps will usually be unit # 40001, the Division # 40002 and the Brigades # 40003, 40004, 40005, 40006, etc. To place a DIVISION COMMANDER into one of his assigned BRIGADES requires that you know the DIVISION COMMANDERS identification numbers as well as the identification number of the BRIGADE into which he is to be placed. If you wish to place the DIVISION COMMANDER unit number 40002 into the BRIGADE numbered 40003 you would look at the B COLUMN under Microsoft Excel and find the BRIGADE unit numbered 40003. Once you have located the unit numbered 40003 you will move to the right and look for the W COLUMN. In the W COLUMN will be the numbers 99999. The 99999 indicates that there is not a DIVISION COMMANDER assigned to BRIGADE 40003. Simply delete the 99999 and enter the DIVISON COMMANDER'S unit identification number of 40002. Use this method to place all of the DIVISON COMMANDERS into their respective BRIGADES. I recommend this method as using it allows ALL DIVISION COMMANDERS to be RE-ASSIGNED from BRIGADE to BRIGADE during game play. Using method 1 will only allow DIVISION COMMANDERS to be RE-ASSIGNED from one BRIGADE to another IF the BRIGADE was placed on the map on turn # 0. In other words, any reinforcements would not be able to re-assign their Division Commanders, only those units which were on the map when the scenario began would be able to re-assign. ****BRIGADE vs. REGIMENTAL LEVEL**** The Civil War Generals 2 EDITOR will allow you to choose from either BRIGADE or REGIMENTAL level. Choosing BRIGADE will dictate that your units go from CORPS to DIVISION and then to BRIGADE. Choosing REGIMENTAL will dictate that your units go from DIVISION to BRIGADE and then to REGIMENT. If you select BRIGADE level then the CORPS COMMANDER will be represented on the map by the "General" icon and no REGIMENTS will be available. Selecting REGIMENTAL level means that the DIVISION COMMANDER will be represented on the map by the "General" icon and no CORPS will be available. I prefer to use the BRIGADE level as it allows you to choose a BRIGADE'S weapon and strength. Using REGIMENTAL level will not allow you to choose a unit's weapon or strength. ****HIDING UNITS ON MAP AT START OF GAME PLAY**** When a CWG2 game is started a representation of the battlefield map will appear during the loading process. This map will show the locations of the Confederate & Union forces that are on the map. If you do not wish for the map to display the location of the units upon start-up here is how to do it. Any unit on the map at turn # 0 will be displayed during the loading process. To make the units invisible you must do two things. (1) Place your units beginning on turn # 1. (2) Have the scenario begin during the night at 0300 a.m. and end at either 2000 or 2400 p.m. The ending time of 2000 or 2400 will depend upon the total length of the scenario and which side begins first. You will have to experiment with loading the game with both 2000 & 2400 selected to see which on will achieve the result you are looking for. ****ZIP & POST YOUR SCENARIOS ONLINE**** Each scenario comprises of 11 files.These files can be found under the directory, C:/SIERRA/CWG2/SCENARIO or C:/IMPRESSIONSGAMES/CWG2/SCENARIO. Each scenario must be given a unique file name that distinguishes it from every other CWG2 scenario available. Using WINZIP, place all eleven of your scenario's files into a ZIP file. Once you have done this you can upload the ZIP file to a website for distribution to other players or you can offer it directly to someone at the KALI website. ****MASTER CORPS**** I have enclosed a "master corps" template as an attachment at the bottom of this page. It will allow you to create a new Army of up to 15 Corps per side. Attachment: Master Corps (15 Corps).ZIP
Generals, please feel free to post & reply on this message board.
CWG2 UNITS Corps Commander The Corps HQ has one size and two formations, mounted and established. When mounted, they can be seen on the map riding a horse and wearing a distinctive blue or red shirt. Once the Corps HQ establishes itself, they confer over a map table. Headquarters prefers directing their men to actual fighting and thus only carry pistols and swords. They have a good spotting range (six hexes) which makes them good at scouting enemy positions. Though they can defend themselves, Corps HQ may not initiate an attack and always retreat from an enemy if attacked. You can have Corps HQ units Dig In which improves their defenses. Subordinate leaders in the same corps that fall within a three hex radius of the Corps HQ will receive benefits depending on what formation the HQ is in. The subordinate leader’s unit will also be influenced as a result of the benefits he receives. Leaders within an eight hex radius of their corps commander receive half of the normal benefit. When the HQ is established, nearby units belonging to subordinate leaders will experience an improvement in organization, firepower, and loyalty to the cause. When HQ is mounted, units only receive the boost to their organization ratings. To see the amount of benefits that a unit’s leader is receiving due to the proximity to a superior officer, toggle the leader display on the information panel. This can be accomplished by clicking directly on the leader display . Bonuses appear as a green number next to the statistics, and detrimental influences are shown in red. Another important feature of the Corps HQ is their ability to rally a routed unit. When a unit is routed, it will move towards its nearest Corps HQ to recuperate. If the contact with a leader does not successfully rally the group, the unit moves to a nearby Supply Source to flee the battlefield.
Scout Scouts are small units that play an important role in locating your enemy. They move quickly around the map on horseback and can see greater distances than any other kind of unit. While they have a lot of movement points available to them, they cannot initiate an attack. They can defend themselves against an attack, but combat is not what they were trained for and they will prove to be poor fighters. Scouts carry shoulder arms and have only one formation.
Cavalry An agricultural way of life gave the South one of their few wartime advantages; greater experience on horseback. Cavalry units are fast and have a sizeable range of movement which makes them an ideal candidate for scouting and creating diversions. They carry better shoulder arms than the Infantry, but generally have fewer men and thus cannot inflict the same amount of damage in a single encounter.Cavalry units can see up to six hexes around their position, except when Line of Sight is on and their view is obstructed. They have different appearances on the battlefield depending on their size and formation. Mounted and dismounted are the two formations that a Cavalry unit can assume, and they are the only type of unit that can attack in both formations. Movies often show the cavalry swooping across the battlefield on their horses with great success, but the reality of the situation was quite the opposite. They obviously could move a lot farther when on horseback, but in combat this formation only served to make them bigger targets for the enemy. Therefore you should have your Cavalry units dismount when involved with an attack unless they outnumber the enemy by a significant margin. Cavalry functions much like the infantry when dismounted, having the ability to Dig In , but they can Charge and attack from either formation. A mounted charge will cause much more damage to the enemy than a dismounted charge, but the Cavalry unit itself will take more damage when mounted unless it is a surprise or rear attack or the enemy unit is routed. When resting or defending, Cavalry units should always dismount first and, if threatened, Dig In.
Specialist (Sniper) Specialists are the most proficient sharpshooters around, as well as being efficient scouts. Thanks to their exceptional skills, they have been hand picked from the rest of the army and grouped together in small units. Specialist units, like Engineers, only have one formation and are all approximately the same size. As a result, their appearance on the battlefield does not change. Outstanding scouting abilities allow Specialists to see enemies that fall within a five hex range. When attacking, a Specialist unit does not enter the same hex as the enemy, instead ‘sniping’ from an adjacent hex with long range rifles. If the enemy retreats, the attacking Specialist group will not advance into the position, unlike infantry and cavalry. One of the most beneficial things about using Specialists is the fact that an enemy unit cannot return fire when attacked. This is because the Specialists are so good at hiding their location from the enemy that it is unclear where the shots originated. They are also more likely to kill or wound an enemy leader than any other type of unit. Specialists cannot be ordered to Charge as it would not utilize their unique talents.
Engineer A very useful addition to any army, Engineer units can be used to build pontoon bridges and abatis. They can also be ordered to destroy the same enemy structures as well as enemy forts. Additionally, engineers are the only units that can cross a river at any point.Engineers have two formations, but, they only come in one size. When Engineers are in marching formation, they can move freely around the map. They must change to working formation, however, before building or destroying any structures. Engineers are unable to move while in working formation. Engineers will defend themselves but may not initiate an attack. Their talents lie elsewhere, so it is advisable to keep them away from combat and hold them in reserve for future tasks. To have your Engineers build or destroy a structure, you simply issue the Dig In command. If the Engineers are on terrain that can be built on or has structures that can be destroyed, they will automatically change the terrain. When an Engineer is on any kind of terrain except for trees, cities, forts, rivers, and swamps, an abatis will be built (or removed if an abatis already occupies the space). If you tell them to Dig In while they are on a hex with a fort, they will ruin the fort. When on a river, they will build a pontoon bridge or, if a bridge already exists, destroy it. Building a pontoon bridge expends all of the equipment carried by the Engineer. Therefore, to build a pontoon bridge, you must first march an Engineer unit to the point on a river where you want to build the bridge. On the next turn you give the order to change formations, and on the turn after that you instruct them to Dig In. After building the bridge, an Engineer unit is worn out and no longer useful to the army and is removed from the battlefield. Unlike bridge construction, there is no limit to the number of abatis or forts that an Engineer can build or destroy.
Infantry The most basic and common of all soldiers during the Civil War was the infantryman. Each member of the infantry carried a rifle and a supply of ammunition along with food and other personal supplies. They spent a lot of their time marching from place to place, sometimes more than 30 miles a day. The way Infantry units will look on the screen varies depending on their size. Small units are shown as three men, medium as five, and large as seven. Infantry in CIVIL WAR GENERALS 2 have one formation for marching and another for combat. It is important to move the infantry while they are in marching formation to avoid the unnecessary loss of organization and health that occurs when trying to move in combat formation. Improper formation also limits the range of movement available to the unit since they are more efficient when in the right grouping for marching. When not in motion, the defensive abilities of the Infantry are better served when in combat formation. Changing formations costs movement points and, when done excessively, can hurt the unit's organization. Still, when a unit is close to the enemy, it is best to have them ready for combat as they will be less vulnerable if attacked and more prepared for offensive measures. If you give the order to attack when an Infantry unit is in marching formation, they will automatically get into combat formation before attacking the enemy. Infantry units must also be in combat formation before they can Dig In .
Light Artillery Horse Artillery units function just like regular artillery except that their range of movement is greater. This is because the cannons used by the Horse Artillery are lighter than those used by the Artillery. Everyone in a Horse Artillery unit is mounted while a regular Artillery unit only has enough horses to pull the cannon. They use the same kinds of ammunition as a regular artillery unit. There are three different sizes of Horse Artillery and two formations, limbered and unlimbered, depending on whether they are moving or firing. Formation change and attack costs for a Horse Artillery unit are only half those for a normal Artillery unit. This gives the Horse Artillery the distinct advantage of being able to move, change formation, and attack in the same turn.
Artillery Invaluable assets due to their ability to attack from afar, Artillery units can prime an enemy for an attack, or even win an encounter singlehandedly. Power and effectiveness will vary with their distance from the enemy and the variety of cannon used. Artillery units move while they are limbered and attack while unlimbered. These units cannot travel while unlimbered since the preparations that get a cannon ready to attack involve unhitching it from the horses that move it. Likewise, when on wheels, an Artillery unit is incapable of firing as it lacks the proper stability and would certainly spook the horses. As with other units, the appearance of the Artillery will reflect its size and formation. Changing artillery formation cannot take place in the same turn as an attack. Attacks require all of a cannon's movement points, so if some have already been spent to change formation, the attack must wait for the next round. Artillery units can only see an area of four hexes from their position. Their attack range is greater, depending on the type of cannon being used. Each of the different cannons in the game has its own individual range and destructive power. Additionally, there are four different kinds of ammunition that can be utilized, chosen by the unit based on the the type of cannon and the distance from the target. Since the crew selects the ammunition best suited for the task at hand, all you need to worry about is choosing which enemy units to attack. The closer the target, the greater the damage a selected Artillery unit can inflict. To find out what the firepower of an Artillery unit will be against different enemies, simply right click on the enemy you are thinking of targeting and check their firepower rating. The range of a selected Artillery unit is displayed visually on the map when the movement range setting is chosen from the display menu. If the unit is unlimbered, the hexes that can not be seen or are out of range will be greyed out. When an Artillery unit is limbered, selecting it will grey out the hexes that it cannot move to. Right click on the same limbered unit to see what its attack range would be were it unlimbered at the same location. A single cannon requires a crew of nine men to operate it. Each man has been specially trained so that they can move, load, aim, and fire the cannon. Though only one cannon is displayed on the map, an artillery unit can contain many cannons. Since there are nine men to each cannon, an artillery unit that has 90 men has 10 cannons. A cannon will cease to function after half of its crew is killed or wounded.Attacks usually cannot be launched if the Artillery unit does not have a clear Line of Fire . As a general rule, an enemy shielded by an obstruction like a ridge cannot be attacked. The exception to this rule is when Artillery units are equipped with howitzers or mortars; then they may use indirect fire to shoot at their targets. Stacking an Infantry unit in the same hex as an Artillery unit is a good defensive measure. Men in Artillery units do not carry any additional weapons and, as a result, are more vulnerable to an attack. The men are so loyal to their guns that most would prefer being killed to retreating. Since these units are amongst the most expensive to outfit and replace, it is wise to protect them well. To stack Infantry and Artillery units, simply move one unit into the hex occupied by the other. It is far more difficult to successfully attack or capture a position with this kind of extra defense than when the Artillery is on its own.
Heavy Artillery Only found in forts, these massive artillery units are equipped with extremely large siege cannons and are capable of firing very long distances. Their size allows them to dominate any area that falls within their field of fire. Heavy Artillery units are immobile due to their weight and bulk, and as a result can never retreat or rout. Heavy Artillery only has one formation since they cannot move, but they do come in three different sizes.
Siege Mortar Another type of artillery unit, Siege Mortars use short barreled cannons that fire shells at high trajectories. The velocity that the shells are fired at is low, but the angle of the shot gives Mortar units very good range. These weapons can therefore inflict a lot of damage on a distant enemy but are virtually useless at close range. Siege Mortars have a limbered and an unlimbered formation, moving while limbered and attacking while unlimbered. These units need all of their movement points to fire, and their weight makes them difficult to move. As a result, Siege Mortars cannot retreat or rout, and will instead be captured or destroyed if attacked. Mortar Gunboat These vessels are similar to the regular Gunboats except for the fact that they are armed with mortars rather than cannons. Like Gunboats, Mortar Gunboats can be positioned in a coastal hex provided it is mainly water and unoccupied.Mortar Gunboats may only be hit with a ranged attack and can only shell land units that fall within their range. Since they are only equipped with mortars, they will always use indirect fire. They have just one size and formation and can therefore move and attack in the same turn. Gunboat Used in shallow waters, these ships are smaller and less heavily armed than the impressive Frigates. They are, however, more agile and can be maneuvered closer to shore. Gunboats can occupy a coastal hex if it is predominantly water.Since Gunboats use large artillery pieces, they have a ranged attack and can strike a land based unit from the water if they are near enough to shore. If the Gunboat is equipped with howitzers, it will make indirect fire attacks. Naval units may only be attacked by units with ranged attack abilities, therefore they only get attacked by other naval units and certain land units. Gunboats only come in one size and formation and they can move and attack in the same turn. This is an advantage that most land based units do not have and it keeps Gunboats and other naval units primed to make an attack. Frigate Only available to the Union, these square rigged ships are what people usually think of when it comes to nautical battles in the Civil War period. They are very fast (by 19th century standards) and are mainly used to escort other ships and to patrol an area. Due to their size, a Frigate can only enter or occupy a hex that is entirely water. Frigates are like other naval units in that they have one formation and one size. Each Frigate unit represents a single vessel on the map. They can attack other naval units and land units that fall within their range, using immense artillery pieces that dwarf those used by Artillery and even Heavy Artillery units.
Courage in Blue
"Always mystify, mislead and confuse the enemy." Thomas J. (Stonewall) Jackson, CSA I have decided to try and incorporate a portion of this site to discussing some of the strategies and tactics associated with online play. If you are a novice online player you have likely noticed that the veteran online players possess certain skills that you do not have. It would be easier to assume that these veteran players are simply cheating ; that you really aren't THAT BAD ! After all, you can whip that old computer everytime !
I'm going to break this news to you as gently as possible. As far as playing CIVIL WAR GENERALS 2 ONLINE is concerned - you stink !
Now that we have determined the ACTUAL cause of your demise on the battlefield we can do something about it. Welcome to STONEWALL'S STRATEGY & TACTICS. Pay close attention in class and you may learn something. *****Lesson #1 Intelligence/Scouting***** No war can be fought without intelligence ! The movements of the enemy and the disposition of his forces are critical information you must have. Without this information you cannot make any logical decisions concerning your response to HIS movements OR how YOU intend to attack and destroy his army. Proper intelligence allows you to make sound tactical decisions in the offensive and defensive aspects of any given battle. You may decide to simply defend throughout an entire battle or you may be more aggressive and attack-attack-attack ! In all actuality, most battles will be a combination of attack and defense.
In playing Civil War Generals 2 ONLINE, we play these settings. ADVANCED, LINE OF SIGHT and LINE OF FIRE. This means that you cannot "see" every enemy unit on the map. You can only see the enemy units that your forces are in contact with. Since you can only "see" the enemy you are in contact with, you must scout into areas in which the enemy is hiding in order to get a better understanding of his troop deployment. Although you would like to know where ALL of his units are, he does not want you to have this information & will often go to great lengths to DENY you this knowledge.
As stated before, all units have the capacity to scout for the enemy but some units are certainly better at scouting than other units.
The best unit for scouting is the SCOUT. He has the capability to move and "see" further than any other unit on the map. The only disadvantage he has is that he cannot ATTACK anything. The second best unit for scouting is CAVALRY. Cavalry can move fast, see a great distance and also have the capability to ATTACK another enemy unit. The Corps Commander is also another unit that has a great capability to scout. He can move fast and see far but has no attack capability. He is also extremely vulnerable to enemy attacks and can easily be captured or routed if you are not careful. The loss of a Corps Commander can be devastating to a large part of your army. Use him carefully if you use him as a scout. Another excellent unit to use as a scout is the SNIPER/SPECIALIST. He has a fairly good movement factor and can also see a great distance. He too has the capability to attack the enemy and is an excellent unit for use in wooded areas.
Many novice online players tend to "over-scout". They want as much information as possible about their opponent and send scouting units all over the map in search of him. Not only do they scout with many units, the novice player tends to send his scouting units too far into enemy held territory. The best way to lose your scout is to send him too far ahead of your own army. A veteran players tends to scout less areas of the map and will usually send their scouts out in pairs or in larger concentrations. A single scout can be surrounded and captured by 6 enemy units. It takes 9 enemy units to capture & surround 2 scouts that are in adjacent hexes. Your opponent must have a large concentration of units to capture 2 of your scouts operating in unison. The veteran player needs less information to make an informed decison about the enemy's intentions. A simple rule of thumb is this ; wherever the enemy's artillery is heading is where he is going ! Veteran players also tend to disguise their intent. They may feint in one location while their "real" attack is coming from elsewhere. Scouting is definitly important but understand that a skilled opponent may be allowing you to see what he wants you to see. A vet will "hide" his army from you to the best of his ability. Surprise can have a devestating effect upon the unprepared opponent and many players at Kali are masters of the sneak-attack.
Although you may be tempted to scout large areas of the battlefield in order to determine your opponent's intent, be careful ! You may lose the scout before any substantial information can be gathered. When moving the scouting unit move him a few hexes at a time. If he dosen't "see" the enemy, then move him a few more hexes. NEVER (repeat) NEVER move your scouting unit his "last" movement hex. If you do, that is the point at which he will "see" the enemy and it will likely result in you losing the unit. When scouting, the "last" few movement hexes the unit can move should be in moving back the way he came. This will (hopefully) prevent the unit from being captured by the enemy.
One of the rules I live by is this. There is no need to scout beyond the maximum range of your or your enemy's biggest artillery. If your guns(or his) can fire out to 14 hexes then that is a far as you need to scout. An enemy that is beyond your maximum artillery range cannot be hurt. If you are out of range of his artillery then you cannot be hurt. I cannot advocate scouting out too far. If the enemy is 15 hexes away (or more) then he can't hurt you. Keep some of your scouts on your flanks to ensure that he does not catch you with your pants down ! I usually keep a few cavalry units 6-10 hexes (depends upon terrain) away from my flank to prevent the enemy from catching me in a bad position.
It will take you a while to comprehend all of the finer points to scouting. Live (or die) and learn ! *****Lesson #2 Terrain***** One of the greatest considerations in any battle is the terrain. The Confederate defeat at Gettysburg, Pa. can be attributed (in part) to the Union commander's choice of where to fight. Holding the high ground in several key points enabled the Union Army to defeat a determined Confederate attack.
The veteran online commanders understand the impact of the terrain upon any proposed attack or static defense. The wise use of the terrain will allow you to mask your Army's movements from the enemy as well as provide you with an opportunity to spring a trap for your opponent. Hiding your troops within a wooded area will deny the enemy scouts the intelligence they are looking for. Placing your combat units on the "backside" of a hill (or in the woods) will deny the enemy artillery an opportunity to fire upon your troops - only howitzers can fire over hills or into wooded areas.
Wooded terrain provides the best chance at defending against a larger enemy Army. A few well placed snipers and cavalry can stall a much larger enemy for many turns. Stalling the opponent in the woods will allow you time to move your brigades to the threatened area or give you enough time to withdraw your units to a safer part of the battlefield. Any attacking Army that is forced to fight in the woods will have it's units overall effectiveness greatly reduced.
Another tactical consideration is the impact of rivers upon both armies. A defender will likely do well in incorporating a river into his defnsive plans. A river can be a powerful ally in denying the enemy an opportunity to outflank your defenses. Allowing your opponet to cross a river then counter-attacking his bridgehead can be devestating if properly executed.
Mountains, hills and higher ground in general will always provide the defender with some advantage. Just be aware that holding the high ground will not always guarantee your victory. A wise opponent will certainly try and soften your defenses prior to launching his assault. Placing your artillery on a hill in plain view of the enemy is certain to bring down an artillery barrage upon the exposed unit. Be careful in choosing where to place your artillery. It is best to choose a spot where you have a good field of fire that also is sitituated on a road. This will allow you to quickly vacate that position if it becomes too "hot". Placing artillery in a wooded hex (unless the hex has a road) is not recommended as it takes too long to limber/unlimber the unit. I love to see the enemy trying to unlimber his artillery in a wooded hex. I will hold my fire until he has the unit unlimbered then release a barrage upon his unit. It will take him 2 turns to get the unit re-limbered and moved out of the wooded hex.
Placing howitzers upon the "back-side" of a hill or 1 hex deep into a wooded area provides this unit some concealment from the enemy's scouts as well as preventing the enemy "straight-line" cannons from firing upon it.
Swamps are also good defensive barriers and a defening General would do well to incorporate it into his plans.
I could spend hours telling you a little something about every piece of terrain but a good teacher dosen't tell his students everything ! *****Lesson #3 Movement, Strategy & Tactics***** Any military campaign begins with an objective. In order to achieve your objective you must formulate a reasonable plan. This plan should be based upon the goal of your scenario - are you defending an area or are you tasked to assault and capture the opponent's ground.
Defending an area is usually easier than trying to attack it. The defender will usually have the advantage of terrain and better communication (interior lines). The Union victory at Gettysburg is an example of interior communication. The Union was able to quickly move it's forces to the threatened areas of the battlefield. Confederate troops were forced into moving great distances in order to participate in any action.
Playing CWG2 in the ADVANCED settings requires the the General (yourself) to understand the concept of how movement affects your units. Anytime a unit is moved it will decrease in it's overall effectiveness. Your soldiers are lazy and would prefer to sit around the campfire rather than march. Your job as the General is to achieve your strategic & tactical goals with a minimal amount of movement.
Since you must move your troops in order to attain your goals you need to formulate a strategy that considers several aspects; (1) What is the terrain ? (2) What kind of roads lead into and out of the area ? (3) What is the strength of the enemy in this area ? (4) Can the enemy be forced from this area by maneuver alone ? (5) What is my strength ? (6) What are my lines of communication ?
(1) You must consider the terrain your opponent is occupying. An opponent that is defending rugged terrain such as a mountain or woods will be extremely hard to defeat. He has all of the advantage in these areas and can hold off a much larger attacker with minimal forces.
(2) Roads are vital to any Army's movement. Holding key roads will inhibit your opponent's movement while helping yours. Major roads are the best way of entering and exiting an area. Holding major roads and denying their use to the enemy is crucial. Minor roads are the next best way to travel followed by railroads and proposed railroads. If no roads are available then open ground is the next best way to move. Moving through mountainous, wooded and swampy terrain is the worst way of moving your units.
(3) Knowing the strength of the enemy in a given area is certainly important.
(4) Forcing the enemy from an area by manuever is the best way of achieving your goal. He cannot remain in an area in which he will be outflanked.
(5) You must coordinate your forces to bring maximum pressure upon your opponent in the shortest time possible. Get there the fastest with the mostest !
(6) Your lines of communication are extremely important. You need to ensure that your army is in position to attack without a major threat of a counter-attack by the enemy. Keep your flanks secure or your attack may fail. Keep your lines of communication open as you may be forced to retreat if your attack fails. Do not continue to press a bad position or sitituation as it will have serious consequences. A sweet run is better than a poor stand ! *******Lesson # 4 Surviving the Mistakes******* Even the best players of Civil War Generals 2 make mistakes on the battlefield. The difference between a novice, intermediate, advanced or guru player is usually the number of strategic or tactical mistakes made in a battle. Novice players make numerous mistakes while a guru will make few, if any, mistakes during the course of a campaign. Understanding that you are going to make mistakes will enable you to better survive them. Many players tend to move their scouting units too far ahead of their Army and end-up getting the unit surrounded or trapped. Once they find themselves in this predicament they will rush all available forces to the area of their entrapment to try and “rescue” the endangered unit. The end result of this is that they usually compound their initial error and a minor mistake turns into a huge blunder both tactically and strategically. If you make a mistake, accept it and continue the battle. Don’t let a minor error cause you to abandon your overall plan or strategy. Don’t allow your opponent to dictate the flow of the battle. Accept your mistake(s) and losses and move forward with your initial strategy. Use your instinct and judgment and you will see positive results on the battlefield. The more advanced players will make fewer mistakes but, by not compounding your own, you will better survive the Civil War Generals 2 battlefield. *******Lesson # 5 Zone of Control****** In my opinion the hardest CWG2 concept to master is ZONE OF CONTROL. It is also the most crucial concept to comprehend. Cavalry, Infantry in combat formation, Specialists and Artillery (in firing position) all exert ZONE OF CONTROL when spaced with an open hex between them. A unit’s ZOC extends outward 1 hex in all directions, therefore, an enemy unit will not be able to pass between your two units without first being stopped by their Zone of Control. The exception to this rule is if the enemy unit started the turn already inside your unit’s ZOC. If an enemy unit was in contact with your troops at the beginning of the turn your unit’s ZOC is negated and the enemy would be able to pass between your units. The proper use of ZOC will enable you to better defend your position on the battlefield without having to have a unit in every hex. ZOC enables you to place your units (the ones that have ZOC & are in PROPER FORMATION) in every other hex and still maintain your “lines”. In order for ZOC to aid your strategy an enemy unit must not be allowed to begin the turn “within” your ZOC; he must be at least 2 hexes away from your units. Proper use of ZOC will enable you to defend more territory with less units. ZOC is especially useful in wooded areas as the enemy cannot see your forces and are often “stopped” by their ZOC without enough movement points left to escape. If a unit has enough movement points left it will be able to escape the ZONE OF CONTROL or pass between the 2 units after being stopped. A unit may NEVER enter two consecutive ZONES OF CONTROL in the same turn. Practice your ZONE OF CONTROL on a HOTSEAT game and you will better understand this concept. The majority of your ONLINE DEFEATS can be attributed to not properly understanding and utilizing the concept of ZONE OF CONTROL. *******Lesson # 6 Read the Rule Book I have enclosed the complete rule book as an attachement at the bottom of this blog. Attachment: CWG2 Entire Game Manual.zip
Attached here are my new & evenly balanced scenarios for CWG2. There are 18 "North vs. South" series of battles attached. The new scenarios on this site are all ZIP FILES. Zip files must be EXTRACTED / OPENED into the correct directory in order to work. Most of the new scenarios on this site are SELF-EXTRACTING ZIP FILES that will extract to the correct directory when you click on them as long as you have the SIERRA game disk. If you have the IMPRESSIONS game disk then you must tell the zip file where to extract itself to. The correct directory for the IMPRESSIONS disk is; c:\impressionsgames\cwg2\scenario The correct directory for the SIERRA disk is; c:\sierra\cwg2\scenario  North vs. South #1 Baltimore, MD. North vs. South #2 Petersburg, VA. North vs. South #3 Spotsylvania, VA. North vs. South #4 Manassas Junction, VA. North vs. South #5 Shiloh to Corinth, MS. North vs. South #6 Potomac River North vs. South #7 Vicksburg to Jackson, MS. North vs. South #8 Chickamuaga Creek North vs. South #9 Jackson, MS. North vs. South #10 Atlanta, GA. North vs. South #11 Vicksburg, MS. (Flag) North vs. South #12 Chattanooga, TN. North vs. South #13 Kentucky & Tennessee North vs. South #14 Peninsular Campaign North vs. South #15 Maryland & Virginia 1861 North vs. South #16 Fredericksburg to Richmond North vs. South #17 Norfolk, VA. North vs. South #18 Charleston, SC.  I have also attached 22 "Challenge Scenarios" which are mirror-map scenarios with dead even forces for both sides. Attachment: 18 NORTH VS SOUTH SCENARIOS.exeAttachment: 22 CHALLENGE SCENARIOS.exe
You will need WIZIP to open these files. WINZIP is available as an attachment at the bottom of this topic. CIVIL WAR GENERALS 2 DOWNLOAD INSTRUCTIONS Here is an link to a CWG2 download; http://www.cwg2.org/files/ Use the instructions included with this version. Download the the entire CWG2 game by clicking here CWG2.zip (177MB) and save it to your DESKTOP. Create a new folder on your DESKTOP and extract this file to the new folder. Open the new folder & follow the instructions provided with the CWG2.zip download. This is the best version as it is the complete game with sounds and videos. Attachment: Winzip 8.1.exe
1. Install CIVIL WAR GENERALS 2 to your computer. 2. Download the CWG2 Game Patch from this site. It is attached at the bottom of this topic. 3. Double-click on the GAME PATCH and it will upgrade your CWG2 to the latest version.
4. The NO-CD PATCH is a ZIP FILE. There are 2 files under this ZIP FILE, gcg.nfo & credit0.lbm. The NO-CD PATCH is available at this site and is located at the bottom of this topic. I have created two "self-extracting" NO-CD PATCHES, one for the SIERRA disk and one for the later IMPRESSIONS disk. Simply determine which disk you have and download the appropriate patch to your DESKTOP. Click on the patch and it will install itself to the correct directory. If the computer states that, "these files already exist and do you wish to overwrite them ?" tell it YES. 5. If you have followed the instructions then the game should start when you double-click on the orange & yellow icon that reads, CWG2 without having the disk in the CD drive. If the computer asks for the disk then you have not properly installed the NO-CD REQUIRED patch or have downloaded the incorrect patch.
6. Once the game is working properly you can DRAG the orange CWG2 icon to your DESKTOP for easier starting. 7. If you are running WINDOWS XP or WINDOWS 98 please read the section on CWG2 & WINDOWS XP/WIN 98 DOWNLOAD & REGISTER AN ACCOUNT WITH KALI 1. Kali offers a free 90 day trial account. Click on this link to receive the free trial --------------> http://kali.net/register.asp?option=trial or you can purchase the “FULL” paid version by clicking here -------> http://kali.net/register.asp 2. Kali will return an e-mail with several codes. Save the e-mail and write down the codes as you will be required to enter them later. DO NOT LOSE THESE CODES ! 3. Download the KALI software which is used to play the game online. The Kali software is attached at the bottom of this page. 4. After the file is downloaded there will be an icon on your desktop that reads, "KALI2613". Double-click on the icon to install the Kali software.
5. The Kali software should now be installed for online play. ****HOW TO FIND THE CIVIL WAR GENERALS 2 ROOM AT KALI**** 1. Go to your START button, PROGRAMS, KALI & over to KALI. You can make an icon on your desktop for easier start by going to, MY COMPUTER, C, PROGRAM FILES, KALI and "dragging" the icon which reads "KALI" to your desktop. This will connect you to KALI when you are connected to your internet service provider (ISP). The first time Kali starts it will "scan" your computer for the games installed. It should detect CWG2 for you. 2. Upon entering Kali you will see that the screen is divided into a left and right side. On the left side of the page you will see the words, KALI II, CHAT SERVERS, PLAYERS, GAME LOBBIES, etc. 3. Double-Click on CHAT SERVERS. Look on the RIGHT side of the page and you will see several hundred chat rooms. Scroll down to the "C" area to server number #60. It is the CIVIL WAR GENERALS 2 chatroom. It is named CIV WAR GENS 2 (The Home of the Civil War Generals).Double-click where it reads CIV WAR GENS 2 and you will enter our chatroom. Welcome to the best in Civil War gaming. CIVIL WAR GENERALS 2 & WINDOWS XP & 98 Civil War Generals can be played online at Kali with Windows 95-98-ME, 2000 and XP. XP seems to have the biggest problem running Civil War Generals 2 but the remedy is very easy to fix.
A. You need to have a SHORTCUT ( Civil War Generals 2 icon ) on your DESKTOP ( where your START button is located ).
B. RIGHT CLICK on the icon and scroll down to PROPERTIES.
C. Under PROPERTIES, click on the COMPATIBILITY tab.
D. Under COMPATIBILITY MODE click on the box that reads, RUN THIS PROGRAM IN COMPATIBILITY MODE FOR : then select WINDOWS 95. This will make Windows XP run the game like Windows 95 does. The game can also be configured to run under Windows 98 mode. Try both and see which works best for you. WINDOWS 98 AND THE KALI SOFTWARE UPGRADES If you are running Windows 98 you do not want to add the upgrades to your Kali software. Kali will prompt you to install the upgrades each time you enter. Do not upgrade your Kali software if you are running Windows 98 or your CWG2 game will become unplayable at Kali.
I AINT FORGOT !  Attachment: CIVIL WAR GENERALS 2 GAME PATCH.exeAttachment: NO CD-REQUIRED PATCH IMPRESSIONS.exeAttachment: NO CD-REQUIRED PATCH SIERRA.exeAttachment: kali2613 Online Play Software.exe
So you think you've got what it takes to become a member of our community ? We certainly would love to have you join us. We're a group of people who have a love of Civil War history and/or strategy gaming. Civil War Generals 2 provides us with a fix for both of these obsessions. Most of us have played many other Civil War games but have not found anything comparable to CWG2. Although the game is several years old it is still the best game available. We are dedicated to the preservation of this classic game and are always seeking ways of improving our community. We have several players who devote a lot of time to researching and creating new battles for CWG2. If you currently have a CWG2 disk you only have a portion of the battles that are actually available. We have created many battles that are often better than the ones purchased with the game. All of these new scenarios are available for downloading from one of our many sites. I will give you a fair warning concerning CWG2 and our online gaming comunity. The players of this game are veterans of many years of online combat and are extremely tough. Please be patient and don't become discouraged if you lose the first 50 online battles. Keep your eyes open and learn the tactics employed by the players. Ask questions. The Generals are always ready to discuss tactics & strategies and you can learn a lot simply by asking. We also have an ANNUAL convention when we all get together in person and tour the battlefields. Last years convention was held at Vicksburg, MS. If you have a love for the Civil War as well as a love for strategy gaming then you are the person we are after. Join us for great Civil War gaming and comraderie.
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