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Thank you for purchasing Sid Meiers Antietam!, the second volume of Firaxis Games series of
Civil War battle games. This Reference Manual is divided into several numbered sections, which will help
familiarize you with the game and its subject matter.
Installation Guide
Background to Antietam
Whats New in Antietam?
Quickstart Scenario
Multi-player and Internet Play
Who was Ezra Carman?
How to Use the On-Line Manual
Keyboard Controls and Sound Cues Summary
Technical Support
System Requirements
This Box Contains:
The CD (your game)
A Reference Manual (what you are reading)
A Registration Card [[FIRAXIS: WILL IT?]]

To avoid any compatibility or memory problems, please take a moment to confirm that your
computer meets the games requirements. (See Systems Requirements or the Sid Meiers Antietam! box.)
(Note: Disk compression of any kind will result in increased load times. For best performance, we
recommend installing the game to a drive that is not compressed.) To install Sid Meiers Antietam!, follow
this procedure:

Start: Turn on your computer and wait for Windows 95/98 to load.


Place in CD Drive: Insert Sid Meiers Antietam! into the CD-ROM drive. Autorun will begin the
installation procedure. (If nothing happens when you insert the CD, you can manually activate the
autorun program by double-left-clicking on My Computer and then double-left-clicking on the CDROM drive icon.)


Welcome: When the Welcome box appears, click on any of the following boxes at any point during
Click on Next to continue to the next screen.
Click on Back to return to the previous screen.
Click on Exit to abort setup and return to your Windows 95/98 desktop.

Note: If Sid Meiers Antietam! is already installed on your computer and you follow this installation
procedure again, [[FIRAXIS: WHAT WILL HAPPEN??? I asked Andy and he may have already
addressed this!]]

Choose Directory Location: Confirm or change the directory for installation. The default directory
Left-click on Next to install to the default directory.

Or . . .
Left-click on Browse to change the install directory. Look over the items in the window that
appears, then left-click on the new directory for installation. Click OK to accept the new directory,
then click on Next to confirm and continue installing the game.

Setup Type: Choose between Typical, Custom, and Compact.

Typical: Large multimedia files are not transferred to your hard drive, but will be accessed from the
CD during the game.
Custom: You decide which types of files are transferred to your hard drive. The choices are Shared
DLLs, Basic Game Files, Basic Game Sounds, Additional Game Sounds, Scenario Intros,
Tutorials, Scenarios, and Videos.
Compact: The program will be installed with minimal required options.


Setup Program Folder: Add the program icon to a folder. If you selected the default destination in
Step 6, simply click on Next. Note: If the program doesnt detect DirectX 6.0, it will install it. You
must have DirectX 6.0 installed to play the game. (See Using DirectX, below.)


Game Installation: The game should now be installed on your hard drive. You may choose to view
the ReadMe file or begin playing Sid Meiers Antietam! [[?? NOTE: Lets make sure ReadME really

DirectX is a game driver designed to provide an excellent game interface, as well as hardware
compatibility. Occasionally, hardware manufacturers do not support DirectX. If any of your hardware
devices are not working properly with DirectX, please check with the devices manufacturer about
obtaining updated drivers fully supporting Windows 95/98 and DirectX.
DirectX installs automatically if the version you are currently running is earlier than 6.0. If you
ever need to reinstall it, double-click the DXSETUP.EXE icon in the DirectX folder on your game CD.
DirectX is a Microsoft product. It is important to note that unsupported or outdated DirectX drivers
may cause your computer to lock up or crash. You will need to contact Microsoft for support of DirectX.
Microsoft Corporation
Phone: (800) 426-9400
BBS: (206) 936-6735
[[?? FIRAXIS please corroborate these numbers/addresses ?? They are taken from Gettysburg!]]

The Battle of Antietam profoundly changed the United States of America. On September 17, 1862,
in the western Maryland foothills around Sharpsburg, Maryland, more Americans fell in battle than in any
single day of American history. Indeed, the battles 24,400 casualties totaled more than all of Americas
wars combined prior to 1861.
Antietam was fought at the peak of the Industrial Revolution. In 1862, burgeoning American
factories yielded plentiful supplies of weapons of extraordinary power, and Antietam demonstrated to an
astonished America that in the hands of mass armies of highly motivated volunteers, such weapons turned
battlefields into killing grounds of unprecedented violence.
Furthermore, the Industrial Revolution had also transformed the methods by which Americans
communicated with each other. By means of telegraphy and newspapers, Americans would learn the
shocking news of Antietam remarkably quickly, and the blossoming art of photography would impress the

violence of the battlefield into the American psyche forever. It is no exaggeration to say that Antietam fully
changed the way Americans think about war.
Antietam was a battle fought overwhelmingly by citizen-soldiers who had enthusiastically stepped
forward to shoulder a musket for a cause they felt was just. Both Union and Confederate armies were
distinctively American, displaying little of the spit-and-polish image and rigid discipline of the European
professional armies, but demonstrating remarkably proficient soldierly skills nonetheless. Antietam tested
those skills to the utmost, and those lucky enough to have survived the struggle would forever be scarred by
it. Many troops at Antietam, particularly in the Union army, had never before seen a major battle, and for
them the harsh realities of war would prove particularly appalling. Several green Union regiments had only
recently departed their training camps, and it is said that many of them did not even know how to fire a
There was no Civil War battle in which the armies were as different as they were at Antietam. The
Confederate army, Robert E. Lees Army of Northern Virginia, had marched prodigious distances and
fought several battles in the months preceding Antietam, and by mid-September 1862 it had been whittled
down to a mere 35,000 men from its peak strength of over 100,000 at the end of June. At Antietam,
however, virtually every man in the Rebel ranks was a seasoned, albeit somewhat exhausted veteran.
In contrast, the Union army, George B. McClellans Army of the Potomac, was relatively green. Its
senior officers, many of whom had just been placed in new commands, had not yet established a functional
pattern of teamwork, and three of its six corps had been added to the army only three weeks before the
battle. Most disturbing of all to McClellan was the fact that many of his regiments were untrained, or at
best poorly trained. This inexperience would be clearly revealed on the Antietam battlefield.
Abraham Lincoln saw a great deal of significance in Antietam. Prior to the battle, after 18 months
of war, his shaky administration was deeply troubled by misfortune and seemingly incompetent military
leadership. Lincoln was concerned that foreign recognition of the Confederacy, and perhaps even direct
foreign military intervention, would tip the war in favor of the South. He badly needed a battlefield victory
to reestablish his authority and prove to the world that the North could win the war. Furthermore, against
the judgment of most of his Cabinet, he insisted that he would soon elevate the Norths cause in the war to
a higher moral plane. Much to the surprise of the world, his Emancipation Proclamation, freeing the slaves
in the rebellious states, did exactly thatbut it was only after the so-called Union victory at Antietam
that he dared to announce it. As a direct result of Antietam, therefore, slavery in the rebellious states would
be in violation of the laws of the United States.
Anyone who studies Antietam can hardly refrain from expressing historical judgment on the
commanders, for this battle more than most leaves one wondering what might have been. Conventional
historical wisdom dictates that McClellan was inconceivably cautious at Antietam, and with a greater than
two-to-one advantage in manpower over Lee, his indecisive and muddled performance on the battlefield
allowed a golden opportunity to pass, one that might have ended the war in one afternoon had he acted
more boldly. (Or so the historians say.) Similarly, Lee has been viewed harshly for his judgment at
Antietaman almost inescapable conclusion given his decision to make a stand around Sharpsburg with a
depleted and exhausted army, backed up against a major river, facing an army more than two times his
armys size.
Fortunately such historical judgments make for very interesting games. And now it is time to
introduce Sid Meiers Antietam!.


Sid Meiers Antietam! plays very similarly to Sid Meiers Gettysburg!, but those familiar
Gettysburg! should read this section carefully to learn how Antietam! differs from its predecessor.
Antietam! features a number of new graphic features and game controls, but anyone accustomed to
Gettysburg! should have little difficulty acclimating to the new game. Once you understand the new
features, you can jump right into the Antietam! scenarios without further delay, and you will feel
comfortable playing the game within a few minutes.

However, if you have not played Sid Meiers Gettysburg!, we suggest that you skip this section
and proceed to the Quickstart Scenario, which is located in this Reference Manual immediately following
the section you are currently reading. Alternatively, you may wish to try a Tutorial scenario by clicking on
Try a Tutorial on the Main Menu screen.
New Antietam artwork by the legendary Civil War artist Don Troiani is used as the background for
the Sid Meiers Antietam! Main Menu screen. One painting portrays General Lee encouraging the Rebel
troops of the 6th Alabama under Col. John Gordon at the height of the fighting in Bloody Lane. The other
shows Union troops of Maj. Gen. Ambrose Burnsides IX Corps storming the Lower Bridge, forever after
known as Burnsides Bridge. [[FIRAXIS CHECK THIS OUT]] Note that regardless of the artwork
displayed as background on the Main Menu screen, the game controls on that screen are identical.

Fight the Battle: In Gettysburg!, individual scenarios were linked so that they could be played in
succession to simulate the entire battle. However, Antietam! scenarios are not linked. Instead, if you
wish to fight the entire Battle of Antietam, simply click on Fight the Battle just below Play a
Scenario. This will allow you to play through the entire struggle on September 17, 1862, from dawn
to sunset, in one grand scenario. However, we recommend that before you jump into the entire battle,
you familiarize yourself with the terrain and military situation by trying some or all of the more limited
Antietam scenarios on the Scenario Selection screenreached by clicking on Play a Scenario.


Read Ezra Carmans Battle History: If you wish to learn more about the Battle of Antietam, click on
Battle History. This can also be reached by hitting the F11 key during play. Ezra A. Carman
commanded the 13th New Jersey Volunteers at Antietam, and he devoted the rest of his life to studying
this great struggle. He composed an 1,800-page handwritten history of the battle, which is maintained
in the Library of Congress. It has never been published. Now, for the first time, the general public can
read Carmans masterpiece, which was used extensively during the design of Sid Meiers Antietam!
The Battle History screen also includes complete orders of battle for both Union and Confederate
armies, with manpower and experience levels of every regiment and battery in the gamebased in
large measure on Carmans research. There is also a section providing a detailed background history of
the events leading up to the Battle of Antietam (not by Carman), as well as a bibliography of books you
might want to consult to learn more about the battle.


Help: Click on Help if you wish to consult Antietams on-line Manual. This can also be reached by
hitting the F8 key during play of any scenario. Included at the end of the on-line Manual are four
Tactics chapters that will help you to learn the most effective techniques of game play. See How to
Use the On-Line Manual in this Reference Manual for more information.


As in Sid Meiers Gettysburg!, click on Play a Scenario on the Main Menu screen to reach the
Scenario Selection screen. Here you can choose one of many historical and speculative scenarios portraying
key parts of the Battle of Antietam. The scenarios are listed in the order in which they actually occurred.
Some, such as Prelude to Battle and Dawn in the Cornfield, are very short and can be played in only a
few minutes. Others, such as the three Bloodiest Day scenarios, are representative of almost half the
battle and take much longer to play. As in Gettysburg!, if you wish to test your skills in a hypothetical fight
with forces chosen randomly by the computer, click on Randomized Scenario.

Antietam Map: On the right side of the Scenario Selection screen there is a map of the Antietam
battlefield drawn by U.S. Army cartographers in 1867only five years after the battle. As you select a
scenario by clicking on its name, thereby highlighting it, actual Union and Confederate troop
dispositions during that scenario are displayed on the map with blue (Union) and red (Confederate)
arrows and icons. The scenarios start time appears at the top of the map, along with its battle length.
(This is the actual battle time simulated by the scenario; playing the scenario will be much shorter.)


Info Screen: If you click on the Info button at the bottom of the Scenario Selection screen, you will
go to a new screen portraying detailed information about your selected scenario. On the right side of
this screen, there is a focused portion of the Antietam map, displaying the actual troop movements of

that scenario in detail. Except for the three Bloodiest Day scenarios, there is also a photo of a part of
the battlefield on which the scenario actually took place. You may rotate this photo to obtain a
panoramic view of the battlefield by clicking on either the left or right arrow next to the photo. On the
left side of the Info screen, there is a detailed historical description of the scenario. If you click on any
of the highlighted links within this text, photos of the generals involved and geographical objectives
will appear on the adjacent map. To go straight to the scenario from the Info screen, click on Play; to
return to the Scenario Selection screen, click on Cancel or hit the Escape key.

Options Screen: If you click on the Options button at the bottom of the Scenario Selection or Info
screens, you will go to the Options screen. You can also go the Options screen during play by opening
up the Game Menu in the upper-left corner of the map and selecting Options, or by hitting the F10
key. The Options screen allows you to configure the scenario as you wish in four different ways:
A. History: If you click on the Historical icon, the scenario will always begin with both sides
troops deployed as they really were on the battlefield at the scenarios start time. If you click on
the Historical Variant icon, the computer will randomly choose from among several scenario
variants, deploying both sides troops in different positions at the start of the scenario, and
sometimes bringing in new troops who were not actually involved. You may get a good sense of
the actual battle simply by going through each scenario in turn with the Historical option selected.
In contrast, with the Historical Variant option selected, scenarios will be unpredictable because
you wont know exactly where and when the enemy will turn up. Note: Two introductory
scenarios, Prelude to Battle and Dawn in the Cornfield, have only historical versions. Both
sides troops will be deployed in the same way at the start of these scenarios regardless of whether
the Historical or Historical Variant icon is selected.
B. Enemy Skill/Enemy Characteristics: Although new artwork is displayed for these two options,
they function in the same way as they did in Sid Meiers Gettysburg!, enabling you to adjust the
computers artificial intelligence (AI) skill and aggressiveness when playing against it.
C. Rally Restrictions: If you click on the Severe icon, green troops and very small regiments
which have routed due to battlefield stress are likely to disappear from the field and not return to
the battle due to demoralization. If you click on the Limited icon, all routed units remain on the
map and attempt to rally. If you are playing a long scenario, such as the full-day battle or the
Bloodiest Day scenarios, you probably will find it easier to play with the Severe Rally icon
selected, as the number of routed units under your control will be significantly reduced.


When you select a scenario either by double-clicking on its name or clicking on Play, you will
go to the Choose Sides screen. Although new artwork is displayed for the Confederate (left) and Union
(right) icons on this screen, they function in the same way as they did in Sid Meiers Gettysburg!. Simply
click on the icon corresponding to the side you wish to play.
The battlefield you see in Sid Meiers Antietam! was painstakingly created from rare battlefield
maps at the Library of Congress, drawn by Antietam veterans in 1899 at the direction of the Secretary of
War. You will notice that the Sid Meiers Antietam! battlefield on which the players maneuver and fight
their armies has several significant differences from its Gettysburg! predecessor. Look at the woods, fields,
and orchards: they are drawn with natural, rather than jagged, boundaries. As in Gettysburg!, many of the
farmhouses and barns on the Antietam! battlefield are drawn from photos of the actual structures, most of
which survive today. The Antietam! terrain is dramatically different from Gettysburg!, for anyone who has
ever been to the Antietam battlefield knows how severely the terrain there undulates. In the actual battle,
opposing troops could be situated 100 yards from each other and be unaware of the enemys presenceyou
will find this happening to you in the game. Hit the F9 (Preferences) key during a scenario and click on
Exaggerate Elevations and Show Terrain Grid, and you will immediately see this rolling ground. Here
are some more important parts of the Sid Meiers Antietam! battlefield:


Antietam Creek: Antietam Creek, which flows from southern Pennsylvania across Maryland into the
Potomac near Sharpsburg, had a significant impact on the way the battle was fought. In the game,
troops may only cross the Antietam at bridges and fords. The bridges are easy to find; the fords,
indicated by the creek lightening and darkening in turn, are more subtle. As the troops in the real battle
had a tough time finding the Antietams fords, well leave it up to you to figure out where theyre
located. When you give your troops movement orders to cross the Antietam, the computer will figure
out where they can cross the creek. Most likely the troops will then take an indirect path from their
starting point to reach their destination. Also, units may only cross the creek in maneuver or road
column, making them much more vulnerable to enemy fire just as Union troops really were when they
attacked across the Lower (Burnsides) Bridge. (You dont have to worry about placing your troops
in column when you order them to cross the creekthe computer does it for you.)


Potomac River: The Potomac River appears only in the northwest corner of the battlefield. It is
completely impassable, and troops may not enter it.


The Sunken Road: A simple shortcut between the Hagerstown and Boonsboro Pikes, used so
frequently by local wagoneers that it had sunken below the level of the surrounding terrain, affected
the battle dramatically and would forever after be known as The Bloody Lane. The Rebels used the
road as a trench, repeatedly holding off determined Federal attacks there before retiring. In the game,
the Sunken Road is portrayed as a normal road, but has a dark brown border on one edge. Troops get
two extra Entrenchment blocks on their Morale Bar in the Sunken Road, making it much more difficult
to force them out.


Sharpsburg: Troops may enter the town of Sharpsburg only in skirmish or column formation.
Furthermore, routing troops will always retreat beyond the town before they attempt to rally. You dont
have to worry about these limitationsthe computer handles them for you, automatically changing
your troops formations appropriately as they enter the town. You may order your troops into line
formations once they are within Sharpsburg, but they will automatically enter column formation any
time they move. Artillery may enter Sharpsburg with no restrictions, but its line of sight is severely
restricted within the town. For these reasons, Sharpsburg is not a good place to deploy your troops for
battle. Your infantry will frequently find itself fighting in column formation, thereby critically reducing
its firepower and increasing its vulnerability to enemy fire, and your artillery will not be able to
observe many enemy targets.

The Union and Confederate armies in Sid Meiers Antietam! have a number of new features.

Uniforms: Whereas each army had a single standard uniform in Sid Meiers Gettysburg!, the armies in
Antietam! are outfitted with a variety of uniforms, including the Iron Brigade, US Sharpshooters,
Louisiana Tigers, and various kinds of zouaves. Furthermore, in the Confederate army uniforms
within the same regiment are often different, so you will get a realistic feel in the game for the nonstandard look of Rebel troops.


Artillery: Whereas each army had only two different types of cannon in Sid Meiers Gettysburg!,
artillery in Antietam! is categorized into eight types:
20-pounder Parrott rifles
10-pounder Parrott rifles
3-inch Ordnance rifles
10-pounder James rifles
12-pounder Napoleons
6-pounder Smoothbores
32-pounder howitzers
Mixed gun-batteries (usually a mix of rifled types)
Each artillery type has unique characteristics. Rifled guns are effective at long-range fire, but their
capabilities are somewhat restricted at short (canister) range. Twenty-pounder Parrott rifles and 32pounder howitzers are very heavy guns, potent for counter-battery fire at extreme ranges. Napoleons

are not very powerful at long-range, but are effective weapons for close fire. Six-pounder
Smoothbores, predating the Mexican War, are light guns with little usefulness except at very short
range. Mixed batteries are armed with more than one gun type. Also, note that in Sid Meiers
Antietam!, one cannon icon represents a battery of three or fewer guns. Batteries of four or more guns
are represented by two cannons. (In Gettysburg!, each cannon icon represented two actual cannons.)

Infantry: At the Battle of Antietam, many infantry regiments, particularly Confederate regiments,
were very small. For example, the 8th Virginia of Garnetts Brigade, D.R. Joness Division, took only
34 men into battle on September 17, 1862. As a single soldier icon in the game represents about 40
men in Sid Meiers Antietam!, we occasionally combined many small regiments into a single unit for
game purposes. In the 8th Virginias case, we have joined it with the 28 th and 56th Virginia to form a
single regiment, although the combined unit still has only 169 men. In contrast, several Union
regiments at Antietam numbered 750 or more men.


Morale: In Sid Meiers Antietam!, some regiments and batteries are assigned a new Elite Experience
category, adding one extra box to their Morale Bars. In order from worst to best, the Experience levels
in use in the game are: Green (2 boxes), Trained (3 boxes), Veteran (4 boxes), Crack (5 boxes), and
Elite (6 boxes).


Commanders: In Sid Meiers Antietam!, some commanders are assigned a new Legendary
command rating. In order from worst to best, the command ratings in use in the game are: Mediocre,
Competent, Experienced, Superb, and Legendary. Furthermore, each time you select one of your
division or corps commanders, his photo appears in the lower-left portion of your screen. Note: At the
Battle of Antietam, the Confederate Army of Northern Virginia was divided into two wings rather
than corps, but their commanders, Stonewall Jackson and James Longstreet, are considered corps
commanders for game purposes.


JEB Stuart: Confederate General JEB Stuart, Lees cavalry commander, played a significant part at
the Battle of Antietam above and beyond his normal command role. Throughout most of the battles
morning phase, Stuart acted as Stonewall Jacksons direct subordinate on the Rebels left flank,
directing troop movements among units that were not nominally under his command. In the game, you
can use Stuart just as if he were a corps commander in charge of all the Confederate troops on the
extreme left flank of the Rebel army.


Visibility of Infantry: Your infantry troops who are not currently visible by the enemy will appear in a
kneeling position when not moving.


Command and Status Bars for troops and commanders have a new look in Sid Meiers Antietam!
The Command Bar, always displayed at the bottom of the screen as in Gettysburg!, is shown in Antietam!
as a stone wall, on which the units or commanders eligible commands are listed. Note that the order of
commands displayed on the Command Bar is different in Antietam! than it was in Gettysburg! The Status
Bar is displayed in the grassy area beneath the stone wall, indicating the unit/commanders name, the
type of terrain it currently occupies (engraved on a wood bar), andfor regiments and batteries onlyits
Morale Bar. As in Gettysburg!, the Status Bar also displays a clock and a map compass, indicating the
orientation of the battlefield in relation to due north. Unless otherwise specified below, the Command and
Status Bars in Antietam! function as they did in Gettysburg!

Commanders Command Bars: In Sid Meiers Antietam!, brigade commanders have two new
commands that players may select on their Command Bars: Retreat and Fall Back. Selection of either
of these commands will cause all regiments currently attached to that brigade commander to perform
the indicated order, rather than selecting each regiment individually in turn to do so. Also, note that in
Antietam!, division and corps commanders have the same Command Bars as brigade commanders, but
they are only eligible to perform the Line of Sight and Rally commands.


Infantry Command Bars: In Sid Meiers Antietam!, infantry regiments have both a Halt and a Volley
button on their Command Bars instead of a single Halt button that converted to a Volley button when
the regiment was not in motion. The Halt button works the same as it did in Gettysburg! As in
Gettysburg!, you can select the Volley button only when the regiment is not in motion, and when you

do so it forces your selected regiment to hold its fire until very short range and to continue its fire only
when every soldier has his rifle loaded rather than firing at will. However, the use of the Volley
button has been simplified from the Gettysburg! model: instead of clicking the Volley button once to
order the men to hold their fire, and clicking on it again to order them to commence fire, you simply
click on the Volley button once in Antietam! to initiate and indefinitely maintain a Volley command for
your regiment. You can deselect a Volley command by ordering the regiment to move or by clicking on
the Volley button once again.

Artillery Command Bars: In Sid Meiers Antietam!, artillery batteries have a new button on their
Command Bars designated Canister. You may only select the Canister button if your battery is not
moving. When the Canister button is selected, your battery will hold its fire until an enemy unit
appears within its line of sight at very short range, indicating that the battery will use only canister
ammunition when firing. You may deselect the Canister command by clicking on the Canister button
again. The computer will automatically deselect it if you give your battery a movement command.


Map Control Icon: As in Gettysburg!, there is a map control icon at the extreme right of the
Command Bar, although new artwork is used in Antietam! for this feature. The icon is used to
zoom/unzoom, rotate the battlefield, and reorient with north at the top, just as it was in Gettysburg!


Status Bars: The following new types of information for units and commanders are provided on the
grassy Status Bar (beneath the Command Bar) in Antietam!:
A. Corps and Division Commanders: A Generals age, and sometimes his nickname, are displayed.
B. Brigade Commanders: The division to which the brigade commander is attached is listed.
C. Infantry Regiments: A regiments nickname (when available) is displayed. Sometimes the
nickname applies only to a specific company within that regiment. If so, that company is specified
in parentheses next to the nickname.
D. Artillery Batteries: In addition to the battery commanders name, the batterys official
designation and state of origin are provided, along with its number and type of guns.

A number of significant enhancements have been made in Sid Meiers Antietam! concerning the
way combat is displayed and resolved.

Firing Damage: If you select an infantry or artillery unit and that unit fires, a fire arrow is displayed
between the firing unit and its target. Similarly, if your selected unit is being fired upon by one or more
enemy units, you will see fire arrows directed at your unit. (If you select a commander, fire arrows
appear for each unit subordinate to that commander which is currently firing or being fired upon.) You
can tell at a glance the effectiveness of your units fire or the fire directed against your units by looking
at the fire arrows thickness and color: highly effective fire has broad, bright red arrows; relatively
ineffective fire has very thin, dark brown arrows. The fire arrows enable you to tell immediately
whether or not you should adjust the positions of your units to achieve better fire or to avoid
devastating enemy fire. Note: You can also set the computer to display a number within fire arrows
indicating the fires relative effectiveness (see Preferences).


Line of Sight: Line of sight distance for some artillery units and commanders has been extended in Sid
Meiers Antietam!, enabling them to fire or see greater distances than in Gettysburg!. You will note that
heavy Union artillery batteries, some of which occupy the heights east of Antietam Creek in many
scenarios, have extraordinarily long lines of sight, making it possible for them to fire at very long
ranges at Confederate positions west of the creek as they actually did in the battle.


Melee: A unit is in melee when a small yellow icon displaying a charging soldier appears on its
Status Bar immediately to the left of the wood bar listing the terrain the unit currently occupies. In
Sid Meiers Antietam!, a unit currently in melee can only be issued Retreat or Fall Back orders. It
may not be given normal movement commands.


Fire Effectiveness: In Sid Meiers Antietam!, an infantry regiments Experience level affects its
firepower effectiveness. Given regiments of equal size, Elite troops will fire most effectively; Green

troops will fire least effectively. If youre playing the Union side, dont be fooled by what appear to be
very small Confederate regiments: if theyre Crack or Elite, their firepower will be high despite their
small size. Similarly, dont expect very large Union regiments (say 600 or more men) that are Green to
have a firepower proportionate to their size.

Fall Back: Infantry regiments will only obey Fall Back commands if they are currently subject to
enemy rifle fire.


Artificial Intelligence (AI): When playing against the computer in Sid Meiers Gettysburg!, the AI
freely and instantaneously switched its units fire to the most lucrative targets passing within their lines
of sight. In Sid Meiers Antietam!, however, each time the AI desires one of its units to switch targets,
there is a chance that the switch will be disallowed. This prohibition more effectively portrays the
chaos of the battlefield and more realistically duplicates the limited control that a human could exert
over his units in the game. As a result, you will find that the computer is less likely in Sid Meiers
Antietam! to gang up on your units that have marched into vulnerable positions.


In Sid Meiers Antietam!, keyboard shortcuts and sound cues are virtually identical to those in
Gettysburg!. Note that the following shortcuts have been added or modified in Antietam!:

On-Line Manual (F8): If you need to consult the games on-line manual during play, hit your
keyboards F8 key. You may also reach the on-line manual on the Main Menu screen by clicking on


Ezra Carmans Battle History (F11): If you wish to consult Ezra Carmans monumental history of
the Battle of Antietam during play, hit your keyboards F11 key. You may also reach Carmans history
on the Main Menu screen by clicking on Battle History.


Preferences (F9): If you wish to make changes to game controls, the battlefields appearance, or other
Preferences, hit your keyboards F9 key. You may also reach Preferences by clicking on the Game
menu in the upper-left corner of the battlefield and then clicking on Preferences.


Firaxis Games Website (% key [Shift-5]): If you wish to visit the Firaxis Games website while Sid
Meiers Antietam! is open on the Main Menu or Battlefield screens, hit your keyboards % (Shift-5)
key. (If you do not have a modem, or your modem is not connected to the Internet, this control will of
course not function. Also, note that you will automatically exit Sid Meiers Antietam! if you hit Shift-5
from the Main Menu screen.) [[FIRAXIS MAKE SURE THIS WORKS!!]]


Brigade Retreat (E) and Fall Back (F) Commands: If one of your brigade commanders is selected,
you may order all regiments currently attached to that brigade to retreat by hitting the e key. You
may also order those regiments to fall back by hitting the f key. (However, note that only regiments
currently under enemy rifle fire will obey the command to fall back.)


Artillery Canister Command: If one of your artillery units is selected and not moving, you may issue
it a Canister command by hitting the v key, thereby ordering it to hold its fire until enemy units
appear at close range. (This is the same method by which an infantry regiment is issued a Volley


Follow Brigade Commander: When moving a brigade commander, you can order his all his attached
troops to follow him to his destination by holding down the Shift and Control (Ctrl) keys while
selecting and dragging him.


Refusing the Line: When a brigade line is in danger of coming under heavy fire on the flank, you may
want to refuse the line (turn troops to meet the enemy) by ordering the regiments on the flank to fall
back, thus curving the line away from the enemy. To refuse the line quickly, select the brigade
commander and press < (shift-comma) to refuse the left side of the line, or > (shift-period) to
refuse the right side of the line. [[FIRAXIS-CHECK; not sure this works!!]]


At the end of a scenario, the computer will evaluate your performance by taking you to the Victory
Point screen. (You can also check on your performance during play by hitting the F5 key.) Although the
Victory Point screen in Sid Meiers Antietam! is read in much the same way as it was in Gettysburg!, the
Antietam! screen uses fresh artwork as well as implementing a few other changes:

Artillery Casualties: In Antietam!, each enemy casualty you inflict belonging to an artillery unit gives
you 2 (not 3 as in Gettysburg!) Victory Points.


Order of Battle Button: A new Order of Battle button appears at the bottom of the Antietam!
Victory Point screen. If you click on this button, you will see a list of your troops that participated in
the scenario, as well as a corresponding list of the enemys troops. The computer displays each units
experience, strength, and casualties (both sustained and inflicted) in the just-completed scenario. The
Order of Battle button replaces Gettysburg!s Next Scenario button, which is no longer used in

In Sid Meiers Antietam!, there are a number of new choices available to you on the Preference

Artillery Graphic: On the Preferences screen you may set artillery units to appear on the battlefield in
Normal or Small size. Small-sized artillery units will of course take up less space and obstruct
nearby units less obtrusively than normal-sized units.


Scenario Time: On the Preferences screen you may set a scenario for Normal or Extended length.
We recommend that you typically set the scenario for Normal time because that is how the scenario
best represents the historical situation. However, if you wish to see how a scenario might have
developed given more time, set it to Extended time, but keep in mind that the competitive balance of
the scenario may change drastically as a result.


True/More Units in Scenario: If, on the Preferences screen, you choose True Units in Scenarios, all
infantry regiments and batteries will fight with the actual number of men they had present at Antietam.
If you choose More Units in Scenarios, all infantry regiments and batteries will fight with about
twenty percent more men than they actually possessed at the battle. We recommend that you typically
keep this setting at True Units in Scenarios to reflect more realistically how the battle flowed.


Firing Damage: On the Preferences screen you may set Firing Damage to Show or Hide. If you
set it to Show, fire arrows will display numbers indicating the relative effectiveness of that fire (see
Firing Damage in the Combat section, above). Numbers indicating the effectiveness of your units
fire are white; enemy units numbers are yellow. If you set Firing Damage to Hide, these numbers will
not appear, but you will still get a good sense of the fires effectiveness by noting the arrows thickness
and color.


Trouble Explanation: If, on the Preference screen, you select Explain Trouble, each time you
attempt to issue an illegal order (such as attempting to charge with a unit beyond range of its brigade
commander), a voice will warn you, Cant do that, General!; the game will pause; and a text box will
appear on the screen detailing the reason your order is not allowed. You may resume the game by
clicking on OK, or by hitting the Enter key. If you select No Trouble Explanation, the game will
not pause if you issue an illegal order, nor will a text box appear explaining why your order cannot be
carried out. However, a voice will still warn you, Cant do that, General!.


Display Blocks/Figures: If you wish to play the game with soldier and cannon icons representing
actual military units, select Display Figures on the Preferences screen. If you wish only colored
blocks to represent both sides military units, select Display Blocks instead. The game functions the
same regardless of which way you select to represent military units.

Note: Going to the Preference screen during play does not automatically pause the game. If you wish to
pause, hit the p key before going to Preferences.

If you wish to fight the entire Battle of Antietam as a single scenario, click on Fight the Battle
on the Main Menu screen. You will go to a screen on which you may select one of the following six battle

Low Intensity
High Intensity
Aggressive McClellan
Confederate Offensive
Come Out Fighting!

For more information on each variant, click on the Info button on the bottom of the screen. You
will go to a new screen on which you will find a Battle Summary and a map of the theater in which the
Antietam campaign took place. As with a normal scenario, the Battle Summary contains several highlighted
links. If you click on any of these, a photo of the selected general or a campaign objective will appear on
the accompanying map.

If you are not familiar with Sid Meiers Gettysburg!, we suggest that you learn the basic features of
Sid Meiers Antietam! by trying the Quickstart scenario described below. Before you begin the
Quickstart, however, it is a good idea to familiarize yourself with the following eight concepts that are the
foundation of Antietam!

Behavior Under Fire: Your men have enough intelligence to know when to begin firing and when to
run. They automatically fire at the enemy when close enough, and often retreat out of danger on their
own. Men under fire will not always follow your orders to the letter.

Objectives: Every scenario has Objective Sites that you must take and hold until the end of the
scenario. Each Site is worth Victory Points; the higher the points, the more important the objective.

Formations: Your regiments (the basic unit of your army) are in one of three formations at any given
time: Line, Column, or Skirmish. Change these formations by selecting a regiment (by clicking on its
flag) and selecting a new formation from the command bar at the bottom of the screen. The Line is
useful for fighting, Column for moving, and Skirmish for delaying enemy movements. Artillery may
be in one of two formations: Limbered (used when moving) and Unlimbered (used when firing).

Moving: To move regiments or artillery batteries, select the unit by left-clicking on it and drag to the
desired destination.

Brigades: Groups of regiments form a brigade. To move an entire brigade together, select the brigade
commander, drag a move line to the destination, and then click on a brigade formation in the
commanders Command Bar. Battle and Double formations put your regiments in Lines for fighting,
while Maneuver and Road formations order your men into fast-moving but weak Columns. Skirmish
spreads your men out in a long Skirmish line. You should spend most of your time moving troops in
brigades, so the regiments support each other.

Morale: Morale is the most important concept to keep in mind when commanding your men. Morale
is maintained by keeping your men in an unbroken line so your regiments support each other as much
as possible. The Morale of the selected regiment or battery is reflected by the length of its Morale Bar,
shown in the lower left corner of the main display. The bar is composed of a number of blocks: the
more blocks in the Morale Bar, the more battle stress that regiment or battery can withstand before
breaking and running. Morale blocks are gained from the Experience level of the troops, having the
support of friendly troops on the right, left, or rear, having an unwounded commander nearby, and
being in covered terrain (woods, orchards and rocks, and the Sunken Road).

Commanders: Brigade commanders help you move your men in manageable formations, as well as
adding Morale Blocks when nearby. The presence of an unwounded commander is necessary to order a
regiment to Hold or Charge, and to Rally routed troops. Division and corps commanders are useful for
line of sight and rally purposes.

Map and Interface Basics: Move your cursor to the map edge to scroll the map, or right-click
anywhere on the map to re-center at that location. (You may customize map controls as you wish on
the Preferences screen; hit F9 during play to see this screen.) Zoom in and out by using the Z and the
X keys. If you get lost while moving around the map, hit the F2 key to center the map on the most
intense fighting or the F3 key to center on the largest Objective Site. If you have any questions about
orders on the command bar, right-click on a command to see an explanation for that command.



Start the game by double clicking the Antietam icon in the Firaxis Games folder.
Click on Play a Scenario from the list of options on the Main Menu screen.
From the list of possible scenarios on the left side of the screen under Select a Scenario, click on
Prelude to Battle.
Choose to play the Union side by clicking on the U.S. oval picture frame icon on the right side of
the screen.


It is the afternoon of September 16, 1862the day before the Battle of Antietam. The scenario
opens with the five regiments of Seymours Pennsylvania Reserve brigade of George Meades division
deployed along the Smoketown Road nearby the East Woods. You have two artillery batteries in support.
Your goal is to advance Seymours brigade to seize the East Woodsand if youre lucky and skilful all the
way to the Dunkard Churchbefore the scenario clock (lower right-hand corner of the display) reaches
sometime around 6 PM.
To familiarize yourself with the brigade, hit the p key to pause the game as soon as it opens and
click on one of the regiments of the brigade (one of the groups of men with a flag). Notice that the
regiments name appears beneath the men and their flag enlarges. Also a series of command buttons
relevant to this regiment appears on the stone wall at the bottom of the screen. Four of Seymours
regiments are in column formation, indicated by a highlighted Column icon on the stone wall. Another
regiment (the 13th Pennsylvania Reserves) is in skirmish formation ahead of the rest of the brigade. One of
your artillery batteries (Coopers) is unlimbered and ready to fire; the other (Ransoms) is limbered and
prepared to move. Click on each battery and look on the left of its stone wall Command Bar to see whether
the battery is limbered or unlimbered.
A regiments Status Bar, displayed as a grassy strip beneath the Command Bar, is an important
indicator of its strength, morale, and position. On the far left is the Morale Bar, composed of a number of
blocks with eagles. As the game progresses, boxes containing white lines and others containing flags may
also appear with the Morale Bar. The number of blocks in this bar reflects the regiments moralehow
much stress it can withstand before breaking. The more blocks (and therefore the longer the bar), the better.
The easiest way to add blocks to a regiments Morale Bar is to keep that regiment aligned with
other friendly regiments on its sides and from behind. Another easy way is to keep the brigade commander
close by. (The regiments division or corps commander will also add a block to its morale, although those
types of leaders are not used in this scenario.) On the Status Bar is the name of the regiment, the name of its
brigade commander, the number and experience level of the troops, and (usually) a nickname. On the right
of the Status Bar is a wood bar indicating the type of terrain currently occupied by the regiment.
Now, click on Seymour himself. Note that his flag enlarges and that all the regiments he
commands gain a blue destination markera rectangle showing where the regiment is moving to (or
where it occupies if it has no destination), and the direction it faces or will face upon arrival at its
destination. Also, Seymours Command Bar contains command buttons a little different from those of an
individual regiment.


Unpause the scenario by hitting the p key and click on Seymour to select him. Then click the
Advance button in Seymours Command Bar (or hit the a key). Each regiment of Seymours brigade
(except for the one in skirmish formation) begins marching forward, maintaining their column formations.
As you fight the battle, you may want to move some of your regiments individually. Select the 13 th
Pennsylvania Reserves (the regiment in skirmish formation ahead of the rest of Seymours troops) by
clicking on it. Then drag a line to the place you want the regiment to move. You may drag a line as long as
you wish and may modify that line by dragging another one later on. You will see arrows trace the path the
regiment will take, and a destination marker indicating its final position and facing. Clicking the Wheel
button while the regiment is still selected changes the facing of the destination marker.
You may move an artillery battery in the same way as an infantry regiment. Even a battery that is
currently unlimbered and firing may be selected to move this way. It will automatically stop firing, limber
up and move to its destination, and then unlimber and resume firing. (Note that if a battery begins a
scenario limbered, you must click Unlimber (or hit the L key) to order it to open fire upon reaching its
You can reposition Seymours entire brigade by selecting Seymour, dragging him to a new
location, and clicking on the Battle, Double, Skirmish, Maneuver, or Road button on the stone wall
Command Bar. Seymours four regiments (not counting the one in skirmish formation, which is currently
detached) immediately begin moving to their new destinations. Sometimes the regiments will not be able
to complete their orders if they come under enemy fire.
Somewhere in the East Woods is a regiment of Confederate infantry. You wont be able to see it
for a while because it is hidden in covering terrain. A few Confederate artillery batteries and infantry
reinforcements are nearby. The enemy is intent on preventing you from seizing the East Woods. As your
troops enter the woods, the enemy will open fire, and your men will soon return that fire. The Confederate
skirmishers are spread thin to cover a wide front and they will hold their positions until pressed. These
skirmishers can inflict damage to your troops, but they will not be able to stand under heavy pressure.
However, these Mississippi boys are good troops, so dont be over-confident.
Your primary concern in the game is maneuver, not fire. For the most part, the computer figures
out the most logical targets for your troops to fire at, but you must get them to the places on the battlefield
from where they can do the most goodand you must get them there quickly, in the most effective
The key to success in this engagement is speed. Theres not a lot of time on the clock, and you
must brush aside the Mississippi regiment in the East Woods quickly, before enemy reinforcements show
up. To do this, youll want to advance into the East Woods with Seymours brigade, form into battle or
double line, engage the enemy and drive him away. (Enemy skirmishers are especially susceptible to
charges.) When your men are engaged, have Seymour nearby to enhance their morale. Keep moving
forward until you drive the enemy away and seize the East Woods. This is tougher than you might think.
You may want to use the 13th Pennsylvania (the regiment in skirmish formation) to rush forward
into the woods to pin the enemy before Seymours main body arrives. Alternatively, you can put the 13 th
Pennsylvania into line and reattach it to Seymours direct control by clicking on the 13 ths (or Seymours)
Attach button. If you do so, the 13 th will act obediently to Seymours commands just like the other four
regiments of the brigade.
If you dont want to attach the 13th to Seymour, you might consider detaching one of his four
regiments and sending it quickly into the woods in skirmish order to support the 13 th. To do so, click on the
regiment you wish to detach, click on the Line, Column, or Skirmish button on the regiments
Command Bar, and drag a line to place where you want the unit to move.

Understanding the strengths and weaknesses of the different formations is the key to Sid Meiers
Antietam!. In general, youll always want your infantry regiments to be in line formation any time they are
susceptible to sustained and effective enemy fire. (Brigade commanders can quickly order their entire
brigade into line by using the Battle or Double buttons on their Command Bars.) Receiving enemy fire
in column formation will quickly trigger heavy casualties and demoralize your troops. However, line
formations move very slowly. If you have to get your troops to a key position in a hurry, put them in
column formation. (Brigade commanders can order their entire brigade into column by using the
Maneuver or Road buttons on their Command Bars.)
Weighing the pros and cons of each formation in relation to your objectives and the location of the
enemy is the key to the game. For example, when you select Seymour at the start of Prelude to Battle,
you must judge the best time to shift his regiments from column into line. Youll want to get into the East
Woods quickly, before enemy reinforcements arrive, but you definitely dont want to come too close to
those Mississippi boys in the woods when your men are in column. If you do, youll be hit hard!
Another key in this and all battles is to engage the enemy on his flank. This means firing into the
end of his lines and results in double the damage to him. To achieve this it is essential to have two (or
more) regiments firing at one of his. If you have only one, his regiment will turn and face yours head on,
thus negating your flank attack. You will notice that your fire arrows (the arrows protruding from your
regiments when they fire) become especially wide and bright red in color when you fire into an enemy
units flank. If you see this, try to keep it up!
Finally, dont neglect your artillery. Note that one of your batteries (Coopers) has four
Ordnance guns. These are rifled cannon that are very effective at long-range fire, either at the enemys
infantry or his artillery. Your other battery (Ransoms) has four Napoleon howitzers. These are non-rifled
guns that are not very effective at long-range fire, but pack quite a punch when firing at enemy infantry at
close range. Try to use Ransoms Battery aggressively, moving it fairly close to the enemy where it can do
its best work. But be careful: you dont want to leave Ransom too near enemy infantry without support
from one of your own infantry regiments. Otherwise, the Rebels might rush your guns and capture them.
Select one of your artillery units and click the Line of Sight button; you will notice the artillery
can see a long way. (The non-darkened areas represent the places the battery can see and therefore fire at.)
You dont have to take any action to make a battery firethey automatically find enemy targetsbut if
you want to target a particular enemy unit, drag a line from the battery to the intended target, then press the
t key; the artillery will switch to a new target if possible.
In this scenario, your objectives are the East Woods and the more distant Dunkard Church. At the
outset, the enemy controls both objectivesyou can tell this because they are printed red. (If the Union
side controls an objective, the print will turn blue; if the site is contested, it will be white.)
When the scenario ends, you will see the final Scenario Status Report. Points for each side are
tallied, including points for objective sites controlled and for casualties your men inflicted (one point for
each infantry casualty, two for each cavalry and artillery casualty). If you hear the computer play Dixie,
you didnt do too well in the game. If, on the other hand, the computer plays Battle Hymn of the
Republic, you won. The computer will also judge for you the most effective brigade, most effective
unit, and hardest fighting unit, which were sure you will be interested to know.
If you click on Watch Replay, you can see the battle fought from a broad, top-down perspective.
When the replay ends, you will see Order of Battle screens for both sides, detailing how all the
participating regiments and batteries fared in the battle. If you wish, you can even play the scenario a little
longer by clicking on Return to Scenario. This option will continue the scenario a few more minutes from
the point at which it had ended. (Dont say we never gave you a second chance.) You can start the scenario
again by clicking on Play Again; or you can choose a new scenario by clicking on Return to Main

After playing through Prelude to Battle, you should become more familiar with the game by
going on to some longer scenarios, such as Dawn in the Cornfield or First Clash in the Cornfield.
When you have mastered the games controls and basic tactics, you may want to try one of the three
Bloodiest Day scenarios, portraying several hours of the battle. You may even wish to fight the entire
Battle of Antietam by clicking on the Fight the Battle button on the Main Menu screen, although leave
yourself a lot of time for this because this one will take a few hours to play to completion.
If you feel like more practice is what you need, there are several avenues. There is a set of Tutorial
scenarios, in which you play a series of short scenarios with very limited objectives. This will familiarize
you with the workings of the game in a simple, uncluttered way.
Last, but certainly not least, you can consult the Sid Meiers Antietam! on-line manual for full
details about the workings of the game and all the tactical options at your disposal. Click on the Help
button on the Main Menu screen if you wish to consult the on-line Manual. This can also be reached by
hitting the F8 key during play of any scenario. Included at the end of the on-line Manual are four Tactics
chapters that will help you to learn the most effective techniques of game play.


[[To be filled in when we get a better idea of how The Zone thing will work]]


The Battle of Antietam was one of the most significant events in American history, but without
Ezra A. Carman we would know very little about it.
Carman was present at Antietam as the commanding officer of the 13 th New Jersey Volunteers, a
Union outfit that actively participated in the battle. He spent the rest of his life documenting in incredible
detail the momentous events that occurred on the battlefield. Over a span of several decades, he
corresponded with hundreds of battle veterans from both the Union and Confederate armies, and he became
more familiar with the battlefields rolling farmland near the western Maryland village of Sharpsburg than
any person who ever lived. At the request of the U.S. government, Carman authored a monumental history
of the battle, a document that no historian, before or since, has bettered. Indeed, it is no exaggeration to
state that one cannot fully comprehend the Battle of Antietam without reading Carmans work.
Incredibly, Carmans history of the Battle of Antietam has never been published. Given the
astonishing number of new Civil War books published in the United States every year, the unavailability of
Carmans scholarship is a surprising and disappointing historical void for anyone with even a casual
interest in the Civil War. Carman wrote his masterpiece long before the days of computersand even
typewritersand the prospect of transcribing more than 1,800 pages of an inscrutable handwriting no
doubt was a significant obstacle to anyone interested in publishing it.
In Sid Meiers Antietam!, however, Firaxis Games takes the significant step of enhancing the
American publics knowledge of the battle by including on the CD included with the game all of the
relevant portions of Carmans manuscript dealing with the Battle of Antietam. As a result, when you turn on
your computer to play, thereby experiencing the pressure and chaos of the battle from General Lees or
General McClellans perspective, you can simultaneously consult Carmans monumental battle history at a
single touch of your keyboard.
Firaxis Games is proud to make this important part of American history accessible to the general
public. If you wish to learn more about the Battle of Antietam, click on Battle History on the Main Menu
screen. Carmans history can also be reached by hitting the F11 key during play of any scenario. To find the
chapter discussing the history behind the scenario you are playing, click on the relevant chapter title on the
left of the Battle History screen. You may scroll up and down through each chapter of Carmans Antietam
manuscript by clicking on or dragging the elevator bar on the right side of the screen.


Click on Help on the Main Menu screen if you wish to consult Antietams on-line Manual for a
detailed explanation of any game functions. This can also be reached by hitting the F8 key during play of
any scenario. When you reach the Help screen, you will see several subjects listed under the Help With
Antietam! heading on the screens left side. Click on any of these subjects to examine an explanation of
that subject in detail. When you select a subject, the relevant text will appear on the right side of the Help
screen, and you may scroll up or down through this text by using the scroll bar to the right of the text.
Included at the end of the on-line Manual are four Tactics chapters that will help you to learn the most
effective techniques of game play.


A. General Controls
To select a regiment, battery, or commander, left click on it.
To select a regiment or battery when a commander is in the same or close spot, SHIFT-left click it.
To select a commander when a regiment is in the same or close spot, CTRL-left click it.
To re-center the map at the cursor, right click.
To scroll the map, move the cursor off the edge of the map.
B. Short-Cut Keys
Regimental Commands
Form Column
Form Line
Wheel Right
Wheel Left
About Face
Wheel to cursor
Double Quick
Fall Back Firing
Detach from brigade
Line of Sight
Dont Stop
Brigade Commands
Form Battle Formation
Form Double Line
Wheel Right
Wheel Left
About Face
Wheel to cursor
Attach all regiments
Line of Sight
Halt Commander
Rally troops
Double Quick

^ (SHIFT-6)
W (while dragging mouse)
* (SHIFT-8)
Space Bar
? (SHIFT-/)
G (while dragging or moving)
O (while dragging or moving)
^ (SHIFT-6)
W (while dragging mouse)
? (SHIFT-/)
Space Bar
Q (while dragging or moving)

Dont Stop
Fall Back
Refuse Left
Refuse Right
Battery Commands
Wheel Right
Wheel Left
About Face
Wheel to cursor
Line of Sight
Fall Back Firing
Canister Only
Map And Game Controls
Zoom in at cursor
Un-zoom one level
Center map at cursor
Pause / Un-pause
Speed up game
Slow down game
Exit scenario
Load scenario
Save Scenario
Go to nearest regiment
Overview map
Find fighting
Find largest objective
Find last important point
On-Line Manual
Battle History
Set custom view
Recall custom view
Go to Firaxis Website
Report Screens
Scenario status
Order of battle
Courier messages
C. Sound Cues
Were being flanked!
We got em flanked!
Stay low!
Come out and fight!
We got em now!
We got em runnin!
We cant hold em!
Were breakin!

G(while dragging or moving)

O (while dragging or moving)
< (SHIFT-, [comma])
> (SHIFT-. [period])
^ (SHIFT-6)
W (while dragging mouse)
? (SHIFT-/)
Space Bar
O (while dragging or moving)
F2 to F4 (after view set)
% (SHIFT-5)
Were receiving flank fire
Were flanking the enemy
Were entrenched
Targets entrenched
Target has lots of stress
Target is retreating or routing
Were stressed
Were stressed
Were stressed

Keep up your fire!

Were in command
Lets close it up!
Were in command
Here they come!
Were being charged
Were on our own!
We have no support blocks
Take cover men!
Were in Covered terrain
Theyre taking cover!
Targets in covered terrain
Aim low, boys!
Target at lower elevation
Watch your aim!
Target at higher elevation
Hold your fire!
Our fire blocked by friendly troops
Theyve captured our guns
Some of our cannons have been captured
Weve captured their gunsWeve captured some of their cannons
Reporting, Sir!
Read a message on the screen
Reinforcements are comin up!
Some more of our troops have arrived on the field
Good work General
Weve taken a scenario Objective Site
Well get it back!
Theyve taken a scenario Objective Site

[[To be filled in by Firaxis including Troubleshooting and who to contact]]


[[To be filled in by Firaxis when we get a good idea of requirements]]


Original Design & Programming

Sid Meier

Breakaway Games
Design and Historical Research
Art and Graphics
Uniform Art
Project Management

Andy House
Joseph Balkoski
Bob Rickert and Dwight Eppinger
Adam Bryant
Doug Whatley and Joe Biglin

Firaxis Games
Additional Programming
Sound Programming
Development & Multimedia
Art and Graphics
Marketing and PR
Master of Miscellaneous
Testing and Quality Assurance

Jeff Briggs, Brian Reynolds, and Members of Firaxis Games

Jason Coleman
David Evans
Tim Train, Michael Ely
Jerome Atherholt, David Inscore, Gregg Foertsch, Nicholas RuskoBerger, Michael Bazzell
Lindsay Riehl
Susan Meier
Absolute Quality, Inc.


Don Troiani
Historical Art Prints
PO Box 660
Southbury, CT 06488
(203) 262-6680

Civil War Military Music

Heritage Americana Brass Band, R. Garofalo, Conductor; M. Elrod,

Available on CD from:
Pictorial Histories Publishing Company, Inc.
713 South Third Street West

Missoula, MT 58901
Phone: (406) 549-8488; Fax: (406) 728-9280
Historical Consultants

Scott Hartwig, Historian, Gettysburg National Military Park

Ted Alexander, Historian, Antietam National Military Park
Paul Chiles, Historian, Antietam National Military Park
Professor Joseph L. Harsh, George Mason University