
Here is the changelog for our first update for SGS Battle for Gettysburg :
– New alternative campaign scenario, to be tested as a variation of the standard game: only leaders can attack, and units can no longer take cover except using “trench” tokens. This is intended to offer players an alternative that is slightly less dynamic but perhaps more characteristic of the relative slowness of Civil War battles. Every attack must now be carefully planned and organized. NORMAL GAME OR “COMMANDER BATTLE”—THE CHOICE IS YOURS!
– Thanks to the recent update to the SGS engine (version 1.7), tooltips have been added to the counters of certain units, providing cosmetic or practical information about the role of some of them. Just hover your mouse over them!
– Trenches have been slightly weakened. Many players complained about their near-indestructible nature. They no longer absorb additional damage but remain the last units in the area to be hit, meaning you must rout or destroy all others before taking them down.
– The AI settings have been revised to improve the computer’s behavior in single-player mode, particularly to limit “suicide” attacks by isolated artillery.
– Misunderstood by some players, the resupply phase is now called the command phase: players must maintain lines of communication to prevent their troops, isolated from the rest of the army, from beginning to fall apart.
– Adjustment to the campaign’s initial deployment: General Buford now has some artillery to delay the Confederate vanguard, as in reality.
– A few minor adjustments to the troop arrival schedule.
– You can now switch to NATO counters in the options menu. This feature was not working at launch.
