My revised scenario for the Battle of Gettysburg (Gettysburg Supplied) has now been made available in the 'Customized Scenario Database' which can be found here (
https://www.acwgc.net/customgames).
This scenario is essentially '007 Gettysburg' with the following changes.
SupplySome consider that the Battle of Gettysburg scenarios have insufficient supply, for both sides (and artillery ammunition for the CSA). Therefore, I have increased supply as follows:
CSA - Supply wagons from 4,400 to 8,200, Artillery at start to 7,393 (up from 5110); and
USA - Supply wagons from 6,900 to 12,000, Artillery still 11,335.
Supply WagonsSupply wagon supply was based on Blake Strickler's system as described in one of his videos. I have not increased the number of wagons as I still wanted there to be some probability of localised shortages (as occurred in this battle and many others). So, if you lose a supply wagon you are likely to lose a lot more than previously. However, Campaign Gettysburg does not allocate any VPs for supply so there are no point penalties. You will (especially if playing as the Confederates) miss the loss of a large amount of supply if one of your wagons is taken.
ArtilleryGetting the artillery right was a bit more involved. Researching it I found out that during the Battle of Gettysburg the Union expended about 106 rounds per gun while the CSA expended 103 rounds per gun. The important point to note is that both armies fired off about the same number of rounds per gun. In this scenario:
The Union's current allocation gives them 31.8 rounds per gun (35.3% of the actual fired);
The Confederate's new allocation gives them 29.68 rounds per gun (less than 30% of actual expenditure).
I'm thinking that the original designer didn't provide anything approaching the number of rounds fired or there would be too much damage and people would be firing at everything and everything at maximum range. So, keeping both sides at around one-third seems about right to me. The Union maintains a good advantage in the artillery arm (more guns and more rounds per gun).
Other ChangesThe supply wagons for Rodes and Early were moved (stacked with an infantry unit) to inhibit suicide attacks by Union cavalry to remove a substantial amount of Confederate supply.
Meade is 'on map' in 007 Gettysburg and this has the effect of detaching the Union Corps Commanders from Turn 1. The same does not occur for the Confederates as Lee does not enter the map until later. To prevent this from occurring, Meade (plus associated cavalry units and the Provost Guard) have been removed from the map and now enter as reinforcements. They enter at {202,303} to enable them to reach Taneytown in time for their previous release time there of 7:00 pm on 1 July.
TestsI am currently playing this for the second time with another experienced Member. Gettysburg on the big map is, to me, more realistic than the 'Historical Gettysburg' that is usually the scenario played. The big map also makes the Confederate player really feel their lack of cavalry (as should occur). Buford's cavalry reigns supreme, able to threaten the Confederate advance down the Chambersburg Pike or head elsewhere to perform other tasks. Both sides need to take care of their flanks and rear, this is not 'Historical Gettysburg' where the lines of advance and supply are considerably shortened.
The supply seems to work well; there are sufficient, but not excessive, amounts. The Confederate player will still not be able to fire off their guns at anything and everything if they expect their artillery ammunition to last three days. [Artillery casualties have been very heavy in both games. This arose due to the current quirk with artillery (not the new supply situation) which should be addressed in the next WDS update.]