WELOME TO THE ROBERT E. LEE: CIVIL WAR GENERAL README.TXT

This document contains additional information that was not available at the time that the Manual went to print.  

ERRATA, or MISSING

-Sierra's BBS is no longer exits, please visit us at the Sierra Web site (WWW.SIERRA.COM).

-Rally units  (Online manual is correct)

 The printed manual states that if you select a routed unit, and attempt to  give him orders, you will be asked if you wish to Rally him.  This is not the case.  In order to rally a fleeing unit, you must first select the routing  unit, and then left click on the Charge/Rally button.   Units will automatically recover from a rout, without interference from you, but will do so more quickly if they are rallied with the Charge/Rally button.  If a unit does flee to a reinforcement area, it will leave the map, and the game, for good.

-Please check the Online manual (hit F1 once in the game) to get a table that lists detailed statistics for all available artillery. Also, artillery gains an approx. 8% gain or loss per level of terrain elevation difference between them and the enemy.  This represents a combination of the better accuracy from firing down on someone, and the negative morale effect of being shelled from above.

CREDITS-

The following people or institutions were not under contract at the time that the Manual was printed.

Testing
Jon Payne

Additional Programming
Mike Gingerich

Additional Sources of Illustrations
Richard S. Ewell, and E. P. Alexander courtesy of:
Valentine Museum, Richmond, Virginia

Voices in Multimedia
Keith Charles
Michael Rosenbaum

INSTALL SIZES, and what they mean to you.

-Small install-  Approx. 8MB

This will write only a few files to your hard drive, keeping the rest on the CD.  Although this is convenient if you do not have a lot of room on your hard drive, the sound effects and music will pause and skip because your computer is trying to access several locations on the CD simultaneously.  We DO NOT RECOMMEND this install if you wish to hear sound effects and music.  Videos, however, will run properly, and the sound in the videos will play appropriately.  We do not recommend modem play with this install.

-Medium install- (Recommended) 12MB

This will install several more files, bringing sound and graphic files down to the hard drive.  Thus, only videos, scenarios, and music are being read from the CD at any given time.

-Full install - (The Best- If you have the room for it.) 161 MB

This will make the video sequences come up even quicker and cleaner than off of your CD.  It will also enable the WIN95 users to play entirely from the hard drive while listening to an audio CD of their choice. Just start your game, disable sound and music, and multitask out to the Media Player.

-If you visit the Web site, you will find additional scenarios for Robert E. Lee.  These scenarios will need to write to your hard drive, but will work fine with any of the above installs.
 	
TECHNICAL ISSUES

Sound or Video problems prior to playing.

If your computer does not support sound, or you do not have the most up-to-date video drivers, you can disable these options prior to running the program.  Change the command line for your Icon (Consult your manual under Win3.1; under '95, right-click and modify the Properties of the shortcut). The command line will look something like:

C:\SIERRA\CIVILWAR\BOBBYLEE.EXE

Change this to:

 C:\SIERRA\CIVILWAR\BOBBYLEE -s  (or -v for video)

 More Command line options can be seen by typing -?, after BOBBYLEE.

No Speech during objective letters: (English Only)

You must have the MUSIC option turned on in order to get speech in the letters.

WIN 3.1 Sound and Music-

You have probably seen that sound effects and music do not function well under Windows 3.1.  They will not cause any technical problems, but the sound
fx can be garbled.  This has to do with the third-party sound implementation software that we used in conjunction with Microsoft's Win32S library.  We use the same executable program file so that a Win 95 and a Win 3.1 machine can link up and play via modem, but the sound library currently does not interface properly with Win32S, which is required to run under Win3.1.  If a new version of that sound library is created to fix  those problems, we will make it available online at our Web site (http://www.sierra.com)

WIN32S

If you already have a game that plays under an older version of Microsoft's Win32S, our install program will overwrite that file. Unfortunately, the new version that our setup program installs is not always backwards-compatible with all old versions, so your old game may not play any longer.  In this case, you will have to uninstall Robert E. Lee, then reinstall your old product.

WING &WIN32S ERRORS

If you get an error after installing these system tools, or you wish to update these files, you can install them separately from our CD.  Access your CD-ROM drive, and go to the system directory.  From there, you can go to either the WING or WIN32S directory. Then just run the appropriate setup.  (WIN32S setup is in the subdirectory Disk1.)

MODEM PLAY

-Prior to entering a modem game, players should agree on the type of game that they wish to play:  Beginner, Intermediate or Advanced difficulty, and which line of sight and visibility option to use.  These settings can't be changed  once a modem game has been started.  The game will always remember which settings were last used, even between sessions.  To change settings, enter a solo game and adjust the options, then choose 'New' from the 'File' menu before starting a multiplayer game.

-In order to load a saved game, you must first link up.  After the link is established the creator of the game will be presented the choice of loading a saved game or starting a new one.  You cannot load a saved modem game from the game's main setup screen, as you would do with a saved solo game.

-As always, it is a good idea to save your games every few turns or every  hour or so.  Robert E. Lee is stable for modem play, but data transfer via phone lines is inherently unreliable over long periods of time.

-We recommend 9600 baud (or less) for maximum stability under Win 3.1.
  
-We recommend no more than 14400 for maximum stability under Win95.
 
-If you receive a "Waiting for other machine" message, with no telegraph key graphic displayed, for a minute or more, try hitting ALT+ESC.  Sometimes information packets pass or are received simultaneously, and each machine is waiting for the other.  This will force a re-sync.

-We do not recommend minimum install for use with Modem Play.

Sierra phone numbers:
Technical Support: 206-644-4343
Customer Service: 800-743-7725


Additional cool stuff you get for reading the README.TXT:

For those of you who wish to be able to play the campaign game as a two-player hotseat experience, just hold down the <CTRL> key as you left-click on Campaign game from the initial start screen. This DOES NOT mean that the Union player will be able to customize his army in any way, however. The program will upgrade Union units between battles just as it does for the AI in a solo campaign.  It's quite a bit of fun to play the campaign hotseat game as a solo player, controlling both armies, so that you can explore your own "What if's" in a larger sense than just one battle. Or, better yet, see how well you can do in a campaign vs a human opponent.  (Thanks to the QA Department for insisting that this debugging tool be included for your enjoyment!)

Don't forget, you can customize your units, and leaders, by renaming them just by clicking on the text that is underneath their display.  (Even enemy units can be renamed, although the other player won't see your changes.)

ISSUES FOR CLARIFICATION.

The following section describes some situations that, at a first glance, might cause confusion.

-Artillery ready in combat mode, but displaying a Firepower of 0.  Probably you are right-clicking on enemy units, and the ENEMY IS OUT OF RANGE of your currently selected artillery piece.  Artillery firepower ratings vary with range to the target.  If no enemy is selected, the firepower for range 0 (same hex) is displayed.

-Units must have at least a 64 unit organization to be eligible for a charge.   Because other factors enter the "can-charge" calculation, a 64 org is no guarantee that you can always charge...but it is the major determinant.

-While you are upgrading your weapons during a campaign game, you may notice that the morale of all of your units appears to be zero,  and  that  the  man representing morale is running away.   Because you are looking at your army "as it will be placed" on the map for the next battle,  you won't know the true state of any unit's morale until it arrives on the battlefield.  Robert E. Lee never knew how much rest and food his brigades would have when they arrived on a battlefield possibly months in the future -- why should you?

-A few of the Corps Commanders will come and go despite your best efforts to
kill them, or keep them alive!  This is true with fewer than ten leaders out of a database of over 1700.  This is meant to represent such historic occurrences as Beauregard's  transfer to the Western Theater, the Union's obsession with reorganizing its army with the change of army commander after each major battle and the death of Jackson at Chancellorsville.  All of these factors will make these leaders to come and go as they did historically.  This also applies to some of the brigade commanders at 1st Manassas.  On the union side, Sherman was transferred to the western theater and will not remain in command of the Iron Brigade.  On the confederate side, Jackson, Longstreet and Stuart all become corps commanders by 2nd Manassas.

DESIGNERS NOTES:

-Army Supply

Army supply represents all war goods associated with keeping an army moving and fighting.  During a campaign game, you will capture enemy supply that you can barter with for better weapons.  As is true with modern armies, you are better off spending to the last dollar what you are given than try to save it for later.  Any extra war material that you try to save for the next battle gets sent back to Richmond, so you might as well use it!
	
-Weapon Supply will not be captured if you destroy a unit with artillery or pickets.

-Beginner, Intermediate and Advanced Levels of play.

In addition to the effects of movement being different with each level of play,  combat results also are different.  Under beginner mode, organization and health of units is affected by combat the least.  These effects increase under intermediate and advanced, creating significantly more disorganization in the unit depending on that unit's experience, quality, and the leader's ability to keep things organized.

ADDITIONAL DESIGNERS NOTES

 Although it is always a good idea to save your game periodically, I  encourage you not to revert to saved games when things do not go as planned in the campaign game. I am sure that after the loss of Jackson at Chancellorsville, Lee would have loved to revert to an earlier saved game!

There is no "Undo" Move button.  This was done intentionally, to make you think about your actions before you commit your troops.  There were plenty of
commanders who would have loved to "undo" moves.  Just be thankful that your mistakes did not get any real people killed.

You can't fire from a range with anyone besides Specialists and Artillery?

This is true.  This is because the tactics of the time were not in touch with the power of the weaponry.  To properly simulate a Civil War battlefield, you have to think of physically taking the enemy ground, not shooting them off of it.   Even in all of the 20th Century wars, very few engagements were decided by  foot soldiers who fought from the "effective range" of their weapons.  They engaged from their own personal effective ranges, less than a few hundred yds. (200 yds = Approx. one hex in BobbyLee).

Victory Conditions and Notes on the Computer Opponent

    Which side won at Antietam?  Wilderness?  Seven Days?  At all of these battles, history decided the victor.  The commanders on the field were not quite sure.   Even after the Union rout at First Manassas, the Confederates were not sure what level of victory they achieved, because their army was a total mess.  Johnson was in no condition to move on Washington, even if he knew the state of the Union army.  It is historic hindsight that has clearly defined the victor of that battle.  Was the Seven Days a Pyrrhic victory?  Could the 12,000 men that died in those woods have been used more efficiently on the defense, and make the Union come to them in the Seven Days?

     In Vietnam, the United States' greatest military victory was viewed as a huge loss for the United States.  The Tet offensive was in fact a devastating loss militarily for the Viet Cong. Years later, Viet Cong generals who survived that offensive admitted that they were sure that they had lost the war on that very day.  When they saw the US papers, they could not believe that the Americans thought that they had lost because of a skirmish in the US Embassy, and the temporary chaos in several cities.   Victory on the battlefield is never truly known until months after the battle was fought.  (Did we really win the Gulf War? Ask Saddam Hussain...)

Games have traditionally used a victory point system that forced the combat into set geographic locations, with bonus points for leaders and men killed.  This is valid when the terrain has lasting significance, or contains valuable resources.  I do not feel that is relevant to the Civil War battles that we have included.  Units went in the field to do as much damage to the enemy's ability to fight as possible.  Terrain and objectives should be determined by you.  You can decide where the best terrain is to fight, and if the enemy currently occupies it, you will have to take it from them.   It is from this simple concept that our victory point model was born.  What was important on a Civil War battlefield was to drive your enemy from the battlefield, regardless of how many men you or he has.  In addition, killing, wounding or taking prisoners yields high victory points.

Here is how it works. In an attack, you kill or wound 10 enemy soldiers, and you get one point; if you kill or wound 10 of your own men, you lose 3/4 of a point.  When you drive back an enemy unit, you get the above, plus approx. 20% of the men in that unit. (Drive back 2000 men, get approx.  40 pts.) If it seems that you should have won, but you lost (or vise versa), look again at the number of men captured, and the number of men deserted. They are all worth the same as the men that you killed or wounded.  In  the Campaign game, you will be taken to the next battle regardless of your progress in the previous battle.  You will also begin the next battle with the same amount of supply points regardless if you win or lose.  What will change is the quality and experience of your men, and the weapons that you carry to the battlefield.  You will not win if you get to Washington and you are still fighting with Re-bored Farmers Muskets!

Draw:  500 points or less difference between you and the enemy
Tactical: 501 to 4250 point difference
Minor:  4251 to 7500 point difference
Strategic: 7501 to 10000 point difference
Major Strategic: 10001+ point difference

We do start each battle in the Campaign Game with the same historic setup, with the exception being the Quality and Experience of the men, the Leaders ratings and the weapons carried.  Wherever we could, we kept the game as accurate to history as possible, yet we did make concessions, when necessary, to keep it fun. 
                                                                      
Computer Opponent (AI)

Grant is a much more interesting opponent than McClellan.
Our AI reflects this.

Night Time

You may notice that at dawn, dusk and during the night,  the AI player will rest all of its units.  This is because you receive negative morale for moving during meal times or while you should be sleeping.  Night turns are included in case you need to make drastic maneuvers, and to see the arrival of troops in the middle of the night.   If you have turned off the music during day turns, you may wish to turn it back on, to hear campfire music.

SCENARIOS  
 
The scenarios that you see in Robert E. Lee: Civil War General were the result of a team effort,  and collectively well over 1,000 hours of work.  I would like to thank Doug Gonya in particular for making these scenarios what they are today.  I feel that these battles collectively have never been more accurately portrayed in any one source before in terms of the arrival of brigades, the number of men that they had, and the overall condition of those men.  We also have an extremely accurate replacement method for over 1700 leaders.

The following are comments about the information, or lack thereof, and the assumptions that we had to make due to the lack of information.  If you have information that can be confirmed, based on ancestral diaries or other rare information, please contact us on our Web site.

--Jeff Fiske, Producer

 Scenarios- Doug Gonya

The maps used in the scenarios are highly accurate renderings of the actual battlefield maps available to the generals at the time, which may or may not have been accurate.  To compensate for the weaknesses in some of the source maps that were used, over a dozen maps were consulted, including modern aerial photos, for each battlefield in the game.  
  
Some minor geographical changes were made to enhance playability due to the fact that this is, after all, a hex-based game.  In particular, the scale of the hexes at Chancellorsville and Wilderness were increased due to the wide extent of the area contested in these battles and the nature of fighting in heavily wooded terrain.  Rivers were occasionally 'adjusted' at crossing sites to ensure that historically accurate results were possible.  Here I was primarily concerned with  the number of hexes needed to be defended at the various crossings.  In addition, rivers and streams have some different effects from battle to battle due to the varying width and depth of the rivers at the crossing sites, most of which were fords and not bridges. 	

For the campaign, continuity of units and leaders was assured for the entire course of the war by tracing the hundreds of individual regiments through several reorganizations over the course of the war.  The extent of these reorganizations made this impossible to do at the brigade level.  Regiments in the Civil War retained their identities (eg 20th Maine Regiment, a number and the state of origin) despite changes in leadership and assignment to various brigades.  Brigades, on the other hand, did not have such designations.  They were known by either their leader or their place in the army organization (eg 1st Brig, 1st Div, 1st Corps), both of which could frequently change.  The regiments composing a particular brigade also changed over time.    The unit nicknames and the original brigade leader for each of the historical battles are accurate.  The unit names (eg VA A Brigade) should be considered as their ID because they are arbitrary and are used to allow you to keep track of the various units in each battle despite the changes in their leadership.

    In the historical battles, every brigade appears at its historical location with the correct leader and with at least 2 replacement leaders who were regimental leaders in that brigade at that particular battle.  If the unit nickname does not correspond to the starting leader for that brigade, this is because the Brigadier was not present at the battle and his brigade was led by one of his regimental commanders (usually a colonel) on that day.  In the campaign game, brigade leaders only change between battles if they have been killed, wounded, or you have replaced them.  Therefore, the unit nicknames do not change between battles: feel free to change these nicknames as you please.  Replacement leaders in the campaign game will depend on which battle you are fighting when the leader was killed/replaced.  Each brigade in the campaign can have replacement leaders who were either the brigade leader at some point in the war or else were a regimental leader of a regiment in that brigade at one of these battles.  Most units have pools of 10-15 replacement leaders that are historically accurate.  If you manage to kill all of these off, replacement leaders from that brigade's division will fill the vacancy. 

     The starting health and organization levels of the various units reflect the distances marched by the various units to reach the battlefield, their historical absentee level due to sickness or desertion, the weather conditions they endured prior to the battle, the quantity and quality of the rations available to them prior to the battle as well as the results of any skirmishing just prior to the start of the main battle.  At 2nd Manassas, for example, Hatch's division (formerly King's) had been attacked by Jackson on the 28th of August just west of Groveton (hex 1134).  They were then marched east and then south (towards hex 3045) and then counter marched toward their original location.  In addition, the union supply train had been outpaced and the men hadn't received proper rations for 3 days prior to the battle.

     The numbers for brigade strengths are accurate as far as possible. Due to the lack of complete information for many of the battles, certain assumptions had to be made to estimate approximate strength on the day of the battle.  Gettysburg has by far the most accurate and complete information in this regard.  The Official Records were very useful, though time consuming, for filling in these gaps.  Once again, regimental records had to be used.  Information on the weapon types used by the various regiments and brigades is extremely scarce.  In addition, most regiments, especially in the South, were not uniformly equipped.  Sources giving inventories of armories at the start of the war, purchasing records, production records and even officers' after-battle reports were consulted to find the types of weapons used and in what ratios.  By far, the most accurate information regarding weapons pertained to artillery.  Even then, many batteries were not homogeneously equipped and almost no battalions were.  The campaign game, of course, allows players to purchase new equipment for each unit prior to battle.

The following comments relating to specific scenarios are supplemental to the general comments given in the 'Objectives' text in the game.

1st Manassas:  The climactic struggle of this battle occurred just south of the stream called Young's branch at the summit of Henry House Hill (around hex 2929).  This is the strongest defensive position on this map.  Alternatively, Beauregard had planned to attack across Bull Run, but the Union stole a march on him and threatened his left flank.  Aggressively attacking across the river with the Confederates will result in an interesting game.  As neither side had organized corps at this battle, the Union corps commanders in the game are their divisional commanders, while the confederate commanders are the two army commanders.  As a result, none of these 'corps' commanders can be retained for 2nd Manassas in the campaign.  You might have noticed that Dixon Miles (Union corps commander) has very poor ratings.  He was dead drunk on the day of the battle and his brigadiers, becoming tired of countermanding his orders as soon as his back was turned, told him flat out that they would no longer accept his orders.  Miles was later court-martialled.  Richardson's Union brigade and the late Confederate reinforcements including Longstreet were actually guarding fords further downstream and were not part of the main battle, but were included in this scenario under the assumption that players would have ordered them towards the scene of action.

2nd Manassas:  The main difficulty in designing this scenario centered around the time of arrival of Longstreet's corps.  Historically, he took a position near the western edge of the map at noon on the 29th but did not advance into combat until 4 PM on the 30th after Union General Pope had committed nearly all of his army attacking Jackson's line on the unfinished railroad.  No player (or AI opponent) would have the patience to withhold so much of his army for so long, and no Union player would fail to become aware of its presence as Pope was.  To give the Confederates control of Longstreet's corps at noon of the first day would ruin the feel of the battle as it historically occurred.  Jackson had to defend on his own for the entire first day of the battle and Longstreet advanced only when the Union army was battle weary and unable to withstand attacks by large numbers of fresh troops.  For the above historical reasons, and for play balancing/playability reasons, the best time to give the Confederate player control of Longstreet's corps was deemed to be 10 AM on the 2nd day of battle.

Antietam:  The problem of arrival times also affected the design of this scenario, but on the Union side.  Burnside's corps, the southernmost group of  Union reinforcements, had arrived the night before and was intended to lead the attack on the following morning.  McClellan, however, had neglected to inform Burnside of this intention and Burnside only received his orders at 10 AM on the day of the battle, by which time two Union corps attacking since 6 AM from the north had already been wrecked.  Burnside's 'arrival' at this battle therefore reflects the time of his 'activation' as a participant in the battle.  The two Union corps opposite the middle bridge played very little role in the battle (a large percentage of Union forces present at Antietam never fired their weapons).  Since players will be much more aggressive than the historical leaders were, the Confederates were compensated by slightly altered brigade placements which allow them to defend the middle bridge.  Since the Confederates are so heavily outnumbered, defense of the lower bridges (and fords) is crucial to their success at this battle. 

Fredericksburg:  This battle is really great fun to play.  Marye's Heights, the southern part of the stone wall, was defended by 6,000 men against over 40,000 attackers.  Hex 1115 is the key to this defense in the game.  In fact, the stone wall is so important that even if you leave it to kill a few units you will probably want to retreat back to it and dig-in afterwards.  Historically, none of the Union units south of Hazel Run (the stream just south of Fredericksburg) crossed to the north of it to attack Marye's Heights.  When playing the Union, it is entirely possible to outflank the southern end of the rebel line on the stone wall.  The main Union attack was supposed to be in the southern part of the map but it stalled due to weak leadership and the valiant, though not very damaging, efforts of Major Pelham and his horse artillery, which advanced to a very exposed position south of the Union lines and began firing furiously.  Only after the southern attack faltered did Burnside resolve on a serious attempt to capture Marye's Heights rather than a mere demonstration before it.  The bulk of Jackson's corps arrives from the south were they were defending against a Union attempt to cross downstream.

Chancellorsville:  The single-day battle scenario for the 1st day of Chancellorsville is very different from the 1st day of the multiday scenario for Chancellorsville.  The multiday battle starts when the serious fighting commenced: at 5pm, after Jackson's famous flanking maneuver.  The single day battle starts earlier and  gives you a full day to make this flanking maneuver yourself.  Or, see what would have happened if the Army of Northern Virginia attacked head-on.  The Confederate forces in the east under Lee (Longstreet, with a division, was guarding the eastern approaches to Richmond at this time) are not very substantial and should only be committed once Jackson in the west has started rolling up the Union line.  The Union commander in this battle faces the difficult decision as to where to focus his troops (or which way to run).  Guarding all approaches is usually not successful.  The Union corps under Sedgwick and a Confederate division under Early, plus a few other brigades, were faced off just down the road to the East at Fredericksburg.  Visit the web site for the 2nd Fredericksburg scenario depicting this battle.

Gettysburg:  The rebels must take full advantage of their numerical superiority on the first day and use this momentum to carry them through the battle.  Check out the 2nd and 3rd day single-day battles too.  Due to size limitations, the Union pickets had to be recombined with their parent brigades and the Union horse artillery and some Confederate cavalry units had to be combined.

Wilderness:  The cavalry battle that occurred near Todd's Tavern, off the bottom of the map, was arbitrarily moved north so that players could fight it out or, optionally, use their cavalry elsewhere.  The Union reorganization that occurred after Gettysburg resulted in the merging of several brigades into over strength brigades, some containing as many as 11 regiments while most had 7-9 regiments.  This will have a definite effect on gameplay as two strong brigades are much better than three medium-sized brigades.  On top of this, Longstreet and the Anderson's division of Hill's corps don't arrive until the 2nd day.  Ewell's corps, the northern Confederate corps, should dig-in and defend.  Hill's corps, strung out along the plank road, is much better used in connecting to and extending Ewell's right flank than in continuing to try to advance eastwards as they did historically.  Either way, this is a tough battle for the Confederates until the 2nd day reinforcements arrive.  Again, check out the single-day battle for the 2nd Day for a real slugfest.

Washington:  The Union artillery is extremely powerful and is well placed in strong forts.  The only thing good about the Union artillery is that it can't move, but then you'd rather have them anyplace except where they are.  A quick dash down the eastern side of the map can often capture two or three forts, destroying some artillery, but it will be difficult to hold out against the inevitable counterattack.  A better strategy might be to stay out of range of the big guns and rest while awaiting reinforcements.  If the Union moves up to attack, you should be able to dig-in and then counterattack before moving on the forts.  If they don't attack, you will at least have your entire army concentrated for a concerted assault, preferably across a narrow front.  Attacking along the entire Union line at once is suicidal.  In the campaign game, you will need to have preserved your units' quality by not taking excessive losses in earlier battles, gained experience (and not lost it by getting units killed) and bought excellent weapons if you hope to gain an easy victory here.

Sources for Scenario Building.  (several sources cited for the multi-media history were also used but are not cited here).

Hanson, Joseph Mills. Bull Run Remembers:  The History, Traditions, and the Landmarks of the Manassas Campaigns Before Washington. National Capitol Publishers,  Inc. Manassas, VA 1953.

Livermore, Thomas. Numbers and Losses in the Civil War in America 1861- 1865.  Houghton, Mifflin, and Company, Boston, MA 1900.

Beatie, R. H. Road to Manassass. Cooper Square Publishers, NY,NY 1964.

Military Historical Society of Massachusetts, Campaigns of Virginia, Maryland, and Pennsylvania. Bradfoot Publishing Co., Wilmington, NC 1989.

Scott, Robert, G. Into the Wilderness with the Army and the Potomac. Indiana University Press, Bloomington, IN 1985.

Nofi, Albert, A. The Gettysburg Campaign:  June-July 1863, Revised Edition. Combined Books, Inc. Conshohocken. PA 1993.

Bigelow, John, Jr. The Campaign of Chancellorsville. Yale University Press, New Haven, CT 1910.

Pfanz, Harry, W. Gettysburg:  The Second Day. UNC Press, Chapel Hill, NC 1987.

Steere, Edward. Wilderness Campaign. Bonanza Books, NY,NY 1960.

Stackpole, Edward. They Met at Gettysburg. Eagle Books, Harrisburg, PA  1956.

Ed. The Century Magazine, Battles and Leaders of the Civil War, Volumes II, III, IV. Thomas Yoseloff, NY, NY 1956.

Sears, Stephen. Land-Scape Turned Red:  The Battle of Antietam. Ticknor & Fields, NY, NY 1964.

Longstreet, General James. From Manassass to Appomattox. Mallard Press, NY, NY 1991.

Ed. Time-Life Books. Voices of the Civil War:  Second Manassass. Time-Life Books, Alexandria, VA 1984.

Ed. Time-Life Books. Lee Takes Command:  From Seven Days to Second Bull Run. Time-Life Books, Alexandria, VA 1984.

Ed. Time-Life Books. The Killing Ground:  Wilderness to Cold Harbor. Time-Life Books, Alexandria, VA 1984.

Ed. La Bree, Ben. The Confederate Soldier in the Civil War. Pageant Books, Inc. Paterson, NJ 1959.

Davis, Maj. George, et al. The Official Atlas of the Civil War. Gramercy Books, NY, NY 1983.

H-Bar Enterprises Official Record of the War Between the States:  Vols. 2, 12, 19, 21, 25, 27.

