[reviewed/revised 19 Oct 2021]
For the Battle of Chancellorsville you have a starting, “central” corps and a later-arriving “flanking” corps, each of up to 24 brigades.
If you want to minimize the hassle, you can go for a day-1 victory. Just take your starting corps straight up to Chancellors Farm, following it with your other corps, which should have as many cav units (esp. melee) as possible. Aggressively flank and attack any Union units in your way, and start attacking the flag position by 1330. Use your massed cav units to destroy Federal brigades in and closely surrounding the flag position.
You should start the “contested” timer by 1400, and then will have to defend the flag for an hour or so against counterattacks, including Union reinforcements that come down the road W of the farm at 1345.
An alternative, which results in many more Union (also CSA) casualties but is not much more of a hassle than the one-day strategy, is to do little on day 1, and then do the (historical) day-2 flanking from the W with one of your corps, while the other attacks from the south. The phase timer starts at 1730 and runs to 2030, but if you haven’t taken the flag by 2030, the battle will keep going until 2145, and a 20-minute flag-contested timer must run all the way down by then, or you will go to day 3. Aim to surround the Union forces (watch out for reinforcements from the north) and take the flag around 2100-2125, annihilating as many units as you can.
A third alternative—maximizing Union casualties—is to destroy as many Union brigades as possible on day 2, but avoid taking the Chancellors Farm flag, so that the time runs out at 2145 and you go to day 3. On day 3, you can bring both your corps into position again around the farm, and resume killing Federals. Union reinforcements come from the middle of the top of the map around 0740 but may not be all that numerous. Anyway you should have until 1030 or so to take the flag (contested timer must count down to zero). Be sure you don’t kill all Union units on the map before completely possessing the flag, or there will be a phase change and you’ll be reset to positions at your day 1 flags.
J & P Rebalance Mod (1.27.4.3) BG
The same strategy for a day-one victory works here—in fact, it is much easier, and if you bring mostly melee cav in your flanking corps, you can come close to wiping the Federals (including reinforcements) off the map. Note that you can bring two 30-brigade corps. The first one should have 5-6 melee cav to help clear/speed the way for your infantry. The second, flanking corps should have close to 100% cav, mostly melee type, so they can get to the objective in time, and also because melee cav are so powerful with this mod. The other, day 2/3 strategies are likely to work just fine.
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