[reviewed/revised 21 Oct 2021]

 

For Hall’s Ferry Road, you are allowed to bring two 24-unit corps. One strong infantry, the other all-cav or half-cav half-infantry, should work. Artillery moves slowly and rapidly drains your supplies, and it would be hard to bring enough to make a difference.

The timer suggests you have only until noon to take all three flags. However, after 1200 you get extra time, to 1800, and during this period can press “finish” the moment you hold all three flags, even if the contested timer is running for one or more flags.

The easiest way to win this battle while minimizing CSA casualties is to lie low until 11 am or so, then use 15-20 strong brigades to take the first flag on the small hill near the middle of the map. When the flag is taken, move up the rest of your infantry so they are not too far from the other flags. When they are rested—assuming it is after 1200—have them surge in two large groups towards both flags. As soon as both flags are in CSA’s possession, click finish for the relatively inexpensive win.

To maximize Union casualties, slide your force along the left edge of the map while dislodging Union brigades and artillery from the near/middle flag. Slowly march west to east, overwhelming the back/left redoubt and taking that flag, and then circling the right redoubt and taking that flag. It can be tricky, requiring quite a bit of micro, to avoid capturing that last flag until you have destroyed virtually all the Union brigades on the map. In any case, you have 30 minutes from capturing the flag until the end of the battle.

J & P Rebalance Mod (1.27.4.3) BG

The same strategies work, although the CSA player, to minimize casualties from concentrated Union artillery fire (which is fierce), should consider staying out of sight until late in the battle window and then taking all the flags as quickly as possible.

โ™ โ™ โ™