Peter Robbins, 28 May 2026
20 scenarios, a beautifully rendered map, great variety of command levels and side choice for each scenario = formula for DLC success in Scourge of War: Gettysburg’s latest, Chancellorsville DLC. In case you’d missed it, be sure to also pick up their previous DLC which slid by into the market, a bit hidden amongst other holiday sales. Antietam DLC is also worth every penny.
What’s In the Box?!
Per yuuuuugge, let’s start with a view of the included Scenarios that are provided with the Chancellorsville DLC for SoW:G. Below is a set of three screenshots showing off the full listing of 20 provided scenarios. In the shots they are the scenarios starting as CV01 through CV20.
click images to enlarge
Game Specs
- Game: Scourge Of War: Gettysburg (Remastered)
- DLC: Chancellorsville
- Developer: Norb Software LLC
- STEAM Release: March 18th, 2026
- Genre: Grand Tactical / Tactical, American Civil War.
- Scope: From Brigade to Army Level Scope
- Scale: Individual Sprites (1 for X ratio) in unit formations. Real distances and time.
- Topic: Chancellorsville and South Mountain scenario additions to the core SoW:G wargame!
- Cost: $19.99 US Dollars
Mechanics & Gameplay
How best to show you the basics of the mechanics and gameplay than with a short scenario walk through. Let’s start with one of the larger sized Union side centric scenarios, I’ll then round it out with a larger of the Confederate centric offerings to balance out the gallery here a bit.
This first scenario we’ll look over is CV05 – May Rebel Yells Spawn Wilderness Hell (U-Div)
Oodles of Rebs double-timing through the forest west of our camps. We have two lines of scouting forces. We should be able to at least perform a fighting withdrawal to delay them ahead of the scenario deadlines. I think they designed this scenario to be more balanced than it was historically, as if memory serves, it was a bit more of a cake-walk for the Confeds; at least in the first portion of the battle.
Slow The Roll & Talk Mechanics
Let’s slow the roll here a bit before we flop over to a second example scenario from the DLC. Here is a closer show of a modified Grog’s Toolbar as the mod used to be called. I think it’s been fully adapted to use in the remastered game at this point.
In the Center Bar there are a few very important buttons I’ll just quickly review. Most of you are likely already players of this game so I won’t go too deep into this, but for those that have never played it’s useful to know the basics.
Decision Point Checklist
1— Double-check where your persona/commander is, and whether they need to move for ease of command/courier sakes. Use the button that says “Me” on it, in the center bar to position the camera right next to your commanding general at shoulder height from behind. This is a great way to either get ready for later use of the “HITS” advanced mode (headquarters in the saddle), OR fake it til you make it; which is usually how I run things overall, as the damn game is too purdy not to see from above at any height or angle.
2— Double-check your sub-commanders are where they need to be, or at the very least attempting to get where you need them to go. Easiest way to wrangle up your forces is to slow roll your OOB. Go to your Order Of Battle, and go down the list one command at a time, and re-check that each commander’s sub-units are at least “near” them in some way.

They really should never be detached from their commander by much distance. Now you could hold a couple regiments in reserve in a tree line to keep them hidden, but they still need to be easily order-able to react on the fly.
Note, Only use the [Take Over] button in the far right set of tools if you intend to directly fix something the AI may have done wonky. As soon as you are done setting things right, it’s usually a good idea to click the unit flag and hit Take Over again to turn off that full control mode.
3— Make sure you have effective positioning, facing, and formation for your units; and intended “stance” for your sub-commanders commanding those units.
The overall color-coding if you will for the right hand side’s “Button Rock” as its called is generally as:
- Sepia = Special Commands
- Red = Combat Maneuver Commands
- Dark Green = Orders Commands
- Dark Blue = Formation Commands
- Black Buttons = Dispatch Commands
Stances are reviewed on pages 87-89 in the user manual. Stances are given to commanders not units. The commander’s AI then thinks on whether to obey you or not to enact those orders. I’m sure there is some fuzzy math on what and when is listened to. As stated in the manual “Note: Only your subordinate commanders may be given Stance Orders. Keep in mind that the attributes of your subordinate commanders, and the increasing fatigue and dwindling strength and morale of their units may result in your Stance Orders being ignored.”
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4— Double-check that your artillery is appropriately positioned with a clear line of sight and advantage of higher ground where and when needed.
5— Double-check that your cavalry, if present, are protecting your flanks, and your high value artillery batteries.
6— Double-check that your cavalry are providing you with visibility to enemy movements. They are your eyes and ears, treat them as such. They can fix enemy units, but at least a detachment or two should be out exploring your flanks for surprise attacks. These are not Napoleonic lancers or heavy cavalry. They are not intended for any frontal assaults except against fleeing and greatly weakened or routing enemies.
Unfortunately, even after following all of the above checklists over and over again in this scenario, the Union side is destined to have to fall back considerably. Run Away! As seen below.
And smack dab into an awaiting slew of Rebs.
This scenario was a defeat for my Union side, unfortunately as expected.
A Rebel Corps-Level Scenario
For contrast, let’s take a closer look at one other scenario, as not to completely give spoilers for the entire set of 20. We’ll take a quick look over the initial dispositions of scenario CV18 – May 4 – Hooker Regains His Nerve (C-Corps) mostly as a gallery, but with a few notes mixed in.
Starting situation for the Rebs, via the central toolbar’s Map button click is shown below.
The prepared Rebs are mostly facing North to defend against Blue Belly incursion.
From commander Jeb Stuart to the left view.
And similarly from Jeb to the right. Jeb is overall commander of this 2nd Corps. Didn’t realize he was given a Corps command late in Chancellorsville battle. You learn something new each day.
Quick view of the overall ORBAT under Jeb.
Those are Anderson, Heth, Rodes, and Colston divisions under Jeb Stuart’s 2nd Corps command. Anderson was re-attached from 1st Corps. The rest are already division commanders of 2nd Corps.
We’ll now fast forward just a bit until we hit up against some enemy forces, just to give a view of where things are heading at least.
Just a quick shot of a nice view mid-map.
Here we start to see the enemy blue bellies appearing north of 2nd Corps positions.
Final Thoughts & First Impressions
A goodly amount of scenarios, 20 in total, on a nicely done map, Chancellorsville. Need I say more? Either $19.99 is in your budget or it is not, but I will say, that’s 1$ a scenario, and they are really nicely designed all said and done. So, maybe wait for a sale price? But otherwise, if you like the core game, get this DLC and get Antietam as well why you are at it. That one is equally nice if not better.
You can chat about this game in the Age of Gunpowder section of our discussion forums
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