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Ultimate General: Gettysburg

 
Ultimate General: Gettysburg - 50% Off during Steam Wargames Fest!Apr 28, 2025 - Community AnnouncementsGenerals, Steam Wargames Fest has begun, and Ultimate General: Gettysburg is now available at a 50% discount. Don't miss out - grab your copy today!Ultimate General: Gettysburg is now on sale!Mar 13, 2025 - Community AnnouncementsGenerals, The Steam Spring Sale has begun, and you can now get the game at a 50% discount. Don't miss this opportunity to grab your copy before the sale is over!Play Ultimate General: American Revolution Now!Jun 6, 2024 - Community AnnouncementsWe are thrilled to announce that Ultimate General: American Revolution is now available on Steam Early Access! This epic 4X strategy game lets you immerse yourself in the pivotal moments of the American Revolution. Build, expand, explore, and engage in strategic warfare to lead your nation to victory. Join us in shaping the future of Ultimate General: American Revolution by providing your valuable feedback during this early access phase. Your input will help us refine and perfect the game, making it the ultimate historical strategy experience.Get up to 20% off Ultimate Admiral: Age of Sail – Loyalty DiscountApr 7, 2021 - Community AnnouncementsHello, fellow generals! Ultimate Admiral: Age of Sail is released, so we have something special for you. You can save 10% on Ultimate Admiral: Age of Sail thanks to our loyalty discount! To check if you’re able to get the loyalty discount: • Check your Steam Library to see if you own Ultimate General: Gettysburg • If you do, you get 10% off Ultimate Admiral: Age of Sail • However, be quick; the offer lasts between April 7 – April 15 The discount will be available on the Ultimate Admiral: Age of Sail store page. Don’t forget that it stacks with the 10% release discount, so you can get the game at 20% off! https://store.steampowered.com/app/1069650/Ultimate_Admiral_Age_of_Sail/ Ultimate Admiral: Age of Sail offers a new experience in a crucial time period for the United States - the American War of Independence, continuing the famous series of Ultimate General Strategy games. {STEAM_CLAN_IMAGE}/26845014/4902845288c193552df80eb08e8279f3f289f181.gif Ultimate Admiral: Age of Sail is a hardcore tactical fleet and amphibious operations simulator. The main focus is on realistic naval combat which utilizes realistic sailing physics, a detailed damage model, and historically correct ships. {STEAM_CLAN_IMAGE}/26845014/b3ba5e65b9b0df57572e442840c610fca39a1df3.gif Since the tasks of the fleet included not only naval engagements but also army supplying and the capturing of coastal territories, there are also amphibious and ground battles in the game. {STEAM_CLAN_IMAGE}/26845014/fc4bcbec995c46cddda06d70524c3c380a6742ea.gif Ground battles are not as massive as in Ultimate General games, but create the necessary immersion of being part of a real combat situation. The battles feature a realistic Line of Sight system, realistic ballistics, multiple unit types, and unique mechanics that make battles especially engaging and challenging. https://youtu.be/aHP6v0cVPhw All the important weapons of the historical period and a vast technology upgrade system are featured in the game, offering a historically accurate and complete customization for all ships. {STEAM_CLAN_IMAGE}/34954981/4332ec979cb8907361ab58bfc29564effe13c938.jpg Your discount will be available on the Ultimate Admiral: Age of Sail store page: https://store.steampowered.com/app/1069650/Ultimate_Admiral_Age_of_Sail/Multiplayer UpdateMar 25, 2021 - Community AnnouncementsHello everybody, We just wanted you to know that today we have updated the Multiplayer version of the game to work with our latest server infrastructure. You will need to receive this patch in order to play Ultimate General: Gettysburg's Multiplayer. Enjoy! The Game-Labs TeamMultiplayer Connectivity FixJan 17, 2018 - Community AnnouncementsHello Generals, The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch. Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409. Have fun! The Game-Labs Team Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.Multiplayer Connectivity FixJan 17, 2018 - Community AnnouncementsHello Generals, The Multiplayer server has been inactive for some days due to serious technical problems which had to be fixed with a new patch. Today we offer the necessary update that repairs the multiplayer connectivity. You will see that your multiplayer version is updated at the lower left corner of the Multiplayer menu showing the indication version 0.85 rev.14409. Have fun! The Game-Labs Team Note: This patch is currently available only on Steam and will be available on the other sales platforms as soon as possible.Patch v1.8 is here!May 13, 2017 - Community AnnouncementsHello Generals, We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch. ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE https://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/582356d659cc6899710e4c45/1478711006362/?format=1000w FIXES / IMPROVEMENTS Resolved Multiplayer connectivity problems. Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases. Improvements for AI to keep better safe distance from the player and attack more efficiently. Improvements for player's units auto-targeting and self-awareness. This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services. We hope you will enjoy this patch! The Game-Labs Team EDIT: Patch is available to all other platforms (GOG and App Store).Patch v1.8 is here!May 13, 2017 - Community AnnouncementsHello Generals, We are glad to announce a new update which repairs multiplayer connectivity and addresses game balance issues that you have reported. Here is the brief but very important list of improvements that you will find in this patch. ULTIMATE GENERAL: GETTYSBURG v1.8 UPDATE https://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/582356d659cc6899710e4c45/1478711006362/?format=1000w FIXES / IMPROVEMENTS Resolved Multiplayer connectivity problems. Balanced ranged damage to be not so overpowered as before. Casualties will be much more realistic and the game should be more enjoyable by playing either side (Union or Confederates) in Single Player or Multiplayer mode. This damage balance affects positively morale and condition, that previously could drop too fast, making units almost unmanageable in many cases. Improvements for AI to keep better safe distance from the player and attack more efficiently. Improvements for player's units auto-targeting and self-awareness. This update is currently available only for the Steam version of Ultimate General: Gettysburg for Windows, Linux, Mac. It will soon be available to other services. We hope you will enjoy this patch! The Game-Labs Team EDIT: Patch is available to all other platforms (GOG and App Store).Premature Evaluation Ultimate General: Civil WarNov 29, 2016 - Rock, Paper, ShotgunEvery week we dispatch Brendan onto the battlefields of early access alongside a battalion of eager troops. This week, he attempts to become a renowned tactician for the Union in Ultimate General: Civil War . I don t know much about this period of American history, except that Abraham Lincoln was the goodie and Clint Eastwood won the war by blowing up a bridge with a Mexican friend. But I do like a good strategy game, the practice of shunting little toy soldiers about and watching as long bits of geometry engulf other, smaller bits of geometry. So come with me if you want to see what it’s like to “draw” a war. … Ultimate General: Civil War launched in Early Access!Nov 18, 2016 - Community AnnouncementsNew game announcement Generals We are delighted to announce that we have just released our new game: “Ultimate General: Civil War”. In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment. For more information about the game please visit: Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access Thank you again. See you in Ultimate General: Civil War forums! Game Labs Team Steam store page: http://store.steampowered.com/app/502520/Ultimate General: Civil War launched in Early Access!Nov 18, 2016 - Community AnnouncementsNew game announcement Generals We are delighted to announce that we have just released our new game: “Ultimate General: Civil War”. In this new product we have utilized the feedback and ideas you provided us with during Gettysburg development. As a result we delivered an amazing campaign experience covering the whole American Civil War. Thank you very much for all the feedback, support and patience. We will never let you down and will continue to bring excellent strategy games for your enjoyment. For more information about the game please visit: Detailed description: http://www.ultimategeneral.com/blog/ugcw-release-early-access Thank you again. See you in Ultimate General: Civil War forums! Game Labs Team Steam store page: http://store.steampowered.com/app/502520/The Flare Path: A Typical Atypical Simmer #1Nov 18, 2016 - Rock, Paper, ShotgunThe idea that simulations are consolation prizes – digital sops for people that lack the skill or dedication to make it as real pilots, race car drivers, tankies or whatever – is depressingly widespread. The linked notion that sims are something you abandon once you get your hands on the ‘real McCoy’, crops up almost as often in games criticism and forum exchanges, and annoys me just as much. While it’s certainly true that many of my brethren and sistren are aspirants who recreate in facsimiles because they can’t recreate in originals, the hobby is dotted with individuals who use and see simulations quite differently. Over the coming weeks I’d like to introduce you to some of these fascinating individuals. … Patch v1.7 released!Jul 15, 2016 - Community AnnouncementsAfter a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever. You can read about the update in our blog: http://www.ultimategeneral.com/blog/patch-v17-released or below https://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/57880529b8a79b31d1239e34/1468532070707/?format=750w Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top ULTIMATE GENERAL: GETTYSBURG v1.7 UPDATE rev.14398 (Single Player) / rev.14406 (Multiplayer) GENERAL GAMEPLAY Improved targeting. Units will pick best target without micromanagement, especially artillery. Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position. Improved auto AI lines. No longer too much shifting around. Units will be sufficiently intelligent to handle their lines. Artillery less resilient in melee. Cavalry more useful, not so vulnerable as before. Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate). Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles). Increased significantly the damage bonus in flanks/rear for even more tactical battles. Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient. Finalized brigade/terrain visual improvement. Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now. Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy. https://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/578800d15016e19f4cf52313/1468531006998/?format=750w AI is able to adapt much better in all kind of threats and create coherent defensive lines ARTIFICIAL INTELLIGENCE Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence. Enhanced AI defense. AI will be more active in covering weaknesses in formation and defending the high ground. AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose to them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met. AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks. AI will fall back if overwhelmed in a much more efficient manner (according to personality). It w...Patch v1.7 released!Jul 15, 2016 - Community AnnouncementsAfter a long time period, we updated the game, improving gameplay and AI according to your latest feedback. AI is much more energetic in attack and more efficient in defense. Several targeting issues have been repaired and lots of other major or minor fixes make the game more stable and enjoyable than ever. You can read about the update in our blog: http://www.ultimategeneral.com/blog/patch-v17-released or below https://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/57880529b8a79b31d1239e34/1468532070707/?format=750w Ground shape and Line of sight issues are fixed so 3D perception is improved and units can target more efficiently in areas such as Round Top ULTIMATE GENERAL: GETTYSBURG v1.7 UPDATE rev.14398 (Single Player) / rev.14406 (Multiplayer) GENERAL GAMEPLAY Improved targeting. Units will pick best target without micromanagement, especially artillery. Various melee fixes/improvements. Infantry will no longer auto-fall back and annoyingly lose its position. Improved auto AI lines. No longer too much shifting around. Units will be sufficiently intelligent to handle their lines. Artillery less resilient in melee. Cavalry more useful, not so vulnerable as before. Balances in Ranged combat (toned down artillery effectiveness from High/Medium range and overall more realistic casualty rate). Morale fixes (not so fast retreat, overall more manageable condition for tougher/epic battles). Increased significantly the damage bonus in flanks/rear for even more tactical battles. Units that stand and shoot have increased condition endurance, so their defensive capabilities are more resilient. Finalized brigade/terrain visual improvement. Movements, formation appearance, 3D perception of terrain are greatly improved. You feel the battle more realistic now. Balanced combat damage/pace to realistic level. You now understand the importance of terrain. You lose badly until you gain the high ground and then it becomes your turn to punish your enemy. https://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/578800d15016e19f4cf52313/1468531006998/?format=750w AI is able to adapt much better in all kind of threats and create coherent defensive lines ARTIFICIAL INTELLIGENCE Much improved AI attack. AI will press and concentrate on weak spots of player army with efficiency and persistence. Enhanced AI defense. AI will be more active in covering weaknesses in formation and defending the high ground. AI now understands much better the territory it fights. AI opponents are active and respond to whatever threat you pose to them, in a realistic and challenging manner. The way that each opponent fights is really interesting to explore, in order to unlock multiple different speculative scenarios that probably you had never met. AI now will very often attempt to flank. It will make tactical maneuvers to place artillery on high ground and shoot at your flanks. AI will fall back if overwhelmed in a much more efficient manner (according to personality). It w...Patch v1.6 ReleasedNov 23, 2015 - Community AnnouncementsWhile we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive. Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents. Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer) Gameplay & Other Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions. Stronger melee. Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front. Increased damage of some large artillery battalions (It was too low). Fine tuned morale so that units retreat not so often as before. Units retreat less far behind. Balanced Calef (It was an overpowered unit). Balanced CSA Artillery to be a little more effective overall. Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement. Better visual appearance of brigades as soldiers scale and bend formations on the terrain. In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%). Scenarios Fixed artillery units positions that were too in front in some scenarios. VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill. In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win. Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on. "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union. Reinforcement time tweaks for the first battle. CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action. AI AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive. AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand. AI should de...Patch v1.6 ReleasedNov 23, 2015 - Community AnnouncementsWhile we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive. Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents. Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer) Gameplay & Other Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions. Stronger melee. Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front. Increased damage of some large artillery battalions (It was too low). Fine tuned morale so that units retreat not so often as before. Units retreat less far behind. Balanced Calef (It was an overpowered unit). Balanced CSA Artillery to be a little more effective overall. Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement. Better visual appearance of brigades as soldiers scale and bend formations on the terrain. In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%). Scenarios Fixed artillery units positions that were too in front in some scenarios. VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill. In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win. Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on. "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union. Reinforcement time tweaks for the first battle. CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action. AI AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive. AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand. AI should de...Hotfix patch v1.55Sep 11, 2015 - Community AnnouncementsA new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch. You can read more info in our blog: http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155 or below Ultimate General: Gettysburg patch v1.55 (rev.10222/10203) Better synchronization, more realistic movement of sprites. Improvement of Brigade movement and visual mechanics. Formation, collision detection improvements (affects targeting, retreat directions, melee). Targeting improvements (affects AI positively, units block each other more realistically, hills become more important). Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now. New better melee balance. Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain. AI overhaul. AI should attack and defend much more efficiently with all personalities. Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario. Various fixes and balances for MP battles that were unbalanced. - CSA  in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation. - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery. - In "Ewell advances" the CSA get 2 more brigades as reinforcements. - In "Devil's Den" reinforcement times for Union have been balanced. - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces. http://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/55e811f4e4b039c3bfb53fb6/1441272360751/?format=2500w Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides. Skirmishers less lethal in ranged combat. Altered the arrival time of 1st day/1st battle units to fit more the historical facts. Fixed occasional super damage bug when units were in melee that destabilised combat balance. Fixed many overpowered artillery batteries for both sides. Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before. Fixed bugs that unbalanced multiplayer according to who was hosting. This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below: Koro (Unforgiving General who punished the AI until it was able to beat him and also provided rel...Hotfix patch v1.55Sep 11, 2015 - Community AnnouncementsA new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch. You can read more info in our blog: http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155 or below Ultimate General: Gettysburg patch v1.55 (rev.10222/10203) Better synchronization, more realistic movement of sprites. Improvement of Brigade movement and visual mechanics. Formation, collision detection improvements (affects targeting, retreat directions, melee). Targeting improvements (affects AI positively, units block each other more realistically, hills become more important). Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now. New better melee balance. Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain. AI overhaul. AI should attack and defend much more efficiently with all personalities. Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario. Various fixes and balances for MP battles that were unbalanced. - CSA  in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation. - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery. - In "Ewell advances" the CSA get 2 more brigades as reinforcements. - In "Devil's Den" reinforcement times for Union have been balanced. - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces. http://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/55e811f4e4b039c3bfb53fb6/1441272360751/?format=2500w Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides. Skirmishers less lethal in ranged combat. Altered the arrival time of 1st day/1st battle units to fit more the historical facts. Fixed occasional super damage bug when units were in melee that destabilised combat balance. Fixed many overpowered artillery batteries for both sides. Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before. Fixed bugs that unbalanced multiplayer according to who was hosting. This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below: Koro (Unforgiving General who punished the AI until it was able to beat him and also provided rel...152nd Commemoration of the Battle of Gettysburg 1-3 July 1863Jul 1, 2015 - Community Announcementshttp://static1.squarespace.com/static/51cabf8ae4b043b66a22b6b9/t/55940508e4b0e276e0454432/1435763982179/Thure_de_Thulstrup_-_L._Prang_and_Co._-_Battle_of_Gettysburg_-_Restoration_by_Adam_Cuerden_small.jpg?format=1000w "Hancock at Gettysburg" by Thure de Thulstrup, showing Pickett's Charge. Restoration by Adam Cuerden. After his major success at Chancellorsville in Virginia in May 1863, Gen. Robert E. Lee's Army of Northern Virginia advanced to Northern soil for a second time. His second and final attempt to invade the North was stopped by Maj. Gen. George Meade's Army of the Potomac near the small town of Gettysburg. About 55,000 soldiers were the casualties for both sides in an epic 3 day confrontation. It was the largest amount of losses in a single battle for the entire war. The battle of Gettysburg is considered by most historians the “Turning point” of the American Civil War. It was Lee’s first major defeat and inflicted serious casualties on the Army of Northern Virginia that caused its gradual disintegration. It was one of the reasons why Vicksburg surrendered one day later, splitting the Confederacy and preventing valuable supplies to reach the eastern theater of the war. Today is one of the most important dates in the history of the American Civil War and we pay our respects to the fallen heroes who gave their lives in the Battle of Gettysburg.