The basic platform for the Battleground series involves individual infantry and cavalryregiments, artillery batteries, and commanders. All are rated for strength, firepower, weaponry, morale, and movement. As a unit takes fire, it may become fatigued, disordered, or routed to the rear. Players compete against the computer's artificial intelligence or against another player via modem. Players may try a variety of 25 individual scenarios, or refight the entire Battle of Shiloh. A Fog of War option enhances playing against the computer, as it hides units that are not in direct view of the enemy. The game also includes scenarios related to the Battle of Wilson's Creek and the Battle of Prairie Grove.
Shiloh won Computer Gaming World's 1996 "Wargame of the Year" award. The editors wrote, "Sure, there's micromanaging. And yes, there's complexity, too. But the learning curve is justified, because this is simply the best 19th-century system ever designed for a wargame—realistic, challenging, and eminently replayable."[6] The three Battleground games of 1996—Shiloh, Antietam and Waterloo—collectively won Computer Games Strategy Plus's wargame of the year award.[7]